I'm designing a flash game where you collect an item to gain score, which then moves to another random spot where you can collect it again, etc. I've got most of it working, but I also want to add a "bonus" item, which appears after a specified time in a random place (like the original item), but I can't seem to get it working.
I tried using setInterval, but it just kept jumping all around the screen, which isn't what I wanted. I just wanted it to appear on the stage and stay there until you collect it. So I tried using a clearInterval after, and it just didn't work.
I'm using ActionScript 2 and I already placed the progress bar on the stage assigned it the instance name ProgressBar0 but i'm confused on how to give it a label, have it start at a certain time and end at a certain and show the percentage complete in the label.
Is it possible to make flash mx to take the time on the system and make it run a determined frame. I want to make a clock that shows the real time. How can I do it?
I am trying to store and compare time values in min:sec:ms format.For example: 150:00:00.I need to store and compare these values but numbers do not accept 2 decimals (150.00.00) and the Date object is noce you cannot setMinutes(150) without it converting it to a proper time format.
I need the same exact image to show up at different locations in my program. Right now I have created a movieclip with the image and I've pasted it to my stage 4 different times and given each instance a different instance name. Would I make a more efficient program if I changed the location in the timeline of the movie clip and just told the program to gotoAndStop on a different frame for each image I need?
What I'm trying to do is have a user select from 4 different options and if they choose option 1, for instance, the LED image for option 1 will light up and the other 3 LED lights will then be unLit. So right now if they select option 1 I set the .visible property to false for the other 3 images.
Is it possible to have a MC go to ._visible=false after a certain amount of time? So you would roll over it and let's say after 2 seconds it would become not visible. Is this to do with the setInterval function? Actionscript knowledge is slim so be gentle.
How to make button used once not be able to use second time? becouse , I made movieclip, when you click on it- it starts, but while it is going, it is still active and if you click on it again, it starts from beginning.
I am doing this interactive display for school and I have 2 .swf games and 5 .swf movies or animations. My animations are loading ok and so are my games. However, when clicking the buttons to navigate through the whole interactive journey, the games will not go off of the screen. I have tried searching for codes, making up codes, and unloading the games, but nothing works! Also, I have to have the fps set at 12 for the games but I also have an interactive quiz, and with the fps at 12 you have to click the next button like 5 times to get it to slow down! Is there a way to make the time for one .swf faster then the others?
how to make some action happens after some time ?I mean... imagine I have a ball moving randomly through the stage.... I want that... the ball stays on it's place for some time... then move to somehwere else.... stay there a while.... en repeat.
I followed a tutorial to create a countdown in Flash CS4 and it works except that I would like to have it countdown to a specific time of day. I will be updating something at 10pm each week and I would like my countdown to stop or countdown to 10pm on that day but I don't know how to make it do that. Is this possible? I haven't been able to find it anywhere. Below is the actionscript I am using. [code]...
I want to implement something similar to MAC OS X Time Machine in terms of having time-line on the page side and then clicking on a specific day will pull a page from the server.
I have good experience with Ruby on Rails. I'm less experienced with GUI design and was wondering what in your opinion is the optimum way to do something like that. Couple of ideas came to mind:
I have two arrays contains several movie clips. I used for loop to inject first array in timeline object succefuly. But then I realized, what the hack I will do about the second array I need to start them simultaneously and every array must have different destination at x and y.. Imagine banner 745x100px, I need to animate different movie clips from sides to some destination.
How to make time delay in a loop..[code]But I want every containers_array[i] to be added one after another. I don't have them scaled to 100%, they remain being 1%, just like little dots on the screen when I write down:[code]
I want to make a clock but not just the time straight from my computer. I want to make my sort of own time zone clock. Is there any tutorial on making that here or an explanation?
I'm just wondering, how would I go about making a counter in ASC3 count more then once? Because, counter++ updates once, but counter+2 gives you some kind of error. counter+1 also gives you error.
sorry if i ask questions that been posted b4, but i js cant find one actionscript which teaches how to make a time limit countdown. such as in my game the characters need to do something in 30seconds. And so i need a time limit of 30seconds.
I know I'm not even close. I'm no mathematician. I just can't figure out how to adjust the power and arc of the arrow to hit the target every time.My test code on the timeline:
Any Way to make a gameplay time counter? I did make one but it only showed seconds and milliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I'm trying to make a game in actionscript 3, problem is.. now i have made a few enemies inside movieclips, with there own actions inside the movieclips. and i'm not sure how to call them on to the stage to appear at a certain time and location.[url],...
as you can see.. the enemies appear in a pre-deterined order.. which is like most games, and i wanted to know how should i proceed to do that?
should i make an array of enemies, then store another array with the type of enemy inside, location, and time it appears?
then how do i call them sequentially onto the stage?
I'm trying to make straight lines grow out of a stationary dot, like veins. I've tried shape tween, but it only works for shapes, not lines. I'd just get a blank workspace when I hit play. I've also tried motion tween, but I can't get the line to grow continuously to a point.
Is it possible to resize the application at the same moment when the Accordion size change, to make effect resize og the last one synchronised with resize of Application ?
In my code,, the Application is resized after the resize of Accordion is completed:
I'm still new at Flex. I want to make a flex code that request data to server everytime. I use java as a server. i have successfully generate a linked-list of data at server from asterisk cli command. like this