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Need serious help about the tutorial Countdown timer...
Published by: smith 2009-01-07

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    Everything he's fine about iserting my countdown on my local site and viewing it on Explorer browser.
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    But the countdown show only 125 days,23hours. and the time is stuck.

    I do not really know where to change the variables like the the current time.

    Here my script:

    // stop the timeline
    stop();
    // first get this current year so this example
    // remains valid for some time to come
    currentDate = new Date(2007,0,06);
    thisYear = currentDate.getFullYear(2007);
    // define the event date counting down to
    // this is constant so it won't need to be
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    // calculated in the onEnterFrame function below
    // currently counting down 'til christmas of 2003
    // Date( year, month-1, date [, hour [, minute [, second [, millisecond]]]])
    eventDate = new Date(2007,04,12);
    eventMillisecs = eventDate.getTime(19,30,00,000);
    counter.onEnterFrame = function(){
    // get the current date and time as it exists at
    // this instance in time when the frame is entered
    currentDate = new Date(2007,0,06);
    currentMillisecs = currentDate.getTime(16,23,00,000);

    // the milliseconds between the current time and the
    // time of the event can then be calculated by simply
    // subtracting the current time's milliseconds from the
    // milliseconds of the time of the event
    this.msecs = eventMillisecs - currentMillisecs;

    // if the msecs variable is less than 0, that means the
    // current time is greater that the time of the event
    if (this.msecs <= 0){
    // and the event time has been reached!
    // play the next frame for the result of the countdown.
    play();
    // a return can be used to exit the function since
    // in going to the next frame, there's no need to
    // continue with the remaining operations.
    return;
    }

    // if the date hasn't been reached, continue to
    // devise seconds, minutes, hours and days from
    // the calculated milliseconds
    this.secs = Math.floor(this.msecs/1000); // 1000 milliseconds make a second
    this.mins = Math.floor(this.secs/60); // 60 seconds make a minute
    this.hours = Math.floor(this.mins/60); // 60 minutes make a hour
    this.days = Math.floor(this.hours/24); // 24 hours make a second

    // make sure each value doesn't exceed the range in
    // which they exist. Milliseconds, for example, will
    // be shown in a range of 0 - 999. The modulous
    // operator, or %, well help in that. Here the values
    // are also turned into strings preparing for the next step
    this.msecs = string(this.msecs % 1000);
    this.secs = string(this.secs % 60);
    this.mins = string(this.mins % 60);
    this.hours = string(this.hours % 24);
    this.days = string(this.days);

    // add on leading zeros for all the number values (which are
    // now strings) that aren't 3 or 2 characters long based on the
    // range being used to represent them. Because mseconds and
    // days have up to 3 characters, a while loop is used to
    // continuously add 0s until they have 3. Other values which
    // only need 2 leading 0s can get by on a single if check
    while (this.msecs.length < 3) this.msecs = "0" + this.msecs;
    if (this.secs.length < 2) this.secs = "0" + this.secs;
    if (this.mins.length < 2) this.mins = "0" + this.mins;
    if (this.hours.length < 2) this.hours = "0" + this.hours;
    while (this.days.length < 3) this.days = "0" + this.days;
    // finally, display your values. If you want to put your values
    // in a textField, you can pretty much just stop here and throw them
    // into your textField as desired. This example, however will go a step
    // further and use images for numbers for each numerical value in the
    // countdown to the desired date.

    // So, for that, loop through all the movies in this counter clip using the
    // evaluateFrameFrom prototype method on each. A single check for a
    // _parent variable is used to make sure the property found in a for
    // loop is a movieclip and is within the timeline of this counter clip.
    // TextFields and buttons would also be true here, but since the contents
    // within counter are strictly those numbers movieclips, we won't have to
    // be concerned with such complications. The only movieclips in this counter
    // clip are the numbers movieclips with the frames of the imagery making up
    // the numbers of 0-9.
    for(movie in this){
    if (this[movie]._parent == this) this[movie].evaluateFrameFrom(this);
    }
    };
    // this function is a MovieClip.prototype meaning its available to be used by
    // all movieclips. It's a sneaky function that saves a lot of work by using
    // name each numbers movieclip in the counter movieclip to determine which value
    // it needs to display based on the times derived from the previous
    // calculations of the onEnterFrame. What it does is seperates a movieclip's
    // _name into a variable word and a number. The variable word will represent
    // the variable to look up a value for in the passed variableClip and the
    // number will be used to get a character from that value (a string) which
    // represents which number this movieclip should display.
    MovieClip.prototype.evaluateFrameFrom = function(variableClip){
    // split this _name into an array of 2 values seperated by an underscore
    var nameArray = this._name.split("_");
    // the first value represents what variable in variableClip (counter clip)
    // this movieclip is used to represent whether it be mins or hours etc.
    var numberSet = variableClip[nameArray[0]];
    // next a number representing which character in that first value this
    // movieclip should display. this will be between 0 and 2 (any one of
    // three values). number() is used to force it to be a number value.
    var character = number(nameArray[1]);
    // a frame number can then be derived from the value of the numberset
    // variable based on the character defined by character. number() is
    // used to force it to a number value and 1 is added to offset the
    // frame value by one since 0 is at frame 1 and 1 at frame 2 etc.
    var frame = 1 + number(numberSet.charAt(character));
    // if the movieclip is not already at the frame, move it there!
    if (this._currentframe != frame) this.gotoAndStop(frame);
    };
    // an example of the above function in action would be for a movieclip
    // with the name "days_1". days_1 is seperated into an array by dividing
    // the name by its "_" character giving "days" (nameArray[0]) and "1" (nameArray[1]).
    // The value of days is then retrieved from the passed variableClip using
    // associative array ssntax and is set to numberset. The value of days in variableClip
    // would be a string something along the lines of "045". character is then used
    // to get which of those 3 values this movieclip is to represent. It is just
    // nameArray[1] turned into a number or "1" to 1. So, charAt(1) of "045" would
    // be 4. Turn that into a number and add one and you get frame 5 where the image of
    // the 4 is located. The movieclip, days_1, is then played to that frame to show it.


    Plz help me,
    Buiss


  • Thx everyone for your generous support. I resolved the problem myself!

    Buiss


  • And what, you want people to to drop everything they are doing on the weekend and help you :huh: Next time, be patient, we have lives too. ;)





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