This could include only showing you a popup once in your visit, or the ability to login to some of our features, such as forums. We do use cookies to store information, such as your personal preferences when you visit our site.
![flash actionscript 3.0 pass sound to funciton flash actionscript 3.0 pass sound to funciton](https://i2.wp.com/i182.photobucket.com/albums/x186/song_teo/4-7.png)
The information in the log files include your IP (internet protocol) address, your ISP (internet service provider, such as AOL or Shaw Cable), the browser you used to visit our site (such as Internet Explorer or Firefox), the time you visited our site and which pages you visited throughout our site.
![flash actionscript 3.0 pass sound to funciton flash actionscript 3.0 pass sound to funciton](https://images.slideplayer.com/26/8670055/slides/slide_6.jpg)
We never sell your personal information to third parties.Īs with most other websites, we collect and use the data contained in log files. Here is information on what types of personal information we receive and collect when you use and visit Tutorials 101, and how we safeguard your information. The privacy of our visitors to Tutorials 101 is important to us.Īt Tutorials 101, we recognize that privacy of your personal information is important. You should now have a working countdown timer. Var myTimer:Timer = new Timer(1000, nCount ) If we don't start the timer, then we won't see anything happen. Lastly, let's make sure that we start the timer using the start() method of the Timer class. We still need to add one more line of code. And then we'll display the new value in the timer_txt text field again so that it gets updated. In the event listener function, we want to subtract nCount by 1 so that each time the function gets called, nCount will decrease. MyTimer.addEventListener(TimerEvent.TIMER, countdown) Let's name this event listener function as countdown. Since we specified a delay of 1000 milliseconds, then this means that the event listener function will get called every 1 second. This event gets dispatched at a rate that depends on the delay that was specified. Now let's create an event listener function for the TimerEvent.TIMER event. This means that our timer will count 10 times and then stop. Since our nCount variable has a value of 10 when we pass it to the repeatCount parameter, then repeatCount will also be 10. For the repeatCount, it's going to have the same value as the initial value of nCount. This means that the timer will count every 1000 milliseconds (or 1 second). Timer_txt.text = nCount.toString() This creates a new Timer object named myTimer with a delay of 1000. Var myTimer:Timer = new Timer(1000, nCount) The repeatCount is the second value that we pass. The delay is the first value we pass to the Timer() constructor. And for the repeatCount parameter, let's pass the nCount variable. Go back to the code, and this time, create a Timer object with a delay of 1000. You should see the number displayed in the text field. It needs to be converted into a string so that it can be displayed as text.
![flash actionscript 3.0 pass sound to funciton flash actionscript 3.0 pass sound to funciton](https://cnx.org/resources/91a2fcdb42f819c4e7fbd8222e8ba5f38176d620/as0160b.jpg)
We have to use the toString() method so that the number gets converted into a string. Timer_txt.text = nCount.toString() This will display the number in the text field. We will be subtracting 1 from this number every 1 second in order to create the countdown effect.Īssign the nCount variable to the text property of the timer_txt text field. Var nCount:Number = 10 This will be our countdown number. In the script pane of the Actions panel, create a number variable. Create a new layer for the actions, then select the first keyframe of this new layer, and open up the Actions panel.