Actionscript 3 :: Flash Game : GetTimer Inaccurate

Jan 17, 2012

I'm working on the game. The gameplay is based on a really small time lapse (you have only 5 secondes to do an action). My timer works great in Flash Player, i DO have 5 secondes. In a web browser (firefox, safari ..) the 5 seconds timer is now 8 seconds.

[Code]...

View 1 Replies


Similar Posts:


ActionScript 2.0 :: Driving Game Inaccurate Hit Test?

Oct 21, 2003

I have this experiment with a Jeep in a small drivable area with a garage thing.What I wish to happen is that the hit test for the Jeep to be more accurate so when you are inside the garage the front or the rear of the **** jeep doesn't stick out half a mile or when you hit the edge wall it doesn't act off the **** centre/registration point.

I set up a hit-test test but with a square symbol and when you hit it, it is accurate because it doesn't use the jeeps centre/ registration point why can't I implement this on the jeep or can I, If so How? - Look at the .fla with the white squares.And also how would I implement it so that if the area was slightly bigger the background would move around the jeep. Like an art based rpg not tile based, or should I use tile because it is easier?t.

View 3 Replies

ActionScript 2.0 :: (getTimer-getTimer) Word "undefined" Is Displayed In The Textbox?

Oct 25, 2009

I'm making a racing game and am trying to have the final time displayed after I cross the finish line...In frame 4 (where the game begins) i have a setInterval timer that counts down from 20.when it reaches 0, my text is: startTime; where var startTime:Number = (getTimer()/1000).In frame 12 (where the game ends) i have

finalTime.text = endtime
// finalTime is a textbox
var endtime:Number = (_root.finishTime-_root.startTime);[code]...

when i finish the race, however, the word "undefined" is displayed in the textbox.

View 2 Replies

ActionScript 3.0 :: Flash Senocular's Path.as Points In Curves Seem Inaccurate

Aug 22, 2010

I'm working with Senocular's Path.as file and I notice that the points that it outputs on curves are not very accurate. [URL] The code has a variable for curve accuracy in there and I have tried changing it but if I set it to 1 or to 500 it doesn't effect the placement of objects on the curve.

Basically what I am doing is putting beads on a necklace and pushing them through a curve. Kinda like in the game Zuma. However when I set the positions of the beads to go up incrementally there seems to be a slight burst of speed on the curves, that speeds up at the ends and slows in the middle a little. I was wondering if anyone had any pointers on how to make the curves more accurate with this script? It is a hell of a good script by the way I'm sure I'm just stupid and not seeing something.

View 6 Replies

CS3 Inaccurate Stage Size With Text?

Nov 11, 2009

When I type text on the stage, especially long sentences, and Match Contents in Document Properties, the stage size is always off. See attachment.

Is this a common Flash problem, and what's the best way to deal with it? (CS4)

View 17 Replies

Actionscript 3 :: SoundChannel.position Inaccurate?

Jun 8, 2011

EDIT: Sorry for the question being reworded, but I am just simplifying the issue. I am not getting accurate values for SoundChannel. position for an external MP3 that is playing.I've tried a variety of audio bitrates and consistently,i am getting a SoundChannel.position that is less (~250 ms) then where the actual audio has played to. As well, the position never equals the duration. It always finishes behind, even when the SOUND_COMPLETE event is generated.

Adobe says any Sound position/duration issues are fixed with the latest Flash Player. I am obviously not getting the same results. I need very accurate position values in order to have a custom draggable timeline and cue points.

View 1 Replies

ActionScript 3.0 :: Inaccurate Seekbar And Duration?

Aug 5, 2011

I've been programming with AS3 and done something that I haven't done before, Flash Video Player. I found some source code from this site and tinkered it a bit. Here's the script below.

ActionScript Code:[code]....

The problem is, when I move the scrubber, it doesn't load the duration accurately wherever I scrub it. If that makes sense? Is there something that I'm doing wrong? The width of the SeekBar is 728px.

View 0 Replies

ActionScript 3.0 :: Inaccurate Pixel Values Using GetPixel?

Sep 18, 2008

I'm writing an applicaton which acts based on different colour values of pixels in a png image created in Microsoft paint. However, when I load the image into a BitmapData object, and then parse through the pixels reading their values using getPixel() or getPixel32() (I've tried both) I seem to be getting values which are slightly inaccurate compared to what was saved. For example a pure white pixel which should be read as 0xFFFFFFFF often comes out as 0xFFFFFFFE. The behaviour of the program is dependent on the exact value of the pixel so these errors usually break it.

Sometimes the problem is intermittent so seems fixed but actually isn't. Is it to do with the PNG format? I thouht png was lossless so should deliver accurate pixel values at all times?

View 5 Replies

ActionScript 3.0 :: Timer Really Inaccurate - Allows To Load One Or More External Swf(s)

Mar 24, 2010

I am building a pretty heavy application that allows me to load one or more external swf(s). To remove the swf(s) from the main stage I have built a button. The purpose of this button is that the user has to hold it down for a short while to prevent accidentally removing the swf loaded. In my button class I had set a timer that would start when a MOUSE_DOWN event is fired. The timer itself has an event listener TIMER added that "ticks" every 1 ms. The main problem is that it just doen't do this. The timer function fires at (as it seems to me) much long and random intervals that are also different for each swf that is loaded. So a heavier swf results in the timer being fired even less often and a thus a lot more inaccuracy. Does anyone of you have an idea on how to fix my timer issues or just have a better idea on how to achieve the delay i want to build in the button.

View 4 Replies

ActionScript 3 :: Inaccurate Mouse Coordinates Of Display Object?

Jul 29, 2011

When tracing the mouseX / mouseY or localX / localY coordinates of a display object, why does x start at 1 while y starts at 0? For example, I've drawn a simple 400 x 400 pixel sprite onto the stage with a MouseEvent.MOUSE_MOVE event listener that calls a handler function to trace the local coordinates of the mouse. The first, top-left pixel returns {x:1, y:0} and the last, bottom-right pixel returns {x:400, y:399}. Shouldn't both the x and y start and end with the same value? I'm not sure which makes more sense for a the first mouse coordinate (either 0 or 1) but it certainly doesn't make sense that they are different?

[SWF(width = "1000", height = "600", backgroundColor = "0xCCCCCC")]
import flash.display.Sprite;
import flash.events.MouseEvent;
var darkBlueRect:Sprite = createSprite();
darkBlueRect.x = 23;
[Code] .....

View 1 Replies

ActionScript 2.0 :: Reset A GetTimer();?

Nov 28, 2005

How do I reset a getTimer();? My script for my "game" doesn't work, here's the code:

Code:
on(press){
poang += 1;
_root.minpoang=poang;
this.gotoAndPlay(2);

[code]....

As you can see, I have tried to reset time to 0 again, but that doesn't work..[URL]

View 4 Replies

ActionScript 2.0 :: Reset The Value Of GetTimer?

Jun 4, 2002

I have an empty movie clip that tells another movie clip on the stage to move based on a variable that's based on the getTimer results something like:

onClipEvent (enterFrame) {
targetx = 0;
_root.slide.gotoAndPlay("move");

[Code].....

Now, what I want to do is to reset the value of getTimer so my movie will loop,

View 5 Replies

ActionScript 1/2 :: Catch When A Second Is Passed Using GetTimer

Jan 5, 2011

I'm trying to catch when a second is passed using getTimer. I don't want to use setInterval, because I'll need to pause, and unpause it. So.. here's my code:
 
[Code]...

What is wrong with this code? It seems that the time variable reachs 1000 milliseconds too fast.I'm not getting a second interval. How would I fix that?

View 1 Replies

ActionScript 1/2 :: Using GetTimer() As A Cache Killer?

Jan 31, 2011

I have recently been working on a Flash file that dynamically loads a movie based on the contents of a simple XML file. I was concerned about caching issues so tried to set up the code to avoid the XML file being cached causing the wrong content to be loaded. I did this by adding a dummy query string to the file link which is a numerical value generated by getTimer().In practice the system mostly worked but occasionally old content would load even though the XML had been changed. The code runs a setInterval that checks the XML every 20 seconds and checks if the loaded file specfied has changed. The code loads the XML with the following code:

The getTimer() functions starts counting in milliseconds as soon as the movie runs so there is a chance that the same query string is assigned to more than one file, meaning that an old cached version is loaded instead of the new, live file. I am now thinking about ways to improve this code and generate unique values for the query string. I thought using the epoch time - the time in milliseconds from which Flash calculates time and dates which is set to Jan 01 1970 - would generate a new value every millisecond and maybe adding an additional random number to that value to further reduce the chance of the same query string being generated more than once.

this.onEnterFrame = function () {
var nowDate:Date = new Date();
nowTime = nowDate.getTime();

[code].....

View 1 Replies

ActionScript 2.0 :: GetTimer >> Stall Timeline?

Apr 19, 2004

this doesn't work...what's wrong with it. i want to stall the timeline in an MC for 5 seconds.

Code:
now=getTimer();
if (now > 5000) {[code].........

View 14 Replies

ActionScript 2.0 :: How To GetTimer Doesn't Re-initialize

Aug 9, 2004

I have a simple slideshow that is non-interactive. It just loops five movie clips loaded externally. Each slide is shown for a certain amount of time that is determined with getTimer.The code for the slideshow is in the last frame of the root timeline. So, basically the slideshow starts when the root timeline finishes playing. The problem is that the timer works great the first time the code plays, but when I tell the player head to back up and enter the frame again, the clips play very rapidly, as though getTimer was not being initialized.

Here is the code:
stop();
square._alpha = 0;

[code].....

View 2 Replies

ActionScript 2.0 :: Any Way Of Capturing GetTimer Result?

May 18, 2007

Is it possible to capture the time in a timer? I have some English learning games for my students that use a timer. It works fine as it is. Its starts when they click start and ends when they drag the last thing into place. What I would like to do is have a bonus scene when students do exceptionally well and get some crazy low score. I don't know how to go about capturing the end time though.

View 1 Replies

ActionScript 3.0 :: Flash - Writing A Simple Game Rule For A Platform Game?

Feb 28, 2011

I'm creating a game at the moment for my university course and it involves the player character jumping on top of boxs twice to break them as opposed to just once.What would be the most efficient/simple way of writing this in Actionscript 3.

View 1 Replies

ActionScript 3.0 :: GetTimer(); For Download Speed Variable

Sep 16, 2009

i have an .fla, which loads goes to different frames in the timeline according to the download speed of the user. i understand how it should work... start timer > upload file > stop timer > calculate download speed - easy?

so what is this simple code im missing to find the download speed? from my fruitless searching, the only relevant code i could find, is this:

Code:
var time1 = getTimer();
targetClip.loadMovie("example.swf");
targetClip.onLoad = function()

[Code]....

... but i have test this, which gives an undefined property error grrr.... so what is the actionscript 3, to find the value of the download speed?

View 4 Replies

AS3 :: Flex - GetTimer() Method And The Timer Class?

Jun 18, 2009

I'm in the process of making a game (a shmup) and I've started to question the accuracy of the timers in ActionScript. Sure, they're accurate enough when you want to time things on the order of a few seconds or deciseconds, but it seems to perform pretty poorly when you get to finer ranges. This makes it pretty tough to do things like have a spaceship firing a hundred lasers per second.

In the following sample, I tested how long (on average) the intervals were between 1000 timer ticks intended for 30ms. Time and time again, the results are ~35-36ms. Decreasing the time, I found the floor on the timer delay to be ~16-17ms. This gives me a max fps of ~60, which is great visually but also means I can't possibly fire more than 60 lasers per second :-(. I ran this test a few times at 100 and 1000 loops, but for both the 30ms test and the 1ms test the results didn't change. I print to a textField at the end because using trace() and launching the swf in debug mode seems to negatively affect the test. So what I'm wondering is:

Is this test a decent measure of the Timer class's performance, or are my results questionable? Will these results change dramatically on other machines? I understand this is dependent on the getTimer() method's accuracy, but the discussions I find on this topic usually center around getTimer()'s accuracy on larger intervals.

[CODE]...

View 5 Replies

Actionscript 3 :: GetTimer Results Between MOUSE_MOVE Events

Jun 27, 2010

I'm programatically dragging the play head back and forth along a timeline based on a mouse event listener. The faster the mouse drags the faster the playhead rips through the frames (it's linearly proportional). I'm also firing a starter=getTimer(); event at the inital mouse_move Event trigger (and only on the initial event) and then firing a ender=getTimer() at the end of the code that calculates the new playhead position, but only if the calculation has resulted in the playhead being told to move at least one frame (the mouse can move a few pixels before playhead will move one frame). In essence it's giving me a frame per second rate.

If I look a the delta of the two timers I rarely get anything but 0. Occasionally I'll get a 1 but not very often. There are a good few dozen heavy lines of code that need to be worked out between the initial mouse_move and the decision to move the play head, and this has to be done for a number of mouse position changes before the playhead will move at all and the second getTimer call is triggered. Does the mouseEvent trigger every ms or does it trigger at the frame rate (enterframe rate) of the doc. If so the smallest delta I should see is 31ms.

This runs as an app in the standalone swf player (10.1) and never in a browser.
Are my results indicative of this? Can the compiler really run this fast? How does one do very small timing tests that appear to be beyond the millisecond clock granularity?

View 1 Replies

ActionScript 2.0 :: Combining Mouse.addListener And GetTimer?

Aug 4, 2003

I need to get my movie to check if the user has click anywhere on the interface (doesn't matter were), if there's not click after 60second, I need to send the movie back to frame1.I know is a combination of addListener(Mouse), onMouseMove and getTimer. but I'm not very good at action script yet to combine the three.

View 8 Replies

ActionScript 3.0 :: GetTimer() Returns The Same Value On Two Subsequent Frames?

Oct 9, 2011

I'm encoutering something pretty weird. My framerate is set to 60 and I have a function that listens to enterFrame events and calls getTimer() to calculate the time between steps. That usually works nicely, however when I run the swf in flash player 10.3 or 11 standalones, the time delta is detected for many steps as being '0' because getTimer() returns exactly the same thing as on the previous step. The flash movie as such doesn't skip frames (except it looks bad since everything moves according to the time delta) and the framerate is 60 as it should (EDIT: Not actually true, 0 ms frames are skipped). It doesn't even happen every time. Sometimes I run it with the aforementionned players and it's just fine, apparently for no reason. I have tried the debug and release players and the problem happens with both.I'm targeting flash player 10.0 and it works well with that standalone player, as it does with 10.1. Not targeting 10.3 might be part of the problem I guess, but I have no idea really. At any rate, I was wondering if anyone else encountered that problem before, and hopefully would know the cause. I have found nothing about it on the web so far.Technical info: I'm using flashDevelop 3.3.2 and the Flex 4.1 open source sdk

EDIT: It would seem it's not a getTimer problem. The time delta between frames is reported correctly but faulty frames do last 0ms.

View 4 Replies

ActionScript 2.0 :: GetTimer - How To Stall Timeline In MC For 5 Seconds

Apr 19, 2004

I want to stall the timeline in an MC for 5 seconds.
Code:
now=getTimer();
if (now > 5000) {
play();
} else {
gotoAndPlay(_currentframe - 1);
}

View 12 Replies

Actionscript 3 :: Flash Game Engine Selection Of An Awesome Game?

Dec 14, 2011

I am thinking of developing of a game like this: [URL]... Do you have any idea - by which game engine I may develop this type of games? I am not sure whether I have to use any 3d physics engine? I think JiglibFlash may be useful, but I am not sure.

View 1 Replies

Actionscript 3 :: Make A Game Tutorial Of Flash Game?

Apr 1, 2011

how to make a game tutorial as farmville game tutorial to teach the user to play the game. i have recently involve in make that kind of game tutorial for its user by actionscript 3

View 1 Replies

ActionScript 1/2 :: Does GetTimer Function Affect Output Time

Feb 8, 2011

Does the getTimer function affect the output time? so it's seen different in each country? I've created adigital clock using the time received from a php. Customers see a different time than mine. (php file works perfectly and output the time in my timezone).

View 3 Replies

ActionScript 3.0 :: Pausing A Timer Without GetTimer (instead Of Stopping / Restarting)

Oct 20, 2010

I'm currently working on a detailed music media management application in Flash. There is a mp3 player which plays music and has a playback seeker (keeps track of current time for track and a tiny pin that that increases its x position as the track plays). I have a simple play & pause button that does appropriate functionality of playing & pausing the track, but the issue is that I have to pause the Timer associated with updating the playback seeker. The seekerTimer object has a delay of 1000 (1 second), while I'm listening to a track, the timer may have already excuted 600 ms, only waiting for 400 ms till the next timer event is dispatched to update the playback seeker. If I hit the pause button at 600 ms of execution time and I do a seekerTimer.stop(); and then a seekerTimer.start();, the timer does not resume its execution and instead restarts executing from 0 ms. This means that the playback seeker is not updated accordingly.

How can I pause the timer when I hit my pause button (essentially store the execution time), and then resume execution when I hit the play button? The play button doesn't have any parameters to start executing from a certain time. I looked at tutorials online but they all rely on the getTimer(); function, this returns a value of how long the Flash player has been running (from initialization). The issue is that the mp3 player in this Flash app doesn't initialize upon the application initalization (I know its a bit confusing).

View 3 Replies

ActionScript 2.0 :: GetTimer Function - Time Resets On MouseDown

Sep 27, 2005

I don't know how to do the actionscript tags so I am gonna use the PHP ones!
PHP Code:
function startTimer() {
initial = getTimer()/1000;
}

If this function gets called, what exactly happens here? Does it reset the timer? Or just gets the time the swf has been playing? Because when you use this mouse listener
PHP Code:
mouseListener = new Object();
mouseListener.onMouseDown = startTimer;
It actually resets the time everytime you mouseDown.
[Code] .....

View 3 Replies

ActionScript 2.0 :: Use GetTimer() To Call A Specific Function In Every 3 Seconds?

Dec 14, 2007

I calling a function using setInterval()... however, it behaves differently in IE7 and Firefox. It is working fine in Firefox but not in IE7.Can I use getTimer() to call a specific function in every 3 seconds...?

View 1 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved