Actionscript 3 :: Add Seconds To (game) Timer After Hittest?
Dec 24, 2011
I have a timer and a dynamic textfield wich displays the time. Everytime my movieclip hits an enemy I want the timer to add 4 sec. to the current count. I would like to know why this isn't working:
I am looking for a countdown timer what will countdown mins + seconds. All Ican find is a countdown to an event christmas day etc, but this wont work for what I need. I need a timer countdown that wont start again everytime a user enters the game I need a timer so all users enter the game at exactly the same time to the second, I've tried to do it using as3 php mysql but there is to much time difference between users how will I do this.
Is there a way to get this code to work? It's meant to count the seconds passed while playing the game and gives a bonus multiplier to the current score when the game ends. I don't know how to get the returned value to combine it into the multiplier int variable. Is there any way to get this code to work or is it completely wrong?
I'm making a game and there's one last thing I need to add, but have no clue of how to do it.You can move the mc with arrow keys and when it hits a certain object I want the mc to stand still (be on-moveable) for 2 seconds or something.
How can I make that mc stands still for a few seconds and then after those seconds make it moveable again?
I've got a problem that must be simple to solve but it seems beyond me, I'm new to AS3 so please be as explicit as you can in your explanation. I have a timer counting down from 60 seconds, what I want though is when the user clicks, ten seconds gets added to the time. I've tried many different ways but none work, I understand why they don't work but I can't think of a way that does.[code].....
have a countdown timer counting down from 60 seconds. What I would like to happen is when the user clicks on the stage I would like the timer to increase by 10 seconds and then carry on counting down. e.g The user clicks when the timer is at 45 seconds so then the time jumps to 55 seconds and resumes counting down, whilst the time is displayed in a text box.
I asked in another forum and they pointed me to a link on adobe for the delay property. I gave this a go and I got it to add 10 seconds but then it kept on firing every 10 seconds (as you might expect) but not really what I was after.
here is the code for the timer.
Code: var count:Number = 60; var myTimer:Timer = new Timer(1000,count); myTimer.addEventListener(TimerEvent.TIMER, countdown); myTimer.start();
Im trying to reduce 5 seconds from the timer when the user clicks on the stage.This is the first time im using the Timer class and im not sure how to do this. This is the code i have so far,
Code: var theTimer:Timer = new Timer(1000, 60); theTimer.addEventListener(TimerEvent.TIMER, timerListen);
I am trying to make a timer that swaps two movie clips, so that each two seconds? Here is the code: var leftPillar:MovieClip = new Right(); leftPillar.x=150; leftPillar.y=250; leftPillar.width=550; leftPillar.height=400; The idea is that each 2 seconds the movie clip should change to which ever one is now visible. What is currently happening is that only one of the clips ever shows, (newLeftPillar).
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code: var timer:Timer = new Timer(1000, 1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
I had a function that occured on mouseclick called go_out. I want this function to occur when the timer fires after 5 seconds. After the 5 secons I receive this error:
I having a little trouble with the countdown tutorial here. I want to remove the milliseconds and have the timer based on seconds instead. How do I do that? I'm using Flash 8 if that means anything.
I'm building a continous move in flash, and I'm displaying some text and images and want to hold the timeline for about 20 seconds and then resume play again. I'm trying to write a simple timer in AS to keep from having to create 10000 frame long movie clips. Here's what I have so far:
stop(); this.onEnterFrame { time = getTimer(); if (time == 20) { play(); }}
Unfortunately, this isn't working for me, and 'm unsure why. I suspect two things, A: my "time" var takes only a snapshot value of the timer and not a continuous value, so the timer never reaches the value of 20. Or, B: I have somesort of syntax wrong and the if never gets a chance to load.
Any tutorials or source files for the timer. Just a simple timer that counts down by minutes and seconds for 10 minutes. The closest I got are a bunch of codes that I'm not really good at translating. Just a simple timer that will trigger the end quiz page when time is up.
I notice on my 30 minute countdown timer that the seconds seem to skip and/or hesitate at different intervals. It seems to run for the full 30 minutes but it will be shown on a HUGE screen and the seconds movements is very obvious. how to fix the code for complete accuracy in the timing? Not sure if I should add milliseconds. ( I dont want that to show in the timer though, just minutes and seconds 00:00. Here's the code
i've given the variable as "countdown" When i press a button, i want to start count down 60 seconds, and when they passed go to the other frame (frame 2) and show my statistics.
I'm creating an online power hour application. And i need to have a timer to alert the user every sixty seconds for 60 minutes.. Should be simple enough. I'm just having some difficulty.
I have a 3d projectile game I'm working on. I want to check if the projectile moving down the z axis hits wall on two sides. The walls are set up like this: leftWall = new wall(); leftWall.x = 10; leftWall.y = 360; leftWall.z = 230; leftWall.rotationY = -95; How to do collision detection in this 3d space?
I'm building a a space shooter "Defender" type game, and I'm having a problem with the hit test. My laser hits the enemy (which a duplicate). Enemy movie clip goes to it's frame to which a short explosion animation. The hit test works fine, but since there is more than frame in the "enemy" movie clip, the hit test cycles through every frame of the "enemy" clip until it passes through it's boundaries. Is there a way to only have it hit test with only the first frame of a movie clip?
This is the script on my laser movie clip that performs the hit test: if(this.hitTest(_root["enemy"+i])){ _root.score+=100; _root["enemy"+i].gotoAndPlay(2); this.removeMovieClip();
I'm working on a simple first person game - converting it to a banner ad.I'd like the timeline to move to an end game frame after 5 shoots or after 20 seconds -how the script below controlling the game can be modigied to achieve this?
Non-programmer here, struggling with having to now (finally) work in AS3.I've looked around, but can't find something similar (or as simple) as my old AS2 scoring - hitTest method was.Problem 1: my converted AS3 game does not hitTest or score.[code]I have a Dynamic text box on the stage named "scorecounter" which is now displaying "0" when the game plays. This is correct.When the gun (mouse) is clicked, we then tell the "hittest1" MC to play, which will detect hits. All Correct.[code]The hittest1 MC plays, and checks if the "cursor" MC was touching the "bug1", and tells it to animate (splat) All bug detections are listed in the hitTest frame - "bug1" through "bug30", ie. the code below x 30. This Fails - maybe because the hitTest MC lists all 30, and not all bugs are visibile at once, some are hidden until required later in the game?[code]Then on the last frame of the "bug1" MC (frame 10), it tells the score to add one. Also Fails - maybe because of errors above, nothing is being processed now.[code]
I am new to flash and im trying to make a game. Im stuck on hitTest. I have many black boxes falling down and I want the game to reset when the black boxes touch my red circle. I used this code for my boxes:
[AS] this.createEmptyMovieClip("canvas_mc",10); myInterval = setInterval(addbox1,500); function addbox1() { [Code] ..... My red circle is controlled by the mouse. The code for that is: [AS]onClipEvent (load) { startDrag(this, true); }[/AS]