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need countdown timer for game

New Here ,
May 15, 2006 May 15, 2006

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i'm making a shooting game i need a timer that counts down and then when it gets to 0 it goes to a certain frame. This is the code i'm using:
var seconds:Number=10;
time_txt.text="";

function countDown(){
var time=seconds--;
time_txt.text=time;
if(time=0){
gotoAndStop("lose");
clearInterval(counter);
}
}

counter=setInterval(countDown, 1000);

can any one help
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ActionScript

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Advisor ,
May 15, 2006 May 15, 2006

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looks like you've got things pretty well under control.
you didn't say what the symptoms of the problem with your code is, but one thing that needs fixing is the following line:

if(time=0){

should be:

if(time==0){

a subtle but important difference!
craig

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New Here ,
May 15, 2006 May 15, 2006

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sorry mate the problem is that it counts up instead of down and it starts at 1. So it never can reach zero.

Any help will be great

Spudless

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Guest
May 16, 2006 May 16, 2006

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spudless,

I am very new to flash scripting but got the following code to work (I think)!

var seconds:Number = 10;
var time:Number = seconds;
function countDown() {
if (time==0) {
gotoAndStop("lose");
clearInterval(counter);
}
time_txt.text = time;
time = --seconds;
}
counter = setInterval(countDown, 1000);

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New Here ,
May 16, 2006 May 16, 2006

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it only counts up. Plus it doesn't stop counting it just keeps going.

Can anyone help

Thanks Spudless

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Advisor ,
May 16, 2006 May 16, 2006

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yes that would work too Nicwinta. i'm confused however about why your original code doesn't work spudless? once i added the extra equal sign to that line, it worked fine for me... see below..

by the way, i doubt it's counting up - more likely i think it's in the negative continuing to count down and you haven't embedded hyphen in your font.

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New Here ,
May 16, 2006 May 16, 2006

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It works now. I just had to change the code from if(time==0); to if(time==-10)

Thanks for all your help craig and nicwinta

cheers spudless

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New Here ,
May 28, 2006 May 28, 2006

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hey guys i run into a problem. when game either times out or you finish the level. the timer begins to count from wherever it left off eg 6. does anyone know code to reset the timer

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Advisor ,
May 28, 2006 May 28, 2006

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i'm still trying to understand why you changed your if statement to if (time==-10)...!

the code above works for me, so i think your problem lies in what other code you have in your project.

depending on what you mean by "reset the timer":

the clearInterval should turn off the interval(which otherwise updates the timer periodically)

the line var seconds:Number = 10; resets the timer to 10...

c

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New Here ,
May 29, 2006 May 29, 2006

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I changed the code to time==-10 because it was counting down from 0 not 10. Anyways thanks for trying to help craig.

Cya Spud

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New Here ,
May 29, 2006 May 29, 2006

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I figured out the problem. The countdown timer doesn't stop counting after it reaches the specified time (in this case -10). Does anyone know how to make it stop.

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New Here ,
May 31, 2006 May 31, 2006

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just in case this might help anyone tries to help
here is the code i'm using for the game:
stop();
//Set global highScore variables
highScore = 0;
//Set the properties for the game elements
_root.lastframe = false;
//Stop bullets
//See AS for bullet MC for details
setProperty(_root.crosshair, _visible, true);
setProperty(_root.bullet, _visible, false);
//
//Individual destroyed target images hidden until needed
setProperty(_root.target1d, _visible, false);
setProperty(_root.target2d, _visible, false);
setProperty(_root.target3d, _visible, false);
//As above. Individual highlighted target images hidden until needed
setProperty(_root.target1Image, _visible, false);
setProperty(_root.target2Image, _visible, false);
setProperty(_root.target3Image, _visible, false);
mouse.hide();
//hide mouse to use cross-hairs
//select a target to shoot at random then add that target
//to the array of selected targets so that it isn't used
//again in this game.
//When the number of direct hits against the selected
//target has been reached. Find another random target.
//Check whether it exists in the array. If yes, select
//again. If no, make visible.
_root.targets = new Array();
//create array on the main
//timeline so that it is
//easily accessed by all MCs
_root.targets[0] = "target1";
_root.targets[1] = "target2";
_root.targets[2] = "target3";
//3 targets we are using in
//tutorial
n = _root.targets.length;
//get length of array
ran = random(n);
//get random number location to select from array
target = _root.targets[ran];
//show random array location
_root.activeTarget = target;
//create target variable
setProperty("_root."+target+"Image", _visible, true);
//show target
_root.targets.splice(ran, 1);
//remove the random element
//from the array. splice
//the random number found and
//to the depth of one so only
//one element is removed.
//-------------------------------------------------------//

var seconds:Number = 10;
time_txt.text = "";
function countDown() {
var time = seconds--;
time_txt.text = time;
if (time == -10) {
gotoAndStop("lose");
clearInterval(counter);
}
}
counter = setInterval(countDown, 1000);


any help will be appreciated
Spud

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Advisor ,
May 31, 2006 May 31, 2006

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i just created a text box, named it time_txt, embedded fonts, created a frame label at frame 15 called "lose" and then pasted the above code into frame 1.
when i exported the movie, the text box counted down from 10 to -10, and then the timer stopped on -10 and the movie went to frame 15.
what exactly is the problem?

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Community Expert ,
Aug 19, 2023 Aug 19, 2023

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@mit317667020y6y 

 

as3 or canvas/html5?

what exactly are you looking for?

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Community Expert ,
Sep 15, 2023 Sep 15, 2023

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locked secondary to age and spam attraction.

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