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Please help me add a gotoandstop function to the end of mytimer

Community Beginner ,
Jul 04, 2019 Jul 04, 2019

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Please help me create a go to and stop (Frame)

function to the end of my timer!?

I'm struggling - tried everything

My script is below

countDown1F(00,50,50000,tf1);

function countDown2F(nStart:int,nEnd:int,duration:uint,tf:TextField) {

  if (nStart>=nEnd) {

  return null;

  } else {

  var t:Timer = new Timer(duration/(nEnd-nStart),nEnd-nStart);

t.addEventListener(TimerEvent.TIMER,function(e:TimerEvent){f2(e,nEnd,tf)});

  t.dispatchEvent(new TimerEvent(TimerEvent.TIMER));

  t.start();

  }

}

function f2(e:TimerEvent,nEnd:int,tf:TextField){

 

}

function countDown1F(nStart:int,nEnd:int,duration:uint,tf:TextField) {

  if (nStart>=nEnd) {

  return null;

  } else {

  var t:Timer = new Timer(duration/(nEnd-nStart),nEnd-nStart);

t.addEventListener(TimerEvent.TIMER,function(e:TimerEvent){f1(e,nEnd,tf)});

  t.dispatchEvent(new TimerEvent(TimerEvent.TIMER));

  t.start();

  }

}

function f1(e:TimerEvent,nEnd:int,tf:TextField){

  tf.text = formatF( (nEnd-e.target.currentCount));

}

function formatF(n:int):String {

var min:int = Math.floor(n/60);

var sec:int = n-min*60;

var a:Array = [min.toString(),sec.toString()];

for (var i:uint=0; i<a.length; i++) {

  while (a.length<2) {

  a="0"+a;

  }

}

return a[0] + ":" + a[1];

}

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correct answers 5 Correct answers

Community Expert , Jul 05, 2019 Jul 05, 2019

var t:Timer;

var tf:TextField;

var nend:int;

countDown1F(00,50,50000,tf1);

function countDown1F(nstart:int,nend:int,duration:int,_tf:TextField):void{

if(nstart<nend){

tf=_tf;

t=new Timer(duration/(nend-nstart),nend-nstart);

t.addEventListener(TimerEvent.TIMER,timerF);

t.start();

}

}

function timerF(e:TimerEvent):void{

tf.text=formatF(nend-e.targer.currentCount);

if(e.currentCount==e.repeatCount){

gotoAndStop(wherever);  // assign wherever

}

}

function formatF(n:int):String {

var min:int = Math.floor(n/60);

var sec:

...

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Community Expert , Dec 12, 2022 Dec 12, 2022

what's the trace output after 2 frame visits

 

trace(counter);

var counter:int;

if(counter){

counter++;

} else {

counter = 1;

}

 

Count.text = String(counter);

trace("tf",Count.text);

 

 

 

 

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Community Expert , Dec 17, 2022 Dec 17, 2022

use

 

parent.gotoAndStop(2)

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Community Expert , Feb 11, 2023 Feb 11, 2023

no, you would use

 

if(this.currentLabel== yourlabel){
count=0;

}

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Community Expert , Feb 12, 2023 Feb 12, 2023

yourbutton.addEventListener("MouseEvent.CLICK,f);

 

function f(e:MouseEvent):void{

counter=0;

}

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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Hi the trace output is picking up the count 

( its just not showing in the  counter.text) anyway of make (counter.text = trace)  then the counter just pick up trace

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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did it show

 

undefined

1

 

that is what it should show.  to use trace with your textfield:

 

trace(counter)

var counter:int;

if(counter){

counter++;

} else {

counter = 1;

Count.text = String(counter); 

trace("tf",Count.text)

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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In the Output :

 

It shows 

0

Tf 1

1

2

(etc)

 

Ive made the counter on frame 1 

And on frame 2 it has a)( gotoandplay(1)) 

 

So it bounces back to frame 1 over and over. But the counter doesnt Register the returns back to frame 1. I even frame lablled frame 1 as "Tf" and it didnt work. I have attached pictures below for clarity

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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oops, i'm blaming you for this one, but i perpetuated the problem.  use:

 

var counter:int;

if(counter){

counter++;

} else {

counter = 1;

Count.text = String(counter);

}

 

// ie, notice that last curly bracket.  i had it in my code, but then you omitted it and i started copying your code.

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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Even with curly bracket it doesnt run.

 

Maybe something like :

 

Var  count:int =1

Var increase:int=1

If  I can somehow add a variable where by There is a frame that is played it adds 1 to the counter?  

 

 

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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what's the trace output after 2 frame visits

 

trace(counter);

var counter:int;

if(counter){

counter++;

} else {

counter = 1;

}

 

Count.text = String(counter);

trace("tf",Count.text);

 

 

 

 

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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The trace output recognises the frame count as it starts to count 1-100 very quickly as the timeline runs through. ( like in the pictures i Sent)  but it doesnt show Any increase on the counter

 

Just to clarify when you say two frame visits you mean when the timeline visits that frame twice. If thats the case then it does what I've explained above

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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is that code on more than one frame?

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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ive re entered this code. And it seems to run now. It's counting with - Tf 1 tf2 tf3 etc in the Output. And when I make button to go back to that frame the counter counts the returns. So it works. Thanks Kglad 

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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you're welcome.

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Community Beginner ,
Dec 12, 2022 Dec 12, 2022

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One small question - if I wanted add a function for when the counter reaches (5) that it plays a frame. Where would I put it in this code...thanks again 

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Community Expert ,
Dec 12, 2022 Dec 12, 2022

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replace the 2nd trace with:

 

if(counter==5){
gotoAndPlay(whatever)

}

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Community Beginner ,
Dec 17, 2022 Dec 17, 2022

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So as soon as the movie clip finishs. I just want it to jump to a particular frame. How would I code that 

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Community Expert ,
Dec 17, 2022 Dec 17, 2022

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the easiest way would be to add your gotoAndStop/gotoAndPlay to the movieclip's last frame 

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Community Beginner ,
Dec 17, 2022 Dec 17, 2022

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It doesnt work as It doesnt reference any labels on the actual timeline. I get an error which states its not found the frame labels in movie scene. How would I do It so that It actual chnages to another clip on the main timeline line once It ends

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Community Expert ,
Dec 17, 2022 Dec 17, 2022

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which timeline are you trying to control?  eg, if you're trying to control the parent timeline, use

 

this parent.gotoAndPlay

 

if it's the parent's parent, use

 

this parent.parent.gotoAndPlay

 

etc

 

and you can short circuit understanding the relationship of the two timelines by using a global variable, if you get stuck.  (although using console.log(this) in both timelines should clarify the relationship)

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Community Beginner ,
Feb 11, 2023 Feb 11, 2023

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Hey Kglad this counter works great - how do I get it to reset count back to zero ( when it hits a certain frame)  

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Community Expert ,
Feb 11, 2023 Feb 11, 2023

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if(your condition){
counter=0;

}

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Community Beginner ,
Feb 11, 2023 Feb 11, 2023

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If I put the frame label where you put 'your condition' - will that reset the count? 

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Community Expert ,
Feb 11, 2023 Feb 11, 2023

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no, you would use

 

if(this.currentLabel== yourlabel){
count=0;

}

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Community Beginner ,
Feb 12, 2023 Feb 12, 2023

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Thanks that works. How do I make a button clear that same counter? As a button action is that possible?

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Community Beginner ,
Feb 12, 2023 Feb 12, 2023

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I mean how do I create a button that can reset that same counter back to zero*

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Community Expert ,
Feb 12, 2023 Feb 12, 2023

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yourbutton.addEventListener("MouseEvent.CLICK,f);

 

function f(e:MouseEvent):void{

counter=0;

}

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Community Beginner ,
Feb 12, 2023 Feb 12, 2023

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Thanks Kglad. Im trying to make a button that when you hold it down it keeps executing a repeated gotoAndPlay function. ( and when you release it - the function stops) 

 

I've been playing with different eventlisteners and longpress scrpit But cant seem to find one

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Community Expert ,
Feb 12, 2023 Feb 12, 2023

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i'm not sure that makes sense, but start a loop (eg, enterframe) and to repeatedly execute something that does make sense.

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