I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.
My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)
I'm making a snake game and on every tick the snake moves. because the snake is moving a whole unit on each tick the animation is jumpy. The game is on an invisable grid so the snake can only change directions at specific points. Would it be considered better practice to have a timer that will move the snake a pixels at a time counting it with a variable, and on every n tick run the code to change direction. Or is it better to have two separate timers; one for move the snake a pixel at a time and another for changing the snakes direction?
In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.
OK from the title you can tell I'm now a AS3 newbie. Its a shame because I was good intermediate at AS2 and all of a sudden I'm back at square one - and I'm no programmer so there's little chance of me learning AS3.
1) Back to the problem. I used to control events on my timeline with simple timers and such, utilising code like: _parent.MC1.Play(); Now that doesnt work, _parent and .root are gone, and I can't even get basic things to work anymore. I want to do is advance "MC1" to the next frame.
2) Is there a *simple* reference/summary of what happened to my old AS2 commands somewhere.
What I need to do is assign 5 separate dynamic text fields to 5 seperate buttons and at the same time to those same five buttons i would like to add 5 images that i would be able to change merely by swapping out the images in the file theyre in on the server.I would also like to get a nice transition between the images...ALSO i want to dynamically load the images for the buttons that will be used for switching from picture to picture(which im thinking i will be able to do after i know the how to do point the aforementioned things.)
Through tutorials I've found around the net I've been able to get most of the parts together... but i get lost because what they show you for AS2 they don't for AS3 and vice versa, at least that ive seen.so... I guess my question is... would i need to set up 5 seperate dynamic text fields on the stage and then set each one of them to one of the corresponding button. If so what AS code would i need to use to do so. And if not what would i need to do?
The other part of the question would be I know about the UILoader... would i be able to use it as my buttons and images, if so would i need 5 seperate ui loaders for both the Thumbnail buttons and the images or is there a way that would be better to do it? and once i do that would i do the transitions using frames and tweens like with AS2?
If I create a new flash AS3 file and create two blank keyframes in my actions layer I can add actions to each keyframe separately no problem. I can then easily switch between the actions frames from the menu bar on the left of the actions input panel. However if I try and do this on any of my projects i've been working on for a while when I create a new blank keyframe in the actions layer and try to add actions to it, I get sent straight back to my first actions keyframe and not a nice blank page. Can I even apply seperate actions to seperate keyframes?
This is NOT the same as my last thread as i am after three and NOT ONE as last time. In the attached movie there are three seperate movies loading into three seperate tweens. Please note that i am happy with this movie as it is, and do not want to change anything about it except for the script itself. It refurs to three seperate clips "b.a","d.c" and "f.e". What i want is for the script to incorperate all three clips under one name of "mc" And instead of have three seperate widths, "width 1","width2" and "width3" i want the script to also incorperate all three widths and heights into just one name of "width" and one name of "height".
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?
As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.
PHP Code: private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed
Here is the code: import fl.transitions.Tween;import fl.transitions.easing.*; var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,
I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.
circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink) var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer); function onTimer(evt:TimerEvent):void{ alpha +=7;} function onBlink(evt:MouseEvent):void{ timer.start();} function unBlink(evt:MouseEvent):void{ timer.stop(); alpha = 100;}
I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
var LevelCode:Array = [10,20,30,40,50,60,70,80,...,990,1000]; var Piece0:Timer = new Timer(50, LevelCode[0]); var Piece1:Timer = new Timer(50, LevelCode[1]); ... var Piece98:Timer = new Timer(50, LevelCode[98]); var Piece99:Timer = new Timer(50, LevelCode[99]);
I want to start Piece0 timer, Piece1 timer, etc., at the same time. I tried Piece0+Piece1.start();, but it did not work.
There is probably an easier way to do this and I would be great full if someone has the solution. This code is on frame 1 and is the only frame in the .fla, I am trying to get it to start over once it finishes the last timer. What I really want to do is create a picture banner with 4 images visible at a time and each one transitions to 2 or 3 different images periodically. Is there a better way of doing this with code? I really don't want to animate this all on the time line. here is the code I have
take an arbitrary variable, and create that number of timers, with a corresponding number of listeners? And then write a function to deal with the listeners?
I have an object that contains a timer. I do addEventListener on the timer and start the timer.At some point the object is deleted but I find that the timer keeps firing (using trace statements).What I don't get is, how come when I delete the only object that has a reference to that timer, the timer doesn't go away along with the event? Or do I have to do a removeEventListener() on the timer before removing the object for it to go away?
this code is supposed to, on mouse over, move a mc 50 pixels to the right in 10 frames, and on mouse out, move it back. im also trying to take into consideration what happenes if the mouse event occurs during the movement, but im seeing some very strange behavior, draw a block on the stage and make it a movie clip and ull see what i mean. sometimes the block moves 5 pixels and stops, other times it moves untill it leaves the stage.
I prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,
ar t:Timer = new Timer() TimersManager.getInstance().register(t); ... TimersManager.getInstance().stopAll();
it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.
I wonder if you can get the number of milliseconds that have elapsed since an actionscript timer has started.I want to set a simple label in flex that has the value of how long it wil take before the timer fires (again).this is the code, at 'GET ELAPSED TIME', I need the time that the timer has been running (since it last fired the function):
var timer = new Timer (10000); timer.addEventListener(TimerEvent.TIMER, foo); timer.start();
I am not too sure if I can make my problem clear. I wanted to make a simple pause and play button. My main timeline will have a movie (MyMovie) with animations in it, so when I pause, I will need to pause it as well. At first, I did not have any problem, as I could just pause using both using stop() and Mymovie.stop() as well as with play() and MyMovie.play() in the main timeline.
However, after that, I used a timer in some frames in Mymovie. May I know how I can go about it? No matter how I tried, the timer will ask the movie to continue playing even with the pause button pressed once it starts. How can I ask the timer within the movie to stop?
I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:
Ball starts at x,y Ball moves to waypoint x,y Ball leaves stationary copies of itself along the way forming a line as it goes.
The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:
Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.
Code: public function moveTowards(pX:Number, pY:Number, step:Number) { var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........
I'm building a page that uses an array to deploy a series of timers that do a variety of things. The problem is at any point the user needs to be able to navigate away from the page and when they do they get a timer tick error. To stop this, I have been trying to write a function that stops all the timers which I can do when I write all the timers out the long way, but I'm failing when trying to stop the timers created with the array. I'm getting the following error: ReferenceError: Error #1069: Property 3 not found on flash.utils.Timer and there is no default value.
Here is the code: Code: var timerRepeats:Number = 1; var currentTimerLength:Array = [1500, 4500, 500, 1500, 1500]; var i:Number = 0; var timerCount:Number = 0; var totalTimers:Number = 3; [Code] .....
I assume that this relates to my attempt to use the variable to identify each of the various timers and stop them (apparently flash is not actually creating an instance name for each of the timers like it would for a movieclip).
I have a swf containing 3 scenes (all individual external swfs) at 10 second intervals. This is how I do it:
[Code].....
So after the 10 seconds are up, it goes to the next frame, where I have the same script, with another Timer variable (MyTimer2), loading another swf. Same for the 3rd scene.
All is fine, until I need to manually change scenes. I have 3 buttons, each representing a scene. When the user clicks on any of them, the scene will change to the one selected. I think you have a good idea how it works.
Now, as you might have seen it coming, the manual "override" messes up the original looping Timers. I currently have gotoAndPlay("frame") on each button, and this causes 2 Timers to run at the same time (the current Timer, and the new one).