Function countdown

Hi guys.

Just made the switch to Z3 of Z1C. Overall very pleased. And so far I found this glitch. If I use the countdown and the phone locked screen a notification appears that I get 1 second the alarm and then silence.

The phone is running on kitkat.

I reboot in safe mode, I clean the cache of application but no luck.

I went to the Sony store and had the phone reviewed by an experienced technician is a 4.4.4 bug for this model and "strongly" recommended upgrade to 5.0.2.

Lollipop is still love hate if the battery life is an issue, I'll ignore it for now.

I really appreciate your input guys!

See you soon

Tags: Sony Phones

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    CODE:

    package {}

    import flash.display.MovieClip;

    import flash.events. *;

    import flash.utils.Timer;

    import flash.display.Stage;

    import flash.sampler.NewObjectSample;

    SerializableAttribute public class StateMachine extends MovieClip {}

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    private var scoreHUD:HUD;

    public var enemyGhostTimer:Timer;

    public var enemyGhost2Timer:Timer;

    public var enemyGhost3Timer:Timer;

    public var levelTimer:Timer;

    health public var = 3;

    public var score = 0;

    public var timeleft = 80;

    Main menu

    public void StateMachine()

    {

    START menu

    var controls: Boolean = false;

    var credits: Boolean = false;

    var advice: Boolean = false;

    Event listeners

    btn_start.addEventListener (MouseEvent.MOUSE_DOWN, start_mouseDownHandler);

    btn_controls.addEventListener (MouseEvent.MOUSE_DOWN, controls_mouseDownHandler);

    btn_credits.addEventListener (MouseEvent.MOUSE_DOWN, credits_mouseDownHandler);

    btn_highscores.addEventListener (MouseEvent.MOUSE_DOWN, highscores_mouseDownHandler);

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    Menu system

    function start_mouseDownHandler(event:MouseEvent):void

    {

    sym_pointer.y = 315;

    Stop (1, "Level 1");

    Level1();

    }

    function controls_mouseDownHandler(event:MouseEvent):void

    {

    orders = true;

    gotoAndStop ("controls");

    sym_pointer.y = 368;

    }

    function credits_mouseDownHandler(event:MouseEvent):void

    {

    credits = true;

    gotoAndStop ("credits");

    sym_pointer.y = 421;

    }

    function highscores_mouseDownHandler(event:MouseEvent):void

    {

    Tips = true;

    gotoAndStop ("hints");

    sym_pointer.y = 474;

    }

    }

    End of the game

    public void Gameover()

    {

    Stop();

    btn_restart.addEventListener (MouseEvent.MOUSE_DOWN, restart_mouseDownHandler);

    function restart_mouseDownHandler(event:MouseEvent):void

    {

    Stop (1, "Level 1");

    Level1();

    }

    }

    Timers

    function sendEnemy(e:Event)

    {

    enemy of the var = new Ghost();

    stage.addChild (enemy);

    }

    function sendEnemy2(e:Event)

    {

    var enemy2 = new Ghost2();

    stage.addChild (enemy2);

    }

    function sendEnemy3(e:Event)

    {

    var enemy3 = new Ghost3();

    stage.addChild (enemy3);

    }

    function countDown(e:Event)

    {

    If (timeleft > 0)

    {

    timeLeft-;

    }

    ElseIf (timeleft = 0)

    {

    Disable()

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    }

    }

    //////////////////////////////////////LEVELS////////////////////////////////////////////// ////////

    function Level1 (): void

    {

    reader = new player (internship, 400, 550);

    health = 3;

    stage.addChild (player);

    scoreHUD = new HUD (internship);

    stage.addChild (scoreHUD);

    enemyGhostTimer = new Timer (500);

    enemyGhostTimer.addEventListener ("timerEnemy", sendEnemy);

    enemyGhostTimer.start ();

    levelTimer = new Timer (1000);

    levelTimer.addEventListener ("timerLevel", count);

    levelTimer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel1);

    }

    function Level2 (): void

    {

    reader = new player (internship, 400, 550);

    stage.addChild (player);

    enemyGhost2Timer = new Timer (2000);

    enemyGhost2Timer.addEventListener ("timerEnemy2", sendEnemy2);

    enemyGhost2Timer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel2);

    }

    function Level3 (): void

    {

    reader = new player (stage, 25, 550);

    stage.addChild (player);

    enemyGhost3Timer = new Timer (5000);

    enemyGhost3Timer.addEventListener ("timerEnemy3", sendEnemy3);

    enemyGhost3Timer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel3);

    }

    function detectHitLevel1(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health < 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel1);

    stage.removeChild (player);

    for (var i in Ghost.list)

    {

    Ghost.list [i]. Kill();

    }

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl1exit))

    {

    lvl1exit.x = - 10;

    trace ("Exitlvl1");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel1);

    stage.removeChild (player);

    for (var i in Ghost.list)

    {

    Ghost.list [i]. Kill();

    }

    }

    Stop (1, "Level 2");

    Level2();

    }

    Points

    If (player.hitTestObject (civa))

    {

    CIVA.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (civb))

    {

    CIVB.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    function detectHitLevel2(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health > 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl2exit))

    {

    lvl2exit.x = - 10;

    trace ("Exitlvl2");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeChild (player);

    Stop (1, "Niveau3");

    Level3();

    }

    Points

    If (player.hitTestObject (civa))

    {

    CIVA.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (civb))

    {

    CIVB.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    function detectHitLevel3(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health > 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel3);

    stage.removeEventListener (Event.ENTER_FRAME, loop);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl3exit))

    {

    lvl2exit.x = - 10;

    trace ("Exitlvl3");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

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    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeEventListener (Event.ENTER_FRAME, loop);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    Points

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    {

    CIVA.x = - 10;

    trace ("bonus!");

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    scoreHUD.updateScore (5);

    }

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    {

    CIVB.x = - 10;

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    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    }

    I believe that the error is indicating that your class file structure is not formatted properly as it seems to be trying to define several classes in one file.  I suspect it's going to be because of incorrect provision of braces.  Unfortunately, the pileup of the code is a bit much to go through you.

    I noticed that you have many nested named functions (functions within other functions) which causes problems as well.  All functions should stand on their own.

    Maybe you need to really do is to find a way to break this class file into separate files based on the feature class.

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    {
    Returns the string (value < = 9?) ('0' + value: value);
    }

    function fl_MouseOverHandleradd(e:MouseEvent):void
    {
    ScoreHome ++;
    HomeScore.text = scoreFormat (ScoreHome);
    }

    function fl_MouseOverHandlerminus(e:MouseEvent):void
    {
    -ScoreHome;
    HomeScore.text = scoreFormat (ScoreHome);
    }

    function fl_MouseOverHandlerSS(e:MouseEvent):void
    {
    Timer.Start)
    TIMER2. Start();
    }

    function fl_MouseOverHandlerStS(e:MouseEvent):void
    {
    Timer.Stop)
    TIMER2. Stop();
    }

    function fl_MouseOverHandlerRS(e:MouseEvent):void
    {
    Timer.Reset)
    TIMER2. Reset()
    Timer.Start)
    TIMER2. Start()
    Timer.Stop)
    TIMER2. Stop()
    Seconds.Text = "06:00";
    Possesso.Text = "24";
    }

    function fl_MouseOverHandleraddg(e:MouseEvent):void
    {
    ScoreGuest ++;
    GuestScore.text = scoreFormat (ScoreGuest);
    }

    function fl_MouseOverHandlerminusg(e:MouseEvent):void
    {
    -ScoreGuest;
    GuestScore.text = scoreFormat (ScoreGuest);
    }

    function fl_MouseOverHandler24(e:MouseEvent):void
    {
    TIMER2. Reset()
    TIMER2. Start()
    Possesso.Text = "24";
    }
    var mySound:Sound = new Buzzer();

    use a movieclip button:

    import flash.events. *;

    var ScoreHome:Number = 0;
    HomeScore.text = scoreFormat (ScoreHome);

    var ScoreGuest:Number = 0;


    GuestScore.text = scoreFormat (ScoreHome);

    var timePattern:RegExp = / \d\d\:\d\d(?=\s);
    var secondPattern:RegExp = / (?)<=\:)\d\d(?=\s)>
    var time: Date = new Date();

    var timer2:Timer = new Timer(1000, 24);
    TIMER2.addEventListener (TimerEvent.TIMER, countdownpossesso);
    TIMER2. Start();

    var: timer = new Timer(1000, 360);
    timer.addEventListener (TimerEvent.TIMER, count);
    Timer.Start ();

    startstop.addEventListener (MouseEvent.MOUSE_OVER, stopstartF);

    ButtonplusHome.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandleradd);
    ButtonminusHome.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandlerminus);
    StartSecond.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandlerSS);
    StopSecond.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandlerStS);
    ResetSecond.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandlerRS);
    Reset24.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandler24);
    ButtonplusGuest.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandleraddg);
    ButtonminusGuest.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandlerminusg);

    Seconds.Text = "06:00";
    Possesso.Text = "24";

    function stopstartF(e:MouseEvent):void{if(!e.currentTarget.toggle){     timer.start()     timer2.start();MovieClip(e.currentTarget).gotoAndStop("stop");   // label the stop frame which contains the appropriate display} else {
    
         timer.stop()     timer2.stop();
    
    
    MovieClip(e.currentTarget).gotoAndStop(1);  // your play display}e.currentTarget.toggle=!e.currentTarget.toggle;}
    

    function countdown(e:TimerEvent):void
    {
    = Time.Time (timer.repeatCount - timer.currentCount) * 1000;
    Seconds.Text = time.toString () everyone (timePattern) [0];
    If (timer.repeatCount == timer.currentCount) {}
    playSound (Event);
    }
    }

    function countdownpossesso(e:TimerEvent):void
    {
    = Time.Time (timer2.repeatCount - timer2.currentCount) * 1000;
    Possesso.Text = time.toString () everyone (secondPattern) [0];
    If (timer2.repeatCount == timer2.currentCount) {}
    playSound (Event);
    }
    }

    function playSound (Event): void {}
    mySound.play)
    Timer.Stop)
    }

    function scoreFormat(value:Number):String
    {
    (The return value string<= 9="" "0"="" +="" value="" :="">
    }

    function fl_MouseOverHandleradd(e:MouseEvent):void
    {
    ScoreHome ++;
    HomeScore.text = scoreFormat (ScoreHome);
    }

    function fl_MouseOverHandlerminus(e:MouseEvent):void
    {
    -ScoreHome;
    HomeScore.text = scoreFormat (ScoreHome);
    }

    function fl_MouseOverHandlerRS(e:MouseEvent):void
    {
    Timer.Reset)
    TIMER2. Reset()
    Timer.Start)
    TIMER2. Start()
    Timer.Stop)
    TIMER2. Stop()
    Seconds.Text = "06:00";
    Possesso.Text = "24";
    }

    function fl_MouseOverHandleraddg(e:MouseEvent):void
    {
    ScoreGuest ++;
    GuestScore.text = scoreFormat (ScoreGuest);
    }

    function fl_MouseOverHandlerminusg(e:MouseEvent):void
    {
    -ScoreGuest;
    GuestScore.text = scoreFormat (ScoreGuest);
    }

    function fl_MouseOverHandler24(e:MouseEvent):void
    {
    TIMER2. Reset()
    TIMER2. Start()
    Possesso.Text = "24";
    }
    var mySound:Sound = new Buzzer();

  • Simple counter/dashboard (AS3)

    I need this for a simple iPhone app...
    I tried to create a dashboard for my iPhone with Flash CS5 in the Air for the iOS mode. I have add the timer and the timer of 24 seconds, but now I need help so much.
    Problems:
    1. when the timer reaches 0 mins, it only displays: 59, not 00:59
    2. I tried to add a button to the meter of the points, but it seems very complicated in AS3 (not in AS2 :/). I created a TLF read only text named "HomeScore. But it is a nonnumeric string, so I can't add a simple counter.
    4. I need help with the reset (timer and 24 seconds) and Start/Stop buttons (for the timer and 24).
    My code:

    import flash.events.MouseEvent; (true) Seconds.text = "06:00" var timer:Timer = new Timer(1000,360); timer.addEventListener(TimerEvent.TIMER, countdown); timer.start(); function countdown(event:TimerEvent) {     var totalSecondsLeft:Number = 360 - timer.currentCount;     Seconds.text = timeFormat(totalSecondsLeft); } function timeFormat(seconds:int):String {     var minutes:int;     var sMinutes:String;     var sSeconds:String;     if (seconds > 59)     {         minutes = Math.floor(seconds / 60);         sMinutes = String(minutes);         sSeconds = String(seconds % 60);     }     else     {         sMinutes = "";         sSeconds = String(seconds);     }     if (sSeconds.length == 1)     {         sSeconds = "0" + sSeconds;     }     if (sMinutes.length == 1)     {         sMinutes = "0" + sMinutes;     }     return sMinutes + ":" + sSeconds;     if (seconds/60 <= 0  && sSeconds != 0) { return "00" + ":" + sSeconds;}     if (sMinutes = 0 && sSeconds = 0) { return "00:00"} } Possesso.text = "24" var timer2:Timer = new Timer(1000,24); timer2.addEventListener(TimerEvent.TIMER, countdownpossesso); timer2.start(); function countdownpossesso(event:TimerEvent) {     var totalSecondsLeft:Number = 24 - timer2.currentCount;     Possesso.text = timeFormatpossesso(totalSecondsLeft); } function timeFormatpossesso(seconds:int):String {         var sPossesso:String;     if (seconds > 59)     {                 sPossesso = String(seconds % 60);     }     else     {                 sPossesso = String(seconds);     }         if (sPossesso.length == 1)     {         sPossesso = "0" + sPossesso;     }         return sPossesso; } import flash.events.*; HomeScore.text = "02" HomeScore.text = ScoreFormatHome(ScoreHome); var ScoreHome:Number     function ScoreFormatHome(ScoreHome:Number) {     var ScoreHome=1     if (ScoreHome <=9 ) {return "0" + ScoreHome}     if (ScoreHome >=10) {return ScoreHome}     } ButtonplusHome.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler); function fl_MouseOverHandler(HomeAdd:MouseEvent):void {     ScoreHome++; }

    you have too many questions for a single thread, unless you're already pretty savvy:

    1. when the timer reaches 0 mins, it only displays: 59, not 00:59

    use a string formatter function.
    2. I tried to add a button to the meter of the points, but it seems very complicated in AS3 (not in AS2 :/). I created a TLF read only text named "HomeScore. But it is a nonnumeric string, so I can't add a simple counter.

    You can convert strings to numbers using Number().
    4. I need help with the reset (timer & 24 seconds) and Start/Stop buttons (for timer and 24).

    the timer class has you use reset(), start() and stop() methods.  Follow with the start() method reset() method if you want to reset and start.

  • Simple counting the stopwatch will not stop.

    Hello

    I made a simple countdown timer, it works fine but I wish I had the sign next to the number % so it would look like a pre-order. But as I add the '%' sign to the function, the counting stops (100% more) ever and continues to count.

    What Miss me?

    var count: Number = 1;
    var myTimer:Timer = new Timer (10);

    myTimer.addEventListener (TimerEvent.TIMER, count);
    myTimer.start ();

    function countdown(event:TimerEvent):void {}

    myText_txt.text = String ((count) + myTimer.currentCount);

    myText_txt.text = String ((count) + myTimer.currentCount)+'%';


    If (uint (myText_txt.text) > = 100) {}
    myTimer.removeEventListener (TimerEvent.TIMER, count);
    }


    }

    Thank you!

    You should learn to use the trace() function to see why things don't work as expected.   The '%' is converting it to a uint not what you expect.  Trace uint (myText_txt.text) and you'll see why comparing the value of a string uint digital a number isn't going to work.  Try instead the following...

    var count: Number = 1;
    var myTimer:Timer = new Timer (10);

    myTimer.addEventListener (TimerEvent.TIMER, count);

    myTimer.start ();

    function countdown(event:TimerEvent):void {}

    myText_txt.text = String ((count) + myTimer.currentCount) + '% ';

    If (uint (String (+ myTimer.currentCount (County))) > = 100) {}
    myTimer.removeEventListener (TimerEvent.TIMER, count);
    }

    }

  • I wonder why?

    Hello Forum members

    I wonder why this feature does not work. Any idea?

    function countdown(event:TimerEvent):void {}

    myText_txt.htmlText = formatTime (myTimer.delay * (myTimer.repeatCount - myTimer.currentCount));

    If (myText_txt.htmlText == "00:00:00") {}
    trace ("Finish");
    }

    }

    Well, what do you think that the following resolves:

    GFF

    00:00:00

    == "00:00:00"){

    trace ("Finish");
    }

    use:

    function countdown(event:TimerEvent):void {
    
        myText_txt.htmlText = formatTime(myTimer.delay * (myTimer.repeatCount - myTimer.currentCount));
    
        if(myText_txt.text == "00:00:00"){        trace("FINISH");    }
    
    }
    
    
    
  • Trying to create a customizable CoutdownTimer

    I have a projeect Flash Professional CS5 (AS3) for the creation of a countdown.

    I have two components digital stepper (one for the other minutes seconds) which will establish the countdown and a dynamic text box that displays the countdown. Countdown begins when the user clicks on the Start button. The timer will be reset when you press the rest button.

    FarI so this (but it gives me an error NaN):


    var segundos:Number = 0;
    var minutos:Number = 0;
    var totalsecs:Number;


    var myTimer:Timer = new Timer(1000,totalsecs);

    start_btn.addEventListener (MouseEvent.CLICK, arranca);
    reset_btn.addEventListener (MouseEvent.CLICK, resetear);

    function countdown(event:TimerEvent):void {}
    myText_txt.text = String ((totalsecs) - myTimer.currentCount);
    }

    function resetear(event:MouseEvent):void {}
    MyEventArgs;
    var segundos:Number = 0;
    var minutos:Number = 0;
    mins. Value = 0;
    Segs.Value = 0;
    myText_txt.text = "";
    myTimer = null;
    }

    function arranca(event:MouseEvent):void {}
    var segundos:Number = mins.value;
    var minutos:Number = segs.value;
    var totalsecs:Number = seconds + (minutes * 60);

    myTimer.addEventListener (TimerEvent.TIMER, count);
    myTimer.start ();
    }

    Any help will be appreciated. Thank you

    Some things don't make sense to me in your code. Try the following (read the comment in function arranca)

    var totalsecs:Number = 0;
    var myTimer:Timer = new Timer(1000,totalsecs);
    start_btn.addEventListener(MouseEvent.CLICK, arranca);
    reset_btn.addEventListener(MouseEvent.CLICK, resetear);
    
    function countdown(event:TimerEvent):void {
         myText_txt.text = String(totalsecs - myTimer.currentCount);
    }
    
    function resetear(event:MouseEvent):void {
         myTimer.reset();
         myTimer.removeEventListener(TimerEvent.TIMER, countdown);
         mins.value = 0;
         segs.value = 0;
         myText_txt.text = "";
    }
    
    function arranca(event:MouseEvent):void {
         // you should use variable declared outside the function
         totalsecs = segs.value + (mins.value * 60);
         myTimer.addEventListener(TimerEvent.TIMER, countdown);
         myTimer.start();
    }
    
  • How can I make cela a 2 minute timer?

    package {}

    import flash.display.MovieClip;

    import flash.events.TimerEvent;

    import flash.text.TextField;

    import flash.utils.Timer;

    import flash.text.TextFormat;

    public class timer2 extends MovieClip {}

    private var textfield:TextField;

    public function timer2 (): void {}

    var: County: uint = 60;

    var myTimer:Timer = new Timer (1000, count);

    myTimer.addEventListener (TimerEvent.TIMER, Countdown, false, 0, true);

    myTimer.start ();

    TextField = new TextField();

    textfield.defaultTextFormat = new TextFormat ("Arial", 24, 0xff0000, true);

    TextField.x = 30;

    TextField.y = 60;

    TextField.Text = String (count);

    addChild (textfield);

    }

    private void countdown(e:TimerEvent):void {}

    TextField.Text = String (parseInt (textfield.text) - 1);

    }

    }

    }

    I have here a timer 1 min, what I want is a timer for 2 min with the format from 02:00
    can someone help me? Thnx in advance...

    package {
    
        import flash.display.MovieClip;
        import flash.display.Sprite;
        import flash.events.TimerEvent;
        import flash.text.TextField;
        import flash.text.TextFormat;
        import flash.utils.Timer;
    
        public class Timer2 extends Sprite {
    
            private var textfield:TextField;
            private var count:uint = 120;
    
            public function Timer2():void {
                var myTimer:Timer = new Timer(1000, count);
                myTimer.addEventListener(TimerEvent.TIMER, countdown, false, 0, true);
                myTimer.start();
    
                textfield = new TextField();
                textfield.defaultTextFormat = new TextFormat("Arial", 24, 0xff0000, true);
                textfield.x = 30;
                textfield.y = 60;
                textfield.text = format(count);
                addChild(textfield);
    
            }
    
            private function countdown(e:TimerEvent):void {
                textfield.text = format(--count);
            }
    
            private function format(n:uint):String {
                return Math.floor(n/60) + ":" + (n % 60 < 10 ? "0" + n % 60 : n % 60);
            }
        }
    }
    
  • 1119: access of the property possibly text not defined through a reference with static type class.


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    import flash.utils.Timer;
    import flash.events.TimerEvent;
    import flash.display.Sprite;

    public class timer2 extends Sprite {}
    public void timer2() {}

    var: number = 60;
    var myTimer:Timer = new Timer(1000,count);


    myTimer.addEventListener (TimerEvent.TIMER, count);
    myTimer.start ();

    function countdown(event:TimerEvent):void {}
    myTimer2.text = String ((count) - myTimer.currentCount);
    }

    }
    }
    }

    I create a timer and I have an error can someone help me with this? TNX in advance?

    You must import the class, that is to say:

    import flash.text.TextFormat;
    
  • How to change the text design AS3 using the class Date

    Hi I tried to create a 24-hour countdown on 24 who will make a loop and play back counting it self down to 00:00:00:00

    Thanks to Andrei1 for providing me with this code to create the next animtion:

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    var date: Date = new Date (null, null, null, 0, 0, 0, 24);

    var timeDisplay:TextField = new TextField();
    timeDisplay.autoSize = TextFieldAutoSize.LEFT;
    timeDisplay.multiline = timeDisplay.wordWrap = false;
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    timeDisplay.x = timeDisplay.y = 20;
    timeDisplay.text = "00:00:00 ';

    addChild (timeDisplay);

    var: timer = new Timer (250);
    timer.addEventListener (TimerEvent.TIMER, count);
    Timer.Start ();

    function countDown(e:TimerEvent):void {}
    Date = new Date (date.setTime (date.getTime () - timer.delay));
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    timeDisplay.text = result;
    }

    The end result, I'm looking for is to display this countdown clock in a clear gray arial font as shown in the picture below link:

    http://img801.imageshack.us/img801/3604/picture1ms.PNG

    Right now the code I received leaves me with a box around the type and a GMT (+ 000):

    http://img534.imageshack.us/img534/4264/picture2ot.PNG

    I was wandering if any body knows how to change the design of something in the photo above simular.

    Thank you for your help in advance.

    Tom

    Snippets of code is one thing, but nothing is gained back together solutions to people without explanation (but maybe a smile to not have to struggle with it).  Learning is not easy and it is better that it isn't... it involves the effort, stadiums, an increase in capacity to win.  You presented an entirely different approach to a solution that involves techniques beyond a beginning level.

    Don't you think that tom understands what he has in his hands?  It can develop its own regular expressions or manipulate a Date object to what you gave to him?  More importantly, since he never solved the intitial design of yesterdays issues poster, which has involved basic concepts much more, don't you think he could solve this design now?  Or he missed on some basic things that must precede the techniques that you have provided learning?

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