Well, I have two TIMER type variables in my code AS3, but there comes a certain part
of my game, I have to decrement the value of them.
var tempo1:Timer = new Timer(4000);
var tParada:Timer = new Timer(2000, 1);
I wonder how can I do to go decrementing these values, starting from an external class ...
Thank U.
Just decriment the delay every time the timer fires.
var tempo1:Timer = new Timer(4000);
tempo1.addEventListener(TimerEvent.TIMER, tick);
var minValue:int = 1000;
tempo1.start();
function tick(e:TimerEvent):void {
if(tempo1.delay - 100 >= minValue){
tempo1.delay -= 100;
}
}
Or, if wanted it smoother, you could do something like this:
import flash.events.TimerEvent;
import flash.utils.Timer;
import fl.transitions.Tween;
import fl.transitions.easing.*;
var tempo1:Timer = new Timer(33); //30 times a seconds or so
tempo1.addEventListener(TimerEvent.TIMER, tick);
var curTickTime:int = 4000;
tempo1.start();
function tick(e:TimerEvent):void {
if(tempo1.delay * tempo1.currentCount >= curTickTime){
trace("tick"); //this should effectively be a tick
tempo1.reset();
tempo1.start();
//do whatever you do on a tick
}
}
//tween the tick delay from the starting value to 100ms over a period of 5 seconds
var tween:Tween = new Tween(this, "curTickTime", Strong.easeOut, curTickTime, 100, 5, true);
Related
I have a countdown timer I made in AS3 the start, stop, and reset works fine in the game.
Problem: This Flash app is now inserted into an external virtual-life game as some animated billboard/sign. Each "person" in the game sees the sign but must click the (Flash) button, inside the sign, to start the timer code. Only the person pressing button can see it working. Everyone is given 05:00 minutes to present their offer.
I need everyone in a room to see timer countdown since its for a auction.
Any help I would appreciate it.
This is what I tried to use so far:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class timerClass extends MovieClip
{
var myTimer:Timer = new Timer(1000, 300);
var i:Number = 300;
public function timerClass()
{
//# constructor code
timerTxt.text = String("05:00");
myTimer.addEventListener(TimerEvent.TIMER, updateTime);
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete);
startbutton.addEventListener(MouseEvent.CLICK, StartNow);
pausebutton.addEventListener(MouseEvent.CLICK, PauseNow);
restartbutton.addEventListener(MouseEvent.CLICK, restartNow);
}
private function updateTime(e:TimerEvent)
{
i--;
var totalSeconds:* = i;
var minutes:* = Math.floor(totalSeconds/60);
var seconds:* = totalSeconds % 60;
if(String(minutes).length < 2)
{
minutes = "0" + minutes;
if(String(seconds).length < 2)
seconds = "0" + seconds;
}
timerTxt.text = minutes + ":" + seconds;
}
private function TimerComplete(e:TimerEvent)
{
messageTxt.text = "PRESENTATION IS NOW OVER"
timerTxt.text = String("00:00");
}
private function StartNow(e:MouseEvent)
{ myTimer.start(); }
private function PauseNow(e:MouseEvent)
{ myTimer.stop(); }
private function restartNow(e: MouseEvent): void
{
myTimer.stop();
myTimer = new Timer(1000, 300);
myTimer.addEventListener(TimerEvent.TIMER, updateTime);
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete);
i = 300;
messageTxt.text = "";
timerTxt.text = String("05:00");
}
} //#end Class
} //#end Package
I need everyone in a room to see timer countdown since its for a auction
This is what timer should look like, I just need eveyone to see counter at same time once i press start.
https://cldup.com/cds0PwoS5Y.swf
thank you
jln
I want to move an Object in Flash from left to right in 1 minute
I tried to do it like this but it is less than 1 minute
addEventListener(Event.ENTER_FRAME, move);
function move(e:Event):void{
this.myObject.x += 1;
}
How can I move myObject in 1 minute and also Stop it when in end of the screen in right?
Try creating a Tween by minimally editing the example given in the documentation:
import fl.transitions.Tween;
import fl.transitions.easing.*;
var myTween:Tween = new Tween(myObject, "x", None.easeNone, 0, stage.stageWidth, 60, true);
You want to find the starting and end points for the position that suits your needs which are not exactly clear from your question.
var duration_ms:int = 60*1000;
var offset:Number = 100;
var start_time_ms:int = getTimer();
var start_pos_x:int = mc.x;
var end_pos_x:int = mc.x+offset;
addEventListener(Event.ENTER_FRAME, Loop);
function Loop(e:event):void {
var elapsed_ms:int = getTimer() - start_time_ms;
if (elapsed_ms<duration_ms) {
mc.x = start_pos_x + ((end_pos_x-start_pos_x)*(elapsed_ms/duration_ms));
}
}
I am trying to create a game using action script 3 and can't understand why the following code is resulting in my score immediately resetting to 0 and my timer rapidly changing numbers with no consistent pattern? Any help is much appreciated! Thank You!
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
var score:int=0;
var nCount:Number = 5;
var myTimer:Timer = new Timer(3000, nCount);
timer_txt.text = nCount.toString();
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myTimer.start();
function countdown(e:TimerEvent):void{
nCount--;
timer_txt.text = nCount.toString();
}
init();
function init(): void {
Mouse.hide();
addEventListener(Event.ENTER_FRAME, update);
addEventListener(MouseEvent.CLICK, checkIfHit);
}
function update(myEvent:Event):void{
aim_mc.x = this.mouseX;
aim_mc.y = this.mouseY;
score_txt.text = "Score: " + score;
}
function checkIfHit(e:MouseEvent):void{
for(var i:int = 1; i < 4;++i){
var myClip:MovieClip = MovieClip(getChildByName("duck" + i));
if (myClip.hitTestPoint(mouseX,mouseY,true)){
score = score + 1;
}
}
}
As mentioned by #coner in his comment, I think that you have another frame that, maybe, you have added by mistake, and that's why your animation is initialized everytime :
To avoid that, if you need that frame (these frames) for any reason, you can add a stop() in your first one and then you can use gotoAndStop() or gotoAndPlay() in another time to change the frame, or if you don't need that frame and you've added by mistake, you have just to remove it.
Also, don't forget to remove the event listeners and to stop your game after that your countdown is finished ...
Hope that can help.
I'm using AS3 to pull XML data, one field is a time field in the XML and displays an hour. I'm getting the date and then the AS3 loads the proper node based on teh time set in the XML. This is all working perfect - I have two times as variables, one is the system time (which is set in UTC time) the other is one hour ahead.
The two variables are currentHour and newHour - it's doing everything I want however I'd like to now create a countdown between these two hours and display time remaining in the minutes.
Here is the complete code for that.
Get the time from XML using AS3
These seems straight forward but I'm having a hard time. I've tried this:
var data:Array = [currentHour, newHour];
var aDate:String = data[0].split(" ")[0];
var dateElements:Array = aDate.split("-");
var date1:Date = new Date();
date1.setMinutes(int(data[0].split(" ")[1].split(":")[0]));
dateElements = data[1].split(" ")[0].split("-");
var date2:Date = new Date();
date2.setMinutes(int(data[1].split(" ")[1]));
var elapse:Number = date2.getTime() - date1.getTime();
trace("minutes: " + date2.getMinutes());
But that isn't right, so I tried this:
if(currentHour < newHour)
{
var dayDiff:Number = newHour-currentHour;
// make sure it’s in the future
if (dayDiff > 0)
{
var seconds:Number = dayDiff / 1000;
var minutes:Number = seconds / 60;
}
trace(minutes, seconds);
}
If someone could help me get unstuck that would be amazing. Thank you!
Created a new answer which didn't contain the spam from previous one where I tried to figure out what the actual issue was and what the expectations of the program was. Anyways to summarize:
User wanted to, given a specific date/time, find out how long until the next complete hour, so for instance given the time 4:47pm wanted to find out how many minutes and seconds left until 5:00pm.
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.globalization.NumberFormatter;
import flash.utils.getTimer;
import flash.utils.Timer;
var timer:Timer = new Timer(250);
var my_date:Date = new Date();
var targetDate:Date = new Date();
//calculate how many total milliseconds left until next whole hour since that is how as3 is using Date-objects
var timeUntilWholeHourMS:Number = (60 - my_date.getMinutes()) * 60 * 1000;
targetDate.setTime(my_date.getTime() + timeUntilWholeHourMS);
//clear the "second and milliseconds" part of the new time since we want the whole hours
targetDate.setSeconds(0, 0);
var secondsLeft:Number = (targetDate.time - new Date().time) / 1000;
//make sure it is in the future
if (secondsLeft > 0) {
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
}
function onTimer(e:flash.events.TimerEvent):void {
secondsLeft = (targetDate.time - new Date().time)/1000;
if (secondsLeft > 0) {
var minutes:Number = Math.floor(secondsLeft/60);
var seconds:Number = Math.floor(secondsLeft%60);
trace("minutes left: " + minutes, ", seconds left: " + seconds);
} else {
//time limit reached
timer.removeEventListener(TimerEvent.TIMER, onTimer);
timer.stop();
trace("Time limit reached!");
}
}
I'd reccomend you using Timer. At first declare a variable seconds (between currentHour and newHour):
private var seconds:int;
Then assign it value
seconds = (newHour - currentHour) * 3600;
Then declare a timer which will tick every second (second parameter tells how much times will it tick):
var timer:Timer = new Timer(1000, seconds)
timer.addEventListener(TimerEvent.TIMER, timerHandler);
timer.start();
And then create timerHandler that will make all necessary updates:
function func(e:TimerEvent):void {
--seconds;
//if you have some textfield that shows minutes left, update it's text here
//timeTextfieldText.text = int(seconds / 60) + " minutes left";
trace(int(seconds / 60));
}
A bit unclear on how you want to present the data, but this is how to get it working at least. You need to replace "currentHour & newHour" with actual hours. And then handle the cases inside onTimer with approriate code.
The thing that differentiates this code towards the other solutions are that this takes a timestamp when you start and then whenever a timer event occurs it will check the current time against that timestamp. Meaning it doesn't matter if the flash timer is off by a couple of milliseconds etc.
import flash.events.TimerEvent;
import flash.globalization.NumberFormatter;
import flash.utils.getTimer;
import flash.utils.Timer;
var timer:Timer = new Timer(250);
var currentHour:Number = 14;
var newHour:Number = 15;
var totalSeconds:Number = 0;
var timestampStart:Number = 0;
if(currentHour < newHour) {
totalSeconds = (newHour - currentHour) * 3600;
if (totalSeconds > 0) {
timestampStart = getTimer();
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
}
}
function onTimer(e:flash.events.TimerEvent):void {
var secondsRunning:Number = (getTimer() - timestampStart) / 1000;
var secondsLeft:Number = totalSeconds - secondsRunning;
if (secondsLeft > 0) {
var minutes:Number = Math.floor(secondsLeft/60);
var seconds:Number = Math.floor(secondsLeft%60);
trace("minutes left: " + minutes, ", seconds left: " + seconds);
} else {
//time limit reached
timer.removeEventListener(TimerEvent.TIMER, onTimer);
timer.stop();
trace("Time limit reached!");
}
}
You need to add an enterFrame event hanler
private var frameCount:int = 0;
private var diff:int = 3600;//the seconds between the two hours, you could set it here
this.addEventListener(Event.ENTER_FRAME, handler);
private function handler(event:Event):void {
frameCount++;
if (frameCount >= stage.frameRate) {
frameCount = 0;
diff--;
if (diff < 0) {
this.removeEventListener(Event.ENTER_FRAME, handler);
}
}
var minutes:int = diff/60;
}
I have a tween playing every few seconds, and it works fine in the beginning, but then it starts to get jittery and resets before it even gets halfway through the tween.
Any idea why? the timer also seems to have a longer wait the first time i run the animation
import flash.events.Event;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.utils.Timer;
import flash.events.TimerEvent;
addEventListener(Event.ENTER_FRAME, move);
var signalTimer:Timer = new Timer(3000, 0);
function move(e:Event){
sender.x = mouseX;
sender.y = mouseY;
signalTimer.addEventListener(TimerEvent.TIMER, sendSignal);
signalTimer.start();
}
function sendSignal(e:TimerEvent){
signalTimer.stop();
var sigTween1X:Tween = new Tween(signal1, "x", None.easeOut, sender.x, mic1.x, 10, false);
var sigTween1Y:Tween = new Tween(signal1, "y", None.easeIn, sender.y, mic1.y, 15, false);
var sigTween3X:Tween = new Tween(signal3, "x", Strong.easeIn, sender.x, mic3.x, 7, true);
var sigTween3Y:Tween = new Tween(signal3, "y", Strong.easeOut, sender.y, mic3.y, 7, true);
}
This is a heavy segment of code; combining frame-based, timer, and tween timings.
Currently each frame calls move() which adds an event listener to your signalTimer without removing the previously added event listener:
signalTimer.removeEventListener(TimerEvent.TIMER, sendSignal);
However, adding and removing an event listener per frame is not optimal.
If you really want your timer to fire every 3-seconds, instantiate and add an event listener upon instantiation (not within the move() function):
var signalTimer:Timer = new Timer(3000, 0);
signalTimer.addEventListener(TimerEvent.TIMER, sendSignal);
signalTimer.start();
Then don't stop the timer in sendSignal().
Addressing the tweens, you could implement frame-based animation such as:
signal1.x -= (signal1.x - mic1.x) * 0.9;
signal1.y -= (signal1.y - mic1.y) * 0.9;
Therefore, implementing a delta based function to track x,y coordinates.