Re: [Flashcoders] Can't remove loaded SWF AS3

2008-11-07 Thread Alistair Colling
Cheers Eamonn, I have checked that article already but I couldn't find  
an answer, I guess I need a more nuts and bolts answer :)

Thanks

On 7 Nov 2008, at 11:28, Eamonn Faherty wrote:


Have you seen?

http://www.gskinner.com/blog/archives/2008/04/failure_to_unlo.html

HTH

Eamonn


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
] On Behalf Of Alistair Colling

Sent: 07 November 2008 11:09
To: Flash Coders List
Subject: [Flashcoders] Can't remove loaded SWF AS3

Hi there, I'm aware that if you load a SWF in AS3 it will still exist
unless you null it's instance. I'm loading in an external SWF but I
can't seem to get rid of it!

If anyone can let me know soon I would be super-grateful.
Thanks!

Here's my code:


private function startLoad(s:String):void
{
try{
mLoader = null;
}
catch(e:*){
trace(unalble to null loader);
}
try{
mLoader.unload();
}
catch(e:*){
trace(unable to unload as was nulll);
}
mLoader = new Loader();
mRequest = new URLRequest(s);
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
onCompleteHandler);

mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
onProgressHandler);
mLoader.load(mRequest);
}

private function onCompleteHandler(loadEvent:Event):void
{
loadedSWF = null;
trace(loaded);
anim.contentLoaded(loadEvent.currentTarget.content);
loadedSWF  = loadEvent.currentTarget.content;
if (urlStr==people.swf){
loadedSWF.x = -345;
}else{
loadedSWF.x = -345;

}
}

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Fax: +44 (0)191 233 2511

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[Flashcoders] Can't remove loaded SWF AS3

2008-11-07 Thread Alistair Colling
Hi there, I'm aware that if you load a SWF in AS3 it will still exist  
unless you null it's instance. I'm loading in an external SWF but I  
can't seem to get rid of it!


If anyone can let me know soon I would be super-grateful.
Thanks!

Here's my code:


private function startLoad(s:String):void
{
try{
mLoader = null;
}
catch(e:*){
trace(unalble to null loader);
}
try{
mLoader.unload();
}
catch(e:*){
trace(unable to unload as was nulll);
}
mLoader = new Loader();
mRequest = new URLRequest(s);
		mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,  
onCompleteHandler);
		mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,  
onProgressHandler);

mLoader.load(mRequest);
}

private function onCompleteHandler(loadEvent:Event):void
{
loadedSWF = null;
trace(loaded);
anim.contentLoaded(loadEvent.currentTarget.content);
loadedSWF  = loadEvent.currentTarget.content;
if (urlStr==people.swf){
loadedSWF.x = -345;
}else{
loadedSWF.x = -345;

}
}

--
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Interactive Developer

FPP Brand Communications (Newcastle upon Tyne)
The Courtyard
Dinsdale Place
Sandyford
Newcastle upon Tyne NE2 1BD
Telephone: +44 (0)191 261 6662
Fax: +44 (0)191 233 2511

This transmission is confidential and intended solely for the person or 
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notify the sender at the e-mail address above. 
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[Flashcoders] (Another) quick Delegate question

2008-09-16 Thread Alistair Colling
Hiya, my onLoadProgress / onLoadInit Delegate events won't fire. I've  
compared this class with other examples and I can't see where I'm  
going wrong.


Any help really really appreciated :)

Here's my code:


import PreLoader;
import Display;
import mx.utils.Delegate;


class LoadManager {
private var rootMC:MovieClip
public var loadStatus:LoadStatus;
private var preLoader:PreLoader;
private var display:Display;
private var initLoader:MovieClipLoader;
public var initListener:Object;


function LoadManager(m:MovieClip, d:Display){
rootMC = m;
display = d;
init();
}
private function init():Void
{
preLoader = new PreLoader(rootMC);
loadInitialAssets();
}
private function loadInitialAssets():Void
{
//create assetsHolder on main timeline
		var tmpContainer:MovieClip =  
rootMC.createEmptyMovieClip(assetsHolder,  
rootMC.getNextHighestDepth());

initLoader = new MovieClipLoader();
initListener = new Object();
initListener.onLoadProgress = Delegate.create(this, onProg);
initListener.onLoadInit = Delegate.create(this, onInit);
initLoader.addListener(initListener);
initLoader.loadClip(assets.swf, tmpContainer);  
}
	private function onProg(target:MovieClip, bytesLoaded:Number,  
bytesTotal:Number):Void

{
trace(onProg:+target+:+bytesLoaded);
}
private function onInit():Void
{
trace(onInit);
}
}


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FPP Brand Communications (Newcastle upon Tyne)
The Courtyard
Dinsdale Place
Sandyford
Newcastle upon Tyne NE2 1BD
Telephone: +44 (0)191 261 6662
Fax: +44 (0)191 233 2511

This transmission is confidential and intended solely for the person or 
organisation to whom it is addressed.
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notify the sender at the e-mail address above. 
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Re: [Flashcoders] Quick Date question, how to add 1 second to Date?

2008-08-22 Thread Alistair Colling

nice one.
thanks Keith :)
have a  great weekend


On 22 Aug 2008, at 16:53, Keith Reinfeld wrote:



Ali,

currTime = new Date(currTime.getTime() + 1000);

or

currTime.setTime(currTime.getTime() + 1000);

Regards,

-Keith
http://keithreinfeld.home.comcast.net



-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Ali Drongo
Sent: Friday, August 22, 2008 10:05 AM
To: Flash Coders List
Subject: [Flashcoders] Quick Date question, how to add 1 second to  
Date?


Hiya, I can't see the wood for the trees with this one. I;m getting  
an

error message of type mismatch when I try and add 1000 onto the date
to increase it by 1 second for a timer.

I'm sure I am doing something wrong that is patently obvious but I'm
not sure what and this is driving me mad!

Any help really appreciated, i have to get this working today :)

here's my code:


public function update():Void
{
 currTime +=1000;// gives Type mismatch in assignment statement:
found
Number where Date is required.
}


public function phpLoaded():Void
{
 //receives time since jan 1970 from php
 var str:String = arguments.caller.lv.toString();
 var myA:Array = new Array();
 myA = str.split(=)
 //get computer time
 trace(servertime:+myA[0]);
 connectedTime = new Date();
 connectedTime += myA[0];
 currTime = new Date();
 currTime = connectedTime;
 trace(=+currTime.toString());
 clearInterval(secondInterval);
 update();
 secondInterval = setInterval(this, update, 1000);
}
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The Courtyard
Dinsdale Place
Sandyford
Newcastle upon Tyne NE2 1BD
Telephone: +44 (0)191 261 6662
Fax: +44 (0)191 233 2511

This transmission is confidential and intended solely for the person or 
organisation to whom it is addressed.
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intended recipient, you should not
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notify the sender at the e-mail address above. 
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Re: [Flashcoders] Buffer flv from midpoint?

2008-07-24 Thread Alistair Colling

Thanks Christoffer I'll check it out.
Ali
On 24 Jul 2008, at 14:03, Christoffer Enedahl wrote:


You need to have a flv streaming service running on a server. Ie Flash
Media Server. This is an open source alternative:
http://osflash.org/red5. I have not tried it.

/Christoffer

Ali Drongo skrev:

Cheers Paul. that's a help. I've just realised that youtube's video
player will buffer your video midway thru a movie,
Does anyone know how they do this?

Thanks :)

Ali


On 24 Jul 2008, at 11:47, Paul Jinks wrote:


hi Ali

I'm working on a similar project, also using progressive download.  
What

I'm doing is using a combination of 2 approaches:
1. Divide the flv into smaller sections - we've gone for 5-8 mins,  
which
is  still fairly big I think (otherwise your users are using  
bandwidth

they probably don't need) and
2. Within each clip have section chapter links that load in as they
become
available. You'll need to use cue points for this. I still haven't
worked
out the finer points of this approach, mostly because I'm using the
chapter links as 'summary' markers also.

HTH

Paul


On Thu, July 24, 2008 11:03 am, Ali Drongo wrote:

Hi there, I have to build a video player that plays a video with a
number of chapters that the user can skip between. The chapters  
need

to play sequentially also and also.

Is there a way  can get an flv to buffer from a new chosen point of
playback? (i.e. if the user skips to chapter 6  before the whole  
thing

is loaded)

If not I guess my best plan is to slice up my long flv into lots of
little ones and make a custom seekbar that shows the chapters and
allows the user to skip from chapter to chapter.

What do yous think?

Thanks!
Ali



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Fax: +44 (0)191 233 2511

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Re: [Flashcoders] Game source code / classes? I need to make a gamequick!

2008-07-17 Thread Alistair Colling

Thanks guys, I'll get the book :)

On 15 Jul 2008, at 14:05, Cédric PASCAL wrote:

You can also suscribe Lynda.com for a month and watch  
*ActionScript 3.0

Projects: Game Development*.

The level is not very height but maybe it should help you to start.
url : http://movielibrary.lynda.com/html/modPage.asp? 
ID=366loggedin=false


Regards

Cédric PASCAL


2008/7/15 Kerry Thompson [EMAIL PROTECTED]:


Sidney de Koning wrote:

There is a realy good book called Actionscript 3 Game  
University by

Gary Rosenzweig. (http://flashgameu.com/)


I'll second that. Gary wrote a similar book a few years back for  
Director,
and I learned a lot from his code. I also used a lot of it in  
Shockwave
games for a dot-bomb. With Gary's book's help, I kept my job  
through three

rounds of layoffs.

Besides, Gary is a heck of a nice guy.

Cordially,

Kerry Thompson

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Re: [Flashcoders] What's happened to my var?

2008-07-08 Thread Alistair Colling
Thanks Jiri and Hans for your replies both work great though obv  
Jiris has the shortest syntax. I always trip up not using the  
Delegate class inside my classes and weird things happen!

Thanks again,
Ali


On 7 Jul 2008, at 17:52, Jiri Heitlager wrote:


Or add onCompleteScope:this so you dont need to import Delegate class.



TweenFilterLite.to(m, tweenTime, {_y:targetPos, onCompleteScope:this ,
onComplete:moveShape, onCompleteParams:[_timeline.y1]});


Jiri


Ali Drongo wrote:

Hi there, I've noticed this happen before and can't figure out why. I
have built a simple class that is passed a reference to the timeline.
The class then moves an object on the timeline repeatedly using the
TweenFilterLite class.

My problem is that the second time the moveShape method is called the
moveAmt variable is undefined.

If anyone can suggest what's going on I would be really thankful!
Cheers
Ali

//Main.as
import gs.TweenFilterLite;
import utils.Numbers;
class Main {

var minTime:Number = 1;
var maxTime:Number = 2;
//number of pixels to move shape up or down
var moveAmt:Number = 15;
var _timeline:MovieClip;

function Main(timeline){
_timeline = timeline;
moveShape(_timeline.y1);
}
//moves a shape up or down
private function moveShape(m:MovieClip)
{
trace(moveShape:+m+ up:+m.up);
var moveDir:Number = 1;
//if movieclip is tagged as moving up
if(m.up){
moveDir = -1;
m.up= false;
}else{
m.up=true;
}
var targetPos:Number = moveDir*moveAmt;
trace(moveDir:+moveDir);
trace(moveAmt:+moveAmt);
trace(target:+targetPos);
var tweenTime:Number = Numbers.randRange(minTime, maxTime);
TweenFilterLite.to(m, tweenTime, {_y:targetPos,
onComplete:moveShape, onCompleteParams:[_timeline.y1]});
}

}
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Re: [Flashcoders] How to add bitmaps from my library to the stage AS3?

2008-06-20 Thread Alistair Colling

Thanks Jonathon and Eduardo for your answers, I'll get them implemented.
:)
Ali

On 19 Jun 2008, at 15:29, Eduardo Omine wrote:

IIRC, because your LibImage extends BitmapData, it needs the 2
parameters required by the BitmapData constructor (width and height).

var formatImg = new LibImage(10, 10);

http://www.kirupa.com/forum/showthread.php?p=2113725

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Re: [Flashcoders] Insert breakpoints and run debugger withoutFlashCS3?

2008-06-16 Thread Alistair Colling

can the admins not block him?


On 16 Jun 2008, at 10:11, Viktor Hesselbom wrote:

And everytime he replies back with his auto-replyer he gets a new  
message

back to him and in continues in an evil loop.

That's my guess, anyway.

/ Viktor H

On Mon, 16 Jun 2008 10:48:56 +0200, Geografiek  
[EMAIL PROTECTED]

wrote:


I'm afraid so, it seems to be multipying even ;-)
Willem

Op 16-jun-2008, om 10:40 heeft Ali Drongo het volgende geschreven:


Do you think it'll send every time there's a flashcoders post?


On 16 Jun 2008, at 09:35, Ian Thomas wrote:


I'm guessing it's an away/vacation message.

Ian

2008/6/16 Ali Drongo [EMAIL PROTECTED]:

Any chance of a translation?
:)

On 16 Jun 2008, at 09:20, EDELSTAR wrote:

Данный почтовый ящик не  
обрабатывает подгрузки, заявки и  
прочие

сообщения.
Вам нужно написать на адрес,  
присвоенный Вашему СПО.



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Re: [Flashcoders] Insert breakpoints and run debugger withoutFlashCS3?

2008-06-16 Thread Alistair Colling

Maybe if someone answered my question it would stop?
;)


On 16 Jun 2008, at 10:16, Vlado Krempl wrote:


This is getting slightly anoying isn't it!


Vlado Krempl
Sydney, Australia

On 16/06/2008, at 6:49 PM, EDELSTAR wrote:

Данный почтовый ящик не  
обрабатывает подгрузки, заявки и  
прочие сообщения. Вам нужно  
написать на адрес, присвоенный  
Вашему СПО.

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[Flashcoders] Insert breakpoints and run debugger without Flash CS3?

2008-06-13 Thread Alistair Colling
Hiya, is there a way I can add breakpoints to my code and execute it  
block by block now I am not using the Flash IDE?


Thanks,
Alistair



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Re: [Flashcoders] AS3: How can I target an object fromadot-sytaxstring?

2008-06-12 Thread Alistair Colling

Hey Victor I like your solution thanks :)

Romu, I'll check out your method when I get a little time, I have to  
get this working quickly so the dirty method will do for now.


Thanks everyone!
Ali


On 12 Jun 2008, at 11:29, Romuald Quantin wrote:


If you fell developing it, I wrote an experiment about the flash proxy
class. I would do it that way. The proxy class makes you able to  
handle new
methods and properties on any other classes (especially the one  
that are not

dynamic, almost all of them), to access to something like:

mySprite.myNewProperty
mySprite.myNewMethod

In my example I proxy an array but you could do it for anything.

http://www.soundstep.com/blog/2008/05/27/data-access-with-array- 
extending-an

d-proxy-extending/

Make a search on Google with the keywords as3, proxy and dot syntax  
maybe

someone has already done that.

Hope it helps.

Romu


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viktor
Hesselbom
Sent: 12 June 2008 10:01
To: Flash Coders List
Subject: Re: [Flashcoders] AS3: How can I target an object from
adot-sytaxstring?

One dirty way would be like this:

var sTarget:String = first.second.third.fourth;
var aTarget:Array = sTarget.split(.);
var mcTarget = this[ aTarget[0] ];
for (var i:int = 1; i  aTarget.length; i += 1)
{
mcTarget = mcTarget[ aTarget[i] ];
}
trace( mcTarget );

/ Viktor H

On Thu, 12 Jun 2008 10:44:34 +0200, Ali Drongo  
[EMAIL PROTECTED]

wrote:

Hmmm, can anyone suggest the completed code? I can't see how this  
would
work as you are returning a class reference that is named after  
the root

object. Maybe I am missing something.
Any suggestions much appreciated to keep me out of a long-hand switch
statement :)
Ali

On 12 Jun 2008, at 04:48, Kerry Thompson wrote:


Ali Drongo wrote:

Hello, I'm being passed a string that has a reference to an  
object in

dot-syntax like this:  myOb.property.property2.property3

The object targeted may be a varying number of levels inside of the
top-level object.

I have tried to write this by turning the string into an array and
then creating the object but I'm not sure how:

public static function arToObj(a:Array):Object
  {
  var retObj:Object;
  for ( var i:Number=0; ia.length; i++ ) {
  if (i==a.length-1){
  //dont know what to do  
here !!

  }
  };
  return retObj;
  }


This is untested e-mail ActionScript, but you could do something  
like

this:

public static function arToObj(a:String):Object
{
   var strArray:Array;
   var clsRef:Class;

   strArray = a.split(.);
   clsRef = getDefinitionByName(strArray[0]) as Class;
   return new clsRef();
}

I'm sure there are bugs in there, but that's the basic approach I'd
take.

Cordially,

Kerry Thompson


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Fax: +44 (0)191 233 2511

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[Flashcoders] Linked sounds in library have to be in root SWF? AS2

2008-05-12 Thread Alistair Colling
Hi there thanks for reading my post. I've been working on a project  
that has a bunch of sounds in the library that have linkage  
identifiers. I have classes that target these sounds and these are  
instantiated in the main movie clip.


Now I have made a loader for the main movie clip the sounds don't  
play :(


The only way I can get them to work is to rewrite how I load my  
sounds (externally or streaming) or to put them into the loader.swf's  
library (which kind of defeats the point of a loader if it is 500k :P)


I'm guessing there is an easy way around this.

Does anyone know of one?

Thanks for your assistance in advance :)
Ali
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Re: [Flashcoders] Linked sounds in library have to be in root SWF? AS2

2008-05-12 Thread Alistair Colling
Cheers Rich, I had to get this project finished for a deadline so  
I've gone through and converted my aifs to mp3s and am loading these  
in at the start.


Thanks for your reply though, I'll remember this next time (or maybe  
try and use all external resources so everyhthing is more flexible).


Cheers tho :)
Ali


On 12 May 2008, at 19:45, Rich Shupe wrote:


Alistair,

From what I can gather from your email, try this. When you are  
creating your

sound instances, add this to the constructor.

= new Sound(this);

That will specify that the sound comes from the loaded file.


Rich
http://www.LearningActionScript3.com


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Re: [Flashcoders] Why isn't my TextField multiline? AS2

2008-05-08 Thread Alistair Colling
Thanks for your reply Chistoffer, I'm afraid it's still not working,  
the characters appear in my text field.


Here's the code I am using to create the text format and textfield,  
maybe something here is screwing it up:


var myM:TextFormat = new TextFormat();
myM.align = center;
myM.font = Serifa Blk BT;
myM.size = 20;
myM.color = 0x00;
myM.leading = -5;
myM.letterSpacing = -1;
//add text to boxes
var oline:MovieClip = mainMC.monkey.bubble.outline
			var tmpBox:MovieClip = mainMC.monkey.bubble.createEmptyMovieClip 
(text_mc, 1);
			var tmpField:TextField = tmpBox.createTextField(my_txt, 1,  
oline._x, oline._y, oline._width, oline._height);

tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;
tmpField.wordWrap = true;   
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);

Any suggestions flashers?

On 8 May 2008, at 10:06, Christoffer Enedahl wrote:


Try \n or \r\n

HTH/Christoffer

Alistair Colling skrev:

Thanks guys :) works perfectly.

Now it seems my line returns (\r) aren't being recognised (they  
show

up in the textfield).

Anyone got any ideas whats going on?

Cheers


On 7 May 2008, at 18:19, Robert Leisle wrote:


Hi Alistair,

Try adding this to your code:
tmpField.wordWrap = true;

Hth,
Bob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Alistair

Colling
Sent: Wednesday, May 07, 2008 10:03 AM
To: Flash Coders List
Subject: [Flashcoders] Why isn't my TextField multiline? AS2

Hi there, thanks for checking this.

I'm generating a textfield from within a custom class but I can't
seem to make it multiline, I can see the border of the textfield is
the right size my text only appears on the first line and also my
carriage returns \r are having no effect.
I've tried a number of options for properties of the textfield but I
cant seem to get it to work.

Any suggestions thankfully received this is taking lots of time  
for a

simple thing!
Cheers,
Ali



Here's the code from within my class:




var oline:MovieClip = mainMC.monkey.bubble.outline
var tmpBox:MovieClip =
mainMC.monkey.bubble.createEmptyMovieClip
(text_mc, 1);
var tmpField:TextField =
tmpBox.createTextField(my_txt, 1,
oline._x, oline._y, oline._width, oline._height);
tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);
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Re: [Flashcoders] Why isn't my TextField multiline? AS2

2008-05-08 Thread Alistair Colling
Thanks for your reply Chistoffer, I'm afraid it's still not working,  
the characters appear in my text field.


Here's the code I am using to create the text format and textfield,  
maybe something here is screwing it up:


var myM:TextFormat = new TextFormat();
myM.align = center;
myM.font = Serifa Blk BT;
myM.size = 20;
myM.color = 0x00;
myM.leading = -5;
myM.letterSpacing = -1;
//add text to boxes
var oline:MovieClip = mainMC.monkey.bubble.outline
			var tmpBox:MovieClip = mainMC.monkey.bubble.createEmptyMovieClip 
(text_mc, 1);
			var tmpField:TextField = tmpBox.createTextField(my_txt, 1,  
oline._x, oline._y, oline._width, oline._height);

tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;
tmpField.wordWrap = true;   
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);

Any suggestions flashers?



On 8 May 2008, at 10:06, Christoffer Enedahl wrote:


Try \n or \r\n

HTH/Christoffer

Alistair Colling skrev:

Thanks guys :) works perfectly.

Now it seems my line returns (\r) aren't being recognised (they  
show

up in the textfield).

Anyone got any ideas whats going on?

Cheers


On 7 May 2008, at 18:19, Robert Leisle wrote:


Hi Alistair,

Try adding this to your code:
tmpField.wordWrap = true;

Hth,
Bob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Alistair

Colling
Sent: Wednesday, May 07, 2008 10:03 AM
To: Flash Coders List
Subject: [Flashcoders] Why isn't my TextField multiline? AS2

Hi there, thanks for checking this.

I'm generating a textfield from within a custom class but I can't
seem to make it multiline, I can see the border of the textfield is
the right size my text only appears on the first line and also my
carriage returns \r are having no effect.
I've tried a number of options for properties of the textfield but I
cant seem to get it to work.

Any suggestions thankfully received this is taking lots of time  
for a

simple thing!
Cheers,
Ali



Here's the code from within my class:




var oline:MovieClip = mainMC.monkey.bubble.outline
var tmpBox:MovieClip =
mainMC.monkey.bubble.createEmptyMovieClip
(text_mc, 1);
var tmpField:TextField =
tmpBox.createTextField(my_txt, 1,
oline._x, oline._y, oline._width, oline._height);
tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);
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Telephone: +44 (0)191 261 6662
Fax: +44 (0)191 233 2511

This transmission is confidential and intended solely for the person or 
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It may contain privileged and confidential information. If you are not the 
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copy, distribute or take any action in reliance on it. If you have received 
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notify the sender at the e-mail address above. 
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Re: [Flashcoders] Why isn't my TextField multiline? AS2

2008-05-08 Thread Alistair Colling

Thanks guys :) works perfectly.

Now it seems my line returns (\r) aren't being recognised (they  
show up in the textfield).


Anyone got any ideas whats going on?

Cheers


On 7 May 2008, at 18:19, Robert Leisle wrote:


Hi Alistair,

Try adding this to your code:
tmpField.wordWrap = true;

Hth,
Bob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Alistair

Colling
Sent: Wednesday, May 07, 2008 10:03 AM
To: Flash Coders List
Subject: [Flashcoders] Why isn't my TextField multiline? AS2

Hi there, thanks for checking this.

I'm generating a textfield from within a custom class but I can't
seem to make it multiline, I can see the border of the textfield is
the right size my text only appears on the first line and also my
carriage returns \r are having no effect.
I've tried a number of options for properties of the textfield but I
cant seem to get it to work.

Any suggestions thankfully received this is taking lots of time for a
simple thing!
Cheers,
Ali



Here's the code from within my class:




var oline:MovieClip = mainMC.monkey.bubble.outline
var tmpBox:MovieClip =
mainMC.monkey.bubble.createEmptyMovieClip
(text_mc, 1);
var tmpField:TextField =
tmpBox.createTextField(my_txt, 1,
oline._x, oline._y, oline._width, oline._height);
tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;  
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);
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Re: [Flashcoders] Why isn't my TextField multiline? AS2

2008-05-08 Thread Alistair Colling
hmm, the string that is being targeted is held in a variable that is  
set from an xml file so should just be a regular string, i'll look  
into this tho.

Thanks Rich


On 8 May 2008, at 13:38, Rich Shupe wrote:

I think the problem is that you're pulling your string from another  
text
field. In that case, the characters are just characters, rather  
than control

codes. This subset of your code works fine:

var tmpField:TextField = this.createTextField(my_txt, 1,  
0,0,100,100);

tmpField.selectable = false;
tmpField.border = true;
tmpField.type = dynamic;
tmpField.multiline = true;
tmpField.wordWrap = true;
tmpField.text = test\rtest;

However, putting test\rtest in another text field, and then  
saying this:


tmpField.text = other.text;

shows the characters. If you have to pull text from another field,  
try using

HTML and setting the .html of one field to the .html of another field.


Rich
http://www.LearningActionScript3.com


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[Flashcoders] Why isn't my TextField multiline? AS2

2008-05-07 Thread Alistair Colling

Hi there, thanks for checking this.

I'm generating a textfield from within a custom class but I can't  
seem to make it multiline, I can see the border of the textfield is  
the right size my text only appears on the first line and also my  
carriage returns \r are having no effect.
I've tried a number of options for properties of the textfield but I  
cant seem to get it to work.


Any suggestions thankfully received this is taking lots of time for a  
simple thing!

Cheers,
Ali



Here's the code from within my class:




var oline:MovieClip = mainMC.monkey.bubble.outline
			var tmpBox:MovieClip = mainMC.monkey.bubble.createEmptyMovieClip 
(text_mc, 1);
			var tmpField:TextField = tmpBox.createTextField(my_txt, 1,  
oline._x, oline._y, oline._width, oline._height);

tmpField.selectable = false;
tmpField.border = true;
tmpField.embedFonts = true;
tmpField.type = dynamic;
tmpField.multiline = true;  
tmpField.text = Q.monkeyStr;
tmpField.setTextFormat(myM);
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[Flashcoders] How do I remove methods of superclass in AS2?

2008-05-01 Thread Alistair Colling
Hiya, thanks for checking this. I have a custom class that I am using  
as kind of button. The thing is I now want to remove the onPress and  
onRelease methods as there  is a nested movieclip I want to attach  
these events to.


What I would like to know is can I remove or nullify the methods of a  
superclass from the subclass?


Any help very much appreciated, an outline of my code is below.

Thanks :)

Ali

// superclass
class Classes.AnswerBut extends MovieClip{  

function AnswerBut(){
trace(AnswerBut created);
}

public function onPress(){
//actions here
}

public function onRelease(){
//actions here
}
}

//subclass
class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){
trace(NoAnswerBut created);
}

		// I want to remove the onPress / onRelease events in the class  
definition here

}
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Re: [Flashcoders] How do I remove methods of superclass in AS2?

2008-05-01 Thread Alistair Colling
Thanks for your responses guys, I have removed onPress/onRelease  
events as you suggested

onPress = undefined ;
onRelease = undefined ;

delete(onPress);
delete(onRelease);
but now my nested mc will not fire any mouse events,  I am guessing  
that these mouse events have been removed for any nested clips in  
that mc too. I've un-nested my movie clip to solve the problem and it  
all works fine.


Your help is appreciated :)
Ali


On 1 May 2008, at 12:44, Karim Beyrouti wrote:


How about:

class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){trace(NoAnswerBut created);}

public function onPress(){}//no actions here
public function onRelease(){}//no actions here

}

Another option is to override the actions.
Otherwise if you want to get rid of the mouse events you could do  
this:



class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){

trace(NoAnswerBut created);

onPress = undefined ;
onRelease = undefined ;

delete(onPress);
delete(onRelease);

}

}

However, I recommend this one:

// superclass
class Classes.AnswerBut extends MovieClip{  

function AnswerBut(){

trace(AnswerBut created);
onPress = _onPress
onRelease = _onRelease

}

public function _onPress(){
//actions here
}

public function _onRelease(){
//actions here
}
}

//subclass
class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){

trace(NoAnswerBut created);

// not sure if you even need to do this:
// as long as you don't call super();
onPress = undefined ;
onRelease = undefined ;

delete(onPress);
delete(onRelease);

}
}


Hope this helps...


Karim
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Alistair

Colling
Sent: 01 May 2008 12:21
To: Flash Coders List
Subject: [Flashcoders] How do I remove methods of superclass in AS2?

Hiya, thanks for checking this. I have a custom class that I am using
as kind of button. The thing is I now want to remove the onPress and
onRelease methods as there  is a nested movieclip I want to attach
these events to.

What I would like to know is can I remove or nullify the methods of a
superclass from the subclass?

Any help very much appreciated, an outline of my code is below.

Thanks :)

Ali

// superclass
class Classes.AnswerBut extends MovieClip{  

function AnswerBut(){
trace(AnswerBut created);
}

public function onPress(){
//actions here
}

public function onRelease(){
//actions here
}
}

//subclass
class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){
trace(NoAnswerBut created);
}

// I want to remove the onPress / onRelease events in the
class
definition here
}
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The Courtyard
Dinsdale Place
Sandyford
Newcastle upon Tyne NE2 1BD
Telephone: +44 (0)191 261 6662
Fax: +44 (0)191 233 2511

This transmission is confidential and intended solely for the person or 
organisation to whom it is addressed.
It may contain privileged and confidential information. If you are not the 
intended recipient, you should not
copy, distribute or take any action in reliance on it. If you have received 
this transmission in error, please
notify the sender at the e-mail address above. 
FPP Design Limited. Reg. Office: The Courtyard, Dinsdale Place, Sandyford, Newcastle upon Tyne NE2 1BD. 
Registered Number 3775564. Registered

Re: [Flashcoders] How do I remove methods of superclass in AS2?

2008-05-01 Thread Alistair Colling
Thanks for your responses guys, I have removed onPress/onRelease  
events as you suggested



onPress = undefined ;
onRelease = undefined ;

delete(onPress);
delete(onRelease);

but now my nested mc will not fire any mouse events,  I am guessing  
that these mouse events have been removed for any nested clips in  
that mc too. I've un-nested my movie clip to solve the problem and it  
all works fine.


Your help is appreciated :)
Ali


On 1 May 2008, at 12:46, Cor wrote:


You can with override

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alistair  
Colling

Verzonden: donderdag 1 mei 2008 13:21
Aan: Flash Coders List
Onderwerp: [Flashcoders] How do I remove methods of superclass in AS2?

Hiya, thanks for checking this. I have a custom class that I am  
using as
kind of button. The thing is I now want to remove the onPress and  
onRelease
methods as there  is a nested movieclip I want to attach these  
events to.


What I would like to know is can I remove or nullify the methods of a
superclass from the subclass?

Any help very much appreciated, an outline of my code is below.

Thanks :)

Ali

// superclass
class Classes.AnswerBut extends MovieClip{  

function AnswerBut(){
trace(AnswerBut created);
}

public function onPress(){
//actions here
}

public function onRelease(){
//actions here
}
}

//subclass
class Classes.NoAnswerBut extends Classes.AnswerBut{

function NoAnswerBut(){
trace(NoAnswerBut created);
}

// I want to remove the onPress / onRelease events in the
class definition here }  
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[Flashcoders] How does 'Compress movie' publish setting work?

2008-04-24 Thread Alistair Colling

Just out of interest really :)
And why would you switch it off?
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[Flashcoders] Variables can only be seen from outside of class

2008-04-10 Thread Alistair Colling
Hi there, this is a weird problem that I am sure has a really simple  
solution.


I have written a custom class that is instantiated by another custom  
class. I pass a few variables to the class and I can trace them going  
in and check that they are set but when I go to use them again they  
are undefined, if I trace them from the class they are undefined.  
However, if I trace the variables from the main timeline they appear  
fine.


I'm not sure what is going on with this, I think I am declaring my  
class or variables incorrectly though i can't see where.


I have been battling with this since yesterday, if anyone could  
suggest a possible solution it would be a massive help. The class is  
at the bottom of the email.


Thanks,
Ali


//
//  AnimLib


//
import gs.TweenFilterLite;
import quest.StepAnimator;
import mx.utils.Delegate;

class Classes.AnimLib{
var anims_ar:Array; 
var mainMC:MovieClip;
//animation abjects/times
var genericTime:Number = 0.5;
public var sA:StepAnimator;
var genericIn:Object;
var genericOut:Object;
var mcO:MovieClip;
//individual animation objects
var umbrellaIn:Object = {autoAlpha:50, overwrite:true, time:5};

public function AnimLib(m:MovieClip, s:StepAnimator) {
trace(animLib created);
mainMC = m;
trace(step animator passed:+s);
sA = s;
trace(step animator set:+sA);
initObs();
linkAnims();
trace(starting tween);
}
private function initObs() {
genericIn = new Object();
trace(GENERICIN CREATED:+genericIn);
genericOut = new Object();
genericIn = {autoAlpha:100, overwrite:true, time:1};
genericOut = {autoAlpha:0, overwrite:true, time:0.5};
trace(genericIn properties added:+genericIn);
trace(init obs triggers test);
}
	//only holds references for objects that have a group or a function  
assigned to them (more comple)

private function linkAnims() {
//this[0] = {mc:escapes, group:generic};
//this[0] = {mc:escapes, group:generic};
anims_ar = new Array();
anims_ar[0] = {mc:intro, fn:intro};
}
public function animDone() {
trace(mainMC:+mainMC);
sA.animDone();
//_root.stepA.animDone();
this.sA.animDone();

}
function testIt() {
trace(testest :):):):):));
}   
//introduction animation
public function introAnim(m:MovieClip, b:Boolean) {
trace(! ! ! ! ! -introAnim triggered:+m+b);
genericIn = {autoAlpha:100, overwrite:true, time:1};
genericOut = {autoAlpha:0, overwrite:true, time:0.1};
m = mainMC.intro;
m._alpha = 100;
//create array of mcs then add delay thru loop,
		var mc_ar:Array = new Array(m.sitePhoto, m.topTitle, m.title,  
m.escapes, m.ans0, m.ans1);

var alph:Number = 100   
if (!b) {
alph = 0;
}   
		trace(intro vis:+_root.intro._visible+ alpha:+_root.intro._alpha 
+ alph:+alph);

//TweenFilterLite
for ( var i=0; imc_ar.length; i++ ) {
if (i==mc_ar.length-1) {
TweenFilterLite.to(mc_ar[i], 1,{_alpha:alph, overwrite:true,  
delay:.5*i, onComplete:animDone});

}else{
TweenFilterLite.to(mc_ar[i], 1,{_alpha:alph, overwrite:true,  
delay:.5*i});	

}   
};
}

//custom test function where more than one animation has to happen
function escapeFun(m:MovieClip, inO:Boolean) {
trace(escapefuncalled:+m);
//assigns generic obj
var tmpObj:Object = genericIn;
//then modifies it
tmpObj.time = 2;
//m._visible = true;
TweenFilterLite.to(m,1,{autoAlpha:100});
}
//is passed a mc and animates it in or out

public function animate(m:MovieClip, i:Boolean) {
var animObj:Object = returnAnimObj(m, i);
trace(returned object:+animObj);
//animate
if (animObj.undefined == 1) {
trace(UNDEFINED ANIM OBJECT RETURNED (fn/group?));
//  intro();
} else {
trace(animating...);
TweenFilterLite.to(m,animObj.time,animObj);
}
}
private function returnAnimObj(mc:MovieClip, ins:Boolean):Object {
trace(returnAnimObj:+mc);
var inStr:String 

[Flashcoders] Image colorization / contrast adjusting

2008-03-27 Thread Alistair Colling
Hello, I would like to know if it is possible for flash to process a  
regular photograph to produce a pop-arty image like this:


http://www.popartuk.com/g/l/lgpo7028+pop-art-andy-warhol-1962-che- 
guevara-poster.jpg


The user would upload their photograph, I guess I would then need  
flash to convert it to black and white add some sort of severe  
contrast so I get 3 distinct colours and then separate these sections  
so I can colour them with bright colours.


I am not sure if this is possible or the best way to go about this.  
If someone could let me know if this would be possible to do and  
maybe give me some direction as to how to do it that would be great.



Many thanks,
Alistair
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[Flashcoders] How to delegate function call in Boostyworthy AS2

2008-03-06 Thread Alistair Colling
Hiya, I'm sure you guessed from the title this query is specific to  
the Boostworthy AS2 animation system. I've been on with this for a  
little while, if someone could give me a quick heads-up that would be  
great.


I want to call a function at a certain point in my virtual timeline,  
I'm guessing I have to use the custom Delegate Method supplied but I  
don't know how to add it to the virtual timeline. The AS3 code looks  
like this:
myTimeline.addTween(new Action(finalAnimDone, [], undefined,  
undefined, 20));



Has anyone managed to achieve the same with the AS2 version?

Cheers
Ali




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[Flashcoders] Solved- Re: Dynamically created gradient fill doesn't mask like a gradient

2008-02-19 Thread Alistair Colling
I have it, hope this is helpful to someone, you need to publish to FP  
8 and enable the cacheAsBitmap property of the masker and maskee.

http://www.whatdoiknow.org/archives/002407.shtml

Thanks,
Ali




On 19 Feb 2008, at 11:44, Alistair Colling wrote:


Hiya, I think the title sums this up pretty well.
I have dynamically created a box that is filled with a gradient  
where one of the colour's alphas is 100 and the other is 0, I have  
made the ratios 0, 255 and have made sure the matrix box is the  
same dimensions and xy placement as the box I am drawing.
I want to set the dynamically created gradient box as a mask so I  
can have a nice gradient mask though when I set this I get the mask  
as if the box is a solid fill. I have checked without using setMask 
() and the box looks as it should.


If anyone has successfully drawn a gradient fill and used it as a  
mask I would be really interested to see the code as I can't figure  
out why this isn't working.


Thanks in advance for any advice, suggestions or encouragement,
Ali




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Re: [Flashcoders] Control speed by how fast mouse moving

2008-02-13 Thread Alistair Colling
Hiya,  how about logging the _root._xmouse properties (AS2) or log  
the localX/ stageX properties of the MouseEvent class in AS3. The  
timer can be triggered by moving over a movieclip or by whatever then  
set the parameters of where your 'moving area' is to be on the stage  
or let the user use the whole stage once the timer starts, using this  
method you can log their movements outside of the box!

Hope this helps,
Ali




On 13 Feb 2008, at 07:04, Paul Steven wrote:


Thanks Cory

Good point about the setInterval introducing redundant  
processing.Problem
with placing an invisible movie clip is, the users mouse may not  
pass over
this movie clip. For example, the movie is 600 pixels wide and 400  
pixels
high. If I place a 400 high and say 10 pixels wide movie clip in  
the center
of the movie, it is still possible for the player to move their  
mouse left
and right in the area to the left or the area to the right of the  
hidden
movie clip - hence no speed would be detected. I am therefore not  
sure how
to overcome this apart from insisting they move the mouse in a  
specified

area.

Any ideas anyone?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Cory Petosky

Sent: 12 February 2008 21:52
To: Flash Coders List
Cc: [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Control speed by how fast mouse moving

You'd be better off doing it in an onEnterFrame or a onMouseMove than
in a setInterval call -- code is only executed between frames anyway,
so your way just adds extra processing burden.

Since all these events are only working once per frame, just comparing
x's isn't likely to give you meaningful data -- if a player moves his
mouse rapidly left to right at a rate that's some factor of your
framerate, you could easily get the same (or similar) x value at every
read. Increasing the framerate could help this, but brings other
problems.

Consider placing a small, invisible movieclip on the path you intend
the user to move his mouse, and listen for onRollOver. You can use the
number of RollOver events per second to adjust speed. Just keep in
mind that you won't get any more events than your framerate.

Finally, instead of adjusting speed directly, adjust max speed and
provide a constant acceleration toward the current max speed. For
example, if the user starts out at a rate that correlates to 50 mph,
his current speed should slowly increase at a constant rate over many
seconds until it reaches 50. Similarly, once the user begins to slow
down, the speed should decrease linearly to the maximum speed allowed
by the mouse move rate. This provides a slow acceleration at the
beginning -- which is probably what you want if you're emulating the
old button mashers -- and provides smooth speed changes as the game
progresses, which is definitely good.

On 2/12/08, Paul Steven [EMAIL PROTECTED] wrote:
I am trying to program a game where a character moves faster, the  
faster

the
player moved the mouse left and right. A bit like the old Dailey  
Decathlon
Game where you had to hit 2 keys on the keyboard on after the  
other as

fast

as you can to control the speed of say a character running.

I could do with some advice on how to achieve this.

I have a frame rate of 31 FPS, with a movie width of 600 pixels.

Currently I am calling a function every 10ms to calculate the speed

objShowerGame.updateSpeedInterval = setInterval(updateSpeed, 10);


I compare the previous mouse X position with the current one and  
use this

difference as the speed.

This isn't really working so I could do with some suggestions.

Thanks

Paul

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[Flashcoders] Anyone know of music sequencer source code?

2008-02-13 Thread Alistair Colling
Hiya, I'm looking into working on a project where a simple music  
sequencer is created. Does anyone know of any pre-existing classes or  
FLAs that do this, I have come across popforge, are there any others?

Thanks
Ali
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Re: [Flashcoders] Multiple moviecliploaders

2008-02-13 Thread Alistair Colling
I've written a simple class that loads multiple objects and triggers  
a function when all have downloaded. If you needed to trigger  
multiple sets of objects loading you could just create a new instance  
of the class. You need the loadObj class also.

Hope this help
Ali





//
//  LoadChecker

// this class is passed am array and calls a function when all of the  
objects in the array are loaded

//
//  Created by Alistair Colling on 2008-01-30.
//
// pass mcs to load and start loading

//  FLA CODE
//  import mc.LoadObj
//
//  import mc.LoadChecker
//  function completed(){   }
//  function percentLoad(pc:Number){};
//  this.createEmptyMovieClip(loader, 1);
//  var ob1:LoadObj = new LoadObj(Content/roseAnim.swf, loader);
//  var load_ar:Array = [ob1]
//		var myLoader:LoadChecker =  new LoadChecker(load_ar, completed,  
percentLoad);

//
//
//

import mc.*;
import mx.utils.Delegate;
//
class mc.LoadChecker {
private var allLoadedFn:Function;
private var progFn:Function;
public var itemsToLoad_ar:Array;

private var itemsLoaded:Array;
//total Bytes to load of all objects passed
private var totalBytes:Number;
private var totalLoaded:Number;

public function LoadChecker(a:Array, f:Function, pF:Function) {
trace(loadchecker! created:+a.toString());
totalBytes = 0;
totalLoaded = 0;
allLoadedFn = f;
progFn = pF;
itemsLoaded = new Array();
itemsToLoad_ar = a; 
for (var i = 0; iitemsToLoad_ar.length; i++) {
var arRef:Number = i;
var tempLoad:LoadObj = itemsToLoad_ar[arRef];
//array  contains custom objects taht contain url and 
mc vars
myLoader(tempLoad.targURL,tempLoad.targMC);
}
}
 private function myLoader(str:String, mc:MovieClip) {
//  trace(MY LOADER   loading file:+str+   mc:+mc);
var loadListener = new Object();
loadListener.onLoadInit = Delegate.create(this, mcLoaded);
loadListener.onLoadProgress = Delegate.create(this, 
loadProgress);
var mcLoader = new MovieClipLoader();
mcLoader.addListener(loadListener);
		//create holder inside of movie clip--remove this when finished  
lenor!!
		//var holder:MovieClip = mc.createEmptyMovieClip(holder,  
mc.getNextHighestDepth());

mcLoader.loadClip(str, mc);
}
//returns pos of mc in array
private function mcInAr(mc:MovieClip, ar:Array):Number{
var retNum:Number = undefined;
for (var i=0; iar.length; i++){
//trace(--CHECKING MC:+mc+  arrray 
MC:+ar[i].targMC);
if (mc == ar[i].targMC){
retNum = i;
}   

}
return retNum;
}   
	private function loadProgress(target:MovieClip, bytesLoaded:Number,  
bytesTotal:Number):Void {

var posInAr:Number = mcInAr(target, itemsToLoad_ar);
//add totalBytes up when first progress comes thru for each 
object
		//trace(load progress mc+target+ total bytes:+bytesTotal+ so  
far+bytesLoaded);

if (itemsToLoad_ar[posInAr].totalBytes==undefined){
itemsToLoad_ar[posInAr].totalBytes = bytesTotal;
totalBytes += bytesTotal;
//  trace(TOTAL BYTES UPDATED TO:+totalBytes);
}
itemsToLoad_ar[posInAr].bytesLoaded = bytesLoaded;
		///update total bytes loaded-- could think of a better way to code  
this so it doesnt  reset to 0

totalLoaded = 0;
for ( var i=0; iitemsToLoad_ar.length; i++ ) {
totalLoaded+= itemsToLoad_ar[i].bytesLoaded;
};
//  trace(total bytes loaded now:+totalLoaded);
calcPercent()

//calculate total % bytes loaded
}
	//triggers function that shows total percentage loaded-- could be  
extended to return an array of values to show individual fiels  
loading status

private function calcPercent() {
var pcLoaded:Number = Math.round((totalLoaded/totalBytes)*100);
//  trace(--- Total PERCENT NOW LOADED:+pcLoaded);  
progFn(pcLoaded);   
}

private function mcLoaded(mcl:MovieClip

Re: [Flashcoders] Anyone know of music sequencer source code?

2008-02-13 Thread Alistair Colling
Thanks for the links Glen, these all seem to be for synthesizers and  
I can't seem to find the source code for the sequencers that trigger  
them to play, a simple music sequencer shouldn't be so hard to write,  
I'm just guessing that there's audio syncing issues I'll probably run  
into that have already been solved.


Cheers
Ali


On 13 Feb 2008, at 11:37, Glen Pike wrote:


Look at Flash Coders Brighton's synth project

http://www.flashbrighton.org/wordpress/?p=9

And Andre-Michelle's work too:

http://blog.andre-michelle.com/2006/how-cool-is-audioprogramming/

These guys have done lots of audio programming for Flash, so read  
around those articles.


Alex Issac wrote a MIDI plugin for Flash that you can install as an  
optional extra, think there are some sequencing classes in here.


http://www.alexisisaac.net/products/flashMidi/

HTH

Glen



Alistair Colling wrote:
Hiya, I'm looking into working on a project where a simple music  
sequencer is created. Does anyone know of any pre-existing classes  
or FLAs that do this, I have come across popforge, are there any  
others?

Thanks
Ali
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Re: [Flashcoders] Dynamically animating writing effect

2008-02-12 Thread Alistair Colling
Thanks for the suggestion Erik, I've done a bit of research into  
these classes and they are very interesting but it seems I am still  
left with the same problem of figuring out how each character would  
appear when written as this information isn't in the font data.


I'm not sure there is a logical answer to my problem that can be  
coded, even if the characters' pixels fill out from a certain point  
the application would still need to know which way the stroke should  
go on letters with repeating strokes and loops like d's. I guess this  
one would have to be animated by hand for each of the individual  
characters of a certain font and then drawn dynamically, triggering  
each letter to be drawn sequentially and maybe also somehow returning  
a reference for the pen nib.


Cheers
Ali




On 10 Feb 2008, at 11:13, EECOLOR wrote:


Whow, tough task...

If I were given that assignment I would check out this application:

http://www.sephiroth.it/file_detail.php?id=159#

It allows you to read font information. This font information  
allows you to
draw the font using information available in the font file itself.  
If I am
correct the application draws the font using an included graphics  
library.


If you end up using this for your application I would recommend you to
consider to donate something using the paypal button on that page.


Greetz Erik


On 2/10/08, ali drongo [EMAIL PROTECTED] wrote:


Hiya, I am wanting to create an effect where text will appear on the
screen
as if it is being written by a pen. I am going to set about writing a
class
to achieve this and wanted to get the group's thoughts on if I am  
going

about this the right way.
My idea is that I could create all of my text in textfield then  
convert

the
textfield somehow into a BitmapData object, then I could use the
BitmapData
class to scan through the image starting at the top left and  
figure out
which pixels are coloured by the text and then I duplicate the  
BitmapData
object and colour the pixels gradually. My class would need to  
know which
angle the text should be appearing (writing) in. The font I use  
would have

to use 'joined up' writing also obv.

Does anyone think this would work or is there a simple way to  
achieve what

I
am looking to do?

Thanks,
Ali



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Re: [Flashcoders] Anyone know of good mac app that will trace outside of Flash

2008-02-08 Thread Alistair Colling
Thanks everyone for your responses. Alcon is just what I'm looking  
for, I'll have a look into XRay as I think it may be useful for  
larger projects but for day to day Alcon is great and now I can make  
all of my text colours beautiful in Textmate and Alcon my quality of  
life has improved.


My next problem is to see if I can get my as2 flas to compile from  
Textmate and then open flash player with Alcon to debug. Better get  
off to the Textmate list.


Cheers guys, have a good weekend


On 7 Feb 2008, at 15:26, Andy Herrman wrote:


I've been using Alcon: http://osflash.org/projects/alcon

It's lighter weight and much simpler than xray and has been quite
useful.  You can run it from the provided exe or from the SWF.  The
SWF should work fine on the Mac.

  -Andy

On Feb 7, 2008 7:07 AM, Sidney de Koning [EMAIL PROTECTED]  
wrote:

Hi Ali,

I use XRAY from Blitz (http://osflash.org/xray) its is a very good  
debug

/ logger tool.
and it just uses a SWF that you run.

Cheers,

Sid


Alistair Colling wrote:

Oops, sorry pressed send too quick on that one, here's the complete
message

Hiya, I have been using XTrace (http://mabblog.com/xtrace.html)  
and it
is a great application as it allows me to view my trace messages  
with
different colours outside of the Flash IDE. My problem is that  
after a

short while the window disappears so I can't reference my trace
messages while I edit my code in Textmate.

Does anyone know of another tracing app that would float above all
apps as XTrace does and woul allow me to look over trace messages in
this way?

Cheers!
Ali



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[Flashcoders] Anyone know of good mac app that will trace outside of Flash

2008-02-07 Thread Alistair Colling
Oops, sorry pressed send too quick on that one, here's the complete  
message


Hiya, I have been using XTrace (http://mabblog.com/xtrace.html) and  
it is a great application as it allows me to view my trace messages  
with different colours outside of the Flash IDE. My problem is that  
after a short while the window disappears so I can't reference my  
trace messages while I edit my code in Textmate.


Does anyone know of another tracing app that would float above all  
apps as XTrace does and woul allow me to look over trace messages in  
this way?


Cheers!
Ali



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Re: [Flashcoders] AS2 Delegate event won't fire in my multi swf load class

2008-01-31 Thread Alistair Colling
Thanks for your quick reply Glen, thing is, I want to allow the class  
to trigger different functions that are passed to it and also to  
monitor the progress of a number of SWFs. Sorry if I'm missing  
something here.

Cheers,
Ali




On 31 Jan 2008, at 10:55, Glen Pike wrote:


Hi,

   Why don't you just make your class the listener for the  
MovieClipLoader and then implement the functions in your class?


   class LoadChecker {
  var mcLoader:MovieClipLoader;

  function LoadChecker() {
 mcLoader = new MovieClipLoader();
 mcLoader.addListener(this);
  }

  function myLoader(str, mc) {
 //...
 mcLoader.loadClip(str, mc);
  }


  function onLoadInit(mc...) {
 trace(loaded mc  + mc) ;
 //...doStuff.
 mcLoaded(mc);
   }

  function onLoadError(mc...) {
 trace(oops, there was an error );
 //...carry on?
  }

  function mcLoaded(mc) {
 //...
  }
   }
 Put a trace in your onLoadInit function and also implement the  
onLoadError function for the listener so you can see if they are  
called - you can also stub out the other functions for  
MovieClipLoader listeners and put traces in those to make sure it  
starts loading, etc.


   HTH

   Glen


ali drongo wrote:
Hiya, I've written a class that will load multiple SWFs and then  
call a
passed function when complete. My problem is that when all the  
movies have
downloaded the passed function won't fire. If anyone could help me  
figure

this that would be really helpful.Cheers,
Ali



//
//  LoadChecker

// this class is passed am array and calls a function when all of the
objects in the array are loaded
//
//  Created by Alistair Colling on 2008-01-30.
//  Copyright FPP Design Ltd 2008. All rights reserved.
//
// pass mcs to load and start loading

import mc.*;
import mx.utils.Delegate;


class mc.LoadChecker {
private var allLoadedFn:Function;
public var itemsToLoad_ar:Array;
private var itemsLoaded:Array;

 public function LoadChecker(a:Array, f:Function) {
trace(loadchecker! created:+a.toString());
allLoadedFn = f;
itemsLoaded = new Array();
itemsToLoad_ar = a;
for (var i = 0; iitemsToLoad_ar.length; i++) {
var arRef:Number = i;
var tempLoad:LoadObj = itemsToLoad_ar[arRef];
myLoader(tempLoad.targURL,tempLoad.targMC);
}
}

 function myLoader(str, mc) {
trace(MY LOADER   loading file:+str+   mc:+mc);
var loadListener:Object = new Object();
var tmpFun:Function = mcLoaded;
loadListener.onLoadInit = function(target_mc:MovieClip):Void  {
tmpFun.apply(null, [target_mc]);
};
var mcLoader:MovieClipLoader = new MovieClipLoader();
mcLoader.addListener(loadListener);
//create holder inside of movie clip
var holder:MovieClip = mc.createEmptyMovieClip(holder,
mc.getNextHighestDepth());
mcLoader.loadClip(str,holder);

}
function mcLoaded(mcl:MovieClip) {
trace(a movie is loaded:+mcl);
itemsLoaded.push(mcl);
if(itemsLoaded.length==itemsToLoad_ar.length){
trace(all movies are now loaded);
allLoadedFn.apply(null);
}
}
}
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--

Glen Pike
01736 759321
www.glenpike.co.uk http://www.glenpike.co.uk
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[Flashcoders] Problems loading AS2 into AS2 then into AS3 holder

2008-01-08 Thread Alistair Colling
Hi there, I have an AS3 movie in to which I load as AS2 movie, this  
works great.
My problem starts when I then load another AS2 movie into the first  
AS2 movie. I am using MovieClipLoader and although the swf I am  
loading loads (I have put a trace on its timeline so I know it's  
there), the onLoadComplete/onLoadInit events do not fire!
If anyone could let me now if this is a known problem or if there is  
a way around this I would be really grateful, I can call a function  
from my loaded movie's timeline but this is soon going to get very  
messy as the app is quite complex.


Any suggestions, advice or simply encouragement much appreciated  
otherwise I'm going to have to convert my AS3 app back into old AS2 :(

Cheers

Alistair


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[Flashcoders] Short syntax for accessing nested display objects? (AS3)

2007-10-19 Thread Alistair Colling

Hiya everyone, good to see the list back up and running.

 I'm trying to access a sprite that is inside of 2 other sprites and  
I have 2 questions about this:


1) It seems that the syntax for targeting this sprite once it is  
created is quite long winded (2 temporary vars have to be created):


var cont:Sprite = new Sprite();
this.addChild(cont);
var cont1:Sprite = new Sprite();
cont.addChild(cont1);
var child1:Sprite = new H1();

var target =cont.getChildByName(cont1);
var targ2 = target.getChildByName(child1);  

targ2._visible = false;




2) Also, I can't data type my target var as a Sprite otherwise I get  
an error (unless I cast  the type as well).


If anyone knows of a better of doing this I would be really  
interested to hear it :)

Cheers,
Ali



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[Flashcoders] How to share class library across a network?

2007-09-12 Thread Alistair Colling
Hi there, I would like to share my class library with other  
developers on my local network. We are soon to be using Version Cue  
or something similar but in the meantime it would be good if we could  
al be working from the same class library (there are only 2 of us).  
Almost every time we exchange a file lots of compiler errors are  
thrown up even though the class paths are set correctly, this is  
usually rectified after restarting the computer or Flash.


I have copied my class library to a network share but when I compile  
a SWF from Flash I get lots of compiler errors starting with line 6  
of toplevel.as


'The class or interface 'Boolean' could not be loaded'
'The class or interface 'Object' could not be loaded'
'The class or interface 'Number' could not be loaded'

If I point my class path (set in my AS preferences for the Flash app)  
to an exact copy of the same folder but on my local drive everything  
works fine!


If someone could help me out here I would be really grateful, this is  
proving a real headache!


Cheers,
Ali



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Re: [Flashcoders] Class to loop sound objects in order

2007-08-15 Thread Alistair Colling
Thanks Muzak for your solution I think it will be the simplest to  
implement I'll check out your class also Alan, I guess I could create  
the array dynamically quite easily rather than having to hard-code  
the values.

Thanks for your super-quick responses guys :)
Dan

On 15 Aug 2007, at 12:52, Alain Rousseau wrote:

you can check out these set of classes I created for something  
similar to what you need.
it doesn't loop each mp3 files but,  creates a song based on an  
array of mp3 files .


You can modify it as you wish to fit your needs but the simplest  
thing would be to just to repeat the filename in the array [file1,  
file1, file1, file2, file3, ... ]


http://lab.daroost.ca/2007/02/25/sondloop2-revisited-musicbuilder- 
soundobject/


HTH

Alain

[EMAIL PROTECTED] wrote:
Hi there, thanks for checking my post. I am trying to create a  
class that will play a number of mp3 loops each a specified number  
of times and in the specified order. I have tried to find an  
existing class but cant find one anywhere.


My solution (which may not be that efficient), is to create all of  
the sound objects in the fla then load the mp3s into them. When  
they are all loaded each sound object is added to a new object  
that holds it as well as a 'loops' property that says how many  
times the sound object must play. These objects are then put into  
an array in the order they are to be heard. This array is passed  
to my LoopSound class that controls the playback. I can also pass  
a 'loopForever' property that will make the series repeat  
indefinitely.
The problem I am having is re-triggering the play() function from  
within my LoopSound Class to move onto the next sound in the  
array. I am sure that there will be a much neater way of achieving  
what I want, and maybe even a pre-written class!


Any direction / suggestions / encouragement much appreciated :)

Thanks!
Danny



//this code would create an instance of the class in the FLA


var mySound:Sound = new Sound();
mySound.loadSound(sounds/gas.mp3, false);
//once sound is loaded:
var my_ar:Array = new Array();
//create object to add to array
var myOb:Object = new Object();
myOb.sound = mySound;
//is to play 3 time
myOb.loops = 3;
my_ar.push(myOb);
var myLooper:LoopSound = new LoopSound(my_ar)


Here is the class:


//this class is designed to play a number of already loaded sound  
objects sequentially, each sound object can be looped for a  
specified number of times then the whole series can be repeated  
infinitely. Th constructor is passed an array of objects that have  
sound and loop properties that contain a sound object and the  
number of times the sound object is to be looped.



class LoopSound {
private var sounds_ar:Array;
//sound playing currently
var currSound:Sound;
//which stage of the array we are currently up to
private var mp3Count:Number = 0;
	//if this series of loops is meant to keep playing until they are  
stopped

private var loopForever:Boolean;
//receives array that holds objects that have the key sound  loops
public function LoopSound(a:Array, lF:Boolean) {
trace(loopsound created:+a);
mp3Count = 0;
sounds_ar = new Array();
sounds_ar = a;
loopForever = lF;
this.play();
}
private function play() {
trace(Loopsound started playing);
trace(mp3 count:+this.mp3Count+:+sounds_ar);
currSound = sounds_ar[mp3Count][sound];
//creating local vars for targetting from currSound complete
var mp3C:Number = mp3Count;
var snds_ar:Array = sounds_ar;
//calculate number of times mp3 is to loop
var currLoops:Number = sounds_ar[mp3Count][loops];
currSound.start(0,currLoops);
currSound.onSoundComplete = function() {
			//if there are more sound objects to play iterate thru array  
and retrigger play()

if (mp3Countsnds_ar.length) {
mp3Count++;
//this bit isn't working!
play();
} else {
if (loopForever) {
mp3Count = 0;
this.play();
} else {
//all sound objects have played and 
play() is not retriggered
mp3Count = 0;
}
}
};
}
}

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[Flashcoders] How do I get rid of enhanced stroke?

2007-06-13 Thread Alistair Colling
Hi there, I've received some graphics in an FLA from a designer and  
they use enhanced stroke. I need to get rid of this as I'm publishing  
to Flash Player 6 and I am getting compiler errors because of this.  
I've tried doing this by breaking the images apart but the enhanced  
stroke still remains. Converting the image to a bitmap looks bad as  
the image has diagonal lines .

Any suggestions on how to do this very gratefully received,
Thanks!
Ali



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Re: [Flashcoders] How do I get rid of enhanced stroke?

2007-06-13 Thread Alistair Colling
Thanks Zeh and Giles, that's really helpful. I realise this isn't the  
place for non-codey questions now so I'll keep my posts strictly AS- 
related.

Thanks again :)
Ali


On 13 Jun 2007, at 16:32, Giles Taylor wrote:


Just ignore them!
They are just warnings that you will lose the enhanced stroke effects
and the swf will work fine.

Giles

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
Alistair

Colling
Sent: 13 June 2007 16:02
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] How do I get rid of enhanced stroke?

Hi there, I've received some graphics in an FLA from a designer and
they use enhanced stroke. I need to get rid of this as I'm publishing
to Flash Player 6 and I am getting compiler errors because of this.
I've tried doing this by breaking the images apart but the enhanced
stroke still remains. Converting the image to a bitmap looks bad as
the image has diagonal lines .
Any suggestions on how to do this very gratefully received,
Thanks!
Ali



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[Flashcoders] Can't set selectionColor property of List from within class

2007-06-01 Thread Alistair Colling
Hi there, I'm working on a class that is passed instances of  
components so that nearly all of the code is inside the class. I want  
to set the colour of selected items to white so the list always looks  
the same. I am trying to set the selectionColor property from within  
my class but I get the error message:

There is no property with the name 
'selectionColor'
I can set this property fine from the FLA using the regular syntax:
userList.selectionColor = 0xFF

this is how I am doing it from my class (and it doesn't work!):

function setUserList(myUserList:List) {
userList = myUserList;
userList.setStyle(useRollOver, false);  
userList.selectionColor = 0xFF;

}

If anyone has any ideas for the syntax of how to set this property  
from within a custom class I'd be really glad to hear.

Thanks!
Ali



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Re: [Flashcoders] Can't set selectionColor property of List from withinclass

2007-06-01 Thread Alistair Colling
Thanks Muzak, that works great. I am now trying to find what property  
controls the green glow that appears around the whole listbox when  
it's hi-lighted as I want to lose that too and it doesn't seem to be  
mentioned in the docs.


Cheers!
Ali


On 1 Jun 2007, at 12:49, Muzak wrote:


Component styles are set through the setStyle() method.
You can do this either globally or on an instance directly.

Check the docs.
For the list:
List component  Customizing the List component


function setUserList(myUserList:List) {
userList = myUserList;
userList.setStyle(useRollOver, false);
userList.setStyle(selectionColor, 0xFF);
}


regards,
Muzak

- Original Message -
From: Alistair Colling [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, June 01, 2007 12:27 PM
Subject: [Flashcoders] Can't set selectionColor property of List  
from withinclass



Hi there, I'm working on a class that is passed instances of
components so that nearly all of the code is inside the class. I want
to set the colour of selected items to white so the list always looks
the same. I am trying to set the selectionColor property from within
my class but I get the error message:
There is no property with the name 'selectionColor'
I can set this property fine from the FLA using the regular syntax:
userList.selectionColor = 0xFF

this is how I am doing it from my class (and it doesn't work!):

function setUserList(myUserList:List) {
userList = myUserList;
userList.setStyle(useRollOver, false);
userList.selectionColor = 0xFF;

}

If anyone has any ideas for the syntax of how to set this property
from within a custom class I'd be really glad to hear.
Thanks!
Ali



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Re: [Flashcoders] Can't set selectionColor property of List fromwithinclass

2007-06-01 Thread Alistair Colling

Muzak! thanks so much this is a massive help :) Have a great weekend!

On 1 Jun 2007, at 17:25, Muzak wrote:


_list.drawFocus = null;


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[Flashcoders] How do i get rid of the green halo glow on listbox?

2007-05-31 Thread Alistair Colling
Hi there, I want to remove the green glow that appears when you  
rollOver items in a list box. I know how to set the colour of the  
theme and how to edit the graphical elements of the component from  
the StandardComponents.fla but I can't find the rollOver highlight  
MC. If someone could let me know how to alter this (or remove it  
completely!) that would be ace.

Thanks guys:)
Ali



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Re: [Flashcoders] How do i get rid of the green halo glow on listbox?

2007-05-31 Thread Alistair Colling
Thanks for your reply eric, this code seems to make the background of  
each item black but the green glow still appears on rollOver and also  
you can see faint outlines around each of the items in the list. Al I  
want to do is hide the green animation that shows when i rollOver an  
item, I guess this could be targeted in a similar way to the way you  
suggested or maybe the rollover event could be disabled?

Any thoughts v gratefully received,
Thanks!
Ali


On 31 May 2007, at 15:15, eric e. dolecki wrote:


Here is some code that might work out for you

var backAlpha = 50;
var backColor = 0x00;

_global.styles.ScrollSelectList.backgroundColor = undefined; //  
this is

_global, can make it not so

mx.controls.listclasses.SelectableRow.prototype.drawRowFill =
   function(mc:MovieClip, newClr:Number):Void
   {
   mc.clear();
   if (newClr == undefined)
   {
   mc.beginFill( backColor,  backAlpha );
   } else
   {
   mc.beginFill( newClr, backAlpha );
   }

   mc.drawRect(1, 0, this.__width, this.__height);
   mc.endFill();
   mc._width = this.__width;
   mc._height = this.__height;

   if( mc._name.indexOf(tran) != -1 )
   {
   mc.lineStyle( 1, 0x8DB600, 100, false, none,  
square,
miter, 1 ); // thickness, rgb, alpha, pixelhinting, scaling,  
capstyle,

jointstyle, miterLimit
   mc.lineTo( this._width, 0 );
   mc.lineTo( this._width, 21);
   mc.lineTo( 0, 21);
   mc.lineTo( 0, 0 );
   }

   };



On 5/31/07, Alistair Colling [EMAIL PROTECTED] wrote:


Hi there, I want to remove the green glow that appears when you
rollOver items in a list box. I know how to set the colour of the
theme and how to edit the graphical elements of the component from
the StandardComponents.fla but I can't find the rollOver highlight
MC. If someone could let me know how to alter this (or remove it
completely!) that would be ace.
Thanks guys:)
Ali



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Re: [Flashcoders] How do i get rid of the green halo glow on listbox?

2007-05-31 Thread Alistair Colling

Thanks Muzak , that's great. I have also realised I can use:

this.userlist.rollOverColor = 0xFF;

Thanks :)



On 31 May 2007, at 16:22, Muzak wrote:


You can disable the rollover behavior:
_list.setStyle(useRollOver, false);

Does that help?

regards,
Muzak

- Original Message -
From: Alistair Colling [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, May 31, 2007 3:42 PM
Subject: [Flashcoders] How do i get rid of the green halo glow on  
listbox?



Hi there, I want to remove the green glow that appears when you   
rollOver items in a list box. I know how to set the colour of the
theme and how to edit the graphical elements of the component  
from  the StandardComponents.fla but I can't find the rollOver
highlight  MC. If someone could let me know how to alter this (or  
remove it  completely!) that would be ace.

Thanks guys:)
Ali



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[Flashcoders] Where can I find the list component assets?

2007-05-25 Thread Alistair Colling
Hey there, I'm customizing the v2 list component but can't find the  
assets in the sampletheme.fla library. I have customized the  
scrollbar but I also want to change the outline of the list and I  
can't find this.

Could someone point me  in the right direction please?
Thanks guys , have a good bank holiday  :)
Ali

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Re: [Flashcoders] Where can I find the list component assets?

2007-05-25 Thread Alistair Colling

Hi Eric, thanks for your response.

1. I don't understand if you are unfamiliar with the concept of a  
Bank Holiday or maybe you just aren't having one on Monday, I hope  
you are. If you are unfamiliar with Bank Holidays; it is usually a  
Monday in the summer which essentially means that there are more  
barbecues and getting drunk than on a normal weekend, oh, and the  
banks close as well.


B. I want to change the outline for the whole list

Thanks :)
Ali

On 25 May 2007, at 15:50, eric e. dolecki wrote:


1. Bank holiday ?!?
2. Do you mean the outline around the whole list or do you wish to  
make an

outline for items?

- eric

On 5/25/07, Alistair Colling [EMAIL PROTECTED] wrote:


Hey there, I'm customizing the v2 list component but can't find the
assets in the sampletheme.fla library. I have customized the
scrollbar but I also want to change the outline of the list and I
can't find this.
Could someone point me  in the right direction please?
Thanks guys , have a good bank holiday  :)
Ali

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Re: [Flashcoders] Can I read XML before it is loaded?

2007-05-18 Thread Alistair Colling
Thanks Danny, I think you're right, the XML Object is pretty fast and  
if it is going to take a while to load then storing the ID somewhere  
else and checking that file is probably the best way to approach this.

Cheers everyone!
Ali
On 15 May 2007, at 15:45, Danny Kodicek wrote:


Hi there, I am sure I remember coming across a way of reading
an XML file before it is fully loaded though I can't find it.
What I would like to do is load all the information from an
XML file but only if an attribute in the first node has
changed (this is like an ID that the Flash app can use to
decide whether or not to load all of the XML unless it is a
new version). Has anyone else heard of this of or is this
wishful thinking?


You could parse the initial text manually, but in fairness the XML  
object is
pretty fast and I'd imagine you're better off just letting it load.  
If you
want to have an ID for whether the xml has changed, why not just  
put one

into a different file?

Danny

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[Flashcoders] How to set button event listeners within a class

2007-05-18 Thread Alistair Colling
Hey, thanks for checking this. I am writing a class where the  
onRelease event of the button is handled within the class. This is so  
I can make a class that can be reused across re-skinned FLAs just by  
passing the button instance to the class (so I don't need to assign a  
method of the class to it). I think I may be going about this the  
wrong way as I am getting lots of error messages in the compiler like:

There is no method with the name 'super'.
If someone could point me in the right direction here it would be a  
massive help, I'm worried I may be barking up the wrong tree or  
trying to do something that isn't possible (or sensible!).

Thanks guys and have a good weekend,
Ali

My class code looks like this:
/Send.as
import mx.controls.Button;
class Send extends XMLSocket {
private var sendBtn:Button;
function setSendBtn(mySendBtn:Button) {
trace(send button received:+mySendBtn)
this.sendBtn = mySendBtn;
this.sendBtn._visible = false;
this.sendBtn.onRelease = function() {
trace(-- send pressed );
sendHandler()
};
}
function sendHandler(){
//send events go here
trace(sendHandler called)
}
}
The code in my FLA is:

import Send;
var mySend:Send = new Send();
mySend.setSendBtn(my_btn)
///




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Re: [Flashcoders] How to set button event listeners within a class

2007-05-18 Thread Alistair Colling
Thanks Merril and Rakos for yr quick responses that is brilliant :)  
I'll have a shot of this on Monday. Have a great weekend :)

Ali


On 18 May 2007, at 16:57, Rákos Attila wrote:



Use some kind of delegation (e.g. mx.utils.Delegate). (off: using this
is not required in AS2 classes)

sendBtn.onRelease = mx.utils.Delegate.create(this, sendHandler);

  Attila

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[Flashcoders] Can I read XML before it is loaded?

2007-05-15 Thread Alistair Colling
Hi there, I am sure I remember coming across a way of reading an XML  
file before it is fully loaded though I can't find it. What I would  
like to do is load all the information from an XML file but only if  
an attribute in the first node has changed (this is like an ID that  
the Flash app can use to decide whether or not to load all of the XML  
unless it is a new version). Has anyone else heard of this of or is  
this wishful thinking?

Thanks :)
Ali



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Re: [Flashcoders] Quick syntax q: how to write a function that canreceive an undefined number of parameters

2007-05-11 Thread Alistair Colling
Thanks Karina this is the sort of thing I was looking for, as you say  
it may be clearer to code this fn the way I initially said but I was  
interested in how to code this another way so thanks for helping me.  
One tiny typo, before someone else does-

for (var i = 1; iarguments.length; i++)

Thanks again :)
Ben, thanks for your help too, I hadn't thought of only using the  
square brackets to make the code more efficient.


Ali




On 11 May 2007, at 15:32, Karina Steffens wrote:

The parameters received by a function are automatically stored in a  
built-in

array called arguments. So you can do something like this:

public static function center(obj1:Object) {
var targetX:Number = ob1._x;
var targetY:Number = ob1._y;
for (var i = 1; iob_ar.length; i++) {
arguments[i]._x = targetX+(ob1._width/2);
arguments[i]._y = targetY+(ob1._width/2);
}
}   
}

Btw, obj1 doesn't have to be passed seperately either - you can use
var targetX:Number = arguments[0]._x; - but there's no reason to do  
so in

your code, and this way the method is a bit more clear.

The only caveat is that, depending on the rest of your code, if you  
have to

pass an unknown number of movie clips, there's a chance your original
function might actually make more sense...

Cheers,
Karina






-Original Message-
From: Alistair Colling [mailto:[EMAIL PROTECTED]
Sent: 11 May 2007 12:41
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Quick syntax q: how to write a
function that canreceive an undefined number of parameters

Hi there, just a quick syntax question, I want to receive a
function that will centre the position of all objects passed
to that of the first object passed but the number of objects
passed may vary. This is the syntax I am currently using, is
this the best way to do it?
Thanks for any comments in advance :)
Ali

//ob1 is the object that the objects in the array centre
themselves to public static function center(ob1:Object,  
ob_ar:Array) {

var targetX:Number = ob1._x;
var targetY:Number = ob1._y;
for (var i = 0; iob_ar.length; i++) {
ob_ar[i]._x = targetX+(ob1._width/2);
ob_ar[i]._y = targetY+(ob1._width/2);
}
}

center(myMC, [myMC2, myMC3, myMC4]);



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Re: [Flashcoders] Syntax for dynamically calling a function

2007-05-04 Thread Alistair Colling
Wow, thanks for all your suggestions guys, Lists, I really appreciate  
the time you took to write your detailed response, I like your third  
option the best. David thanks for your suggestion I am going to do  
some further experimentation. I'll also have a look into the Event  
Dispatcher class as this looks interesting but I'm not sure what  
specific benefits it brings me here, I will do more research to find  
out. For the moment I think I will stick with putting this code  
inside my movie clip, and the do_ functions on the main timeline:


this.onPress = function(){
this._parent[do_ + this._name].call();
}
//
Thanks again everyone :)


On 3 May 2007, at 17:59, Lists wrote:


The short answer is, you can invoke the function directly by writing:

this.onPress = function () {
_parent[this._name]();
}

or, if this looks clearer, you can use the call() method

this.onPress = function () {
_parent[this._name].call();
}

However, there are a few issues with this approach.

First, I don't like the fact that there are two things with the  
same name in
the same scope: a function and a movie clip. This might just be me  
being

picky, but I'll show you an example of where this breaks in a moment.

Second, it's not best practice to put scripts inside movie clips. It's
easier to assign these functions from the main timeline.

Third, I'm not sure what this gains you. It's easier to copy and  
paste but,
if you're already going into the movie clip manually, you might as  
well just
type the function name. Maybe if you reused the clip from movie to  
movie
this step would already be done and you'd only have to write the  
function...

Or maybe I'm missing another time saving purpose.

Combining all three of the above issues, you can automatically assign
functions to all your movie clips from the the main timeline by  
writing

this:

(assumes mcs on stage named pictures, help, and home, and  
gets around

same-name-in-same-scope by adding a do_ prefix to the function name)

//
for (var s:String in this) {
if (typeof(this[s]) == movieclip) {
this[x].onPress = function () {
this._parent[do_ + this._name].call();
}
}
}
function do_pictures() {
trace(pictures);
}
function do_help() {
trace(help);
}
function do_home() {
trace(home);
}
//

This will cause EVERY mc in the main timeline to behave this way,  
so this
approach may not be what you want, but it's a proof of concept. You  
could do
this through an array of all mcs you want the function assigned to,  
or even

do it manually like this:

pictures.onPress = function () {
this._parent[do_ + this._name].call();
}

But, again, without some sort of automation in applying the script,  
you lose

the benefit. You might as well just write:

pictures.onPress = function () {
do_pictures();
}

If you want to see an example of the same-name-in-same-scope  
problem, run
the first example above after removing do_ from everything. The  
script
will work but when it goes through and assigns the onPress event  
handler,
it will assign it to the function pictures rather than the mc  
pictures. The

function is seen before the mc in the execution order of the loop.

Finally, if the lowercase string movieclip for typeof is  
confusing, you

can substitute:

if (this[x] instanceof MovieClip) {


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[Flashcoders] Syntax for dynamically calling a function

2007-05-03 Thread Alistair Colling
Hi there, I want to call a function but want to able to call it  
dynamically so a string that is passed will determine which function  
is called.
My reason for this is I have an interface with a number of buttons  
that have different labels but that look the same and need to call  
different functions. I was going to make one button and duplicate it  
then name it so it will call a function depending on what it's name  
is. My code would go something like this:


///inside 'button' MC named 'pictures'
var label:String = this._name

this.onPress = function(){
	//want to call function from here, dictated by the name of the MC,  
not sure of this sytanx

this._parent.label()
}
main timeline
function pictures(){
//to be called from pictures button onPress event
}
///
Any suggestions much appreciated!
Ali





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Re: [Flashcoders] Syntax for dynamically calling a function

2007-05-03 Thread Alistair Colling
Thanks Robert, I didn't know you could do that. It's a shame you  
can't use the same square bracket syntax  in the FLA without creating  
a custom class, still this is a neat solution :)

Cheers!
Ali


On 3 May 2007, at 16:04, Robert Brisita wrote:


You could do something like this:

class Something
{
   method1();
   method2(a_number:Number);
}

Somewhere else:
var method_str:String = method1;
var sm:Something = new Something();

sm[method_str](); // Will call method1 class method
sm[method2](0x09F911029D74E35BD84156C5635688C0); // Also works ;-)

Ciao,
Rob.

Alistair Colling wrote:
Hi there, I want to call a function but want to able to call it  
dynamically so a string that is passed will determine which  
function is called.
My reason for this is I have an interface with a number of buttons  
that have different labels but that look the same and need to call  
different functions. I was going to make one button and duplicate  
it then name it so it will call a function depending on what it's  
name is. My code would go something like this:


///inside 'button' MC named 'pictures'
var label:String = this._name

this.onPress = function(){
//want to call function from here, dictated by the name of the  
MC, not sure of this sytanx

this._parent.label()
}
main timeline
function pictures(){
//to be called from pictures button onPress event
}
///
Any suggestions much appreciated!
Ali





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Version: 7.5.446 / Virus Database: 269.6.2/781 - Release Date:  
4/30/2007 9:14 AM





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[Flashcoders] The best way to monitor load progress of multiple swfs?

2007-05-02 Thread Alistair Colling
Hi there, I am trying to figure out the best way to monitor the load  
progress of swfs that are loading into each other. There are 20 swfs  
(of different sizes) that load into my main movie and I plan on  
loading my main movie into a holder so I can monitor the progress of  
it's download using movie clip loader class. I am fine using the  
Movie Clip Loader class to monitor the progress of one SWF  
downloading but I'm not sure how to approach checking the total  
progress of multiple SWFs.
Previously I've created an object that holds all of the movies like  
this:


var loadChecker:Object = new Object();
loadChecker.copyProperties = true;
loadChecker.checkServer = false;
loadChecker.howToPlay = false;
loadChecker.chat_mc = false;

each swf has this code that registers with the loadChecker object  
that it has loaded:


_root[loadChecker][this._name] = true;

and then a function that is triggered from a 3 frame looping MC  
checks if the movies are loaded:


function checkLoaded():Boolean {
var tmpBoo:Boolean = true;
for (var k in _root.loadChecker) {
if (!_root.loadChecker[k]) {
tmpBoo = false;
}
}
_root.moviesLoaded = true;
return tmpBoo;
}

If someone would suggest the best way so I can monitor the progress  
of the loading of all SWFs so I can make a preloader that will show  
the progress of all SWFs that have to load that would be really good.  
Just a point in the right direction would be great :)

Thanks,
Ali






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Re: [Flashcoders] RE: The best way to monitor load progress of multiple swfs?

2007-05-02 Thread Alistair Colling

Thanks Jack, this is exactly what i am looking for :)
Cheers!
Ali

On 2 May 2007, at 12:23, Jack Doyle wrote:


This AS2 class will handle preloading multiple SWFs and/or FLVs and/or
images and report on the total progress:
http://www.greensock.com/ActionScript/PreloadAssetManager

Documentation  examples are on the site. I think you'll find it  
pretty easy

to implement.

Enjoy.

Jack Doyle

-Original Message-
Date: Wed, 2 May 2007 10:09:43 +0100
From: Alistair Colling [EMAIL PROTECTED]
Subject: [Flashcoders] The best way to monitor load progress of
multipleswfs?
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed

Hi there, I am trying to figure out the best way to monitor the load
progress of swfs that are loading into each other. There are 20 swfs
(of different sizes) that load into my main movie and I plan on
loading my main movie into a holder so I can monitor the progress of
it's download using movie clip loader class. I am fine using the
Movie Clip Loader class to monitor the progress of one SWF
downloading but I'm not sure how to approach checking the total
progress of multiple SWFs.
Previously I've created an object that holds all of the movies like
this:

var loadChecker:Object = new Object();
loadChecker.copyProperties = true;
loadChecker.checkServer = false;
loadChecker.howToPlay = false;
loadChecker.chat_mc = false;

each swf has this code that registers with the loadChecker object
that it has loaded:

_root[loadChecker][this._name] = true;

and then a function that is triggered from a 3 frame looping MC
checks if the movies are loaded:

function checkLoaded():Boolean {
var tmpBoo:Boolean = true;
for (var k in _root.loadChecker) {
if (!_root.loadChecker[k]) {
tmpBoo = false;
}
}
_root.moviesLoaded = true;
return tmpBoo;
}

If someone would suggest the best way so I can monitor the progress
of the loading of all SWFs so I can make a preloader that will show
the progress of all SWFs that have to load that would be really good.
Just a point in the right direction would be great :)
Thanks,
Ali



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[Flashcoders] Problems extending the WebServiceConnector Class

2007-04-17 Thread Alistair Colling

Hi there, this is my first post so hi everyone:)
I am trying to extend the WSC Class into a class that will call a web  
service at a set interval so i can just create an instance of it in  
any of my movies and a listener and it will just keep sending info to  
the web service or trying to retrieve information from it. I am  
trying to access the super class of my custom class to set the vars  
but I cant seem to get it to work, plus the ws only triggers once and  
then doesn't seem to trigger again although the sendLog function is  
called.

if anyone has any ideas, I would be really glad to hear them.
Thanks :)
Ali

AS
class CheckChat extends WebServiceConnector {
var active:Boolean;
//interval vars
private var checkInterval:Number;
private var checkFreq:Number;
private var log:String;
//constructor:
	public function CheckChat(WSDLURL, operation, suppressInvalidCalls,  
frequency:Number) {

super(WSDLURL, operation, suppressInvalidCalls);
checkFreq = frequency;
}
// methods:
function sendLog():Void {
trace(sendLog called);
//could be used to send data
//this.params = [log];
myWSC.trigger();
//return log;
}
//switches the function on and off
function activate(myBoo:Boolean):Void {
clearInterval(checkInterval);
if (myBoo) {
trace(interval set);
sendLog();
checkInterval = setInterval(sendLog, checkFreq);
} else {
}
}
//this is used to add info to the log
	function addToLog(time:Date, type:String, info:String,  
id:String):Void {

trace(add to log:+time+:+type+:+info+:+id);
log += \r+type+: +info+:+id+  +time;
trace(log is now:+log);
}
// events:
}
-FLA
import mx.data.components.WebServiceConnector;
import CheckChat;
var myChecker:CheckChat = new CheckChat(http://myweburl/ 
webservice.asmx?WSDL, GetServerStatus, true, 3000);

var res:Function = function (evt:Object) {
trace(+evt.target.results);
};
myChecker.addEventListener(result, res);
myChecker.activate(true);

///

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