Flash :: Display A Timer In Milliseconds?
Mar 30, 2011my code: myTextBox.text = count1.currentCount.toString();
How would i display the current count in milliseconds?
my code: myTextBox.text = count1.currentCount.toString();
How would i display the current count in milliseconds?
I am trying to create a counter timer which displays milliseconds, so the timer will be something like: 0.0, 0.1, 0.2, 0.3
View 8 RepliesI am looking for a flash clock online which displays in milliseconds. I need it to be circular style (not digital) and never stop (unless page is refreshed).
View 3 RepliesI'm trying to make a countdown timer with milliseconds. I'm using this site w w w .emanueleferonato. com/2007/02/19/flash-simple-timercountdown/ for the code and it works fine (except I don't know how to make it stop at 0). Now I'm trying to add more items, such as music and a changeable background, to the countdown page and end up with errors.
Is there somehow I can add new frames to the background layer without the song playing over each other when I preview it? Also how can I make a button appear after it has hit 0 so I can click on it and lets me leave the countdown page?
I am currently working on a new game and am wanting to know how to make a timer going up in minutes, seconds, and milliseconds. This is for AS2
View 2 RepliesI 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.
View 1 RepliesI am having trouble catching events of playhead update in the milli second range . This is in regards to FLV playback of a loaded flv movie.As per the docs the seek() function seeks to keyframes,it takes time as input with the accuracy of milliseconds.i have a function called next frame where i pause the video and try to seek to a given playheadTime
function onNextFrame(event:Event)
{
if (video1.playing)[code]...........
My question is :How do i make the playhead update in milliseconds accuracy when the video is paused/stoped and seeked to a time.
How do i update the playhead in the first place when seek only seems to work to a keyframe. How do i get the seek to a non keyframe time?
I have been working on a flash game for the past couple days and it is my first major game so there have been alot of issuesI think I finally have everything figured out with a few exceptions , they are.1. The movie clip that serves as my pop up window is popping up behind all my moving icons.I need it over top of them obviously.2. I need to figure out a simple way to pause time while the pop up is up and resume time when it disappears.3. I need to add about 5 seconds to the game clock when the user shoots a question mark so that it appears as though the clock was stoppedonClipEvent (enterFrame) {if (_root.time == 30) {_root.speedz = 9;_root.intervaln = 30;}if (_root.time == 10) {_root.intervalz = 10;}if (_root.time ==0) {_root.gotoAndStop(3); }}
View 1 Repliesim using real basic code for a small game and ive got a timer set up on one room and cant get it to display in the endgame room.this is the code i used
var gameStartTime:uint;
var gameTime:uint;
var gameTimeField:TextField;[code].....
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.
I wonder if there's a more straightforward way to achieve this.[code]...
View 3 RepliesHow do I make it so that my timer does not display the decimal places when it increments by .10? I only want to see whole numbers...
View 6 RepliesI am making a game where I want to have a timer running over each level (a total of 4). When the user has finished the game, I want the timer to stop and then display their time. I have 2 dynamic text boxes with the varibles set to them as "Seconds" and the other as "Min". Here is the ActionScript I have for it right now:
[Code]...
I'm on the last stage of developing my game, and I need to display a countdown timer, lasting 3 minutes. I want to display the time counting down in the format "3:00" and then when the timer hits the full 3 minutes an event is fired and it stops, and I display a few other things along with it in the same function. The difficulty I have is actually doing the bit where I display the timer and update it accordingly. If there is any genius out there who can do this (In AS3) then you are my new best friend. I only have a few hours till my submission deadline, and this thing is KILLING ME!!! hypothetically.
View 6 RepliesI'm building a simple audioplayer. In frame 1 I have:
Code:
mySound = new Sound();
songs = new Array("1.mp3", "2.mp3");
songIndex = 0;
mySound.loadSound(this.songs[songIndex], true);
mySound.start();
var playing = true;
[Code] .....
So, the sound begins to play from the beginning. However the problem is with the timer: when 'stop' is pressed it says 0:00. But, when I press play again it immediately jumps to the time it showed when stop was pushed, e.g. 0:12
I've been asked to make a flash countdown timer. I want to use a dynamic text field to display the numbers, but have a few buttons that go with them. I want to be able to press the button, and a set time is generated in the dynamic txt field, i.e. 10 minutes, 15 minutes & 30 minutes. The idea is that the user will press 30 minutes, then start, then the countdown will commence, and same for the other time increments.
View 3 RepliesI 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]....
I've looked all over the web and I have not been able to wrap my head around converting milliseconds to a properly formated time.I have a 5 minute countdown timer and I want to format the milliseconds into a proper time...
View 8 RepliesHow would you go about turning timecode into milliseconds. My timecode is in xml and comes in as a string. Timecode examples:
00:20
00:45
01:10
My end result is to call a nsStream.seek( milliseconds );
how to convert date to milliseconds.
View 1 RepliesI have a timer on my game which is working okay...but it gives me an output in milliseconds (I think) which looks something like this : 76623
While that would be okay, I would prefer to display this in a more familiar form like 76:62 (ie 76 seconds and 62 milliseconds (?)).
I've been trawling through the archives and other sites and I can't find a extractable bit of code to help me achieve this.
I am not able to get milliseconds with DateTimeFormatter. I lost a few hair to this already:
<fx:Declarations>
<s:DateTimeFormatter id="dtf"
dateTimePattern="{pattern.text}"
errorText="Invalid input value"/>
[code]....
When I type "y-MM-dd HH:mm:ss.SSS#" in {pattern}I am not seeing anything between the dot and the pound sign. Does SSS only work for parsing?
I want to show hints appear on the screen for 100 miliseconds. What is wrong with this function? "txt._visible=true" line never executes.
Code:
txt._visible = false;
btn.onPress = showHint;
function showHint() {
[Code]....
I have two timers. The first once counts down from 10000 milliseconds and stop as soon as the user clicks a button. Then the second one counts down the same until the user clicks again.
[code]...
What I want to do is take the remaining milliseconds from both timers and add them together to get a total.
[code]...
Say both timers ran for 3000 milliseconds, then that would remain 7000 milliseconds left and then both added together would give me a number of 14000. But when I trace the variable of the two timers added together, totalTime, all that I get returned is [object Timer].Does anyone know how I can convert the remaining milliseconds of my timers in to Number or somewhat so I can add them together and basically do maths on them and output the results.
how to get a stopwatch going in flash? I need it to work as a timer, so no buttons are needed just to begin and displayed when the swf is played.
View 3 Replieshow do I load a random jpg of say 100 jpgs have it appear for a fraction of a second then unload or go invisible?
View 2 RepliesSince i upgraded to Flashplayer 9.0.124.0 i've noticed that using textures on 3D Objects via the beginBitmapFill method and setting the smooth attribute to 'true' causes the player to hang a few milliseconds at random. Setting smooth to 'false', the player runs without any hang. I tested this on different machines. An upgrade to player 10 beta didn't cure the symptoms but the hangs appear less in time. Has anyone else such problems or an idea what is going on?
View 1 RepliesHi guys I get this coercion error: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Shape@41754601 to flash.display.
When I create an instance of a MovieClip from my library:
var childmc:ChipEasy = new ChipEasy(); Canvas.Map.Tiles.addChild(childmc);
When I try to access all the children like: for (var i:int=0; i<Canvas.Map.Tiles.numChildren-1; i++){
var mc:MovieClip = Canvas.Map.Tiles.getChildAt(i);
}
I'm currently working on editing the pages on my website but for some reason these errors are apearing. Also some of the text that should be on the .swf disapears. Any help will be apreciated
This is error I am getting:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::SimpleButton@40692fa1 to flash.display.MovieClip.
at flash.display::Sprite/constructChildren()
at flash.display::Sprite()
at flash.display::MovieClip()
[code].....
I am trying to use the class Sound of actionscript.My code is really basic :
var snd:Sound = new Sound();
snd.load(new URLRequest("mysound.mp3"));
trace( new String(snd.length));
snd.play();
The audio is playing very well but in my trace, I get 0 instead of the length in milliseconds of the Sound.