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Found 6 results

  1. i have issue in 3d analog clock i have export 3d watch from blender everything done just need to work on clock function my also fucntion is also done but its not working like clock please check the video and help me out and i have this code for clock function all Object piviot point is center but clock function not working perfectly please Check and help me out please scene.registerBeforeRender(function () { var date = new Date(); var hour = date.getHours() % 12; var minute = date.getMinutes() ; var second = date.getSec
  2. sout7

    Cliclock

    Goal Cliclock challenges your sense of time by having you click 10 times at 1 second intervals. While clicking, you get feedback on how off the target you are. Positive values mean you were too slow, negative mean you were too fast. You can change the number of times to click, as well as the interval. In the options menu, you can even set the measurement as beats per minute. How accurate are you? Links Web: https://cliclock.netlify.com/ Google Play: https://play.google.com/store/apps/details?id=com.cliclock.free Note: The game is available on Google Play,
  3. Hello, I just encountered the following issue. In two different games I am using two ways of updating the game time shown in the UI - a timer and a timed event. I've just discovered that changing the PC's clock by -1 hour (say it's 10:00 AM, I roll it back to 9:00 AM) causes the updating to stop. This issue is not present if I roll the clock forward (from 10:00 AM to 11:00 AM). I found a way around this by using setInterval and clearInterval, but I'd like to know if a Phaser internal fix or workaround exists, or maybe if I need to do something differently. Here is the case when using a timer:
  4. I have a clock with hands for hour, minute, and second. While it is not a problem to rotate the hands according to the correct time, I am not getting the correct time. It seems like the hands are opposite where they are supposed to be. Exactly opposite. I put together a playground demo to show what I am doing. Has anyone had experience with this? This same formula was working correctly in THREE.js. http://www.babylonjs-playground.com/#1JK5E8#8 Thanks in advance
  5. I'm working on a game where the player must complete a level within 30 seconds. If the player succeeds the timer is stopped, a message displays, the next level starts and the timer must be reset to 30 seconds. This all happens within the same Phaser.state. The time display only needs to be updated each second, not in between, so I looked at this example and use a time-object and initialise it with .loop() and then .start() it. When the time runs out or when player wins the timer is stopped with .stop(). The problem is that timer.Start() doesn't seem to work after the timer.Stop() was called.
  6. Hi, Sorry if this has been answered before but I couldn't seem to find an answer. I'm using a timer to give my player a set amount of time to complete some levels. Depending on certain actions I want to be able to give the player more or less time as the clock counts down but can't seem to find out how. I'm using this code to set up my timer: this.timer = this.game.time.create(false);this.timer.loop(timerSeconds * 1000, this.timeUp, this);this.timer.start();Is it possible to update this with an extra 5 seconds or 5 seconds less for example while it's counting down? Thanks.
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