11 Replies Latest reply on Sep 3, 2009 3:05 PM by mkayyali

    start time

    mkayyali Level 1


      i've a countdown flash and am reading the currentDate from client side ( user clock on windows ).


      i need to read the time from html for example and save it on var then strat time from it




      HTML Code:


      <object type="application/x-shockwave-flash"


                  width="250" height="99">

                <param name="movie" value="countdown2.swf?serverTime='2009,9,2,16,0'" />

                <param name="menu" value="false" />



      serverTime='2009,9,2,16,0'" > is the server time that i got it from php or cf or js and now need to take this time and start Time inside flash.



      Flash AS:


      var serverDate = _root.serverTime;

      now i got the time inside the flash, need to start it to count linke ( var timeTest:Date = new Date() )

        • 1. Re: start time
          kglad Adobe Community Professional & MVP

          if you have append a query string to the swf in all three locations, you can use the _url property of your main timeline and the flash string methods to extract the query string.


          but the more reliable way to load static data from the html to the swf is to use loadvars.

          • 2. Re: start time
            mkayyali Level 1

            Thanks a lot, but my problem not on how to load the data from html but on how to make the date to start counting

            • 3. Re: start time
              kglad Adobe Community Professional & MVP






              var timeTest:Date=new Date(Number(timeA[0]),Number(timeA[1]),Number(timeA[2]),Number(timeA[3]),Number(timeA[4]) );

              • 4. Re: start time
                mkayyali Level 1

                Thanks a lot Kgald, but now how to start the time to count ( seconds start counting up and if seconds == 60 minute count up and .....) i need to start this time


                like this:


                this.onEnterFrame = function() {

                var myDate:Date = new Date();




                in this example the seconds is working.


                Message was edited by: Mohammed Kayyali

                • 5. Re: start time
                  kglad Adobe Community Professional & MVP

                  what code are you using for your countdown timer?

                  • 6. Re: start time
                    mkayyali Level 1


                    Attached my fla, or here ( mkayyali.com/countdown.zip )



                    really thanks a lot for your effort with me

                    • 7. Re: start time
                      kglad Adobe Community Professional & MVP

                      i generally don't download and correct files unless i'm hired to do that.  this problem shouldn't require hiring.


                      what code is used for the countdown timer?

                      • 8. Re: start time
                        mkayyali Level 1

                        // stop the timeline



                        // 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)


                        myYear = 2009;

                        myMonth = 10;

                        myDay = 17;

                        myHour = 9;


                        eventDate = new Date(myYear, myMonth-1, myDay, myHour);

                        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.


                        // 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.




                        // 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 day


                        // 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.

                        • 9. Re: start time
                          kglad Adobe Community Professional & MVP

                          just the code for the timer.  pages of comments are not needed.

                          • 10. Re: start time
                            mkayyali Level 1

                            here we are...





                            eventDate = new Date(2009, 10-1, 17, 9);

                            eventMillisecs = eventDate.getTime();


                            counter.onEnterFrame = function() {

                            currentDate = new Date();

                            currentMillisecs = currentDate.getTime();


                            this.msecs = eventMillisecs-currentMillisecs;


                            if (this.msecs<=0) {





                            this.secs = Math.floor(this.msecs/1000);

                            this.mins = Math.floor(this.secs/60);

                            this.hours = Math.floor(this.mins/60);

                            this.days = Math.floor(this.hours/24);


                            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);


                            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 (movie in this) {

                            if (this[movie]._parent == this) {






                            MovieClip.prototype.evaluateFrameFrom = function(variableClip) {

                            var nameArray = this._name.split("_");

                            var numberSet = variableClip[nameArray[0]];

                            var character = Number(nameArray[1]);

                            var frame = 1+Number(numberSet.charAt(character));

                            if (this._currentframe != frame) {




                            • 11. Re: start time
                              mkayyali Level 1

                              this is the timer only not all movie,




                              eventDate = new Date(2009, 9-1, 3, 24,4);

                              eventMillisecs = eventDate.getTime();


                              counter.onEnterFrame = function() {

                              currentDate = new Date();

                              currentMillisecs = currentDate.getTime();


                              this.msecs = eventMillisecs-currentMillisecs;


                              if (this.msecs<=0) {




                              trace(this.msecs)//milliseconds to event date