Create AS3 countdown clock without using users system Clock - actionscript-3

I need to create an as3 countdown clock for a TV display with no system clock.
How can I utilize the Date object for this?
Here is my code so far:
var targetDate:Date = new Date(2015, 6, 5, 19, 00, 00);
var dateStr:Date = new Date(2015, 5, 25, 18, 56, 00);
addEventListener(Event.ENTER_FRAME, loop);
function loop(e:Event):void{
var nowDate:Date = new Date(dateStr);
var ms:Number = targetDate.getTime() - nowDate.getTime();
var sec:Number = Math.floor(ms/1000);
var min:Number = Math.floor(sec/60);
var hr:Number = Math.floor(min/60);
var day:Number = Math.floor(hr/24);
sec = sec % 60;
min = min % 60;
hr = hr % 24;
daytxt.text = day.toString();
hrtxt.text = (hr < 10) ? "0"+hr.toString() : hr.toString();
mintxt.text = (min < 10) ? "0"+min.toString() : min.toString();
sectxt.text = (sec < 10) ? "0"+sec.toString() : sec.toString();
//sec--;
trace(dateStr);
}
I'm trying to pass in the date parameters to the Date() constructor, but I cannot get it to count down.

Instead of using enterframe it's better to use Timer. You should set it for a 1000 millisecond ie one second . Here is a good tutorial for creating a timer.

Related

Phaser time event won't loop

I am trying to make a timer for my game but whatever I try to make it loop doesn't work and it will only go through once when the scene starts. This isn't my first scene in the game because I need it to start counting only during play.
create: function(){
const self = this
self.startTime = new Date();
self.totalTime = 120;
self.timeElapsed = 0;
self.createTimer();
self.gameTimer = this.time.addEvent({
delay: 100,
callback: self.updateTimer(),
callbackScope: self,
loop: true
});
}
createTimer: function(){
var me = this;
me.timeLabel = me.add.text(600, 40, "00:00", {font: "40px Arial", fill: "#000000"});
me.timeLabel.align = 'center';
},
updateTimer: function(){
console.log("please")
var me = this;
var currentTime = new Date();
//console.log(currentTime)
var timeDifference = me.startTime.getTime() - currentTime.getTime();
console.log(timeDifference)
//Time elapsed in seconds
me.timeElapsed = Math.abs(timeDifference / 1000);
console.log(me.timeElapsed)
//Time remaining in seconds
//Convert seconds into minutes and seconds
var minutes = Math.floor(me.timeElapsed / 60);
var seconds = Math.floor(me.timeElapsed) - (60 * minutes);
//Display minutes, add a 0 to the start if less than 10
var result = (minutes < 10) ? "0" + minutes : minutes;
console.log(result)
//Display seconds, add a 0 to the start if less than 10
result += (seconds < 10) ? ":0" + seconds : ":" + seconds;
me.timeLabel.text = result;
}
I have tried using different methods but it either never repeats or it doesn't work.
The problem is, that you are calling the function self.updateTimer and not "passing" it to the TimerEvent, just change callback: self.updateTimer() to callback: self.updateTimer (remove the brackets) and it will work.
Here the TimerEvent creation:
...
self.gameTimer = this.time.addEvent({
delay: 100,
// you need to pass the function
callback: self.updateTimer,
callbackScope: self,
loop: true
});
...

Timer in as3 initial value

I have a timer counting up in as3. I am trying to simulate a clock counting up from 07:30 to 12:00. The functionality of the counting is working. How would i set an initial start value and a stop value?
Here is my code:
var timer:Timer = new Timer(100, 50);
timer.start();
timer.addEventListener(TimerEvent.TIMER, timerTickHandler);
var timerCount:int = 10;
function timerTickHandler(Event:TimerEvent):void
{
timerCount += 10000;
toTimeCode(timerCount);
}
function toTimeCode(milliseconds:int) : void
{
//creating a date object using the elapsed milliseconds
var time:Date = new Date(milliseconds);
//define minutes/seconds/mseconds
var minutes:String = String(time.minutes);
var seconds:String = String(time.seconds);
var miliseconds:String = String(Math.round(time.milliseconds)/100);
//add zero if neccecary, for example: 2:3.5 becomes 02:03.5
minutes = (minutes.length != 2) ? '0'+minutes : minutes;
seconds = (seconds.length != 2) ? '0'+seconds : seconds;
//display elapsed time on in a textfield on stage
timer_txt.text = minutes + ":" + seconds;
}
There are a few ways you can do this. I'll share 2 of them.
Initialize a date object to your starting time: (before your timer starts ticking)
var time:Date = new Date();
time.setHours(7, 30);
Then append your milliseconds to the time every timer interval:
time.time += milliseconds;
This would be a good way to go if you needed to stop the clock for some reason.
If you don't need to stop the clock ever (and wanted an accurate clock), you could do the following:
var time:Date = new Date();
time.setHours(7,30);
var offset:Number = flash.utils.getTimer(); //this gets the amount of milliseconds elapsed since the application started;
Then in your interval method:
time.time += flash.utils.getTimer() - offset;

AS3 day of week shuffle

Having some issues in code. I am trying to shuffle days of week in four dynamic text boxes so if today is thursday other box shows friday and other after that shows saturday, sunday... And the days shuffle but when its comes to sunday my code shows null instead day name, where did i go wrong? here is a code:
var dayOfWeek_array:Array = new Array("Sunday", "Monday", "Tuesday", "Wensday", "Thursday", "Friday", "Saturday");
var today_date:Date = new Date();
var day_str:String = dayOfWeek_array[today_date.getDay()+0];
var day_str1:String = dayOfWeek_array[today_date.getDay()+1];
var day_str2:String = dayOfWeek_array[today_date.getDay()+2];
var tmp1 = today_date.getDay() + 3;
if(tmp1 > 6) tmp -= 7;
var day_str3:String = dayOfWeek_array[tmp];
var tmp = today_date.getDay() + 4;
if(tmp > 6) tmp -= 7;
var day_str4:String = dayOfWeek_array[tmp];
myTextField1.text = (""+day_str1);
myTextField2.text = (""+day_str2);
myTextField3.text = (""+day_str3);
myTextField4.text = (""+day_str4);
I would point you to the modulo operator: % http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/operators.html#modulo
Using that you can do something like dayOfWeek_array[(today_date.getDay()+0) % 7];
This will always return number between 0 and 6, so, you won't get nulls in your text fields
Different story is, that I would put your textfields in array, so you can manage them using cycles. With that, you can easily change behaviour or number of fields in the future.
You should learn how to reuse code. You don't have logic for situations, when index is out of bounds.
Here is small example how to create utility function, that will return element of the array with offset:
var days:Array = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"];
var today:Date = new Date();
//Test
trace(offset(today.day, days)); //Thursday
trace(offset(today.day, days, 1)); //Friday
trace(offset(today.day, days, -1)); //Wednesday
trace(offset(today.day, days, 8)); //Friday
trace(offset(today.day, days, -8)); //Wednesday
function offset(position:int, items:Array, offset:int = 0):Object {
var size:int = items.length;
//Apply offset
position += offset % size;
if (position < 0) {
position += size;
} else if (position >= size) {
position %= size;
}
return items[position];
}

Countdown timer not working in AS3

Since Im new in AS3 and I just converted AS2 to AS3. The countdown doesnt work. Right now the 4 digits are looping all in the same time very fast (The three digits animation is fine - ignore it)
See countdown - http://magnixsolutions.com/clients/OT/media-buys_scoreboard-redux_160x600_5-8-2009.html
AS3
// get the current date and time as it exists at
// this instance in time when the frame is entered
var currentDate:Date = new Date();
var thisYear:int = currentDate.getFullYear();
var thisMonth:int = currentDate.getMonth();
var thisDate:int = currentDate.getDate();
var thisHour:int = currentDate.getHours();
var thisMinute:int = currentDate.getMinutes();
var thisSecond:int = currentDate.getSeconds() + 12;
var thisMSecond:int = currentDate.getMilliseconds();
// Date( year, month-1, date [, hour [, minute [, second [, millisecond]]]])
var eventDate = new Date(thisYear, thisMonth, thisDate, thisHour, thisMinute, thisSecond, thisMSecond);
var eventMillisecs = eventDate.getTime();
// get the current date and time as it exists at
// this instance in time when the frame is entered
this.addEventListener(TimerEvent.TIMER, enterFrameHandler);
function enterFrameHandler() {
currentDate = new Date();
var currentMillisecs = currentDate.getTime();
this.msecs = eventMillisecs - currentMillisecs;
if (this.msecs <= 0){
play();
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
this.msecs = int(this.msecs % 1000);
this.secs = int(this.secs % 60);
this.mins = int(this.mins % 60);
this.hours = int(this.hours % 24);
this.days = int(this.days);
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;
for(var movie in this){
if (this[movie]._parent == this) this[movie].evaluateFrameFrom(this);
}
};
MovieClip.prototype.evaluateFrameFrom = function(variableClip){
var nameArray = this._name.split("_");
var numberSet = variableClip[nameArray[0]];
var character:int = parseInt(nameArray[1]);
var frame = 1 + parseInt(numberSet.charAt(character));
if (this._currentframe != frame) this.gotoAndStop(frame);
};
This is probably what you mean:
// There is no number type in AS3. Use parseInt to cast string to int
var character:int = parseInt(nameArray[1]);
var frame = 1 + parseInt(numberSet.charAt(character));
Also, there's no such thing as _root in ActionScript 3.0. Try this:
this.avgscore_mc.gotoAndPlay(2);
And you need to add your enterFrame like this:
this.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
function enterFrameHandler() {
// Stuff in your enter frame
}
Sounds like you're still thinking AS 2.0!

Pass to the next image everyday

I'm developing a small app in AS3.
Everyday, you can see a new image.
I've got all my image on a server.
Here is my code for the moment :
var imageLoader:Loader = new Loader();
var days:Array = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday"];
var my_date:Date = new Date();
trace(days[my_date.day]);
startBtn.addEventListener(MouseEvent.CLICK, LoadImage, false, 0, true);
function LoadImage(event:MouseEvent):void{
var image:URLRequest = new URLRequest ("http://www.blabla.com/images/12.jpg");
imageLoader.load(image);
addChild (imageLoader);
}
Is it possible to tell the code the go the next image (13.jpg) the next day ? and everyday like that (next day = 14.jpg , next day = 15.jpg....ect).
Do you know a way to do that ?
Thank you very much for your help,
The code below should do it. I grabbed the getDayOfYear function from here: siafoo.net
I will post some optimizations to the function in a little while.
function getDayOfYear(date:Date):Number {
var monthLengths:Array = new Array (31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31);
// A leap year is divisable by 4, but not by 100 unless divisable by 400.
if (((date.getFullYear() % 4 == 0) && (date.getFullYear() % 100 != 0)) || (date.getFullYear() % 400 == 0)) {
monthLengths[1] = 29;
}
var dayInYear = 0;
// get day of year up to month
for (var i:Number = 0; i < date.getMonth(); i++) {
dayInYear += monthLengths[i];
}
// add day inside month
dayInYear += date.getDate();
// Start counting on 0 (optional)
// dayInYear--;
return dayInYear;
}
function LoadImage(event:MouseEvent):void{
var image:URLRequest = new URLRequest ("http://www.blabla.com/images/"+getDayOfYear(new Date())+".jpg");
imageLoader.load(image);
addChild (imageLoader);
}