Hey,
I've read literally every single timer.delay tutorial I could find online, on youtube, the official documentation, tons of posts on this forum, etc. What I am trying to say is I looked everywhere before posting for help.
I have a timer running. It runs throughout the game. I need to modify the speed of that timer when a player either hits a certain second(won't work, because the timer is already running) or when someone gets a certain score(can't get it to work, because timer is running).... so my question is how do I get timer.delay to work when the timer is running throughout the entire game. I tried to control the delay by when someone gets a point, but that didn't work either. I am using a trace statement so I see the seconds and the timer speed. the code looks something like
randomvariable = new Timer(2000,8);
timer.addEventListener(MouseEvent.CLICK, loop);
timer.start();
function loop
{
// my looping code here
}
What I posted is psuedo code.
Any ideas on how to make the timer go faster without delay, since I can't get delay to work under the circumstances I explained? Or is there a work around that I don't know about? I will try to give back to the forums by answering other questions. Oh, I am running this on the timeline, not in a .as file. Thanks so much for your help!
That's what I thought. I thought if I set a delay inside the function or in an if statement for the var that prints out the timer decrease that it would work. It doesn't. I'm using Adobe AIR for IOS, but I doubt that makes a difference in this case. I write timer.delay=500; that should make the timer go at 500 milliseconds. My trace shows the amount of milliseconds didn't change throughout the application. It is quite bothersome, since everything else works and every guide and the docs say what I am doing should work. Any ideas?
Thanks.
Sincerely,
Ryan Satterfield
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