flash actionscript:
:confused; Hi! I will start out by saying that I am an idiot. I can do a
little with Flash, but not much. I want to use an existing FLA file to make a
countdown clock to an event that takes place March 5, 2005, at 8 pm Central
Time. I was able to make the appropriate graphics and movie clips The current
file that I have is set up to count down the number of days until Christmas.
One problem with the text in this file is that it looks at the date and time of
the user's computer. This won't work if the user is in another time zone. The
other problem is that it only works if the event takes place in the current
calendar year. Since the event will take place March 4, it looks like the clock
doesn't have to count because March 4 has already taken place for this year. I
will use to attach the code below. If someone can tell me what I'd have to do
to set this up for March 4, 2005, 8 pm, Central Time, please let me know.
Thanks, Mike // stop the timeline stop(); // first get this current year so
this example // remains valid for some time to come currentDate = new Date();
thisYear = currentDate.getFullYear(); // define the event date counting down
to // this is constant so it won't need to be // 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(thisYear, 11, 25); eventMillisecs = eventDate.getTime();
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(); currentMillisecs = currentDate.getTime(); // 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