Flash 在动作脚本3中,当计时器等于零时更改场景

Flash 在动作脚本3中,当计时器等于零时更改场景,flash,actionscript-3,Flash,Actionscript 3,当我的计时器等于零时,我想改变场景。我该怎么做 请帮帮我 import flash.events.TimerEvent; var count:Number = 100; var myTimer:Timer = new Timer(300,count); myTimer.addEventListener(TimerEvent.TIMER, countdown); myTimer.start(); function countdown(event:TimerEvent):void {

当我的计时器等于零时,我想改变场景。我该怎么做 请帮帮我

import flash.events.TimerEvent;

var count:Number = 100;

var myTimer:Timer = new Timer(300,count);
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myTimer.start();

function countdown(event:TimerEvent):void 
{
    myText_txt.text = String((count)-myTimer.currentCount);
}

收听
flash.events.TimerEvent.TIMER\u COMPLETE
事件


您应该开始使用,非常有帮助。

收听
flash.events.TimerEvent.TIMER\u COMPLETE
事件

package  
{
    import flash.display.Sprite;
    import flash.events.TimerEvent;
    import flash.text.TextField;
    import flash.utils.Timer;
    /**
     * ...
     * @author Jeet Chauhan
     */
    public class Timertest extends Sprite 
    {
        private var myText_txt:TextField;
        private var count:Number = 100;
        private var myTimer:Timer;

        public function Timertest() 
        {
            init()
        }

        private function init():void 
        {
            //create assets
            myText_txt = new TextField();
            myText_txt.x = 50;
            myText_txt.y = 50;
            myText_txt.width = 300;
            addChild(myText_txt);


            myTimer = new Timer(300,count);
            myTimer.addEventListener(TimerEvent.TIMER, countdown);
            myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, countdownComplete);
            myTimer.start();
        }

        private function countdown(event:TimerEvent):void 
        {
            myText_txt.text = String((count)-myTimer.currentCount);
        }

        private function countdownComplete(e:TimerEvent):void 
        {
            myText_txt.text = "Hurrey timer Complete";
        }

    }

}
你应该开始使用,非常有帮助

package  
{
    import flash.display.Sprite;
    import flash.events.TimerEvent;
    import flash.text.TextField;
    import flash.utils.Timer;
    /**
     * ...
     * @author Jeet Chauhan
     */
    public class Timertest extends Sprite 
    {
        private var myText_txt:TextField;
        private var count:Number = 100;
        private var myTimer:Timer;

        public function Timertest() 
        {
            init()
        }

        private function init():void 
        {
            //create assets
            myText_txt = new TextField();
            myText_txt.x = 50;
            myText_txt.y = 50;
            myText_txt.width = 300;
            addChild(myText_txt);


            myTimer = new Timer(300,count);
            myTimer.addEventListener(TimerEvent.TIMER, countdown);
            myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, countdownComplete);
            myTimer.start();
        }

        private function countdown(event:TimerEvent):void 
        {
            myText_txt.text = String((count)-myTimer.currentCount);
        }

        private function countdownComplete(e:TimerEvent):void 
        {
            myText_txt.text = "Hurrey timer Complete";
        }

    }

}