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trouble with simple date keeper

Community Beginner ,
Mar 25, 2019 Mar 25, 2019

I trouble with the day of week showing as a 2 digit number  it should show in this format 01/01/2019 but its showing 01/1/2019

any suggestions what I did wrong

import flash.utils.Timer;
import flash.events.TimerEvent;

var looper:Timer = new Timer(100);
looper.start();
looper.addEventListener(TimerEvent.TIMER, loopf);

function loopf(event:TimerEvent):void{
var time:Date = new Date();
var month:Number = time.getMonth()+1;
var day:Number = time.getDate();
var year:Number = time.getFullYear();

if (month < 10){
  date_txt.text = "0" + month + "/" + day + "/" + year;
} else{
  date_txt.text = month + "/" + day + "/" + year;
 
if (day < 10){
  date_txt.text = month + "/" + "0" + day +  "/" + year;
} else{
  date_txt.text = month + "/" + day + "/" + year;
 
  }

//date_txt.text = month + "/" + day + "/" + year;
}
}

626
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correct answers 1 Correct answer

Advocate , Mar 26, 2019 Mar 26, 2019

I have to correct myself. This is Actionscript 3, hence strict data typing:

import flash.utils.Timer;

import flash.events.TimerEvent;

var looper: Timer = new Timer(100);

looper.start();

looper.addEventListener(TimerEvent.TIMER, loopf);

function loopf(event: TimerEvent): void {

    var time: Date = new Date();

    var month: Number = time.getMonth() + 1;

    var day: Number = time.getDate();

    var year: Number = time.getFullYear();

    var monthStrg:String;

    var dayStrg:String;

    if (month < 10) {

    

...
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Advocate ,
Mar 26, 2019 Mar 26, 2019

HI daggerzEdge

Try it this way:

import flash.utils.Timer;

import flash.events.TimerEvent;

var looper: Timer = new Timer(100);

looper.start();

looper.addEventListener(TimerEvent.TIMER, loopf);

function loopf(event: TimerEvent): void {

    var time: Date = new Date();

    var month: Number = time.getMonth() + 1;

    var day: Number = time.getDate();

    var year: Number = time.getFullYear();

    var monthStrg, dayStrg;

    if (month < 10) {

        monthStrg = "0" + month + "/";

    } else {

        monthStrg = month + "/"

    }

    if (day < 10) {

        dayStrg = "0" + day + "/";

    } else {

        dayStrg = day + "/";

    }

   

    date_txt.text = monthStrg + dayStrg + year;

}

Klaus

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Advocate ,
Mar 26, 2019 Mar 26, 2019

I have to correct myself. This is Actionscript 3, hence strict data typing:

import flash.utils.Timer;

import flash.events.TimerEvent;

var looper: Timer = new Timer(100);

looper.start();

looper.addEventListener(TimerEvent.TIMER, loopf);

function loopf(event: TimerEvent): void {

    var time: Date = new Date();

    var month: Number = time.getMonth() + 1;

    var day: Number = time.getDate();

    var year: Number = time.getFullYear();

    var monthStrg:String;

    var dayStrg:String;

    if (month < 10) {

        monthStrg = "0" + month + "/";

    } else {

        monthStrg = month + "/"

    }

    if (day < 10) {

        dayStrg = "0" + day + "/";

    } else {

        dayStrg = day + "/";

    }

   

    date_txt.text = monthStrg + dayStrg + year;

}

The previous one worked, but this is following the RULEZ.

Klaus

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Community Beginner ,
Mar 26, 2019 Mar 26, 2019

I put your code in now it is giving a error

C:\Users\steel\Videos\Auction Timer\New folder (3)\timerClass.as, Line 1 5007: An ActionScript file must have at least one externally visible definition.

am I naming the class or should I just use actions for this

ty jeff

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Community Beginner ,
Mar 26, 2019 Mar 26, 2019

ok I got it now

thank you very much

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Community Beginner ,
Mar 26, 2019 Mar 26, 2019

I also have a question about a 05:00 minute time I have stop pause and restart all work fine on it, the problem is once I put into a game like second life only the person pressing start will actually see the time countdown any ideas how to fix that, I need to use it at place in game for auctions

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Advocate ,
Mar 26, 2019 Mar 26, 2019

"... once I put into a game like second life only the person pressing start will actually see the time countdown"

Are you talking about a multi-player scenario?

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Community Beginner ,
Mar 26, 2019 Mar 26, 2019

yes its a multiplayer rpg type game

this is what timer looks like   if want me to I will post its code

https://cldup.com/BwQcRTzCuN.swf

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Advocate ,
Mar 27, 2019 Mar 27, 2019

Hi

I'm sorry but I never developed a game for the use on a multi player server or the like. It seems to me that when one player starts the timer that this event has to be passed on to all other players (ports, instances, whatever). For that I guess must be methods, events and properties available within the multi player framework. I searched for multi player here on this forum but there isn't much if any.

What is your multi player framework and is the coding language for those multi player events still Actionscript?

I would have to learn all that stuff first before I could possibly answer.

Klaus

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Community Beginner ,
Mar 27, 2019 Mar 27, 2019
LATEST

I am trying to get that information

now I have added a clock  that can be see by all and it grabs their time for correct time where ever they maybe.

question I have for you is can I grab from my timer and pull a 05:00 timer off the date/time clock and maybe it will show start and stop and restart

this is my time/date code

import flash.utils.Timer; 
import flash.events.TimerEvent; 
 
var looper: Timer = new Timer(100); 
looper.start(); 
looper.addEventListener(TimerEvent.TIMER, loopF); 
 
function loopF(event:TimerEvent):void{

    var time: Date = new Date();

//time variables

    var hours:* = time.getHours(); 
    var minutes:* = time.getMinutes(); 
    var seconds:* = time.getSeconds(); 
    var hourStrg:String;  
    var minuteStrg:String;
var secondStrg:String;

//date variables
  
    var month: Number = time.getMonth() + 1; 
    var day: Number = time.getDate(); 
    var year: Number = time.getFullYear(); 
    var monthStrg:String;  
    var dayStrg:String;

//date text

  if (month < 10) { 
        monthStrg = "0" + month + "/"; 
    } else { 
        monthStrg = month + "/"
  }
 
if (day < 10) { 
        dayStrg = "0" + day + "/"; 
    } else { 
        dayStrg = day + "/";
  }
 
  //time text
 
if(String(seconds).length < 2){
  seconds = "0" + seconds;
}
if(String(minutes).length < 2){
  minutes = "0" + minutes;
}
if(hours > 11){
  ampm_txt.text = "PM";
} else {
  ampm_txt.text = "AM";
}
    if(hours > 12){
  hours = hours - 12;
}
if (String(hours).length < 2){
  hours = "0" + hours;
}
time_txt.text = hours + ":" + minutes + ":" + seconds;
    date_txt.text = monthStrg + dayStrg + year;   
}

-------------------------------------------------------------------------------------------------------------------------------------------------------------

and this is timer I have at moment

package  {

import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.ui.Mouse;

public class timerClass extends MovieClip
{
    var myTimer:Timer = new Timer(1000, 300);
    var i:Number = 300;

    public function timerClass()
    {
        //# constructor code
        timerTxt.text = String("05:00");

        myTimer.addEventListener(TimerEvent.TIMER, updateTime);
        myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete);

        startbutton.addEventListener(MouseEvent.CLICK, StartNow);
        pausebutton.addEventListener(MouseEvent.CLICK, PauseNow);
        restartbutton.addEventListener(MouseEvent.CLICK, restartNow);
    }

    private function updateTime(e:TimerEvent)
    {
        i--;
        var totalSeconds:* = i;
        var minutes:* = Math.floor(totalSeconds/60);
        var seconds:* = totalSeconds % 60;

        if(String(minutes).length < 2)
        {
            minutes = "0" + minutes;
            if(String(seconds).length < 2)
            seconds = "0" + seconds;
        }

        timerTxt.text = minutes + ":" + seconds;
    }

    private function TimerComplete(e:TimerEvent)
    {
        messageTxt.text = "PRESENTATION IS NOW OVER"
        timerTxt.text = String("00:00");
    }

    private function StartNow(e:MouseEvent)
    { myTimer.start(); }

    private function PauseNow(e:MouseEvent)
    { myTimer.stop(); }

    private function restartNow(e: MouseEvent): void
    { 
        myTimer.stop(); 
        myTimer = new Timer(1000, 300); 
        myTimer.addEventListener(TimerEvent.TIMER, updateTime); 
        myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete); 
        i = 300; 
        messageTxt.text = "";
        timerTxt.text = String("05:00"); 
    }


} //#end Class
} //#end Package

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