Flash - Timer Object With TimerEvent.TIMER Event Globally Accessible To All Objects?
Feb 16, 2012
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;
[code]....
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May 5, 2011
I have the following code in a class function :
[Code]...
The above code works most of the time but my concern is what happens if timer gets garbage collected? Is it possible that onTimerComplete will never fire because there are no other references to timer? I know timer has an internal list of handlers but that won't keep it from being GC'ed i think.
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Feb 15, 2011
Ok I have this 100% width/height Flash embedded and when the user moves the mouse I want to display a panel, which disappears after x seconds if there is no more mouse movement.
I think I need an addEventListener, but I am not sure MOUSE_MOVE is the correct one. When the mouse stops moving I need to start x seconds to hide the panel, so I think with a timer?
[Code]...
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Sep 1, 2010
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{
public var tmr:Timer = new Timer(1);
public function MovingObject(){
[Code].....
Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer).
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Jul 25, 2011
I'm making a vertical (constantly) scrolling shooter & am trying to instantiate objects based on a timer. For example: At 30 seconds, place a building @ x, y. My problem is that the "building" is instantiated when the game starts and then again at the 30 second mark - instead of only @ the 30 second mark. If anyone could steer me in the correct direction,
[Code]...
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Nov 28, 2011
I am adding a Timer object when my flv playback enters a Pause state and removing that Timer Object when playback starts again. I noticed that if I pause the movie and then drag the slider on the timeline the movie enters the Pause State again which adds another Timer Object....
How do I check to see if the Timer has already been added and if so remove it and add a new one.
See code below:
my_player.addEventListener(VideoEvent.PAUSED_STATE_ENTERED, pausePlay);
my_player.addEventListener(VideoEvent.PLAYING_STATE_ENTERED, startPlay);
function pausePlay(e:VideoEvent):void {
[Code].....
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Feb 8, 2010
My meter looks great and the needle rotates in a loop. How do I add easing to it? The meter is built from a timer event. I want the needle to bounce at the end. Rather than just adding a variable, I need some control of when it happens so I can adjust it with the animation.
[Code]....
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Aug 27, 2008
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.
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Nov 29, 2011
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?
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Mar 6, 2012
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.
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Jan 25, 2009
I created a custom class (no arguments needed for constructor) and I wanted to create an instance of that class that can be accessed by AS from aywhere inside the SWF (i.e. globally from any function or class).So far the only way I can think of doing that is to create the custom class with an associated MovieClip Symbol, drag an instance of that MovieClip Symbol to the stage, and then give it an instance name. It seems like I can then use the instance name to access that class instance anywhere.
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Dec 3, 2009
I'm using the Actionscript Timer class. What happens if I run a function every 3 seconds, but the function takes 4 seconds to complete? Does the Timer object queue up events? I guess this must happen if only 1 thread is being used?
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Mar 26, 2011
The document doesn't mention anything about this:[URL]..
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May 19, 2011
I want to remove an object that is created in a loop, with a timer.
var timer:Timer = new Timer(2000);
timer.addEventListener(TimerEvent.TIMER, voegtoe);
In function voegtoe I'm adding an Movieclip Object called man:
man.x=Math.random()*650;
man.y=Math.floor(Math.random()*(70))+350;
addChild(man);
I want to remove this object after 2 seconds. The problem is that there are multiple 'man' objects.
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Jan 1, 2010
I have an animation of footprints being left on the ground as if by an invisible man or ghost. the animation consists of:
1 movieclip containing --> 5 footprints each one is an individual movieclip. Each print fades in and out using the Tween class with an alpha effect
The main timeline uses the following code to create random instances of the animation:
var myTimer:Timer = new Timer(12000);
myTimer.addEventListener("timer", timedFunction);
myTimer.start();
[Code].....
so it looks like the function is being called correctly and removing the first instance of FOOT from the stage. but the 2nd iteration generates the error. Is this is a problem with the timer? I would like to send this to someone for examination and assistance.
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May 2, 2011
I am new to using Flash, but with some helpful YouTube tutorials and various Google searches, I was able to create a slide show that automatically transitions to the next after 6 seconds. I also thought it would be neat if I could give users the ability to go back or forward or jump specifically to a certain slide. But my problem is that after I click a button, the timer seems to be off.
[Code]...
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Jul 18, 2010
so today my question is how can we have 1 function triggered by both a Timer event and a Mouse event? 'm trying to avoid having to re-write/re-name a function just because I also have a Mouse event that triggers it and not just a Timer event.
Issue:
I have a addThis bubble fade in with icons on a button rollover, the addThis bubble will fade out after the timer is finished, but I also have a close button in that bubble which needs to use the same function that the timer uses. (want to avoid writing 2 exactly alike functions)
I'm hoping this there is an easy workaround for this like event:null or something.[code]./...
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Apr 23, 2009
Not only am I a newcomer to these forums but I'm also very much a newcomer to ActionScript, so I hope you will have some patience if you are able to provide me with a crystal clear answer to my problem and I'm still a little lost! Basically, I have made a flash game where the player moves around on screen and tries to collect a little ball. There a timer on the ball that counts down to 5. One of two things can happen from here: 1. If thetimer reaches 0 before the player collects the ball, the ball is moved to a new random location, the players "lives" count goes down by 1 and the timer goes back up to 5. 2. If the player collects the ball before the timer reaches 0, then the player's "score" count goes up by 1 and the ball moves to a new location with the timer going back up to 5.
[Code]....
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Jul 13, 2010
I have a little flash app that I have running constantly on my server (I made it an exe). It runs great for a few days, but then eventually it just stops.
Code:
trace("test1");
var myTimer:Timer = new Timer(5000, 1);
myTimer.addEventListener(TimerEvent.TIMER, getData,false,0,true);
[Code].....
The code above should call the function getData once after 5 seconds have passed. This works 99.99% of the time, but for some reason (usually after a few days of it running) it doesn't call the getData function.
I have verified this through trace statements. When it eventually fails, it traces out test1, test2..... then nothing else. No test3.
I'm assuming I need to add an event listener for the timer object to check if it fails for whatever reason. How do I do this?
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Sep 21, 2010
i have a timer running infinitely time, and there are 2 things that can trigger the timer to stop and be removed, and both scenarios can occur, so I need to check if the timer is on before trying to stop and remove it. How can I check whether a timer exists and/or is running?
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Jul 15, 2010
The timer code looks like this:
var buffer:Timer = new Timer(2000, 1);
buffer.addEventListener(TimerEvent.TIMER, later);
buffer.start();
function later(e:TimerEvent):void
I keep getting the message that the "Parameter Listener must be non-null".
I have another time that is identical except for the names, and that one works fine.
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Feb 4, 2010
I have a timer event that updates certain things in my app (from a PHP Service) every 5 seconds. Every time this timer ticks, it makes the cursor blink to a clock and then back to the arrow. Since this is happening every 5 seconds, it gets pretty annoying. Is there a way for me to prevent the cursor from changing when the timer ticks?UPDATE: I've figured out a work-around by setting a custom cursor with high priority (I just made a .png with a cursor in it).
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Jun 28, 2010
I just have a one quick question on Timer and TimerEvent (flash.events.TimerEvent & flash.utils.Timer) of Adobe Flex.I am currently working on a project wherein I need to occasionally change speed, stop and play an swf animation (loaded to a loader and instantiated as a ByteArray).Example, I have a moving car (swf animation) running at 40kph. Then I have a button which will change the speed by increments of 40kph. SO basically, whenever I hit the button, the playing car should change speed by the increment. The difficult part is, I already had this working in Adobe Flex but it doesn't change the speed yet. I mean, it only moves by the keyframe interval I set when I created the swf file on flash (which is, to say, 30 frame interval per keyframe).
So in short, I just need to make the speed change depending on how many increments I asked it to change. A colleague told me to use Timer and TimeEvent of Flex but I can't seem to quite get the hang of it since I'm still new to the ActionScript world.
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Aug 24, 2009
How to use "cancelable" in TweenEvent properties..?
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Sep 30, 2010
I have placed the code is on frame 3 of the timeline. I tried using trace to see if the bugChange function is executed and it is not. The bugTimer does not start and call the function for some reason. see the code below:
Code:
var colorC:ColorTransform = new ColorTransform();
var bugTimer:Timer = new Timer(5000);
bugTimer:addEventListener(TimerEvent.TIMER_COMPLETE, bugChange)
[Code]....
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Mar 28, 2012
I've got a class that "Spawns" enemies to the display based on a timer. So if the timer is 3 seconds, such and such happens. The problem is that the function is firing the ENTIRE time the Timer says 3 seconds, instead of just once and for some reason I can't wrap my head around how to limit it to just going once. Logic Statements aren't showing to be my strong point.[code]Anything other than that shouldn't be relevant, the spawnZeroFormations() seems to be working perfectly. it's just being called far to often. The thing is it WAS working but then I rearranged code and deleted something and can't remember what it was.I tried wrapping the switch in a For loop, but it doesn't seem to do anything which is confusing in itself; but again Logic statements aren't showing to be my strong point.
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Nov 9, 2009
My code is contained in a movie clip that plays an animation on roll over and reverses the animation on roll off. The reverse uses a timer that backs up a frame on the each time event. It works for the most part.
Problem: I tried to use watchTimer.stop(); to end the timer. But the eventListener that tracks timer events keeps triggering which I don't want.
Code:
var watchTimer:Timer = new Timer(30);
this.addEventListener(MouseEvent.MOUSE_OVER, foldUp);
this.addEventListener(MouseEvent.MOUSE_OUT, foldDown);[code]....
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Sep 23, 2011
After adding an image to the stage, turning it into a Movie clip, and setting linkage in library to Export for Actionscript, I'm now using a timer to add a bunch of roses to the stage as a video plays.How can I get rid of all these clips once the video is over?Do I need to add all of them into an extra container and then just removeChild that container at the end? Or do I need to use something like getNumberOfChildren and then create a loop that removes them one by one?The clips (myRose) are fairly small and do not have any event listeners added to them. I just use TweenMax to move them from top to bottom of the screen.
public function roseTimer():void
{
MonsterDebugger.trace(this, "in roseTimer");[code]......
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Apr 15, 2010
I have a hitTest on an enterFrame event that adds a movieClip.I then want the movie clip to be on a timer that changes it to another movieClip.As you can imagine, there is a conflict because the hitTest always finds the original Mc an so over-rides the timer.I know this is a logic problem but I cant seem to figure it out.I am pretty sure I am thinking about this the wrong way.here is some of the code:
//this is the hitTest
this.addEventListener(Event.ENTER_FRAME,leftPillarHit);
function leftPillarHit(ev:Event):void {
[code].....
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Apr 28, 2011
I am developing a project where ClassA creates the instances of ClassB , ClassC and ClassD and adds the eventsDispatcher with them. ClassB and ClassC are able to dispatch the events back to ClassA which is fine. But ClassD is not dispatching the event. It only dispatch the event only when I call the dispatchEvent(new Event(Event.Complete)) function after giving 1 Second delay.
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