Is it possible to put a flv or swf on a frame and in a frame above or below or for that matter on the frame itself have a timer that I could time to be the same as the flv or swf.I would like to do the in actionscript 2 The idea behind this would be if I had a 30 second video I could set the timer for 30 seconds so upon completion, or in other words after the 30 seconds it would gotoAndPlay the frame requested.
I got my Drag n drop working. Now I've added a timer. I want the students to have 45 seconds to finsih the game. I can code a timer OK, I can even get it to jump to a "time's up" frame, with a restart button that takes you back to where intro page for the drag n drop.If you click one of the two visible navigation btns on the d'n'd page BEFORE the timer has stopped, you get an error.I have no idea how to stop the timer as a result of fishing the d'n'd game within the time limit (i.e. correctly placing 12 pegs). As it is, you finish the game, one text field says "Congrats!" (which is good) but you still get tmed out (which is bad).inal step in my little prototype edu app.Here's the salient part of the code (I think) and I have removed all the code that comes after the important part:
var counter:Number = 0; var startX:Number; var startY:Number;
So I've got a video that is presently working on a page. The SWF is set to call another SWF as well as an FLV video based on a timer. I would like this video to play in a lightbox. I pulled the code to setup a lightbox from here: [URL] I dumped in the code as I saw fit, either it is incorrect, or the lightbox script is unable to handle what I need. I'm thinking a bit of extra Javascript might take care of it? I was also thinking some code in the flash "button" may be able to be created to act as a timer.
The problem I am having is setting up the timer, presently the first video pulls up (rmk_player.swf), but is not calling upon the others. The video should pull up the rmk_player.swf, then the intro.swf, followed by the rmk_590.flv. This all works on the non-lightbox version.
I'm trying to create a rotating tab on a timer. [URL] Something like that. Is there any way to create something in flash so that typically, the above sequence will just loop but visitors to my site will have the option of clicking and viewing one individual tab?
I wanted to create a basic 'Countdown Timer' set for this years Christmas date using Flash CS3. I've seen online video tutorials of how to create one which I followed to the later to see if I could get the basic function working. Well it does work however there is a glitch in the countdown text field display itself when it's running.
Basically it should like the following: 36 : 14 : 30 : 52 (days, hrs, mins, secs). However, I seem to be getting an extra character (hyphens) before each set of digits making it look like this: -36 : -14 : -30 : -52
On top of that the code is supposed to include an extra "0" digit for when the countdown goes below 10 to maintain the position alignment. This doesn't seem to be working and as a result the timer continually shifts position. I've seen another example of how to create a Countdown Timer and the code is very similar (especially regarding the extra 0 digit). Why it's not displaying properly.
Here is the code for the Timer this.onEnterFrame = function() { var today:Date = new Date(); var currentYear = today.getFullYear(); var currentTime = today.getTime(); var targetDate:Date = new Date(currentYear, 11, 25); [Code] .....
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip { private static var _stage:Stage; private static var _timer:Timer;
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
OK, so in the project i'm building this is the code for my timer[code]...
What i want is mytime to be called from my xml file. it also has to change for each image that shows up
This seems to me like it should be SO easy but I can't figure it out for some reason. I call images / links and text all from this file and i can't seem to get this all to work.[code]...
I want to make a circle/pie (2d) chart and use it like a timer, at first the circle shall be all black then every second it shall get more red(the pie pieces shall turn from black into red then) and after 60 seconds the whole circle shall be red, I have a few other things I want to do too
Ik got a game with a timer. When the game is finished you can play it again and the SWF file loads again. Everything is reset exept the timer. A new one starts but the old one is on the background.
The timer is the only code thats on the timeline..
I cant get the timer working in my AS file...
This is the code on the timeline:
Actionscript Code: var timer:Timer = new Timer(60, 1000); timer.addEventListener(TimerEvent.TIMER, countdown);timer.addEventListener(TimerEvent.TIMER_COMPLETE,
I'm working on a simple catching game where you have monsters coming out from the corner of the screen and you need to get them with the mouse.What I want to do is change the rate at which the monsters come out depending on the score. The higher the score, the more monsters should come out.The code for creating new monsters is a simple timer event:[code]it works when I declare the variable locally within the function. But then I can't access it outside of it, so it's no good!
I am trying to create a count down timer in as3 that will accept how many minutes passed to it for example one part of the swf I have to make a 30 minute countdown timer...on the other part, I have to 0 out the timer and start a 35 min timer.
I have a game that causes you to lose if you don't complete a task in a certain amount of time.I want is for the timer to cause the player to be sent to a lose frame.Im using AS2 in Flash CS5
Im a complete noob to flash cs5 and i was wanting to make a small animation. For this i need a delay between each frame. I tried using the prebuilt actionscript code since my for loop delays were horrible. But i keep getting this compiler error:
Code: Scene 1, Layer 'Layer 1', Frame 2, Line 91120: Access of undefined property f1_SecondsElapsed.
everything is in the main timeline. I've tried a few different ways including setting how many times to run the timer but nothing seems to stop it if I use the gotoandstop.
AS3, Flash CS3
var moveTimer:Timer = new Timer(1000); moveTimer.addEventListener(TimerEvent.TIMER, moveItOut); moveTimer.start();
I would like to add a timer that keeps track of total time and also current time that runs next to my seek bar component for my flash movie. How can I do this? For example: 1:11 | 2:04 ... the 1:11 displays the current time of the movie and the 2:04 would represent the total time of the video.
Is it possible to have more than one timer running?I have various movieClips that I want to do something for a certain amount of time then do something else, but I need them all to be running at the same time. Before I embark I would like to know if (so long as the timer is running inside the movieClips timeline and not the main timeline) will they work independently?
I am building a slide show in Flash 4. I have a series of slides that I want to automatically advance from slide to slide in order after 10 seconds. Is there a slide control in flash for this? Is there an actionscript for this?
var TIMER_DELAY:Timer = new Timer(3000, 1); // 8 second delay TIMER_DELAY.addEventListener(TimerEvent.TIMER, EXMove); function EXMove(event:TimerEvent):void
var zipTimer:Timer = new Timer(1000, zipArray.length-1); zipTimer.addEventListener(TimerEvent.TIMER, onTick); zipTimer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
[code]....
Now, I can't see, for the life of me, why this isn't firing. It's almost exactly the code from Adobe's docs...zipArray.length is at least 32.
how to make a crappy game, and one of them was a pause button , i managed to add all the other things in, but im absolutely stumped on a pause button. I read one tutorial, which didn't really help. it was talking about a main game loop and all that crap that just baffled me. i did try it though, and i did not get any errors, just ALOT of laf, becaus what i did was put all my constructor code into the 'update' function, so it was running my spawn enemies every frame ect. but the i realised all i need to do is pause my timer, because thats the only thing that really needs to be done right?
here is my timer:
public function setCrates() { DropCrate = new Timer(10000+Math.random()*10000,1); DropCrate.addEventListener(TimerEvent.TIMER_COMPLETE, newCrate);
How can I know if a timer is running, and if it is, remove it and create a new one or not. I have put a timer in my main swf when the timer is over I send the head to frame 1 and run to frame 20 where is my code, the problem is that every time the timer is over go to frame one and in frame 20 create a new timer, I would like to remove the old timer or not create a new one if there is one.