Timer components give you control over the temporal structure of your scenario. They make it possible to trigger actions in defined intervals. Timer components are also useful if you want to show users a scene or a component for a limited period of time. You could also use timers for games or other creative content.
Creating a Timer Component
Simply drag and drop the Timer component from the Library into the Stage. Also, a corresponding entry will be created in the Scene Manager. You can drag the entry to its place in the Scene Manager.
Timer components have no visual appearance in the multi-touch interface. Once started, the countdown can be stopped with actions that change the style of the Timer component.
Using a Timer Component
Timer components can be used for a variety of purposes. For instance, you may want to cycle through scenes on a multi-touch system when no user interaction is taking place.
Timer components work in conjunction with Timer Fired events in actions. If the Active option of a timer is set when the scene starts, the timer begins to run at once. When the time is over, the timer "fires", i.e. it posts an event that can be used to trigger actions. Then the timer starts again until it fires the next time.
Therefore, after entering the amount of time in the Interval property, you need to assign an action to the Timer component and choose a Timer Fired event. The rest of the action can then be set up as usual.
The way to stop a running timer is by giving it a custom style in which it is inactive. Then use Style actions to change back and forth between the original, active style and the inactive style of the timer.