off the top of my head this might work,
instead of using a fixed frame rate this works out the rate on the fly, so
if you movie isn't running at exactly 10fps you will get a true time
remaining
track elapsed time by noting the time your sequence started and
subtracting that from the current time
then work out the total time based on frame rate and the total number of
frames and subtract the elapsed time to get the remaining time
you could always throw in a fixed frame rate if you don't want to
calculate on the fly.
property pTotalFrame
property pStartTime, pStartFrame
on beginSprite me
pStartFrame=the frame
pStartTime=the milliseconds/1000
end
on exitFrame me
currentTime=the milliseconds/1000
dTime=currentTime-pStartTime
currentFrame=the frame
dFrame=currentFrame-pStartFrame
currentRate=dFrame/dTime
totalTime=pTotalFrame/currentRate
remainingTime=totalTime-dTime
end
Again it is all off the top of my head and it is late so it may not work.
Rob
Steven Sacks wrote:
> Hello. I need some math help.
>
> I need to compute remaining time based on
> a total frame count compared to the current frame.
> It's a 10fps movie.
>
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