Universal timer across multiple frames
Hello again
I'm creating a flash quiz and each question is timed. When the timer runs out I have some actionscript that says 'when timer reaches 0, go to and stop frame x', but the problem is I have quite a few pages and some of my timers are conflicting. Is there a way I can make one timer control everything?
At the moment I have one timer that controls when the clock times out
var count:Number = 6;
var myTimer:Timer=new Timer(1000,count);
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myTimer.start();
function countdown(event:TimerEvent):void {
myText_txt.text=String((count)-myTimer.currentCount);
if(myText_txt.text == "0"){
gotoAndStop(5);
I have 'correct' and 'incorrect' pages, so when a question a question is answered correctly, you will jump to the 'correct' frame on the timeline. I then have a timer that controls when you leave that page
Example
var myTimer2:Timer;
myTimer2 = new Timer(3000, 3)
myTimer2.start();
myTimer2.addEventListener(TimerEvent.TIMER, backtoStart2)
function backtoStart2(evt:TimerEvent):void{
myTimer2.start();
if(myTimer2.currentCount == 3) (gotoAndStop(3));
trace (myTimer2.currentCount)
My problem is that I have 8 questions, and it seems silly to make a new timer for each page, especially when I will keep getting a duplicate function definition error. What is the best way to approach this if I want all my actionscript on one frame?
Got what I mentioned earlier to work but seem to have a new problem. Will explain by showing my code-
When my timer reaches zero (frame 3) I change to frame 5 which is an 'incorrect' page
var count:Number = 6;
var myTimer:Timer = new Timer(1000,count);
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myTimer.start();
function countdown(event:TimerEvent):void
myText_txt.text=String((count)-myTimer.currentCount);
if (myText_txt.text == "0")
gotoAndStop(5);
myTimer.reset();
I then have a different timer on frame 5 which says, after x amount of seconds, go to frame 6, which is the next question
var myTimer4:Timer;
myTimer4 = new Timer(3000,3);
myTimer4.start();
myTimer4.addEventListener(TimerEvent.TIMER, backtoStart2);
function backtoStart2(evt:TimerEvent):void
myTimer4.start();
if (myTimer4.currentCount == 3)
gotoAndStop(6);
This is where things go abit weird for me
myTimer.start();
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myText_txt.text=String((count)-myTimer.currentCount);
if (myText_txt.text == "0")
gotoAndStop(7);
myTimer.reset();
Instead of going to frame 7 when the timer runs out, it goes back to frame 5. Why is this based on my script? Do I need to removeEventListener on frame 5? All the action script is on different frames.
Sorry to hassle, still new to actionscript and trying to learn as I go
Thanks
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thewizzard24 wrote:
> I don't know if this is even possible, but what I'd like
to do is shift
> multiple objects, in multiple layers, across multiple
frames. The problem is
> that I built a complex animation as a movie symbol
within the root movie. It
> got so complex, however, that I'd like to just go ahead
and make it the main
> timeline for the root movie. But when I copy and paste
the frames from the
> symbol back out into the root timeline, the location is
wrong. Everything is in
> the correct location relative to each other element, but
wrong relative to the
> stage. Is there any way to grab everything up in all of
those layers and frames
> and just shift it all over to where it's supposed to be?
Or can I somehow shift
> the stage under it?
>
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