Countdown Timer
I was trying to get a countdown timer to work that would countdown the time until the next version of my website is released. I found an online video tutorial for how to make one, but the code from the video is giving me errors. Can anyone help me with this?
This is the current code:
Code:
addEventListener ( 'EnterFrame', callback_handler)
this.onEnterFrame = function() {
var today:Date = new Date();
var currentYear = today.getFullYear();
var currentTime = today.getTime();
var targetDate:Date = new Date(currentYear,6,15);
var targetTime = targetDate.getTime();
var timeLeft = targetTime - currentTime;
var sec = Math.floor(timeLeft/1000);
var min = Math.floor(sec/60);
var hrs = Math.floor(min/60);
var days = Math.floor(hrs/24);
sec = (sec % 60).toString;
if(sec.length < 2) {
sec = "0" + sec;
}
min = (min % 60).toString;
if(min.length < 2) {
min = "0" + min;
}
hrs = (hrs % 24).toString;
if(hrs.length < 2) {
hrs = "0" + hrs;
}
days = days.toString();
var counter:String = days + ":" + hrs + ":" + min + ":" + sec;
countdown_txt.text = counter
}
And the error it gives me is "Warning: 1090: Migration issue: The onEnterFrame is not triggered automatically by Flash Player at run time in ActionScript 3.0. You must first register this handler for the event using addEventListener ( 'enterFrame', callback_handler).
ActionScript.org Forums > ActionScript Forums Group > ActionScript 3.0
Posted on: 06-02-2008, 06:26 PM
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Countdown (Not A Timer Countdown)
Ok, everything seems to be working but I do have a dilemma. Every time I run it, it will automatically starts counting down while the rest of the dynamic text won't be displayed until the button is released which is kinda silly to have it countdown when the rest of the information is not even being displayed yet.
My question is:
1) How do I go about not displaying the rng_txt.text = theTime right at start?
2) How do I make it reset (or restart) again when I press the mouse button? (right now when I press the button it changes to a different 'radar' and I would like the countDown to restart when this is done.
Thanks guys.
Code:
var intervalID:Number;
var theTime:Number;
var startingRange:Array = [120,110,100,90,80,70,60,50,40,30,25];
var duration:Number = Math.floor(Math.random() * startingRange.length);
intervalID = setInterval(_root.countDown,250);
this.enabled = false;
function onEnterFrame():Void
{
// Array with all the ESM names
var radarArray:Array = ["HighFix","Type 245","Slotback","Jay Bird","Eagle Eye","Primus 80","ORB 32","Agrion 15","Grifo 7"];
// Picks an ESM name from the radarArray
var randomRadar:Number = Math.floor(Math.random() * radarArray.length);
// Creates a random number between 0 and 60 for the bearing
var randomNum:Number = Math.floor(Math.random() * 60 + 1);
// Creates random numbers from 0 to 77 for the track numbers
var randomTrk:Number = Math.floor(Math.random() * 77);
// Function to activate the button.onRelease event to display the texts
again_btn.onRelease = function()
{
// inputs information to all the dynamic text on screen
radar_txt.text = radarArray[randomRadar];
esmTrk_txt.text = "34" + randomTrk;
trk_txt.text = "Suspect";
trkNum_txt.text = "34" + randomTrk - 5;
// if brg is less than 10 degrees then add 00s or 0s infront of it
if (randomNum < 10)
brg_txt.text = "00" + randomNum;
else
brg_txt.text = "0" + randomNum;
again_btn.enabled = false;
} // end of again_btn.onRelease
} // end of onEnterFrame event
function countDown():Void
{
//Sets the speed at which the range will count down
theTime = Math.round(startingRange[duration] - getTimer() / 750);
rng_txt.text = theTime;
if(theTime < 5)
{
_root.again_btn.enabled = true;
clearInterval(intervalID);
}
}
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I am creating a screensaver that needs to have a digital clock counting down to a certain date.
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Hi Guyz,
Well...I guess this is what I get for trying to be a smart a*s but I'd appreciate some help with this if anyone can spare the time.
I downloaded the countdown until date tutorial from flashkit (file attached below) and noticed that the timer uses the local time set by the client machine. I wanted to modify this so that instead it gets the day of the month from the server.
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Hi Guyz,
Well...I guess this is what I get for trying to be a smart a*s but I'd appreciate some help with this if anyone can spare the time.
I downloaded the countdown until date tutorial from flashkit (file attached below) and noticed that the timer uses the local time set by the client machine. I wanted to modify this so that instead it gets the day of the month from the server.
I've managed to do the server side stuff of it and have successfully got a variable which stores just the day of the month. How would i modify the code to use the value stored in this variable in place of the day provided locally?
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Thanks in advance guys..now to find a post that I can help with for karmas sake .
Cheers,
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Attach Code
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Code:
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Code:
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Many thanks
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Problem:
1. The result shows 01:6, I want it to be 01:06 but can't get it to work. I've tried:
ActionScript Code:
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3. Extra question for those who's not getting the "{" and the "}" symbols with "Alt Gr+7" and "Alt Gr+0". Now, how do you get it?
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Code:
Code:
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Hi folks, just a quick question....I followed a tutorial to create a countdown timer through flash, and I can't get it to work. I've set up a dynamic text box named time_txt and have the following code:
this.onEnterFrame = function() {
var today:Date = new Date ();
var currentYear = today.getFullYear();
var currentTime = today.getTime();
var targetDate:Date = new Date(currentyear,1,10)
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sec = string(sec % 60);
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However, when I press "Control + Enter" to test my timer, only the staic text on the screen is displayed. Any ideas as to what might be going wrong? If it helps at all, here's the URL for the tutorial: http://www.oman3d.com/tutorials/flash/video/countdown.php
Thanks!
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Can anyone be tell me why its comes up this way?
Thanks
Attach Code
var countdown_time:Number = 10;
var counter:Number;
function resetCounter() {
clearInterval(intID);
counter = countdown_txt.text = countdown_time;
intID = setInterval(countdown,1000);
}
function countdown() {
counter--;
countdown_txt.text = counter;
if (counter == 0) {
trace("countdown complete");
clearInterval(intID);
}
}
next_btn.onRelease = function() {
resetCounter();
}
countdown_txt.autoSize = "right";
resetCounter();
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here is my actionscript:
Attach Code
this.onEnterFrame = function() {
var today:Date = new Date();
var currentYear = today.getFullYear();
var currentTime = today.getTime();
var targetDate:Date = new Date(2008,00,01);
var targetTime = targetDate.getTime();
var timeLeft = targetTime - currentTime;
var sec = Math.floor(currentTime/1000);
var min = Math.floor(sec/60);
var hrs = Math.floor(mins/60);
sec = string(sec % 60);
if (sec.length < 2) {
sec = "0" + sec;
}
min = string(min % 60);
if (min.length < 2) {
min = "0" + min;
}
hrs = string(hrs % 24);
if (hrs.length < 2) {
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var counter:String = hrs + ":" + min + ":" + sec;
time_txt.text = counter;
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Attach Code
this.onEnterFrame = function() {
var today:Date = new Date();
var currentYear = today.getFullYear();
var currentTime = today.getTime();
var targetDate:Date = new Date(currentYear,02,06);
var targetTime = targetDate.getTime();
var timeLeft = targetTime - currentTime;
var sec = Math.floor(timeLeft/1000);
var min = Math.floor(sec/60);
var hrs = Math.floor(min/60);
var days = Math.floor(hrs/24);
sec = string(sec % 60);
if (sec.length < 2) {
sec = "0" + sec;
}
min = string(min % 60);
if (min.length < 2) {
min = "0" + sec;
}
hrs = string(hrs % 24);
if (hrs.length < 2) {
hrs = "0" + sec;
}
days = string(days);
var counter:String = days + ":" + hrs + ":" + min + ":" + sec;
time_txt.text = counter;
}
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