Re: [Flashcoders] Just a quick one

2009-04-24 Thread Karl DeSaulniers

Just wanted to let everyone know I finally figured it out.
Had to get the variable when it triggered the

function onLoadInit() {

Thank you all who contributed.. your input helped keep my wheels  
turning.

Danka Shern


Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 18, 2009, at 10:38 PM, Muzak wrote:


This should work:

import ImageLoader;

var imgHolder:MovieClip = this.createEmptyMovieClip("imgHolder_mc",  
this.getNextHighestDepth());

var imgURL:String = "ableton_live6_logo.jpg";
var imgLoader:ImageLoader;

function onLoadInit():Void {
trace("Application ::: onLoadInit");
trace("- width: " + imgHolder._width);
trace("- height: " + imgHolder._height);
}

imgLoader = new ImageLoader();
imgLoader.addListener(this);
imgLoader.loadImage(imgURL, imgHolder);

regards,
Muzak

- Original Message - From: "Karl DeSaulniers"  


To: "Flash Coders List" 
Sent: Sunday, April 19, 2009 12:56 AM
Subject: Re: [Flashcoders] Just a quick one


Thank you all for the great responses. I actually think I have a  
copy  of flex 1 somewhere. LOL
But alas my movie is still not working and my programming  
knowledge  extent at this time is as2 based. Don't seem to get the  
time to dive  into as3 or any other ie: flex 1
I really am stumped on how to get the w&h of this loaded data.  
Nothing  I do seems to work.

:(


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


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


Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace
Instead of "so looking into mtasc might be a good idea", I meant to say 
look into server side swf generation in general.


Anthony Pace wrote:
I also want to add that when I say "encrypted request", I mean to say 
that you would have the swf encrypt the data before sending it as a 
request; thus, even if the packet is intercepted, a modification would 
break it and make it unusable. (generated swfs and keys 
generated/embedded on the fly would be ideal, so looking into mtasc 
might be a good idea)


Even with the above, if the user can step into your code at runtime or 
monitor changes in memory, you are screwed.


Am I missing something, other than the fact that his application 
probably doesn't need this level of security?




Anthony Pace wrote:

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies 
on the client to monitor progress and report it, encrypted 
intermittent requests, even though they still leave wide open wholes 
on the client layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - 
then check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which 
could affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert 
might help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL 
for added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your "high-score" server during the game so that you can verify 
that the person passed certain checkpoints. You can throw these 
away after the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick 
reasonableness check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be "hacker-proof" :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 
Don't assume they wont! Especially if the score chart posts 
usernames.


On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
wrote:

   

Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating
   
as there is no prize. However it certainly sounds like something 
I will
  

use
   

on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

Hi,

   The public / private key thing is just about "encrypting" some of
the score data that you pass to the server to stop people 
cheating your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glen&score=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = "mysecretkey";

   var encrypted:String = 
MyEncryptClass.encrypt("name=Glen&score=500",

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submit&encrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.


Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace
I also want to add that when I say "encrypted request", I mean to say 
that you would have the swf encrypt the data before sending it as a 
request; thus, even if the packet is intercepted, a modification would 
break it and make it unusable. (generated swfs and keys 
generated/embedded on the fly would be ideal, so looking into mtasc 
might be a good idea)


Even with the above, if the user can step into your code at runtime or 
monitor changes in memory, you are screwed.


Am I missing something, other than the fact that his application 
probably doesn't need this level of security?




Anthony Pace wrote:

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies 
on the client to monitor progress and report it, encrypted 
intermittent requests, even though they still leave wide open wholes 
on the client layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - 
then check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which 
could affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert might 
help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL 
for added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your "high-score" server during the game so that you can verify that 
the person passed certain checkpoints. You can throw these away 
after the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick 
reasonableness check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be "hacker-proof" :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
wrote:



Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating

as there is no prize. However it certainly sounds like something I 
will
  

use


on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score 
data

storage

Hi,

   The public / private key thing is just about "encrypting" some of
the score data that you pass to the server to stop people cheating 
your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glen&score=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = "mysecretkey";

   var encrypted:String = 
MyEncryptClass.encrypt("name=Glen&score=500",

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submit&encrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public & Private keys are about "asymmetrical" encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
"data" is 

Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Anthony Pace

Hello Paul,

IMHO

If you were programming a real time internet chess application, you 
would need to send moves (hopefully through an encrypted request) and 
track/validate/authenticate origin, for everything at the server, or 
cheating would be very easy; however, if you have a game that relies on 
the client to monitor progress and report it, encrypted intermittent 
requests, even though they still leave wide open wholes on the client 
layer, will have to be enough.


Good luck,
Anthony Pace

Ron Wheeler wrote:

Paul Steven wrote:
Thanks Ron - that is another great idea. So I guess I could send a 
message
after each level with the time elapsed and score at this point - then 
check

at the end if all level messages have been received.
  

And that sufficient time has elapsed.
I think my clients main concern with regards hacking was related to 
hackers
being able to inject malicious code via my PHP/MYSQL code which could 
affect

other elements on their server apart from the game.

  
A good audit by a security consultant or independent PHP expert might 
help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL for 
added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron 
Wheeler

Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to 
your "high-score" server during the game so that you can verify that 
the person passed certain checkpoints. You can throw these away after 
the final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if 
that is relevant)  and a timestamp and then do a quick reasonableness 
check when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
 

Thanks jonathan - that is very useful to know. I am now going to


incorporate
 

some security anyway as the client wants it to be "hacker-proof" :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
jonathan

howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. 
There was

no prize for winning, and people cheated within the first 2 hours of


launch.
 

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
wrote:

 

Ah I see - thanks Glen.

For this particular project, there would be very little benefit in
  

cheating
 
as there is no prize. However it certainly sounds like something I 
will
  

use
 

on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Glen Pike

 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

   The public / private key thing is just about "encrypting" some of
the score data that you pass to the server to stop people cheating 
your

high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glen&score=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = "mysecretkey";

   var encrypted:String = 
MyEncryptClass.encrypt("name=Glen&score=500",

key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submit&encrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public & Private keys are about "asymmetrical" encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
"data" is not very sensitive, you can go for a simple encryption 
option

where you store the key in the SWF, which means that people can still
decompile your Flash file and find out the key, but only the most
dedicated of cheaters would do that...

   If you really want to go to town, you are probably going to have to
create some kind of "login" for people to play the game / submit high
scores, but to be honest, you can just go for simple score 
encryption -

look at Jobe's stuff again - if your game does not have any kind of
prize...


   You can get some AS3 / AS2 code that handles encryption which 
can be

decrypt

RE: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Merrill, Jason
Will do - I posted to the Flashelearning list and will tweet it as well.


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

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 Steven
Sacks
Sent: Friday, April 24, 2009 3:17 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Adobe AIR Mailing List?

Rad.  I've blogged and twittered about it.  I suggest everyone else do  
the same!


On Apr 24, 2009, at 7:21 AM, Merrill, Jason wrote:

>>> and give the group a name like
>>> FlashTiger, I made Air-Tight.
>
> Great name, I love it.
>
>
> Jason Merrill
>
> Bank of  America   Global Learning
> Shared Services Solutions Development
>
> Monthly meetings on the Adobe Flash platform for rich media  
> experiences
> - join the Bank of America Flash Platform Community
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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


Re: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Steven Sacks
Rad.  I've blogged and twittered about it.  I suggest everyone else do  
the same!



On Apr 24, 2009, at 7:21 AM, Merrill, Jason wrote:


and give the group a name like
FlashTiger, I made Air-Tight.


Great name, I love it.


Jason Merrill

Bank of  America   Global Learning
Shared Services Solutions Development

Monthly meetings on the Adobe Flash platform for rich media  
experiences

- join the Bank of America Flash Platform Community

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


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


RE: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Merrill, Jason
>> and give the group a name like
>>FlashTiger, I made Air-Tight.

Great name, I love it.


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 

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


[Flashcoders] TextBox not wraping properly

2009-04-24 Thread Ron Wheeler

This seems to be an old bug that still has not been fixed.

If you have a textbox with wordwrap on, it breaks a hyphenated word such 
as decision-maker as

"decision
-maker"

Seems a pretty stupid choice, at least for English.

Has anyone found a fix for this?

Ron


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


Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Ron Wheeler

Paul Steven wrote:

Thanks Ron - that is another great idea. So I guess I could send a message
after each level with the time elapsed and score at this point - then check
at the end if all level messages have been received.
  

And that sufficient time has elapsed.

I think my clients main concern with regards hacking was related to hackers
being able to inject malicious code via my PHP/MYSQL code which could affect
other elements on their server apart from the game.

  

A good audit by a security consultant or independent PHP expert might help.
They could also use and http proxy (Apache mod_proxy) and put your 
application on its own server or virtual server with its own MySQL for 
added security.


Ron

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler
Sent: 23 April 2009 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

One of the possible tricks that you can use, is to send messages to your 
"high-score" server during the game so that you can verify that the 
person passed certain checkpoints. You can throw these away after the 
final score is recorded and validated.
At the checkpoints, you can record current score, a game state(if that 
is relevant)  and a timestamp and then do a quick reasonableness check 
when the final score is recorded.


You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and 
replace your game with their simulator.


The crossdomain file gives you some protection.

Ron


Paul Steven wrote:
  

Thanks jonathan - that is very useful to know. I am now going to


incorporate
  

some security anyway as the client wants it to be "hacker-proof" :)

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan
howe
Sent: 23 April 2009 15:10
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

I've done several games with relatively open high score systems. There was
no prize for winning, and people cheated within the first 2 hours of


launch.
  

Don't assume they wont! Especially if the score chart posts usernames.

On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven
wrote:

  


Ah I see - thanks Glen.

For this particular project, there would be very little benefit in

  

cheating
  


as there is no prize. However it certainly sounds like something I will

  

use
  


on my other game projects.

Thanks for your time writing out the explanation.

Cheers

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
 Sent: 22 April 2009 15:27
To: Flash Coders List
Subject: Re: [Flashcoders] Feasibility of xml file for high score data
storage

Hi,

   The public / private key thing is just about "encrypting" some of
the score data that you pass to the server to stop people cheating your
high score tables.

   for example, if your high score system in PHP uses a GET / POST
something like this:

   scores.php?name=Glen&score=500

   It's easy for me to cheat...

   But if you do (pseudo code):

   var key:String = "mysecretkey";

   var encrypted:String = MyEncryptClass.encrypt("name=Glen&score=500",
key);

   var result:Boolean = MyServer.sendScore(encrypted);

   And it does something like this:

   scores.php?command=submit&encrypted=asdiou23q890czoued9auc0

   You can then use the server key to decrypt your message.

   (Public & Private keys are about "asymmetrical" encryption)

   Anyway, the idea is to make it harder for people to cheat - as the
"data" is not very sensitive, you can go for a simple encryption option
where you store the key in the SWF, which means that people can still
decompile your Flash file and find out the key, but only the most
dedicated of cheaters would do that...

   If you really want to go to town, you are probably going to have to
create some kind of "login" for people to play the game / submit high
scores, but to be honest, you can just go for simple score encryption -
look at Jobe's stuff again - if your game does not have any kind of
prize...


   You can get some AS3 / AS2 code that handles encryption which can be
decrypted with functions in PHP. I have some links at home I can post
later if you like..

   Glen

Paul Steven wrote:

  

Thanks for the reply Anthony.

Can you elaborate on the public private key system and what this
  


entails?
  


I

  

have not heard that term before.

Thanks

Paul

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
  


Pace

  

Sent: 22 April 2009 14:25
To: F

Re: [Flashcoders] SWF Child -> Parent Comunication

2009-04-24 Thread Glen Pike

Try event.currentTarget rather than event.target

Ashim D'Silva wrote:

when you do dispatchEvent(new Event()); the presumption is that it is
'this' that is firing it.
if you do mc1.dispatchEvent... mc2.dispatchEvent... depending on the
clip that's clicked, that should work out nicely.

Ashim

The Random Lines
My online portfolio
www.therandomlines.com



2009/4/24 Dav :
  

Hi all!

I have a problem with sending data between two SWF's.

Basically I have the parent SWF that loads in a child SWF. On the child SWF
there are several pictures that are clickable.

Now let's say the user clicks picture 2. I need the child SWF to tell the
main SWF that a picture was clicked, and also what picture it was from say
picture 1 to 10. The main SWF will then do something with that information.

So far all I have been able to find is something like this, in the child SWF
create add a "dispatchEvent(new Event("jumpToImage", true));" to each
picture on click. Then in the main SWF add an event listener to the child
SWF.

Now the problem is, when I click on a picture the main SWF's listener
event.target equals the child SWF's document class ([object Child]), not the
image Movieclip instance name.

I don't really want to add a different dispatchEvent to every image:

dispatchEvent(new Event("jumpToImage1", true));
dispatchEvent(new Event("jumpToImage2", true));

dispatchEvent(new Event("jumpToImage10", true));

cause this seems wasteful, instead I would rather do this:

Child:
dispatchEvent(new Event("jumpToImage", true));

Main:
private function jumpToImage(event:Event):void
{
   switch (event.target.name)
   {
   case "picture1":
   // do something with picture 1
   break;
   case "picture2":
   // do something with picture 2
   break;
   ...
   case "picture10":
   // do something with picture 10
   break;
   }
}

Any ideas?

Thanks,
Dav

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




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


  


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


Re: [Flashcoders] SWF Child -> Parent Comunication

2009-04-24 Thread Ashim D'Silva
when you do dispatchEvent(new Event()); the presumption is that it is
'this' that is firing it.
if you do mc1.dispatchEvent... mc2.dispatchEvent... depending on the
clip that's clicked, that should work out nicely.

Ashim

The Random Lines
My online portfolio
www.therandomlines.com



2009/4/24 Dav :
> Hi all!
>
> I have a problem with sending data between two SWF's.
>
> Basically I have the parent SWF that loads in a child SWF. On the child SWF
> there are several pictures that are clickable.
>
> Now let's say the user clicks picture 2. I need the child SWF to tell the
> main SWF that a picture was clicked, and also what picture it was from say
> picture 1 to 10. The main SWF will then do something with that information.
>
> So far all I have been able to find is something like this, in the child SWF
> create add a "dispatchEvent(new Event("jumpToImage", true));" to each
> picture on click. Then in the main SWF add an event listener to the child
> SWF.
>
> Now the problem is, when I click on a picture the main SWF's listener
> event.target equals the child SWF's document class ([object Child]), not the
> image Movieclip instance name.
>
> I don't really want to add a different dispatchEvent to every image:
>
> dispatchEvent(new Event("jumpToImage1", true));
> dispatchEvent(new Event("jumpToImage2", true));
> 
> dispatchEvent(new Event("jumpToImage10", true));
>
> cause this seems wasteful, instead I would rather do this:
>
> Child:
> dispatchEvent(new Event("jumpToImage", true));
>
> Main:
> private function jumpToImage(event:Event):void
> {
>        switch (event.target.name)
>        {
>                case "picture1":
>                        // do something with picture 1
>                break;
>                case "picture2":
>                        // do something with picture 2
>                break;
>                ...
>                case "picture10":
>                        // do something with picture 10
>                break;
>        }
> }
>
> Any ideas?
>
> Thanks,
> Dav
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>

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


Re: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Charles Parcell
OK so I made one.  In an attempt to be modern and give the group a name like
FlashTiger, I made Air-Tight.

You can subscribe in one of two ways.

   1. Send e-mail to air-tight+subscr...@googlegroups.com with the Subject
   of "Subscribe".
   2. Visit the group page at
http://groups.google.com/group/air-tight?hl=enand join there.

In either case, the group is made and anyone can join.  The idea is to keep
the group focused on AIR development. It doesn't matter if it is with Flash,
Flex, or JavaScript. Beginners and veterans are all welcome.

Charles P.


On Fri, Apr 24, 2009 at 3:59 AM, Rajiv Seth (Pixeldust) <
pixels.ra...@gmail.com> wrote:

> me too.
>
> On Fri, Apr 24, 2009 at 12:45 PM, Jiri 
> wrote:
>
> > I will join to :)
> >
> >
> > J
> >
> > Steve Mathews wrote:
> >
> >> Start your own, I will join! :)
> >>
> >> On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks <
> flash...@stevensacks.net
> >> >wrote:
> >>
> >>  Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash
> >>> Tiger)?
> >>>
> >>> Apollocoders is basically dead, and all posts are moderated.
> >>> ___
> >>> Flashcoders mailing list
> >>> Flashcoders@chattyfig.figleaf.com
> >>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>>
> >>>  ___
> >> Flashcoders mailing list
> >> Flashcoders@chattyfig.figleaf.com
> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>
> >>  ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Feasibility of xml file for high score data storage

2009-04-24 Thread Ron Wheeler

Dave Watts wrote:

One of the possible tricks that you can use, is to send messages to your
"high-score" server during the game so that you can verify that the person
passed certain checkpoints. You can throw these away after the final score
is recorded and validated.
At the checkpoints, you can record current score, a game state(if that is
relevant)  and a timestamp and then do a quick reasonableness check when the
final score is recorded.

You need to assume that the cheater has read your client-side code.
A determined cheater can always build a simulator for your game and replace
your game with their simulator.



Keep in mind that all communication between the client and the server
can be recorded by the client (or the server for that matter, not that
that would be a threat). So, those messages could also be recorded.
SSL/TLS will not prevent this, either - it'll simply mean that the
communication can only be recorded by the client or server endpoints,
and nothing in between.
  
You do have the element of time in the recording so that the user has to 
get the right messages at the right time which means that they have to 
record a winning high score to produce a fake high score and may be 
unable to produce a higher score since they have no path through the 
game to copy.


The realistic goal of security is never absolute protection. You just 
want to make the cost higher than the hacker is willing to pay to get 
the result.
Of course, no one would turn down a scheme that gave absolute security 
but those are few and far between.



The crossdomain file gives you some protection.



That doesn't protect the server, only the client's machine.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/

Fig Leaf Software provides the highest caliber vendor-authorized
instruction at our training centers in Washington DC, Atlanta,
Chicago, Baltimore, Northern Virginia, or on-site at your location.
Visit http://training.figleaf.com/ for more information!

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

  


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


[Flashcoders] SWF Child -> Parent Comunication

2009-04-24 Thread Dav
Hi all!

I have a problem with sending data between two SWF's.

Basically I have the parent SWF that loads in a child SWF. On the child SWF
there are several pictures that are clickable.

Now let's say the user clicks picture 2. I need the child SWF to tell the
main SWF that a picture was clicked, and also what picture it was from say
picture 1 to 10. The main SWF will then do something with that information.

So far all I have been able to find is something like this, in the child SWF
create add a "dispatchEvent(new Event("jumpToImage", true));" to each
picture on click. Then in the main SWF add an event listener to the child
SWF.

Now the problem is, when I click on a picture the main SWF's listener
event.target equals the child SWF's document class ([object Child]), not the
image Movieclip instance name.

I don't really want to add a different dispatchEvent to every image:

dispatchEvent(new Event("jumpToImage1", true));
dispatchEvent(new Event("jumpToImage2", true));

dispatchEvent(new Event("jumpToImage10", true));

cause this seems wasteful, instead I would rather do this:

Child:
dispatchEvent(new Event("jumpToImage", true));

Main:
private function jumpToImage(event:Event):void
{
switch (event.target.name)
{
case "picture1":
// do something with picture 1
break;
case "picture2":
// do something with picture 2
break;
...
case "picture10":
// do something with picture 10
break;
}
}

Any ideas?

Thanks,
Dav

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


Re: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Rajiv Seth (Pixeldust)
me too.

On Fri, Apr 24, 2009 at 12:45 PM, Jiri  wrote:

> I will join to :)
>
>
> J
>
> Steve Mathews wrote:
>
>> Start your own, I will join! :)
>>
>> On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks > >wrote:
>>
>>  Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash
>>> Tiger)?
>>>
>>> Apollocoders is basically dead, and all posts are moderated.
>>> ___
>>> Flashcoders mailing list
>>> Flashcoders@chattyfig.figleaf.com
>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>
>>>  ___
>> Flashcoders mailing list
>> Flashcoders@chattyfig.figleaf.com
>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>
>>  ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Adobe AIR Mailing List?

2009-04-24 Thread Jiri

I will join to :)


J

Steve Mathews wrote:

Start your own, I will join! :)

On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks wrote:


Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash
Tiger)?

Apollocoders is basically dead, and all posts are moderated.
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


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


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