RE: [Flashcoders] point in a circle

2009-04-10 Thread Merrill, Jason
 x = Math.cos(angle) *  radius
 y = Math.sin(angle) * radius

With Flash player 9 and 10 and AS3, you actually don't need that use of
trigonometry anymore for this kind of thing with the introduction of
Point.polar(). Always good to still know the trig though, but for this,
you don't need to. Also, check out the new Point object in AS3 - no need
to keep track of X and Y separately - it's a convenience for handling
points as a single object.  

Point.polar() does use radians instead of degrees, so here is a hand
method I wrote that takes degrees as input:

function polarToCartesian(distance:Number, degrees:Number):Point
{
var radians:Number = (degrees * Math.PI)/180;
return Point.polar(distance, radians);
}

So let's say you have two movie clips or sprites on the stage.  You can
position one object relative to the other this way using this function:

var newPoint:Point = polarToCartesian(150, 65);

clip2.x = clip1.x + newPoint.x;
clip2.y = clip1.y + newPoint.y; 

There are some other methods that are handy too. Here is my
MathTranslation class I wrote that has a lot of handy stuff like this in
it:

package com.boa.utilities
{
import flash.geom.Point;

/**
 * @author Jason Merrill - Bank of America
 */

public class MathTranslation
{
public static function
degreesToRadians(degrees:Number):Number
{
return (degrees * Math.PI)/180;
}

public static function
radiansToDegrees(radians:Number):Number
{
return (radians*180)/Math.PI;
}

public static function polarToCartesian(distance:Number,
degrees:Number):Point
{
var radians:Number = (degrees * Math.PI)/180;
return Point.polar(distance, radians);
}   

public static function cartesianAngle(fromPoint:Point,
toPoint:Point):Number 
{
var radians:Number =
Math.atan2(toPoint.y-fromPoint.y, toPoint.x-fromPoint.x);
var backAzimuthDegrees:Number =
MathTranslation.radiansToDegrees(radians);
return
MathTranslation.getBackAzimuth(backAzimuthDegrees);
}

public static function
getAngularDivisions(numDivisions:int, angleRange:int=360):Array
{
var divisions:Array = new Array();
var divider:int =
Math.floor(angleRange/numDivisions);
for(var i:int = 0; inumDivisions; i++)
{
divisions.push(i*divider);
}
return divisions;
}

public static function
floatingPointToPercent(floatingPoint:Number):int
{
return Math.round(Number(floatingPoint)*100);
}

public static function
getBackAzimuth(angle:Number):Number
{
var backAzimuth:Number;
if(angle  180)
{
var tempNeg:Number = angle-180;
backAzimuth = tempNeg + 360;
}
else
{
backAzimuth = angle-180;
}
return backAzimuth;
}
}

}


Jason Merrill 

Bank of  America   Learning Performance Solutions Instructional
Technology  Media   
Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 



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Re: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Jiri

Is there really nobody that knows how to do it?

Jiri

Karl DeSaulniers wrote:

Oh yeah, TweenLite is really easy and a realy great class.
TweenMax too. They definately have tween for color. And MUCH more.
Worth its weight in gold.

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 8, 2009, at 7:27 PM, Muzak wrote:


but is there really nobody out there who knows how to do it ?


I'm sure Mr. Google knows.
http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=tween+color 



And I'm pretty sure AnimationPackage has some color stuff.
http://www.alex-uhlmann.de/flash/animationpackage/

- Original Message - From: Jiri jiriheitla...@googlemail.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 08, 2009 8:11 PM
Subject: Re: [Flashcoders] ColorTransform GTween


Thanx Ashum...,but is there really nobody out there who knows how to 
do it ?

Jiri
Ashim D'Silva wrote:

Never used GTween before, but Grant is joining forces with Jack Doyle
of TweenLite, and that library is incredibly easy to use. If the
possibility exists, you might want to switch libraries, and soon, you
should get the best of both worlds.
2009/4/9 Jiri jiriheitla...@googlemail.com:
I am experimenting with GTween from Grant Skinner. I cant seem to 
figure out

how to do a color transform. Does somebody know how to do that?
Here is what i have:

import fl.motion.easing.*;
import com.gskinner.motion.*

var colorInfo:ColorTransform = clip.transform.colorTransform;

trace(colorInfo);

var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

//resulting in flickering of color of the clip.

Jiri


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RE: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Paul Venton
Taken a look at the comments on here:
http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after a
quick search on Google.

coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut }
);
coltw.setAssignment(theclip.transform, colorTransform);


I've not tested it since I use TweenLite/Max - it should at least give you
some idea.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: 10 April 2009 10:39
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

Is there really nobody that knows how to do it?

Jiri

Karl DeSaulniers wrote:
 Oh yeah, TweenLite is really easy and a realy great class.
 TweenMax too. They definately have tween for color. And MUCH more.
 Worth its weight in gold.
 
 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com
 
 On Apr 8, 2009, at 7:27 PM, Muzak wrote:
 
 but is there really nobody out there who knows how to do it ?

 I'm sure Mr. Google knows.

http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
n+color 


 And I'm pretty sure AnimationPackage has some color stuff.
 http://www.alex-uhlmann.de/flash/animationpackage/

 - Original Message - From: Jiri jiriheitla...@googlemail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 08, 2009 8:11 PM
 Subject: Re: [Flashcoders] ColorTransform GTween


 Thanx Ashum...,but is there really nobody out there who knows how to 
 do it ?
 Jiri
 Ashim D'Silva wrote:
 Never used GTween before, but Grant is joining forces with Jack Doyle
 of TweenLite, and that library is incredibly easy to use. If the
 possibility exists, you might want to switch libraries, and soon, you
 should get the best of both worlds.
 2009/4/9 Jiri jiriheitla...@googlemail.com:
 I am experimenting with GTween from Grant Skinner. I cant seem to 
 figure out
 how to do a color transform. Does somebody know how to do that?
 Here is what i have:

 import fl.motion.easing.*;
 import com.gskinner.motion.*

 var colorInfo:ColorTransform = clip.transform.colorTransform;

 trace(colorInfo);

 var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
 myTween.setAssignment(clip.transform,colorTransform);

 //resulting in flickering of color of the clip.

 Jiri

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[Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

Hi,

Got a strange behaviour, my tweenings, timeline or code are not smooth 
at all.

you can have a look here:
http://logiquefloue.org/vignette_etape_01.swf

30 fps...

Laurent
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread Ania Niesler
hello, did you check size of those bitmaps before importing them into
project?
There is also allow smoothing option in bitmap properties, maybe this
helps ?
cheers

2009/4/10 laurent laur...@logiquefloue.org

 Hi,

 Got a strange behaviour, my tweenings, timeline or code are not smooth at
 all.
 you can have a look here:
 http://logiquefloue.org/vignette_etape_01.swf

 30 fps...

 Laurent
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

Here the sources: need to make a 'deploy/swf' folder to export or change the 
export path
http://logiquefloue.org/src.rar

thx
Laurent




Ania Niesler a écrit :

hello, did you check size of those bitmaps before importing them into
project?
There is also allow smoothing option in bitmap properties, maybe this
helps ?
cheers

2009/4/10 laurent laur...@logiquefloue.org

  

Hi,

Got a strange behaviour, my tweenings, timeline or code are not smooth at
all.
you can have a look here:
http://logiquefloue.org/vignette_etape_01.swf

30 fps...

Laurent
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[Flashcoders] franch Symbols not showing

2009-04-10 Thread Bassam M
Hi everybody
I'm doing one project in French it's flash CD presentation  but i have this
problem
Symbols like ë and é not showing in textfield I don't know what to do if
anyone know how to solve this problem please tell me I need to deliver the
project soon

Thanks
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread laurent

Bassam M a écrit :

Hi everybody
I'm doing one project in French it's flash CD presentation  but i have this
problem
Symbols like ë and é not showing in textfield I don't know what to do if
anyone know how to solve this problem please tell me I need to deliver the
project soon

Thanks
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you have to embed the latin characters. The minimum one is enough. If 
not just add thos characters

L
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Cedric Muller

Hello,

- from where does the data come (ie: are you loading a xml ?)
- are you using a custom font that could not have the desired  
characters ? (this happens sometimes with free fonts)


Cedric


I tryed to embed Latin and Auto Fill  but still those symbole not  
showing (*é

à) *

On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org  
wrote:



Bassam M a écrit :


 Hi everybody
I'm doing one project in French it's flash CD presentation  but i  
have

this
problem
Symbols like ë and é not showing in textfield I don't know what  
to do if
anyone know how to solve this problem please tell me I need to  
deliver the

project soon

Thanks
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you have to embed the latin characters. The minimum one is enough.  
If not

just add thos characters
L
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RE: [Flashcoders] not smooth interpolation

2009-04-10 Thread Cor
About the textfield.

Drag the keyframe at position frame 200 to frame 100.
Copy frame 1 and paste it in frame 200.
Set the motion tween again

About the duck.
You are using a MC in a MC.
Give the main duck an instance name bird and position it on the stage where
it is now.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 14:45
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Here the sources: need to make a 'deploy/swf' folder to export or change the
export path
http://logiquefloue.org/src.rar

thx
Laurent




Ania Niesler a écrit :
 hello, did you check size of those bitmaps before importing them into
 project?
 There is also allow smoothing option in bitmap properties, maybe this
 helps ?
 cheers

 2009/4/10 laurent laur...@logiquefloue.org

   
 Hi,

 Got a strange behaviour, my tweenings, timeline or code are not smooth at
 all.
 you can have a look here:
 http://logiquefloue.org/vignette_etape_01.swf

 30 fps...

 Laurent
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Bassam M
I tryed to embed Latin and Auto Fill  but still those symbole not showing (*é
à) *

On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org wrote:

 Bassam M a écrit :

  Hi everybody
 I'm doing one project in French it's flash CD presentation  but i have
 this
 problem
 Symbols like ë and é not showing in textfield I don't know what to do if
 anyone know how to solve this problem please tell me I need to deliver the
 project soon

 Thanks
 ___
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 Flashcoders@chattyfig.figleaf.com
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 you have to embed the latin characters. The minimum one is enough. If not
 just add thos characters
 L
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Matt S.
did you try typing those specific characters into the embed input field?

.m

On Fri, Apr 10, 2009 at 9:25 AM, Bassam M sense...@gmail.com wrote:
 I tryed to embed Latin and Auto Fill  but still those symbole not showing (*é
 à) *

 On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org wrote:

 Bassam M a écrit :

  Hi everybody
 I'm doing one project in French it's flash CD presentation  but i have
 this
 problem
 Symbols like ë and é not showing in textfield I don't know what to do if
 anyone know how to solve this problem please tell me I need to deliver the
 project soon

 Thanks
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




 you have to embed the latin characters. The minimum one is enough. If not
 just add thos characters
 L
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RE: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Cor
Set is as textField.htmlText = ëé

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Bassam M
Sent: vrijdag 10 april 2009 15:26
To: Flash Coders List
Subject: Re: [Flashcoders] franch Symbols not showing

I tryed to embed Latin and Auto Fill  but still those symbole not showing
(*é
à) *

On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org wrote:

 Bassam M a écrit :

  Hi everybody
 I'm doing one project in French it's flash CD presentation  but i have
 this
 problem
 Symbols like ë and é not showing in textfield I don't know what to do if
 anyone know how to solve this problem please tell me I need to deliver
the
 project soon

 Thanks
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




 you have to embed the latin characters. The minimum one is enough. If not
 just add thos characters
 L
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 Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Bassam M
thank you guys It was font problem
its solved

On Fri, Apr 10, 2009 at 2:30 PM, Matt S. mattsp...@gmail.com wrote:

 did you try typing those specific characters into the embed input field?

 .m

 On Fri, Apr 10, 2009 at 9:25 AM, Bassam M sense...@gmail.com wrote:
  I tryed to embed Latin and Auto Fill  but still those symbole not showing
 (*é
  à) *
 
  On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org
 wrote:
 
  Bassam M a écrit :
 
   Hi everybody
  I'm doing one project in French it's flash CD presentation  but i have
  this
  problem
  Symbols like ë and é not showing in textfield I don't know what to do
 if
  anyone know how to solve this problem please tell me I need to deliver
 the
  project soon
 
  Thanks
  ___
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  you have to embed the latin characters. The minimum one is enough. If
 not
  just add thos characters
  L
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

Cor a écrit :

About the textfield.

Drag the keyframe at position frame 200 to frame 100.
Copy frame 1 and paste it in frame 200.
Set the motion tween again
  
I'm not talking about that going back to position, this is just 
unfinished, I'm talking about the motion from 1 to 200 that is not 
smooth at all..
Same for the duck, it's a mc animated in a mc, still the movement is 
like pixel by pixel. Never got that stuff...

About the duck.
You are using a MC in a MC.
Give the main duck an instance name bird and position it on the stage where
it is now.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 14:45
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Here the sources: need to make a 'deploy/swf' folder to export or change the
export path
http://logiquefloue.org/src.rar

thx
Laurent




Ania Niesler a écrit :
  

hello, did you check size of those bitmaps before importing them into
project?
There is also allow smoothing option in bitmap properties, maybe this
helps ?
cheers

2009/4/10 laurent laur...@logiquefloue.org

  


Hi,

Got a strange behaviour, my tweenings, timeline or code are not smooth at
all.
you can have a look here:
http://logiquefloue.org/vignette_etape_01.swf

30 fps...

Laurent
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.5.287 / Virus Database: 270.11.49/2050 - Release Date: 04/09/09

19:01:00


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RE: [Flashcoders] not smooth interpolation

2009-04-10 Thread Cor
I think that could be because you use the time line and therefor frames per
second.
Using a timer and coded motion will smooth it up.


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 15:52
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Cor a écrit :
 About the textfield.

 Drag the keyframe at position frame 200 to frame 100.
 Copy frame 1 and paste it in frame 200.
 Set the motion tween again
   
I'm not talking about that going back to position, this is just 
unfinished, I'm talking about the motion from 1 to 200 that is not 
smooth at all..
Same for the duck, it's a mc animated in a mc, still the movement is 
like pixel by pixel. Never got that stuff...
 About the duck.
 You are using a MC in a MC.
 Give the main duck an instance name bird and position it on the stage
where
 it is now.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: vrijdag 10 april 2009 14:45
 To: Flash Coders List
 Subject: Re: [Flashcoders] not smooth interpolation

 Here the sources: need to make a 'deploy/swf' folder to export or change
the
 export path
 http://logiquefloue.org/src.rar

 thx
 Laurent




 Ania Niesler a écrit :
   
 hello, did you check size of those bitmaps before importing them into
 project?
 There is also allow smoothing option in bitmap properties, maybe this
 helps ?
 cheers

 2009/4/10 laurent laur...@logiquefloue.org

   
 
 Hi,

 Got a strange behaviour, my tweenings, timeline or code are not smooth
at
 all.
 you can have a look here:
 http://logiquefloue.org/vignette_etape_01.swf

 30 fps...

 Laurent
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

the duck use Tweener.

L

Cor a écrit :

I think that could be because you use the time line and therefor frames per
second.
Using a timer and coded motion will smooth it up.


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 15:52
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Cor a écrit :
  

About the textfield.

Drag the keyframe at position frame 200 to frame 100.
Copy frame 1 and paste it in frame 200.
Set the motion tween again
  

I'm not talking about that going back to position, this is just 
unfinished, I'm talking about the motion from 1 to 200 that is not 
smooth at all..
Same for the duck, it's a mc animated in a mc, still the movement is 
like pixel by pixel. Never got that stuff...
  

About the duck.
You are using a MC in a MC.
Give the main duck an instance name bird and position it on the stage


where
  

it is now.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 14:45
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Here the sources: need to make a 'deploy/swf' folder to export or change


the
  

export path
http://logiquefloue.org/src.rar

thx
Laurent




Ania Niesler a écrit :
  


hello, did you check size of those bitmaps before importing them into
project?
There is also allow smoothing option in bitmap properties, maybe this
helps ?
cheers

2009/4/10 laurent laur...@logiquefloue.org

  

  

Hi,

Got a strange behaviour, my tweenings, timeline or code are not smooth


at
  

all.
you can have a look here:
http://logiquefloue.org/vignette_etape_01.swf

30 fps...

Laurent
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RE: [Flashcoders] not smooth interpolation

2009-04-10 Thread Cor
Yes, but why use tweener AND timeline?
Use only tweener.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 16:11
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

the duck use Tweener.

L

Cor a écrit :
 I think that could be because you use the time line and therefor frames
per
 second.
 Using a timer and coded motion will smooth it up.


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: vrijdag 10 april 2009 15:52
 To: Flash Coders List
 Subject: Re: [Flashcoders] not smooth interpolation

 Cor a écrit :
   
 About the textfield.

 Drag the keyframe at position frame 200 to frame 100.
 Copy frame 1 and paste it in frame 200.
 Set the motion tween again
   
 
 I'm not talking about that going back to position, this is just 
 unfinished, I'm talking about the motion from 1 to 200 that is not 
 smooth at all..
 Same for the duck, it's a mc animated in a mc, still the movement is 
 like pixel by pixel. Never got that stuff...
   
 About the duck.
 You are using a MC in a MC.
 Give the main duck an instance name bird and position it on the stage
 
 where
   
 it is now.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: vrijdag 10 april 2009 14:45
 To: Flash Coders List
 Subject: Re: [Flashcoders] not smooth interpolation

 Here the sources: need to make a 'deploy/swf' folder to export or change
 
 the
   
 export path
 http://logiquefloue.org/src.rar

 thx
 Laurent




 Ania Niesler a écrit :
   
 
 hello, did you check size of those bitmaps before importing them into
 project?
 There is also allow smoothing option in bitmap properties, maybe this
 helps ?
 cheers

 2009/4/10 laurent laur...@logiquefloue.org

   
 
   
 Hi,

 Got a strange behaviour, my tweenings, timeline or code are not smooth
 
 at
   
 all.
 you can have a look here:
 http://logiquefloue.org/vignette_etape_01.swf

 30 fps...

 Laurent
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

I just tried both on different mcs. It's not the problem.
I guess no one can fix that :) I'll just make it simpler.
thx
Laurent

Cor a écrit :

Yes, but why use tweener AND timeline?
Use only tweener.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 16:11
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

the duck use Tweener.

L

Cor a écrit :
  

I think that could be because you use the time line and therefor frames


per
  

second.
Using a timer and coded motion will smooth it up.


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 15:52
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Cor a écrit :
  


About the textfield.

Drag the keyframe at position frame 200 to frame 100.
Copy frame 1 and paste it in frame 200.
Set the motion tween again
  

  
I'm not talking about that going back to position, this is just 
unfinished, I'm talking about the motion from 1 to 200 that is not 
smooth at all..
Same for the duck, it's a mc animated in a mc, still the movement is 
like pixel by pixel. Never got that stuff...
  


About the duck.
You are using a MC in a MC.
Give the main duck an instance name bird and position it on the stage

  

where
  


it is now.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: vrijdag 10 april 2009 14:45
To: Flash Coders List
Subject: Re: [Flashcoders] not smooth interpolation

Here the sources: need to make a 'deploy/swf' folder to export or change

  

the
  


export path
http://logiquefloue.org/src.rar

thx
Laurent




Ania Niesler a écrit :
  

  

hello, did you check size of those bitmaps before importing them into
project?
There is also allow smoothing option in bitmap properties, maybe this
helps ?
cheers

2009/4/10 laurent laur...@logiquefloue.org

  

  


Hi,

Got a strange behaviour, my tweenings, timeline or code are not smooth

  

at
  


all.
you can have a look here:
http://logiquefloue.org/vignette_etape_01.swf

30 fps...

Laurent
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread Zeh Fernando
1. You're using the hinted rendering path for the text (custom
anti-alias). It'll not move to subpixels so slow sliding like that will
always look stramge. Use antialias for animation on your textfield.
2. The duck animation *is* smooth. The graphic asset isn't. Go to the
library and turn on its allow smoothing option to use interpolation in its
rendering. Ania Niesler already said that.

Zeh

On Fri, Apr 10, 2009 at 11:16 AM, Cor c...@chello.nl wrote:

 Yes, but why use tweener AND timeline?
 Use only tweener.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: vrijdag 10 april 2009 16:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] not smooth interpolation

 the duck use Tweener.

 L

 Cor a écrit :
  I think that could be because you use the time line and therefor frames
 per
  second.
  Using a timer and coded motion will smooth it up.
 
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
  Sent: vrijdag 10 april 2009 15:52
  To: Flash Coders List
  Subject: Re: [Flashcoders] not smooth interpolation
 
  Cor a écrit :
 
  About the textfield.
 
  Drag the keyframe at position frame 200 to frame 100.
  Copy frame 1 and paste it in frame 200.
  Set the motion tween again
 
 
  I'm not talking about that going back to position, this is just
  unfinished, I'm talking about the motion from 1 to 200 that is not
  smooth at all..
  Same for the duck, it's a mc animated in a mc, still the movement is
  like pixel by pixel. Never got that stuff...
 
  About the duck.
  You are using a MC in a MC.
  Give the main duck an instance name bird and position it on the stage
 
  where
 
  it is now.
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
  Sent: vrijdag 10 april 2009 14:45
  To: Flash Coders List
  Subject: Re: [Flashcoders] not smooth interpolation
 
  Here the sources: need to make a 'deploy/swf' folder to export or change
 
  the
 
  export path
  http://logiquefloue.org/src.rar
 
  thx
  Laurent
 
 
 
 
  Ania Niesler a écrit :
 
 
  hello, did you check size of those bitmaps before importing them into
  project?
  There is also allow smoothing option in bitmap properties, maybe this
  helps ?
  cheers
 
  2009/4/10 laurent laur...@logiquefloue.org
 
 
 
 
  Hi,
 
  Got a strange behaviour, my tweenings, timeline or code are not smooth
 
  at
 
  all.
  you can have a look here:
  http://logiquefloue.org/vignette_etape_01.swf
 
  30 fps...
 
  Laurent
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  Version: 8.5.287 / Virus Database: 270.11.49/2050 - Release Date:
 04/09/09
  19:01:00
 
 
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[Flashcoders] arguments.caller.name in AS 3

2009-04-10 Thread Hans Wichman
Hi Lists,

I was looking for a way to trace the name of the current function or the
calling function and I came up with a hackish bit of code.

Don't know if anyone already came up with something like this but anyway, I
thought it was pretty cool so I'd like to share it with you.
I'm still working on making it more general, and you should not use it in a
production enviroment (unless the compiler directive is set to false)

package nl.trimm.lang
{

 /**
  * @author JC Wichman
  */
 public class DebugUtil
 {

  public static function getCallingInfo(pInfo:String = , pFull:Boolean =
false):String {
   return getInfo (pInfo, pFull, 2);
  }
  public static function traceCallingInfo(pInfo:String = , pFull:Boolean =
false):void {
   trace (getCallingInfo (pInfo, pFull));
  }
  public static function getCallerInfo(pInfo:String = , pFull:Boolean =
false):String {
   return getInfo(pInfo, pFull, 3)
  }
  public static function traceCallerInfo(pInfo:String = , pFull:Boolean =
false):void {
   trace (getCallerInfo (pInfo, pFull));
  }

  private static function getInfo (pInfo:String = , pFull:Boolean = false,
pIndex:Number = 0):String {
   CONFIG::EXTENDED_INFO_ON {
try {
 throw new Error();
} catch (e:Error) {
 var lTrace:String = e.getStackTrace().split(\tat )[pIndex+1];
 lTrace = pFull?lTrace:lTrace.split([)[0];
 return (lTrace + - + pInfo);
}
   }
   return pInfo;
  }
 }

}

Usage:
- define a compiler directive and set it to true or false (can be optimized)

Example:
 public class Test extends Sprite
 {

  public function Test():void
  {
 init();
  }

  private function init():void
  {
trace (DebugUtil.getCallerInfo(here, true));
trace (DebugUtil.getCallingInfo(here, true));
  }

 }

Prints:

Test()[D:\MY_DATA\checkouts\co_as3_library\\src\Test.as:21]-here

Test/init()[D:\MY_DATA\checkouts\co_as3_library\src\Test.as:42]-here

If you use DebugUtil.getCallingInfo(here, false) the source line is
omited.

In the next version that will be a global flag as well.

I'm not sure what happens in other languages, you might need to replace \tat
with \t

Have fun!

JC
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[Flashcoders] Math: Is this correct?

2009-04-10 Thread Jer Brand
Okay, so I'm taking my first little steps into 3d in actionscript (simulated
with x/yscale for now) and needed a version of Point.polar() (thanks Jason)
to play around with in 3 dimensions. I came up with the code below, but my
math skills are weak enough that I'm not sure it's functioning correctly.
Anyone care to school me on this or confirm the math is correct?


public static function polarToCartesian3D(distance:Number, degrees1:Number,
degrees2:Number ):Point3D
{
var a1:Number = (degrees1 * Math.PI) / 180 ;
 var a2:Number = (degrees2 * Math.PI) / 180 ;
var x:Number = distance * Math.sin(a1) * Math.cos(a2) ;
 var y:Number = distance * Math.sin(a1) * Math.sin(a2) ;
var z:Number = distance * Math.cos(a1) ;
 return new Point3D(x, y, z) ;
 }


Thanks in advance for the assist.

Jer
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread Matt S.
On Fri, Apr 10, 2009 at 10:10 AM, laurent laur...@logiquefloue.org wrote:
 the duck use Tweener.


Well there's your problem! Its a goose, not a duck. ;P

(Sorry, couldnt resist).
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Bassam M
I just changed the font to arial and it's working fine
thanks

On Fri, Apr 10, 2009 at 2:43 PM, Bassam M sense...@gmail.com wrote:

  thank you guys It was font problem
 its solved

   On Fri, Apr 10, 2009 at 2:30 PM, Matt S. mattsp...@gmail.com wrote:

 did you try typing those specific characters into the embed input field?

 .m

 On Fri, Apr 10, 2009 at 9:25 AM, Bassam M sense...@gmail.com wrote:
  I tryed to embed Latin and Auto Fill  but still those symbole not
 showing (*é
  à) *
 
  On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org
 wrote:
 
  Bassam M a écrit :
 
   Hi everybody
  I'm doing one project in French it's flash CD presentation  but i have
  this
  problem
  Symbols like ë and é not showing in textfield I don't know what to do
 if
  anyone know how to solve this problem please tell me I need to deliver
 the
  project soon
 
  Thanks
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  you have to embed the latin characters. The minimum one is enough. If
 not
  just add thos characters
  L
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Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Joel Stransky
Assuming PaperVision3D or Away3D don't do what you need, there is some great
source code samples you can download from here.
http://www.friendsofed.com/book.html?isbn=1590597915
Must have book btw.

On Fri, Apr 10, 2009 at 10:52 AM, Jer Brand thejhe...@gmail.com wrote:

 Okay, so I'm taking my first little steps into 3d in actionscript
 (simulated
 with x/yscale for now) and needed a version of Point.polar() (thanks Jason)
 to play around with in 3 dimensions. I came up with the code below, but my
 math skills are weak enough that I'm not sure it's functioning correctly.
 Anyone care to school me on this or confirm the math is correct?


 public static function polarToCartesian3D(distance:Number, degrees1:Number,
 degrees2:Number ):Point3D
 {
 var a1:Number = (degrees1 * Math.PI) / 180 ;
  var a2:Number = (degrees2 * Math.PI) / 180 ;
 var x:Number = distance * Math.sin(a1) * Math.cos(a2) ;
  var y:Number = distance * Math.sin(a1) * Math.sin(a2) ;
 var z:Number = distance * Math.cos(a1) ;
  return new Point3D(x, y, z) ;
  }


 Thanks in advance for the assist.

 Jer
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-- 
--Joel Stransky
stranskydesign.com
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Re: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Jiri
That's what I had, but then for hex value, resulting in a flickering, 
probably because it sets back the color through the setAssigment..


import fl.motion.easing.*;
import com.gskinner.motion.*
var colorInfo:ColorTransform = clip.transform.colorTransform;
var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

Quess I will need to do the calculations to the offsets by hand then. I 
tought, like all the other tween engines, a to hex value would be easy 
to do.


@cor,
thank you for the offer to send you the .fla, but pasting the code above 
would be the same.


Jiri





Paul Venton wrote:

Taken a look at the comments on here:
http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after a
quick search on Google.

coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut }
);
coltw.setAssignment(theclip.transform, colorTransform);


I've not tested it since I use TweenLite/Max - it should at least give you
some idea.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: 10 April 2009 10:39
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

Is there really nobody that knows how to do it?

Jiri

Karl DeSaulniers wrote:

Oh yeah, TweenLite is really easy and a realy great class.
TweenMax too. They definately have tween for color. And MUCH more.
Worth its weight in gold.

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 8, 2009, at 7:27 PM, Muzak wrote:


but is there really nobody out there who knows how to do it ?

I'm sure Mr. Google knows.


http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
n+color 


And I'm pretty sure AnimationPackage has some color stuff.
http://www.alex-uhlmann.de/flash/animationpackage/

- Original Message - From: Jiri jiriheitla...@googlemail.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 08, 2009 8:11 PM
Subject: Re: [Flashcoders] ColorTransform GTween


Thanx Ashum...,but is there really nobody out there who knows how to 
do it ?

Jiri
Ashim D'Silva wrote:

Never used GTween before, but Grant is joining forces with Jack Doyle
of TweenLite, and that library is incredibly easy to use. If the
possibility exists, you might want to switch libraries, and soon, you
should get the best of both worlds.
2009/4/9 Jiri jiriheitla...@googlemail.com:
I am experimenting with GTween from Grant Skinner. I cant seem to 
figure out

how to do a color transform. Does somebody know how to do that?
Here is what i have:

import fl.motion.easing.*;
import com.gskinner.motion.*

var colorInfo:ColorTransform = clip.transform.colorTransform;

trace(colorInfo);

var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

//resulting in flickering of color of the clip.

Jiri

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RE: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Cor
If I had the com.gskinner class it would indeed.

Cor

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: vrijdag 10 april 2009 17:35
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

That's what I had, but then for hex value, resulting in a flickering, 
probably because it sets back the color through the setAssigment..

import fl.motion.easing.*;
import com.gskinner.motion.*
var colorInfo:ColorTransform = clip.transform.colorTransform;
var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

Quess I will need to do the calculations to the offsets by hand then. I 
tought, like all the other tween engines, a to hex value would be easy 
to do.

@cor,
thank you for the offer to send you the .fla, but pasting the code above 
would be the same.

Jiri





Paul Venton wrote:
 Taken a look at the comments on here:
 http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after a
 quick search on Google.
 
 coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
 redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut
}
 );
 coltw.setAssignment(theclip.transform, colorTransform);
 
 
 I've not tested it since I use TweenLite/Max - it should at least give you
 some idea.
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Sent: 10 April 2009 10:39
 To: Flash Coders List
 Subject: Re: [Flashcoders] ColorTransform GTween
 
 Is there really nobody that knows how to do it?
 
 Jiri
 
 Karl DeSaulniers wrote:
 Oh yeah, TweenLite is really easy and a realy great class.
 TweenMax too. They definately have tween for color. And MUCH more.
 Worth its weight in gold.

 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com

 On Apr 8, 2009, at 7:27 PM, Muzak wrote:

 but is there really nobody out there who knows how to do it ?
 I'm sure Mr. Google knows.


http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
 n+color 

 And I'm pretty sure AnimationPackage has some color stuff.
 http://www.alex-uhlmann.de/flash/animationpackage/

 - Original Message - From: Jiri jiriheitla...@googlemail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 08, 2009 8:11 PM
 Subject: Re: [Flashcoders] ColorTransform GTween


 Thanx Ashum...,but is there really nobody out there who knows how to 
 do it ?
 Jiri
 Ashim D'Silva wrote:
 Never used GTween before, but Grant is joining forces with Jack Doyle
 of TweenLite, and that library is incredibly easy to use. If the
 possibility exists, you might want to switch libraries, and soon, you
 should get the best of both worlds.
 2009/4/9 Jiri jiriheitla...@googlemail.com:
 I am experimenting with GTween from Grant Skinner. I cant seem to 
 figure out
 how to do a color transform. Does somebody know how to do that?
 Here is what i have:

 import fl.motion.easing.*;
 import com.gskinner.motion.*

 var colorInfo:ColorTransform = clip.transform.colorTransform;

 trace(colorInfo);

 var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
 myTween.setAssignment(clip.transform,colorTransform);

 //resulting in flickering of color of the clip.

 Jiri
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Re: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Joel Stransky
Keep in mind gTween will only have one final version due to the merger.

On Fri, Apr 10, 2009 at 6:05 AM, Paul Venton pauldarks...@googlemail.comwrote:

 Taken a look at the comments on here:
 http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after a
 quick search on Google.

 coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
 redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut }
 );
 coltw.setAssignment(theclip.transform, colorTransform);


 I've not tested it since I use TweenLite/Max - it should at least give you
 some idea.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Sent: 10 April 2009 10:39
 To: Flash Coders List
 Subject: Re: [Flashcoders] ColorTransform GTween

 Is there really nobody that knows how to do it?

 Jiri

 Karl DeSaulniers wrote:
  Oh yeah, TweenLite is really easy and a realy great class.
  TweenMax too. They definately have tween for color. And MUCH more.
  Worth its weight in gold.
 
  Karl DeSaulniers
  Design Drumm
  http://designdrumm.com
 
  On Apr 8, 2009, at 7:27 PM, Muzak wrote:
 
  but is there really nobody out there who knows how to do it ?
 
  I'm sure Mr. Google knows.
 

 http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
 n+color
 
 
  And I'm pretty sure AnimationPackage has some color stuff.
  http://www.alex-uhlmann.de/flash/animationpackage/
 
  - Original Message - From: Jiri jiriheitla...@googlemail.com
 
  To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Sent: Wednesday, April 08, 2009 8:11 PM
  Subject: Re: [Flashcoders] ColorTransform GTween
 
 
  Thanx Ashum...,but is there really nobody out there who knows how to
  do it ?
  Jiri
  Ashim D'Silva wrote:
  Never used GTween before, but Grant is joining forces with Jack Doyle
  of TweenLite, and that library is incredibly easy to use. If the
  possibility exists, you might want to switch libraries, and soon, you
  should get the best of both worlds.
  2009/4/9 Jiri jiriheitla...@googlemail.com:
  I am experimenting with GTween from Grant Skinner. I cant seem to
  figure out
  how to do a color transform. Does somebody know how to do that?
  Here is what i have:
 
  import fl.motion.easing.*;
  import com.gskinner.motion.*
 
  var colorInfo:ColorTransform = clip.transform.colorTransform;
 
  trace(colorInfo);
 
  var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
  myTween.setAssignment(clip.transform,colorTransform);
 
  //resulting in flickering of color of the clip.
 
  Jiri
 
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RE: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Cor
@jiri,

OK, got the classes, and it transforms OK.
Or maybe I don't understand the problem?

Cor

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: vrijdag 10 april 2009 17:35
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

That's what I had, but then for hex value, resulting in a flickering, 
probably because it sets back the color through the setAssigment..

import fl.motion.easing.*;
import com.gskinner.motion.*
var colorInfo:ColorTransform = clip.transform.colorTransform;
var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

Quess I will need to do the calculations to the offsets by hand then. I 
tought, like all the other tween engines, a to hex value would be easy 
to do.

@cor,
thank you for the offer to send you the .fla, but pasting the code above 
would be the same.

Jiri





Paul Venton wrote:
 Taken a look at the comments on here:
 http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after a
 quick search on Google.
 
 coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
 redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut
}
 );
 coltw.setAssignment(theclip.transform, colorTransform);
 
 
 I've not tested it since I use TweenLite/Max - it should at least give you
 some idea.
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Sent: 10 April 2009 10:39
 To: Flash Coders List
 Subject: Re: [Flashcoders] ColorTransform GTween
 
 Is there really nobody that knows how to do it?
 
 Jiri
 
 Karl DeSaulniers wrote:
 Oh yeah, TweenLite is really easy and a realy great class.
 TweenMax too. They definately have tween for color. And MUCH more.
 Worth its weight in gold.

 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com

 On Apr 8, 2009, at 7:27 PM, Muzak wrote:

 but is there really nobody out there who knows how to do it ?
 I'm sure Mr. Google knows.


http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
 n+color 

 And I'm pretty sure AnimationPackage has some color stuff.
 http://www.alex-uhlmann.de/flash/animationpackage/

 - Original Message - From: Jiri jiriheitla...@googlemail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 08, 2009 8:11 PM
 Subject: Re: [Flashcoders] ColorTransform GTween


 Thanx Ashum...,but is there really nobody out there who knows how to 
 do it ?
 Jiri
 Ashim D'Silva wrote:
 Never used GTween before, but Grant is joining forces with Jack Doyle
 of TweenLite, and that library is incredibly easy to use. If the
 possibility exists, you might want to switch libraries, and soon, you
 should get the best of both worlds.
 2009/4/9 Jiri jiriheitla...@googlemail.com:
 I am experimenting with GTween from Grant Skinner. I cant seem to 
 figure out
 how to do a color transform. Does somebody know how to do that?
 Here is what i have:

 import fl.motion.easing.*;
 import com.gskinner.motion.*

 var colorInfo:ColorTransform = clip.transform.colorTransform;

 trace(colorInfo);

 var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
 myTween.setAssignment(clip.transform,colorTransform);

 //resulting in flickering of color of the clip.

 Jiri
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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread Karl DeSaulniers
If its just one font your wanting a special character from, you could  
embed the font in your library and then place an instance of it on  
your stage. Then it should work.


GL

Karl

Sent from losPhone

On Apr 10, 2009, at 10:17 AM, Bassam M sense...@gmail.com wrote:


I just changed the font to arial and it's working fine
thanks

On Fri, Apr 10, 2009 at 2:43 PM, Bassam M sense...@gmail.com wrote:


thank you guys It was font problem
its solved

 On Fri, Apr 10, 2009 at 2:30 PM, Matt S. mattsp...@gmail.com  
wrote:


did you try typing those specific characters into the embed input  
field?


.m

On Fri, Apr 10, 2009 at 9:25 AM, Bassam M sense...@gmail.com  
wrote:

I tryed to embed Latin and Auto Fill  but still those symbole not

showing (*é

à) *

On Fri, Apr 10, 2009 at 2:09 PM, laurent laur...@logiquefloue.org

wrote:



Bassam M a écrit :


Hi everybody
I'm doing one project in French it's flash CD presentation  but  
i have

this
problem
Symbols like ë and é not showing in textfield I don't know 
 what to do

if
anyone know how to solve this problem please tell me I need to  
deliver

the

project soon

Thanks
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you have to embed the latin characters. The minimum one is  
enough. If

not

just add thos characters
L
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Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Jer Brand
Thing is, I can download and use PV3D (and have been playing with it) and
were I doing something for work, that's what I'd do. With my own personal
screwing around, I'm more concerned that the math I'm using is correct not
making things easy on myself.
As an aside, I have the AS2 version of that book from years ago. Didn't know
if 3 was worth grabbing as well, so thanks for the rec.
Jer


On Fri, Apr 10, 2009 at 10:27 AM, Joel Stransky stranskydes...@gmail.comwrote:

 Assuming PaperVision3D or Away3D don't do what you need, there is some
 great
 source code samples you can download from here.
 http://www.friendsofed.com/book.html?isbn=1590597915
 Must have book btw.

 On Fri, Apr 10, 2009 at 10:52 AM, Jer Brand thejhe...@gmail.com wrote:

  Okay, so I'm taking my first little steps into 3d in actionscript
  (simulated
  with x/yscale for now) and needed a version of Point.polar() (thanks
 Jason)
  to play around with in 3 dimensions. I came up with the code below, but
 my
  math skills are weak enough that I'm not sure it's functioning correctly.
  Anyone care to school me on this or confirm the math is correct?
 
 
  public static function polarToCartesian3D(distance:Number,
 degrees1:Number,
  degrees2:Number ):Point3D
  {
  var a1:Number = (degrees1 * Math.PI) / 180 ;
   var a2:Number = (degrees2 * Math.PI) / 180 ;
  var x:Number = distance * Math.sin(a1) * Math.cos(a2) ;
   var y:Number = distance * Math.sin(a1) * Math.sin(a2) ;
  var z:Number = distance * Math.cos(a1) ;
   return new Point3D(x, y, z) ;
   }
 
 
  Thanks in advance for the assist.
 
  Jer
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

Matt S. a écrit :

On Fri, Apr 10, 2009 at 10:10 AM, laurent laur...@logiquefloue.org wrote:
  

the duck use Tweener.




Well there's your problem! Its a goose, not a duck. ;P

(Sorry, couldnt resist).
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hehe thank you matt, that fixes it :) it's a Bernache in french. I 
change the stage name and got it pleased to ride.


Thanks Zeh I haven't tried yet because I made it simpler but i'll give 
it the try

Laurent

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RE: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Cor
No, yours.
Yes it does flicker, but as I said, I don't think I understand the question
correctly.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: vrijdag 10 april 2009 18:12
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

Cor, does it really works. I get a flickering. That is my clip is during 
the period of transition changing color very rapidly and then ends with 
the color it should end with.
What code did u use, the one Joel Stransky posted

coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
  redOffset:255, greenOffset:255, blueOffset:255 }, { 
ease:Circular.easeOut }
  );
  coltw.setAssignment(theclip.transform, colorTransform);

Jiri

Cor wrote:
 @jiri,
 
 OK, got the classes, and it transforms OK.
 Or maybe I don't understand the problem?
 
 Cor
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Sent: vrijdag 10 april 2009 17:35
 To: Flash Coders List
 Subject: Re: [Flashcoders] ColorTransform GTween
 
 That's what I had, but then for hex value, resulting in a flickering, 
 probably because it sets back the color through the setAssigment..
 
 import fl.motion.easing.*;
 import com.gskinner.motion.*
 var colorInfo:ColorTransform = clip.transform.colorTransform;
 var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
 myTween.setAssignment(clip.transform,colorTransform);
 
 Quess I will need to do the calculations to the offsets by hand then. I 
 tought, like all the other tween engines, a to hex value would be easy 
 to do.
 
 @cor,
 thank you for the offer to send you the .fla, but pasting the code above 
 would be the same.
 
 Jiri
 
 
 
 
 
 Paul Venton wrote:
 Taken a look at the comments on here:
 http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after
a
 quick search on Google.

 coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
 redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut
 }
 );
 coltw.setAssignment(theclip.transform, colorTransform);


 I've not tested it since I use TweenLite/Max - it should at least give
you
 some idea.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Sent: 10 April 2009 10:39
 To: Flash Coders List
 Subject: Re: [Flashcoders] ColorTransform GTween

 Is there really nobody that knows how to do it?

 Jiri

 Karl DeSaulniers wrote:
 Oh yeah, TweenLite is really easy and a realy great class.
 TweenMax too. They definately have tween for color. And MUCH more.
 Worth its weight in gold.

 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com

 On Apr 8, 2009, at 7:27 PM, Muzak wrote:

 but is there really nobody out there who knows how to do it ?
 I'm sure Mr. Google knows.


http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
 n+color 
 And I'm pretty sure AnimationPackage has some color stuff.
 http://www.alex-uhlmann.de/flash/animationpackage/

 - Original Message - From: Jiri
jiriheitla...@googlemail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 08, 2009 8:11 PM
 Subject: Re: [Flashcoders] ColorTransform GTween


 Thanx Ashum...,but is there really nobody out there who knows how to 
 do it ?
 Jiri
 Ashim D'Silva wrote:
 Never used GTween before, but Grant is joining forces with Jack Doyle
 of TweenLite, and that library is incredibly easy to use. If the
 possibility exists, you might want to switch libraries, and soon, you
 should get the best of both worlds.
 2009/4/9 Jiri jiriheitla...@googlemail.com:
 I am experimenting with GTween from Grant Skinner. I cant seem to 
 figure out
 how to do a color transform. Does somebody know how to do that?
 Here is what i have:

 import fl.motion.easing.*;
 import com.gskinner.motion.*

 var colorInfo:ColorTransform = clip.transform.colorTransform;

 trace(colorInfo);

 var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
 myTween.setAssignment(clip.transform,colorTransform);

 //resulting in flickering of color of the clip.

 Jiri
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Re: [Flashcoders] Loading MC

2009-04-10 Thread Karl DeSaulniers

Still need some help with this. Anyone?

Sent from losPhone

On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com  
wrote:



Hello all and good morning,
I was wondering if I could get some help on this.
I have been trying for days now to figure this out.
I know there is some little thing I am missing
and its probably right under my nose so to speak.

Here is my code:

//--
// Start Image loader
//--

import com.martijndevisser.ImageLoader;

_root.stage_mc.attachMovie(LargePic,LargePic +  
ID,this.getNextHighestDepth());

_root.stage_mc[LargePic + ID].ID = ID;
_root.stage_mc[LargePic + ID]._x = originalX;
_root.stage_mc[LargePic + ID]._y = originalY;
var mcProgress:Number = 0;

var checkLoader:Object = new Object();
checkLoader.onLoadStart = function(target:MovieClip):Void  {
   trace(Start Width: + _root.stage_mc[LargePic + ID].previewW);
   trace(Start Height: + _root.stage_mc[LargePic + ID].previewH);
   _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =  
true;

   _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2);
};
checkLoader.onLoadComplete = function(target:MovieClip) {
   target = _root.stage_mc[LargePic + ID].newPic.Image_mc;
   _root.stage_mc[LargePic + ID].newPic.percentCom.text = ;
   _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop();
   _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1);
   _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =  
false;

   target._width = target._width / 3;
   target._height = target._height / 3;
   _root.stage_mc[LargePic + ID].previewW =  
_root.stage_mc[LargePic + ID].newPic._width;
   _root.stage_mc[LargePic + ID].previewH =  
_root.stage_mc[LargePic + ID].newPic._height;

   trace(End Width: + _root.stage_mc[LargePic + ID].previewW);
   trace(End Height: + _root.stage_mc[LargePic + ID].previewH);
};
checkLoader.onLoadProgress = function(target:MovieClip,  
bytesLoaded:Number, bytesTotal:Number):Void  {

   mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100);
   _root.stage_mc[LargePic + ID].newPic.percentCom.text =  
mcProgress.toString() + %;

};
var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic +  
ID].newPic.Image_mc);

loader.addListener(checkLoader);
loader.loadImage(_global.projectPic,_root.stage_mc[LargePic +  
ID].newPic.Image_mc);


//--
// End Image Loader
//--


To explain further, I have a oversized image loading at first which  
is sized down 3 times.
Once it sizes down, I want previewW and previewH to equal the new  
width and height.
Everything loads fine, it loads and the progress runs and it resizes  
fine,
but when I hit my resize button to make it smaller, the variables  
previewW and previewH
take on the dimensions of _root.stage_mc[LargePic +  
ID].newPic.Image_mc  before anything was loaded into it.
(my resize button works off of the previewW and previewH vairables,  
this info is just FYI)

var fitSizeW:Number = previewW;
var fitSizeH:Number = previewH;
var maxSizeW:Number = (previewW * 3);
var maxSizeH:Number = (previewW * 3);
var minSizeW:Number = (previewW / 3);
var minSizeH:Number = (previewH / 3);

Note: I have to keep previewW and previewH also because I have a  
mousescroll attached to that variable as well.


I have a feeling that because the ImageLoader class loads a dummy MC  
for the bitmap
and then removes it to place the img MC for smoothing, my script  
is not getting the final value
of what is loaded into it and so previewW and previewH do not  
inherit its final values, just its beginning values.
There is a background bitmap that gets replaced by the loaded image  
that is in the MC when it is placed on stage.

This is the beginning value.

This is in AS2 BTW.

Any help would be GREATLY appreciated at this point.

THX

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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RE: [Flashcoders] Loading MC

2009-04-10 Thread Merrill, Jason
No offense meant here, seriously, but this is a minor pet peeve of mine.
I think the reason people don't respond to questions like this is not
because they don't know the answer, it's because the poster wrote way
too much in the way of description and posted too much code for list
members to sort through, therefore looking at this post, the immediate
reaction of some (not all, but some) may be, I don't have time to look
through this - someone else will answer.  Consequently nobody answers.
I would recommend making your posts more succinct.  You'll find more
success that way, and by really thinking about the core issue and
whittling it down, you may even come up with the answer (this happens to
me all the time - just writing out the problem in a succinct manner
helps me to find the answer, so I cancel posting the question).  You're
posting a lot of code that is irrelevant to the question.  No offense
meant... just hoping this helps to get help.


Jason Merrill 

Bank of  America   Learning Performance Solutions Instructional
Technology  Media   
Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 




-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Friday, April 10, 2009 12:42 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Loading MC

Still need some help with this. Anyone?

Sent from losPhone

On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com  
wrote:

 Hello all and good morning,
 I was wondering if I could get some help on this.
 I have been trying for days now to figure this out.
 I know there is some little thing I am missing
 and its probably right under my nose so to speak.

 Here is my code:

 //--
 // Start Image loader
 //--

 import com.martijndevisser.ImageLoader;

 _root.stage_mc.attachMovie(LargePic,LargePic +  
 ID,this.getNextHighestDepth());
 _root.stage_mc[LargePic + ID].ID = ID;
 _root.stage_mc[LargePic + ID]._x = originalX;
 _root.stage_mc[LargePic + ID]._y = originalY;
 var mcProgress:Number = 0;

 var checkLoader:Object = new Object();
 checkLoader.onLoadStart = function(target:MovieClip):Void  {
trace(Start Width: + _root.stage_mc[LargePic + ID].previewW);
trace(Start Height: + _root.stage_mc[LargePic + ID].previewH);
_root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =  
 true;
_root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2);
 };
 checkLoader.onLoadComplete = function(target:MovieClip) {
target = _root.stage_mc[LargePic + ID].newPic.Image_mc;
_root.stage_mc[LargePic + ID].newPic.percentCom.text = ;
_root.stage_mc[LargePic + ID].newPic.spiralLoader.stop();
_root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1);
_root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =  
 false;
target._width = target._width / 3;
target._height = target._height / 3;
_root.stage_mc[LargePic + ID].previewW =  
 _root.stage_mc[LargePic + ID].newPic._width;
_root.stage_mc[LargePic + ID].previewH =  
 _root.stage_mc[LargePic + ID].newPic._height;
trace(End Width: + _root.stage_mc[LargePic + ID].previewW);
trace(End Height: + _root.stage_mc[LargePic + ID].previewH);
 };
 checkLoader.onLoadProgress = function(target:MovieClip,  
 bytesLoaded:Number, bytesTotal:Number):Void  {
mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100);
_root.stage_mc[LargePic + ID].newPic.percentCom.text =  
 mcProgress.toString() + %;
 };
 var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic +  
 ID].newPic.Image_mc);
 loader.addListener(checkLoader);
 loader.loadImage(_global.projectPic,_root.stage_mc[LargePic +  
 ID].newPic.Image_mc);

 //--
 // End Image Loader
 //--


 To explain further, I have a oversized image loading at first which  
 is sized down 3 times.
 Once it sizes down, I want previewW and previewH to equal the new  
 width and height.
 Everything loads fine, it loads and the progress runs and it resizes  
 fine,
 but when I hit my resize button to make it smaller, the variables  
 previewW and previewH
 take on the dimensions of _root.stage_mc[LargePic +  
 ID].newPic.Image_mc  before anything was loaded into it.
 (my resize button works off of the previewW and previewH vairables,  
 this info is just FYI)
 var fitSizeW:Number = previewW;
 var fitSizeH:Number = previewH;
 var maxSizeW:Number = (previewW * 3);
 var maxSizeH:Number = (previewW * 3);
 var minSizeW:Number = (previewW / 3);
 var minSizeH:Number = (previewH / 3);

 Note: I have to keep previewW and previewH also because I have a  
 mousescroll attached to that variable as well.

 I have a feeling that because the ImageLoader class loads a 

Re: [Flashcoders] point in a circle

2009-04-10 Thread Anthony Pace
Although the question has already been solved, this is something I made 
for fun in case the origin is offset.  It should work if you paste it 
into the actions panel for frame one and push ctrl+enter


function pointOnCircle(degree:Number, hyp:Number, oX:Number = 0, 
oY:Number = 0):Point {

   /*
   degree is of course the angle in degrees
   hyp = distance from origin = radius
   oX, oY are the origins x and y offset values
   */
   //radian = degree*180/pi
   var radian:Number = degree * 0.017453292519943295769236907684886;
   //a clockwise rotation, that would be counter clockwise; however, 
the y axis is flipped.
   return new 
Point((oX+(Math.cos(radian)*hyp)),(oY+(Math.sin(radian)*hyp)));

}

//a good way of testing it would be to draw a line from each point
this.graphics.moveTo(225+120,200);
this.graphics.lineStyle(1,0x00);
var p:Point;
for (var i =0; i=360/* I wanted it to complete the shape other wise I 
would have put i360*/; i+=45/*set this as  45 in your case*/) {

   p=pointOnCircle(i,120,225,200);
   this.graphics.lineTo(Math.round(p.x),Math.round(p.y));
   trace(At  + i + degrees x=+Math.round(p.x)+, y=+Math.round(p.y));
}
p=null;



Merrill, Jason wrote:

x = Math.cos(angle) *  radius
y = Math.sin(angle) * radius
  


With Flash player 9 and 10 and AS3, you actually don't need that use of
trigonometry anymore for this kind of thing with the introduction of
Point.polar(). Always good to still know the trig though, but for this,
you don't need to. Also, check out the new Point object in AS3 - no need
to keep track of X and Y separately - it's a convenience for handling
points as a single object.  


Point.polar() does use radians instead of degrees, so here is a hand
method I wrote that takes degrees as input:

function polarToCartesian(distance:Number, degrees:Number):Point
{
var radians:Number = (degrees * Math.PI)/180;
return Point.polar(distance, radians);
}

So let's say you have two movie clips or sprites on the stage.  You can
position one object relative to the other this way using this function:

var newPoint:Point = polarToCartesian(150, 65);

clip2.x = clip1.x + newPoint.x;
clip2.y = clip1.y + newPoint.y; 

There are some other methods that are handy too. Here is my
MathTranslation class I wrote that has a lot of handy stuff like this in
it:

package com.boa.utilities
{
import flash.geom.Point;

/**
 * @author Jason Merrill - Bank of America
 */

public class MathTranslation
{
public static function
degreesToRadians(degrees:Number):Number
{
return (degrees * Math.PI)/180;
}

public static function
radiansToDegrees(radians:Number):Number
{
return (radians*180)/Math.PI;
}

public static function polarToCartesian(distance:Number,
degrees:Number):Point
{
var radians:Number = (degrees * Math.PI)/180;
return Point.polar(distance, radians);
}   

public static function cartesianAngle(fromPoint:Point,
toPoint:Point):Number 
		{

var radians:Number =
Math.atan2(toPoint.y-fromPoint.y, toPoint.x-fromPoint.x);
var backAzimuthDegrees:Number =
MathTranslation.radiansToDegrees(radians);
return
MathTranslation.getBackAzimuth(backAzimuthDegrees);
}

public static function
getAngularDivisions(numDivisions:int, angleRange:int=360):Array
{
var divisions:Array = new Array();
var divider:int =
Math.floor(angleRange/numDivisions);
for(var i:int = 0; inumDivisions; i++)
{
divisions.push(i*divider);
}
return divisions;
}

public static function
floatingPointToPercent(floatingPoint:Number):int
{
return Math.round(Number(floatingPoint)*100);
}

public static function
getBackAzimuth(angle:Number):Number
{
var backAzimuth:Number;
if(angle  180)
{
var tempNeg:Number = angle-180;
backAzimuth = tempNeg + 360;
}
else
{
backAzimuth = angle-180;
}
return backAzimuth;
}
}

}


Jason Merrill 


Bank of  America  

Re: [Flashcoders] ColorTransform GTween

2009-04-10 Thread Jiri

He Cor,

the question is. I want to tween a clip its color to a certain hex Value.

So the equivalent of this in TweenLite:
TweenLite.to(mc, 1, {tint:0xff9900});

Cheers,

Jiri




Cor wrote:

No, yours.
Yes it does flicker, but as I said, I don't think I understand the question
correctly.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: vrijdag 10 april 2009 18:12
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

Cor, does it really works. I get a flickering. That is my clip is during 
the period of transition changing color very rapidly and then ends with 
the color it should end with.

What code did u use, the one Joel Stransky posted

coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
  redOffset:255, greenOffset:255, blueOffset:255 }, { 
ease:Circular.easeOut }

  );
  coltw.setAssignment(theclip.transform, colorTransform);

Jiri

Cor wrote:

@jiri,

OK, got the classes, and it transforms OK.
Or maybe I don't understand the problem?

Cor

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: vrijdag 10 april 2009 17:35
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

That's what I had, but then for hex value, resulting in a flickering, 
probably because it sets back the color through the setAssigment..


import fl.motion.easing.*;
import com.gskinner.motion.*
var colorInfo:ColorTransform = clip.transform.colorTransform;
var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

Quess I will need to do the calculations to the offsets by hand then. I 
tought, like all the other tween engines, a to hex value would be easy 
to do.


@cor,
thank you for the offer to send you the .fla, but pasting the code above 
would be the same.


Jiri





Paul Venton wrote:

Taken a look at the comments on here:
http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html after

a

quick search on Google.

coltw:GTween = new GTween(theclip.transform.colorTransform, 0.5, {
redOffset:255, greenOffset:255, blueOffset:255 }, { ease:Circular.easeOut

}

);
coltw.setAssignment(theclip.transform, colorTransform);


I've not tested it since I use TweenLite/Max - it should at least give

you

some idea.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Sent: 10 April 2009 10:39
To: Flash Coders List
Subject: Re: [Flashcoders] ColorTransform GTween

Is there really nobody that knows how to do it?

Jiri

Karl DeSaulniers wrote:

Oh yeah, TweenLite is really easy and a realy great class.
TweenMax too. They definately have tween for color. And MUCH more.
Worth its weight in gold.

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 8, 2009, at 7:27 PM, Muzak wrote:


but is there really nobody out there who knows how to do it ?

I'm sure Mr. Google knows.


http://www.google.com/search?hl=enq=tween+colortransformmeta=aq=1oq=twee
n+color 

And I'm pretty sure AnimationPackage has some color stuff.
http://www.alex-uhlmann.de/flash/animationpackage/

- Original Message - From: Jiri

jiriheitla...@googlemail.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 08, 2009 8:11 PM
Subject: Re: [Flashcoders] ColorTransform GTween


Thanx Ashum...,but is there really nobody out there who knows how to 
do it ?

Jiri
Ashim D'Silva wrote:

Never used GTween before, but Grant is joining forces with Jack Doyle
of TweenLite, and that library is incredibly easy to use. If the
possibility exists, you might want to switch libraries, and soon, you
should get the best of both worlds.
2009/4/9 Jiri jiriheitla...@googlemail.com:
I am experimenting with GTween from Grant Skinner. I cant seem to 
figure out

how to do a color transform. Does somebody know how to do that?
Here is what i have:

import fl.motion.easing.*;
import com.gskinner.motion.*

var colorInfo:ColorTransform = clip.transform.colorTransform;

trace(colorInfo);

var myTween:GTween = new GTween(clip,2,{color:0xFFcc00});
myTween.setAssignment(clip.transform,colorTransform);

//resulting in flickering of color of the clip.

Jiri

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Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Anthony Pace
What is the information that you know about the point?  degree for x,y? 
degree for x,z? degree for y,z? Is the distance you are referring to the 
distance from the origin? I assume it is.


Here is a site that has a presentation in japanese (I think); yet, just 
make it past the first 12 or so pointless but pretty frames, and it will 
show you what you need to know visually.


http://temp.roxik.com/datas/max2007/index.html



Jer Brand wrote:

Thing is, I can download and use PV3D (and have been playing with it) and
were I doing something for work, that's what I'd do. With my own personal
screwing around, I'm more concerned that the math I'm using is correct not
making things easy on myself.
As an aside, I have the AS2 version of that book from years ago. Didn't know
if 3 was worth grabbing as well, so thanks for the rec.
Jer


On Fri, Apr 10, 2009 at 10:27 AM, Joel Stransky stranskydes...@gmail.comwrote:

  

Assuming PaperVision3D or Away3D don't do what you need, there is some
great
source code samples you can download from here.
http://www.friendsofed.com/book.html?isbn=1590597915
Must have book btw.

On Fri, Apr 10, 2009 at 10:52 AM, Jer Brand thejhe...@gmail.com wrote:



Okay, so I'm taking my first little steps into 3d in actionscript
(simulated
with x/yscale for now) and needed a version of Point.polar() (thanks
  

Jason)


to play around with in 3 dimensions. I came up with the code below, but
  

my


math skills are weak enough that I'm not sure it's functioning correctly.
Anyone care to school me on this or confirm the math is correct?


public static function polarToCartesian3D(distance:Number,
  

degrees1:Number,


degrees2:Number ):Point3D
{
var a1:Number = (degrees1 * Math.PI) / 180 ;
 var a2:Number = (degrees2 * Math.PI) / 180 ;
var x:Number = distance * Math.sin(a1) * Math.cos(a2) ;
 var y:Number = distance * Math.sin(a1) * Math.sin(a2) ;
var z:Number = distance * Math.cos(a1) ;
 return new Point3D(x, y, z) ;
 }


Thanks in advance for the assist.

Jer
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--
--Joel Stransky
stranskydesign.com
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Re: [Flashcoders] Loading MC

2009-04-10 Thread Karl DeSaulniers

Ah duly noted.
I will figure it out myself then.
Sorry to all who were inconveniened.

Sent from losPhone

On Apr 10, 2009, at 1:21 PM, Merrill, Jason jason.merr...@bankofamerica.com 
 wrote:


No offense meant here, seriously, but this is a minor pet peeve of  
mine.

I think the reason people don't respond to questions like this is not
because they don't know the answer, it's because the poster wrote way
too much in the way of description and posted too much code for list
members to sort through, therefore looking at this post, the immediate
reaction of some (not all, but some) may be, I don't have time to look
through this - someone else will answer.  Consequently nobody answers.
I would recommend making your posts more succinct.  You'll find more
success that way, and by really thinking about the core issue and
whittling it down, you may even come up with the answer (this  
happens to

me all the time - just writing out the problem in a succinct manner
helps me to find the answer, so I cancel posting the question).   
You're

posting a lot of code that is irrelevant to the question.  No offense
meant... just hoping this helps to get help.


Jason Merrill

Bank of  America   Learning Performance Solutions Instructional
Technology  Media
Monthly meetings on the Adobe Flash platform for rich media  
experiences

- join the Bank of America Flash Platform Community




-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Friday, April 10, 2009 12:42 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Loading MC

Still need some help with this. Anyone?

Sent from losPhone

On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com
wrote:


Hello all and good morning,
I was wondering if I could get some help on this.
I have been trying for days now to figure this out.
I know there is some little thing I am missing
and its probably right under my nose so to speak.

Here is my code:

//--
// Start Image loader
//--

import com.martijndevisser.ImageLoader;

_root.stage_mc.attachMovie(LargePic,LargePic +
ID,this.getNextHighestDepth());
_root.stage_mc[LargePic + ID].ID = ID;
_root.stage_mc[LargePic + ID]._x = originalX;
_root.stage_mc[LargePic + ID]._y = originalY;
var mcProgress:Number = 0;

var checkLoader:Object = new Object();
checkLoader.onLoadStart = function(target:MovieClip):Void  {
  trace(Start Width: + _root.stage_mc[LargePic + ID].previewW);
  trace(Start Height: + _root.stage_mc[LargePic + ID].previewH);
  _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =
true;
  _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2);
};
checkLoader.onLoadComplete = function(target:MovieClip) {
  target = _root.stage_mc[LargePic + ID].newPic.Image_mc;
  _root.stage_mc[LargePic + ID].newPic.percentCom.text = ;
  _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop();
  _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1);
  _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible =
false;
  target._width = target._width / 3;
  target._height = target._height / 3;
  _root.stage_mc[LargePic + ID].previewW =
_root.stage_mc[LargePic + ID].newPic._width;
  _root.stage_mc[LargePic + ID].previewH =
_root.stage_mc[LargePic + ID].newPic._height;
  trace(End Width: + _root.stage_mc[LargePic + ID].previewW);
  trace(End Height: + _root.stage_mc[LargePic + ID].previewH);
};
checkLoader.onLoadProgress = function(target:MovieClip,
bytesLoaded:Number, bytesTotal:Number):Void  {
  mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100);
  _root.stage_mc[LargePic + ID].newPic.percentCom.text =
mcProgress.toString() + %;
};
var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic +
ID].newPic.Image_mc);
loader.addListener(checkLoader);
loader.loadImage(_global.projectPic,_root.stage_mc[LargePic +
ID].newPic.Image_mc);

//--
// End Image Loader
//--


To explain further, I have a oversized image loading at first which
is sized down 3 times.
Once it sizes down, I want previewW and previewH to equal the new
width and height.
Everything loads fine, it loads and the progress runs and it resizes
fine,
but when I hit my resize button to make it smaller, the variables
previewW and previewH
take on the dimensions of _root.stage_mc[LargePic +
ID].newPic.Image_mc  before anything was loaded into it.
(my resize button works off of the previewW and previewH vairables,
this info is just FYI)
var fitSizeW:Number = previewW;
var fitSizeH:Number = previewH;
var maxSizeW:Number = (previewW * 3);
var maxSizeH:Number = (previewW * 3);
var minSizeW:Number = (previewW / 3);
var minSizeH:Number = (previewH / 3);

Note: I have to keep previewW and previewH also because I have a
mousescroll attached to that 

Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Jer Brand
Sorry my post wasn't very clear on what I was doing, or how I might be using
the method -- was trying to keep it short and simple. I built the method
based Point.polar() only tried to adapt it for 3D.
I have an object performing a random walk through 3D space and I'm going to
plot it's position at a given interval. The general math I'd googled around
for wanted 2 angles (in degrees) and the distance moved. I can take that 3d
point and add it to my current position, moving the object.

The questions you ask are beginning to point out the fact that I don't even
know what I don't know (if that makes any sense). I'll check out the link
and see if it helps me wrap my brain around the math I'm throwing around.

Jer
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RE: [Flashcoders] Loading MC

2009-04-10 Thread Kerry Thompson
Karl DeSaulniers wrote:

 Ah duly noted.
 I will figure it out myself then.
 Sorry to all who were inconveniened.

I don't think it was really an inconvenience to anybody. I think Jason
wasn't so much criticizing you as pointing out the best way to get answers
from the group.

In other words, whittle it down to a specific code portion, describe the
issue succinctly, and we're glad to help. You original post was just a case
of TMI ^_^

Think about it. How often do you read beyond the 2nd or 3rd paragraph of a
long post?

Kids these days. No attention span ;-)

Cordially,

Kerry Thompson

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Re: [Flashcoders] Loading MC

2009-04-10 Thread Karl DeSaulniers
I understand. No problems. I will try to figure out how to simplify my  
question.



Sent from losPhone

On Apr 10, 2009, at 3:44 PM, Kerry Thompson  
al...@cyberiantiger.biz wrote:



Karl DeSaulniers wrote:


Ah duly noted.
I will figure it out myself then.
Sorry to all who were inconveniened.


I don't think it was really an inconvenience to anybody. I think Jason
wasn't so much criticizing you as pointing out the best way to get  
answers

from the group.

In other words, whittle it down to a specific code portion, describe  
the
issue succinctly, and we're glad to help. You original post was just  
a case

of TMI ^_^

Think about it. How often do you read beyond the 2nd or 3rd  
paragraph of a

long post?

Kids these days. No attention span ;-)

Cordially,

Kerry Thompson

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Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Anthony Pace
By the way... just for the hell of it, I translated some of the 
Japanese, using google.  


http://temp.roxik.com/datas/max2007/index.html

Japanese text translation taken out of the context of the slides may 
not mean much to you; however, if you watch the entire slide show, it 
should come in handy.


some text from slide: 2d to 3d

must make mouse position relevant to screen by imposing it on the 
surface of what it touches (I think he means to say that as the mouse 
moves, it should be moving the object is touches by the same degree, but 
you have to check first to see what surface it is touching)


(when you look at the frames here you will see what this is referring to)
while (i  number_of_vertices) (
 Vertex. X + = 3;
)

important text from slide:3d progress and conversion

Mechanism of conversion:
Rotation, rotation, rotation, movement, rotation, rotation, rotation
1.Y rotation axis
2.X rotation axis
3.Z rotation axis
4. Move Perspective
5. Perspective on Y-axis rotation
6. Viewpoint X-axis rotation
7. Viewpoint Z-axis rotation

Position on the screen
x: ? ? ?
y: ? ? ?

Point (x, y) for a spin
result_x = Math.cos (a) * x Math.sin (a) * y;
result_y = Math.sin (a) * x + Math.cos (a) * y;
? a in radians








Anthony Pace wrote:
What is the information that you know about the point?  degree for 
x,y? degree for x,z? degree for y,z? Is the distance you are referring 
to the distance from the origin? I assume it is.


Here is a site that has a presentation in japanese (I think); yet, 
just make it past the first 12 or so pointless but pretty frames, and 
it will show you what you need to know visually.


http://temp.roxik.com/datas/max2007/index.html



Jer Brand wrote:
Thing is, I can download and use PV3D (and have been playing with it) 
and
were I doing something for work, that's what I'd do. With my own 
personal
screwing around, I'm more concerned that the math I'm using is 
correct not

making things easy on myself.
As an aside, I have the AS2 version of that book from years ago. 
Didn't know

if 3 was worth grabbing as well, so thanks for the rec.
Jer


On Fri, Apr 10, 2009 at 10:27 AM, Joel Stransky 
stranskydes...@gmail.comwrote:


 

Assuming PaperVision3D or Away3D don't do what you need, there is some
great
source code samples you can download from here.
http://www.friendsofed.com/book.html?isbn=1590597915
Must have book btw.

On Fri, Apr 10, 2009 at 10:52 AM, Jer Brand thejhe...@gmail.com 
wrote:


   

Okay, so I'm taking my first little steps into 3d in actionscript
(simulated
with x/yscale for now) and needed a version of Point.polar() (thanks
  

Jason)
   
to play around with in 3 dimensions. I came up with the code below, 
but
  

my
   
math skills are weak enough that I'm not sure it's functioning 
correctly.

Anyone care to school me on this or confirm the math is correct?


public static function polarToCartesian3D(distance:Number,
  

degrees1:Number,
   

degrees2:Number ):Point3D
{
var a1:Number = (degrees1 * Math.PI) / 180 ;
 var a2:Number = (degrees2 * Math.PI) / 180 ;
var x:Number = distance * Math.sin(a1) * Math.cos(a2) ;
 var y:Number = distance * Math.sin(a1) * Math.sin(a2) ;
var z:Number = distance * Math.cos(a1) ;
 return new Point3D(x, y, z) ;
 }


Thanks in advance for the assist.

Jer
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--
--Joel Stransky
stranskydesign.com
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Re: [Flashcoders] Math: Is this correct?

2009-04-10 Thread Fumio Nonaka

One correction:
_
Anthony Pace wrote:
 Point (x, y) for a spin
// result_x = Math.cos (a) * x Math.sin (a) * y;
result_x = Math.cos (a) * x - Math.sin (a) * y;
 result_y = Math.sin (a) * x + Math.cos (a) * y;
 ? a in radians

The rotation matrix represents these formulas:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/images/matrix_rotate.jpg

The figure in Flash CS4 Help is incorrect, though.  I added comment to 
correct it.

http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/geom/Matrix.html

Good luck,
--
Fumio Nonaka
mailto:fu...@mx10.ttcn.ne.jp
http://www.FumioNonaka.com/
My bookshttp://www.FumioNonaka.com/Books/index.html
Flash communityhttp://F-site.org/
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Re: [Flashcoders] onEnterFrame question

2009-04-10 Thread Karl DeSaulniers

Hello all, I am going to try this again. With al little more etiquette.
When you have an onEnterFrame and you want to terminate it but call  
on a function at the end of it, what is the best way of doing this?
Do you call the function first and then end the onEnterFrame or do  
you end the onEnterFrame and then call the function?
Also, do you use onEnterFrame = null or is it better to delete  
onEnterFrame?


thumbLoader.onEnterFrame = function() {
if (loaded != filesize) {
//do this
} else if (loaded == filesize) {
//end that
if (thumbLoader._alpha  100) {
thumbLoader._alpha += 10;
} else {
loadImages();
this.onEnterFrame = null;
}
}
};

Is this code correct?
loadImages(); is my function I want to call.

I hope this better for a post.
Thanks

Karl DeSaulniers
Design Drumm
http://designdrumm.com
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