I am trying to program an analog clock movieClip -- if any of
you have seen the UK game show "Countdown", it's a replica of the
Countdown clock. It's a 30-second clock and the second hand runs
from top ("12") to bottom ("6").
My first crack at this has been timeline-based. I've used a
motion tween to animate the hand moving from top to bottom. My
movie is set to run at 12fps, but it's only running at ~11.3fps.
Even though it's a slight deviation, it causes the clock to run
about 32 seconds instead of 30. Note that during the animation, the
CPU usage isn't exceeding about 4%.
I do understand that you can't depend on the Flash Player to
run at a particular framerate.
So I changed the logic behind the clock to use setInterval().
Unfortunately, even my intervals aren't firing at the exact rate
they need to. I've set the interval to 100ms, but it appears to be
firing at 110ms or so. Even changing the intervals to a higher
number (200ms, 500ms) don't produce exact results.
Any ideas or suggestions on how I can make this work?