-
Client Software Programmer
ok.
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field.text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false){
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
checkCombo(box_array[k]._name.split("_")[1])
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
-
when i press the box , the timer_ over start =20 but when i press this box agian the timer_ over start again
how can to disable timer_ over start again if i press the box before
-
and if timer_ over =0 and not droped in pox ====> the blue text return red
-
Client Software Programmer
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field.text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(box_selected==false){
box_selected=true
countDown(20)
}
if(this.taken==false){
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
checkCombo(box_array[k]._name.split("_")[1])
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
i'm writing this webcam program in as3
with alpha background so I can do desktop livestream:
Last edited by AS3.0; 01-22-2021 at 03:28 AM.
-
thank you very much
and if i press box1 how to disable all box press( only box1 active )
-
Client Software Programmer
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field.text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false&&box_selected==false){
box_selected=true
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
checkCombo(box_array[k]._name.split("_")[1])
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
-
how to return timer_up to empty when droped fales
-
Client Software Programmer
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field._text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field._text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field._text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field._text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field._text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false&&box_selected==false){
box_selected=true
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field._text=box_array[k].data_field._text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
counter_circle.timer_up._text=""
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over._text)-int(counter_circle.timer_up._text)))
clearTimeout(count_down_timeout)
timer_over._text=0
count_down_time=0;
checkCombo(box_array[k]._name.split("_")[1])
if(player_turn==1){
player_turn=2;
data_field._text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field._text= "player "+ player_turn + "'s turn."
}
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field._text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field._text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over._text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up._text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
Last edited by AS3.0; 01-22-2021 at 03:56 AM.
-
-
i want when i drag and droped ok the timer_up is ok (visible)
and if i drag and droped false and the circle return position the timer_up is empty
-
Client Software Programmer
ok I fixed post #48, it was ._text for you not .text
-
Client Software Programmer
Change .text to ._text or opposite if not working line 103
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field._text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false&&box_selected==false){
box_selected=true
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
counter_circle.timer_up._text=""
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
checkCombo(box_array[k]._name.split("_")[1])
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
-
final question pleae
if _root .letter= A ===> box text load from array_A
if _root .letter= B ===> box text load from array_B
if _root .letter= C===> box text load from array_C
-
Client Software Programmer
what letter should the box say in: box_1.letter._text ? and that is when dragged into?
-
Client Software Programmer
PHP Code:
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var letter_array=["A","B","C","D","E","F","G","H","I"]
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field.text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].letter.text=letter_array[m]
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false&&box_selected==false){
box_selected=true
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
counter_circle.timer_up.text=""
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
checkCombo(box_array[k]._name.split("_")[1])
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
-
PHP Code:
onSelfEvent (load) {
var letter:String= ""
}
array_A=[A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A12,A13,A14,A15,A16 ,A17,A18,A19,A20]
array_B=[B1,B2,B3,B4,B5,B6,B7,B8,B9,B10,B12,B13,B14,B15,B16 ,B17,B18,B19,B20]
array_C=[C1,C2,C3,C4,C5,C6,C7,C8,C9,C10,C12,C13,C14,C15,C16 ,C17,C18,C19,C20]
if this.Letter=A ===> text boxes = random(array_A )
if this.Letter=B ===> text boxes = random(array_B )
and so on
thanks for help
Last edited by kofa; 01-22-2021 at 07:46 AM.
-
hello Alloy Bacon
i tired to set time up to the circle when droped it means :
when i droped ok the circle in box ===>the circle.timer_up.text=time up
but if droped false (the circle return original position ) ===> circle.timer_up.text=empty
-
to it becomes understandable and clear I have created (6) buttons
in first game start , the table visible = false
button1(named: time_level_1 ) when i press it ===> time_over =20
button2(named: time_level_2 ) when i press it ===> time_over =15
button3(named: time_level_3 ) when i press it ===> time_over =10
button4(named: arrayA ) when i press it ===> text boxes = random(array_A )
button5(named: arrayB ) when i press it ===> text boxes = random(array_B )
button6(named: array6 ) when i press it ===> text boxes = random(array_C )
how can to do this
it is final request and thank you very much
-
Client Software Programmer
ok the first few lines is how you select the array letter with btn_1, etc.. and line 71 is where it becomes random from selected array selected_array_letter.
PHP Code:
var array_A=['A1','A2','A3','A4','A5']
var array_B=['B1','B2','B3','B4','B5']
var array_C=['C1','C2','C3','C4','C5']
var selected_array_letter=array_A;
btn_1.onPress=function(){
selected_array_letter=array_A;
}
btn_2.onPress=function(){
selected_array_letter=array_B;
}
btn_3.onPress=function(){
selected_array_letter=array_C;
}
var current_selected=null
var drag_mode_enabled=false
var box_available=null
var box_selected=false
var player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
var circle_array_1=[circle_1_p1,circle_2_p1,circle_3_p1,circle_4_p1,circle_5_p1,circle_6_p1,circle_7_p1,circle_8_p1,circle_9_p1]
var circle_array_2=[circle_1_p2,circle_2_p2,circle_3_p2,circle_4_p2,circle_5_p2,circle_6_p2,circle_7_p2,circle_8_p2,circle_9_p2]
var box_array=[box_1,box_2,box_3,box_4,box_5,box_6,box_7,box_8,box_9]
var text_array=['txt1','txt2','txt3','txt4','txt5','txt6','txt7','txt8','txt9']
var random_temp=null;
var prev_selected=null;
var counter_circle=null
var time_drag=0
for(var i=0;i<circle_array_1.length;i++){
circle_array_1[i].startX=circle_array_1[i]._x
circle_array_1[i].startY=circle_array_1[i]._y
circle_array_2[i].startX=circle_array_2[i]._x
circle_array_2[i].startY=circle_array_2[i]._y
}
function reset(){
current_selected=null
drag_mode_enabled=false
for(var i=0;i<circle_array_1.length;i++){
box_array[i].data_field.textColor=0xFF0000
circle_array_1[i]._x=circle_array_1[i].startX
circle_array_1[i]._y=circle_array_1[i].startY
circle_array_1[i].data_field.text=""
circle_array_1[i]._alpha=100
circle_array_1[i].enabled=true
circle_array_2[i]._x=circle_array_2[i].startX
circle_array_2[i]._y=circle_array_2[i].startY
circle_array_2[i].data_field.text=""
circle_array_2[i]._alpha=100
circle_array_2[i].enabled=true
box_array[i].taken=false
}
combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
player_turn=randomBetween(1,2)
data_field.text= "player "+ player_turn + " start."
}
for(var m=0;m<box_array.length;m++){
box_array[m].taken=false
box_array[m].num=m
box_array[m].letter.text=selected_array_letter[randomBetween(0,selected_array_letter.length-1)];
box_array[m].data_field.textColor=0xFF0000
random_temp=randomBetween(0,text_array.length-1)
box_array[m].data_field.text=text_array[random_temp]
text_array.splice(random_temp,1)
box_array[m].onPress=function(){
if(this.taken==false&&box_selected==false){
box_selected=true
countDown(20)
prev_selected.data_field.textColor=0xFF0000
this.data_field.textColor=0x0000FF
prev_selected=this
drag_mode_enabled=true
box_available=this.num
}
}
}
for(var j=0;j<circle_array_1.length;j++){
circle_array_1[j].onPress=function(){
if(drag_mode_enabled&&player_turn==1){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_2[j].onPress=function(){
if(drag_mode_enabled&&player_turn==2){
this.swapDepths(300)
this.atBox=false
this.startDrag(0)
counter_circle=this
countUp("start")
}
}
circle_array_1[j].onRelease=circle_array_1[j].onReleaseOutside=circle_array_2[j].onRelease=circle_array_2[j].onReleaseOutside=function(){
for(var k=0;k<box_array.length;k++){
if(this.atBox==false&&distanceChecker(this._x,box_array[k]._x)<=box_array[0]._width/2&&distanceChecker(this._y,box_array[k]._y)<=box_array[0]._height/2&&box_array[k].taken==false&&box_available==k){
this.stopDrag(5)
this.enabled=false
this.data_field.text=box_array[k].data_field.text
box_array[k].taken=true
this._x=box_array[k]._x
this._y=box_array[k]._y
drag_mode_enabled=false
this.atBox=true
this._alpha=50
counter_circle.timer_up.text=""
box_selected=false
time_drag=count_down_time-count_up_number
clearTimeout(count_up_timeout)
trace(int(int(timer_over.text)-int(counter_circle.timer_up.text)))
clearTimeout(count_down_timeout)
timer_over.text=0
count_down_time=0;
checkCombo(box_array[k]._name.split("_")[1])
if(player_turn==1){
player_turn=2;
data_field.text= "player "+ player_turn + "'s turn."
}else if(player_turn==2){
player_turn=1
data_field.text= "player "+ player_turn + "'s turn."
}
}else if(!this.atBox&&k==box_array.length-1){
this._alpha=100
this._x=this.startX
this._y=this.startY
this.stopDrag(5)
}
}
}
}
var combo_order=[0,1,2,"hor_1",3,4,5,"hor_2",6,7,8,"hor_3",0,3,6,"ver_1",1,4,7,"ver_2",2,5,8,"ver_3",0,4,8,"cur_1",2,4,6,"cur_2"]
var combo_array_p1=[0,0,0, 0,0,0, 0,0,0]
var combo_array_p2=[0,0,0, 0,0,0, 0,0,0]
function checkCombo(a){
if(player_turn==1){
combo_array_p1[int(a)-1]=1
}else{
combo_array_p2[int(a)-1]=1
}
for(var i=0;i<combo_order.length;i+=4){
if(player_turn==1&&combo_array_p1[combo_order[i]]==1&&combo_array_p1[combo_order[i+1]]==1&&combo_array_p1[combo_order[i+2]]==1){
trace("player 1 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 1 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
if(player_turn==2&&combo_array_p2[combo_order[i]]==1&&combo_array_p2[combo_order[i+1]]==1&&combo_array_p2[combo_order[i+2]]==1){
trace("player 2 wins " + combo_order[i+3])//combo name that happened
data_field.text="player 2 wins " + combo_order[i+3]
player_turn=3
setTimeout(reset,5000);
}
}
}
var count_down_time=null;
var count_down_timeout=null
function countDown(a){
if(a!=null){
clearTimeout(count_down_timeout)
count_down_time=a
}
if(count_down_time>-1){
timer_over.text=count_down_time
count_down_time--
count_down_timeout=setTimeout(countDown,1000);
}
}
var count_up_timeout=null
var count_up_number=0;
function countUp(a){
if(a=="start"){
clearTimeout(count_up_timeout)
count_up_number=1
}
if(counter_circle!=null){
counter_circle.timer_up.text=count_up_number
}
count_up_number++
count_up_timeout=setTimeout(countUp,1000,"continue");
}
function randomBetween(a,b){
return(Math.floor(Math.random()*(b-a+1))+a);
}
function distanceChecker(a,b){
if(a>b){
return(a-b)
}else{
return(b-a);
}
}
-
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|