Re: [Flashcoders] [AS3] Sound Object Overlays

2008-03-13 Thread Bob Leisle

Hi Helmut,

This looks more like an issue of lingering variables, or a queue that is 
not properly re-initialized at the pause, than of a problem with the 
Sound Object . How are you storing the references to the sounds? How are 
you controlling the sequential playing of the sounds?


Bob


Helmut Granda wrote:

I am having a dilema with the sound Object. I have a player that
plays sounds in certain order, when the user resets the movie the sounds
play again.

The issue is that somewhere the Sound Object remembers what
sound was in queue thus when you reach certain point your old sounds
play.

for example
play 1, 2 , 3 (pause)
reset
play 1, 2 (overlaps 3 ), 4 (overlaps 5).. and so forth.

when the user resets the movie I stop the soundChannel but
still I get this weird behavior and I was wondering if some one else has run
on something similar or some guidance in better control of the sound object.

TIA
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Re: [Flashcoders] [AS3] FileReference.download()

2008-03-13 Thread Bob Leisle

Hi Ntasky,

I'm not sure if this is the only cause to the problem, but I did notice 
this. Your _onDownLoad handler is using _fileLocation, which is not 
defined anywhere in your code.


hth,
Bob

ntasky wrote:

Hi.
simply trying  to download files such as .zip or .pdf.
The dialog box which tells me wher i want to download the file 
appears, i click OK, the dialog box closes and nothing is downloaded.


files are on the same server.

Did someone has a similar issue ?

thx,

N.

here is my code:
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.net.FileReference;
import flash.net.URLRequest;
import flash.events.IOErrorEvent;

public class FileListItem extends MovieClip
{
private var _fileToDownload:FileReference;

public function FileListItem(p_fileLocation:String)
{
_fileToDownload = new FileReference();
btDownload.addEventListener(MouseEvent.CLICK, _onDownload);
};

private function _onDownload(p_evt:MouseEvent):void
{
_fileToDownload.addEventListener(IOErrorEvent.IO_ERROR, 
_onIOError)
_fileToDownload.download(new URLRequest(_fileLocation), 
_fileLocation);

}

private function _onIOError(p_evt:IOErrorEvent):void
{
trace (p_evt);
}
}
}


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Re: [Flashcoders] Passing vars with the the timer and events

2008-03-12 Thread Bob Leisle

Hi Helmut,

One option is extending Timer such that it dispatches your custom 
SoundTimerEvent rather than the built in TimerEvent.
Another option, if  _sound  is a class var, would be to have your 
timeEventHandler dispatch  the SoundTimerEvent.


hth,
Bob

Helmut Granda wrote:

I have a custom TimerEvent that I am using to pass some
information when the timer is up. My issue is that I dont need to pass the
information until the time is up but how can i pass the information to a
timer that is not available yet?

The basic setup is something like this:

public function myFunc ( varToPass : String, delay :
Number = 0 )

{

if ( delay  0 )

{

globalTimer = new Timer ( delay, 1)
globalTimer.start();
globalTimer.addEventListener (
TimerEvent.Timer, timerEventHandler)


} else {

dispatchEvent ( new SoundTimerEvent (
SoundTimerEvent.PLAY_VO , _sound ) ) ;
}


}

private function timeEventHandler ( te : TimerEvent )

{

// More stuff here
}

if no delay is added the event gets dispatched properly
and everything moves great but how would I add or pass a variable through
the globalTimer so that when the timer is up I can catch the _sound
property?

Any ideas?

TIA
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Re: [Flashcoders] Re: AS2 vs. AS3: instantiate library symbols with a loop string concatenation

2008-03-04 Thread Bob Leisle

Hi Jonathon,

Your AS2 method is tried and true. Here's the new and improved AS3 way 
of doing it.


for (var i:Number = 0; i  30; i ++) {
   // build the String name
   var symbol:String = sym + i;
   // locate the class
   var symbolClass:Class = getDefinitionByName(symbol) as Class;
   // instantiate the clip using the class
   var new_mc:MovieClip = new symbolClass() as MovieClip;
   // add clip to stage
   addChild(new_mc);
   // do stuff with clip
}

You may or may not need the  as MovieClip bit on the instantiation, 
depending on how your class is actually defined.


hth,
Bob


jonathan howe wrote:

Sorry - somehow triggered the send mail hotkey before I was finished:

On Tue, Mar 4, 2008 at 3:25 PM, jonathan howe [EMAIL PROTECTED]
wrote:

  

Imagine I have in my library a series of MovieClips with linkage
identifiers like so:

sym0
sym1
sym2
...
sym29

In AS2, if I wanted to create instances of each one (or perhaps decide
which symbol to use based on XML data, for example), I could use a for loop:

for (var i:Number = 0; i  30; i ++) {
var new_mc:MovieClip = parent_mc.attachMovie(sym + i, sym + i, i);
// do stuff with clip
}

and create each symbol via passing a concatenated string as symbolName.

Now, in AS3, I can't think of a way to do this efficiently. In our simple
example, I can only think of the following:

for (var i:int = 0; i  30; i ++) {
var sym:MovieClip;
 switch (i) {
 case 0: sym = new sym0();
 case 1:sym =  new sym1();
 case 2: sym =new sym2();
...
 }
// do stuff with clip
}


Is there a more efficient way to do this in AS3? You can't really
instantiate a class based on a stringname, can you?



Was I doing myself a disservice by using this technique in AS2 anyway?
  


Thanks,
-jonathan
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Re: [Flashcoders] frame rate guidelines

2008-02-22 Thread Bob Leisle

Hi Dave,

Probably the best guideline to use for frame rate is the capacity of 
your end users' machines, that and the fact that the Stage.frameRate 
setting is a speed limit, not a guarantee. The processor capacity and 
the complexity of your swf in terms of processor usage (calculations, 
redraws, etc.) will determine what speed is actually reached. If you are 
doing a lot of animation, you'll want a reliable frame rate for your 
intended users. If you're doing forms only, frame rate is nearly irrelevant.
15 fps is reliable for most programs running on all but the slowest 
machines.

30 fps is reliable on most modern machines.
If your program is fairly easy on the processor and your expected users 
have faster machines, 60+ is probably ok, but you may want to allow for 
the cases where that speed is not possible.
Bottom line is, you're going to have to find your own balance in how 
much cool your users can afford.


hth,
Bob

Dave Segal wrote:

Are there any general guidelines about what frame rate to use when
publishing an swf?

 


Also, are there any techniques for adjusting the frame rate of an swf at
runtime?

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Re: [Flashcoders] Question on garbage collection

2008-02-15 Thread Bob Leisle

Hi Jiri,

I'm not sure which AS version you're using but here are some good links 
on garbage collection in AS3.


http://www.bit-101.com/blog/?p=783
http://gskinner.com/blog/archives/2006/06/as3_resource_ma.html
http://board.flashkit.com/board/showthread.php?t=756290

32000+ more links can be found by googling, Flash AS3 garbage collection.

hth,
Bob


Jiri Heitlager wrote:

Hello List,

I have two classes Time and Clock, see below. To get good encapsulation,
in the Time class I added a function called clone(). This returns a copy
of the Time instance, instead of a reference to it.
Now I run the code, using an interval that calls the
Clock.getElepasedTime(). While watching the Memory I can see it build
up. Does this mean that with every clone of the Time object it still
holds a reference and therefore doesnt get deleted by the garbage 
collector.


Hope somebody can enlighten me..

Jiri



class Clock
{

private var startTime:Number;
private var elapsedTime:Time;

//constructor method

function Clock(tTime:Time)
{
clockdata = new ClockData()
startTime = getTimer();
   
}



public function getElepasedTime() : Time

{

var elapsedMilliseconds:Number = getTimer() - startTime;

var elapsedHours:Number= Math.floor( 
elapsedMilliseconds / 360);
var elapsedSeconds:Number= Math.floor( elapsedMilliseconds 
/ 1000);

var elapsedMinutes:Number= Math.floor( elapsedSeconds / 60);

elapsedSeconds = elapsedSeconds%60;
elapsedMinutes = elapsedMinutes%60;

if(elapsedTime == null){
elapsedTime = new Time(elapsedHours , elapsedMinutes , 
elapsedSeconds)

}else{
elapsedTime.hour = elapsedHours;
elapsedTime.minute = elapsedMinutes;
elapsedTime.second = elapsedSeconds;
}

return elapsedTime.clone();
   
}


}

class Time
{

private var _hour:Number;

private var _minute:Number;
private var _second:Number;

//constructor method

public function Time(hour:Number , minute:Number , second:Number)
{
_hour = hour
_minute = minute
_second = second
}

public function get hour() : Number

{
return _hour
}

public function set hour(nHour:Number) : Void
{
_hour = nHour
}

public function get minute() : Number

{
return _minute
}

public function set minute(nMinute:Number) : Void
{
_minute = nMinute;
}

public function get second() : Number

{
return _second
}

public function set second(nSecond:Number) : Void
{
_second = nSecond;
}

public function serialize() : String

{
var minutePrefix:String = ( (_minute  10)? '0' : '');
var secondPrefix:String = ( (_second  10)? '0' : '');
var hourPrefix:String= ( (_hour  10)? '0' : '');

return
String(hourPrefix+_hour+':'+minutePrefix+_minute+':'+secondPrefix+_second); 


}

public function clone() : Time

{
return new Time(_hour , _minute , _second)


}


}





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Re: [Flashcoders] Yes or no: Moving one MC into another (AS2)

2008-02-07 Thread Bob Leisle

Hi Michael,

I'm not sure at what point in your runtime you want to make the copy, 
but if these clips are all library symbols in the same fla and are 
exported for Actionscript, wouldn't this do it?


B.attachMovie(A, myA, B.getNextHighestDepth());
B.myA.attachMovie(X, myX, B.myA.getNextHighestDepth());

hth,
Bob


Mendelsohn, Michael wrote:

Hi list...

I have movieclip A, which contains movieclip X.  I also have movieclip
B, with no children, and I want it to contain a duplicate of A.X. 


Is it possible to do this in AS2?

Thanks,
- Michael M.

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Re: [Flashcoders] urgent angle problem

2008-02-05 Thread Bob Leisle

er...make that

if (angle  0) {
  angle += 360;
}


Bob Leisle wrote:

Hi Allandt,

How about something like this?
if (angle  0) {
   angle += 180;
}

hth,
Bob


Allandt Bik-Elliott (Receptacle) wrote:

hi guys

i have a problem that i need to sort out - i have a script that 
checks to see where the mouse pointer is in relation to a point of 
origin and then selects which frame from a group of 9 to show


the problem i'm having is that if the angle is above 180 degrees, it 
swaps to negative numbers back down to 0 (go to 
http://www.19.5degs.com/element/215.php to see an example - in 
particular watch the text frame as you move) and i need to figure out 
how to make it a full 360


i've tried

if (angle0) {
angle = (-1*angle)+180;
}

but that's not right

here is my code

//image frame selector
function changeFrame(clip:MovieClip, angle:Number):Void {

// frame is receiving a wrong number above 180 degrees here
// there are 9 frames so i want each frame to have 40 degrees 
(hence angle/40)

var frame:Number = Math.round(angle/40);

// visibleClip is a variable set on all clips (set in the 
mousemove below) to tell my script which clip is visible to make it 
invisible without having to loop through the other clips when there's 
a change

clip[clip.visibleClip]._visible = false;
clip[p+frame]._visible = true;
clip.visibleClip = [p+frame];

}

//mouse follower
var mouseListener:Object = new Object();
mouseListener.lookAt = function(clip:MovieClip, originX:Number, 
originY:Number, watchX:Number, watchY:Number):Void {


var adjside:Number = watchX - originX;
var oppside:Number = -1*(watchY - originY);
var angle:Number = Math.atan2(oppside, adjside); // in radians
var angle:Number = Math.round(angle/Math.PI*180); // convert to 
degrees

var angle:Number = -1*(angle); // invert
changeFrame(clip, angle);

}
mouseListener.onMouseMove = function () {

var watchX:Number = _xmouse;
var watchY:Number = _ymouse;
// there are 8 images that are trying to do this
for (var i:Number=1; i9; i++) {
var thisPerson:MovieClip = content_mc[person+i];
this.lookAt(thisPerson, thisPerson._x, thisPerson._y, 
_root._xmouse, _root._ymouse);

}
};
Mouse.addListener(mouseListener);


hope you can help
alz


Allandt Bik-Elliott
Receptacle
t  01920 413 947  |  m  07970 718 545
e [EMAIL PROTECTED]

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Re: [Flashcoders] urgent angle problem

2008-02-05 Thread Bob Leisle

Hi Allandt,

How about something like this?
if (angle  0) {
   angle += 180;
}

hth,
Bob


Allandt Bik-Elliott (Receptacle) wrote:

hi guys

i have a problem that i need to sort out - i have a script that checks 
to see where the mouse pointer is in relation to a point of origin and 
then selects which frame from a group of 9 to show


the problem i'm having is that if the angle is above 180 degrees, it 
swaps to negative numbers back down to 0 (go to 
http://www.19.5degs.com/element/215.php to see an example - in 
particular watch the text frame as you move) and i need to figure out 
how to make it a full 360


i've tried

if (angle0) {
angle = (-1*angle)+180;
}

but that's not right

here is my code

//image frame selector
function changeFrame(clip:MovieClip, angle:Number):Void {

// frame is receiving a wrong number above 180 degrees here
// there are 9 frames so i want each frame to have 40 degrees 
(hence angle/40)

var frame:Number = Math.round(angle/40);

// visibleClip is a variable set on all clips (set in the 
mousemove below) to tell my script which clip is visible to make it 
invisible without having to loop through the other clips when there's 
a change

clip[clip.visibleClip]._visible = false;
clip[p+frame]._visible = true;
clip.visibleClip = [p+frame];

}

//mouse follower
var mouseListener:Object = new Object();
mouseListener.lookAt = function(clip:MovieClip, originX:Number, 
originY:Number, watchX:Number, watchY:Number):Void {


var adjside:Number = watchX - originX;
var oppside:Number = -1*(watchY - originY);
var angle:Number = Math.atan2(oppside, adjside); // in radians
var angle:Number = Math.round(angle/Math.PI*180); // convert to 
degrees

var angle:Number = -1*(angle); // invert
changeFrame(clip, angle);

}
mouseListener.onMouseMove = function () {

var watchX:Number = _xmouse;
var watchY:Number = _ymouse;

// there are 8 images that are trying to do this

for (var i:Number=1; i9; i++) {
var thisPerson:MovieClip = content_mc[person+i];
this.lookAt(thisPerson, thisPerson._x, thisPerson._y, 
_root._xmouse, _root._ymouse);

}
};
Mouse.addListener(mouseListener);


hope you can help
alz


Allandt Bik-Elliott
Receptacle
t  01920 413 947  |  m  07970 718 545
e [EMAIL PROTECTED]

This e-mail is confidential and may be privileged. It is for the use 
of the named recipient(s) only. If you have received it in error, 
please notify us immediately. Please do not copy or disclose its 
contents to anyone, and delete it from your computer systems. Please 
note that information sent by e-mail can be corrupted. This e-mail has 
been prepared using information believed by the author to be reliable 
and accurate, but the Company makes no warranty as to its contents. 
Any opinions expressed are those of the author and do not necessarily 
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Re: [Flashcoders] loadMovie from subdirectory - change base path

2008-01-31 Thread Bob Leisle


the


movies from the screens subdirectory, and this works fine. But the
problem
is that the movies in the screens subdirectory often reference XML


files
  

(which also live in the screens subdirectory). All works well when


you


play the individual screenx.swf files, obviously, but when you play
controller.swf, it is looking for the XML files in the same directory


as


itself (one directory up).

How can I fix this problem so that playing controller.swf works fine,


as


well as playing each individual screenx.swf file in the screens
subdirectory? Is this possible? It seems like such a simple idea, but


I'm
  

so
stumped.

I should mention that this project is not actually going online - it


is


going to be converted to an EXE using Zinc and distributed via CD. So


I


can't use absolute paths.

Please! Heelp! Thanks!
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Re: [Flashcoders] for statement stumper

2008-01-23 Thread Bob Leisle

Hi Dwayne,

You're right it won't be the same. You need to store the value in each 
button, for retrieval when the functions are executed. Try something 
like this instead:


for (var j = 0; j5; j++) {
   trace(j is+j);
   this[clip+j][button+j].nbrID = j;
   this[clip+j][button+j].onRollOver = onClipRollOver;
   this[clip+j][button+j].onRollOut = onClipRollOut;
}

onClipRollOver = function() {
   Tweener.addTween(this._parent,{_xscale:100, _yscale:100, delay:0, 
time:2});
   Tweener.addTween(_root[text+ this.nbrID],{_alpha:100, delay:0, 
time:2});

   _root.touchedButton = true
   trace(nbrID: +this.nbrID);
};
onClipRollOut = function() {
   Tweener.addTween(this._parent,{_xscale:50, _yscale:50, delay:0, 
time:2});

   Tweener.addTween(_root[text+this.nbrID],{_alpha:0, delay:0, time:2});
   _root.touchedButton = false
   trace(nbrID: +this.nbrID);
};

hth,
Bob

Dwayne Neckles wrote:

Gang here is a stumper for you..

When in the first trace statement j is 0 through 4 but in the second trace 
statement j is 4, 4 times...

ive been playing with this for days.. so i guess the j value is not the same inside a nested function.. 
what can i do to make it the same?



for (var j = 0; j5; j++) {
trace(j is+j);
this[clip+j][button+j].onRollOver = function() {

Tweener.addTween(this._parent,{_xscale:100, _yscale:100, delay:0, time:2});

Tweener.addTween(_root[text+ j],{_alpha:100, delay:0, time:2});
_root.touchedButton = true
trace(j is+j);
};

this[clip+j][button+j].onRollOut = function() {

Tweener.addTween(this._parent,{_xscale:50, _yscale:50, delay:0, 
time:2});
Tweener.addTween(_root[text+j],{_alpha:0, delay:0, time:2});
_root.touchedButton = false

};



}


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Re: [Flashcoders] Problem targeting a movieclip

2008-01-23 Thread Bob Leisle

Hi Marcelo,

You could store references to the clips in the array instead of String 
paths. Then you could access them directly with trace(text_area_array[1]);
If you need help doing that, post the code you use to store the paths in 
the array.


hth,
Bob

Marcelo Wolfgang wrote:

Hi list,

I'm trying to access multiple movieclips that path names are stored in
an array, this array is populated with the names when an area load and
its cleaned when an area unload.

Here's the code I have so far:

trace(thisRoot.areaLoader_mc.txt_galeria_mc); // if I delete this the
next one traces undefined
trace(thisRoot.areaLoader_mc.txt_galeria_mc.txt_img05_mc); // this is
the full path, it works
trace(text_area_array[1]) // txt_galeria_mc.txt_img05_mc (is a string)

what I'm trying to do

trace(thisRoot.areaLoader.text_area_array[1]) // undefined
trace(eval('thisRoot.areaLoader.'+text_area_array[1])) // undefined

Can anyone help me figure out how I can target my mc so I can run some
stuff on it?

TIA
Marcelo Wolfgang
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Re: [Flashcoders] placing mc on the stage

2008-01-16 Thread Bob Leisle

Hi Pedro,

Try this instead:

Math.random()*500;

Here's a simplistic but clear tutorial on the subject:
http://animation.about.com/od/flashanimationtutorials/ss/mathrandom.htm

hth,
Bob

Pedro Kostelec wrote:

Hello
i got this code:

this.createEmptyMovieClip(canvas,this.getNextHighestDepth()); //creates an
empty MC in which i attach 2 textMCs
canvas._x = random500;//should place the MCs to a random position when they
load but it doesn't work?!?-What is wrong here?
canvas._y = random100;

attachMovieInterval = setInterval(attachMovies, 200);//set interval for
green mc reload

function attachMovies() {
for (var i = 0; i2; i++) {
canvas.attachMovie(code,code+i,this.getNextHighestDepth());
canvas.code1._x = random500;
canvas.code1._y = random100;
canvas.code2._x = Stage.width/2;
canvas.code2._x = Stage.height/2;//how do i do to define the x and y
position of each mc separately?
}
}

sorry for writing it so briefly. My keyboard doesn't work well and i cannot
type a lot
-

  


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Re: [Flashcoders] Simple quesiton for createEmptyMovieClip in AS2

2008-01-13 Thread Bob Leisle

Hi (don't know your name, but I'm pretty sure it isn't macromedia :) ),

There are a couple of issues in the code:

1. This line makes no sense:
var url:String http://mail.google.com/mail/String = arrURLs[i];
I can't tell what you're trying to do with the, 
http://mail.google.com/mail/String.
If you're trying to concatenate it to the URL from the array, then it 
should read,

var url:String = http://mail.google.com/mail/String+arrURLs[i];
If you're just trying to access the URL in the array, then the line 
should read,

var url:String = arrURLs[i];

2. In this line,
vidThumb = eval(vThumb+i);
vidThumb will evaluate to this.vThumb0, or whatever number i equals. To 
get the correct path to the clip you're trying to reference, try this 
instead:

vidThumb = _root[vThumb+i];

There are cases when eval() is the only way to get a piece of code 
working, but generally in Actionscript, using it is an indication that 
the code has taken a wrong turn somewhere. In AS3 eval() has been 
removed altogether.


hth,
Bob


macromedia flash wrote:

Hey Bob,

as per your suggestion, I have done the code below, it seems has problem on
this. Would you please help me to take a look? Have a nice day :)

==


var thumbHorizontalGap = 110;
//var url:String http://mail.google.com/mail/String = 
http://img0.gmodules.com/ig/images//weather_welcome_image.jpg;;

var arrURLs:Array =
[
http://l.yimg.com/us.yimg.com/i/us/ga/gameart2/perilendhouse/perilendhouse-100.gif
,

http://l.yimg.com/us.yimg.com/i/us/ga/gameart2/sallyssalon/sallyssalon-100.gif
,

http://l.yimg.com/us.yimg.com/i/us/ga/gameart2/riseofatlantis/riseofatlantis-100.gif
]

for (var i:Number = 0; i3; i++) {
 var url:String http://mail.google.com/mail/String = arrURLs[i];

 _root.createEmptyMovieClip(vThumb+i,i+1000);
 vidThumb = eval(vThumb+i);

 vidThumb._y = i*thumbHorizontalGap;
 vidThumb.loadMovie(url);

 vidThumb.onRelease = function() {
  openURL(url);
 };
 //trace(vidThumb);
}

function openURL(url) {
 getURL(url);
}

=




On 1/13/08, Bob Leisle [EMAIL PROTECTED] wrote:
  

You could put your URLs in an array and increment through it with each
loop iteration, like this:



var thumbHorizontalGap = 75;

var arrURLs:Array =
[http://img0.gmodules.com/ig/images//weather_welcome_image.jpg; ,

http://img0.gmodules.com/ig/images//some_image.jpg; ,

http://img0.gmodules.com/ig/images//someother_image.jpg; ,

http://img0.gmodules.com/ig/images//yetanother_image.jpg; ,

http://img0.gmodules.com/ig/images//onemore_image.jpg;
];

for (var i:Number = 0; i 5; i++)
{
   var url:String = arrURLs[i];
   _root.createEmptyMovieClip(vThumb+i, i+1000);

vidThumb = eval(vThumb+i);

vidThumb._y = i* thumbHorizontalGap;
vidThumb.loadMovie(url)

vidThumb.onRelease = function(){
  openURL(url)
}
}



macromedia flash wrote:


AWESOME! thanks all :)

One more question here... how can I assign URL link to each movieClip? I
would like to add URL for each of movieClip which created by looping,
  

the


code like this

Thank you



var thumbHorizontalGap = 75;
var url: String = 
http://img0.gmodules.com/ig/images//weather_welcome_image.jpg;

for (var i:Number = 0; i 5; i++)
{
_root.createEmptyMovieClip(vThumb+i, i+1000);

  vidThumb = eval(vThumb+i);

 vidThumb._y = i* thumbHorizontalGap;
 vidThumb.loadMovie(url)

  vidThumb.onRelease = function(){
   openURL(url)
  }
}

function openURL(url){
 getURL(url);
}
=

  

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Re: [Flashcoders] Preloading and Dispatching Events

2008-01-12 Thread Bob Leisle

Hi Helmut,

The MovieClip inheritance chain looks like this:
MovieClip - Sprite ../../flash/display/Sprite.html - 
DisplayObjectContainer ../../flash/display/DisplayObjectContainer.html 
- InteractiveObject ../../flash/display/InteractiveObject.html - 
DisplayObject ../../flash/display/DisplayObject.html - 
EventDispatcher ../../flash/events/EventDispatcher.html - Object. 
../../Object.html
Any class you write that extends MovieClip also inherits the ability to 
dispatch events.


hth,
Bob

Helmut Granda wrote:

Hi All,

While creating a custom class I am trying to figure out a way to add the
preloaded images at the same time as to dispatch an event to a different
class when the images have loaded.

of course I know that I cant extend a class to an EventDispatcher and to a
MovieClip at the same time so I have to choose one, If I extend to an
EventDispatcher then I cant add the clip when the images are preloaded. If I
extend to a MovieClip then I cant Dispatch custom events to other
listeners.. I was thinking of creating an Interface for the Event Dispatcher
and then for the MovieClip once that is done then I could implement both
interfaces but I dont think this is the right approach

Any suggestions are welcome,
Helmut
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Re: [Flashcoders] Simple quesiton for createEmptyMovieClip in AS2

2008-01-12 Thread Bob Leisle

Try this instead:

for (var i:Number = 0; i 5; i++) {

_root.playListHolder.createEmptyMovieClip(vThumb+i, i+1000);
var vidThumb = __root.playListHolder[vThumb+i];

//theVideo.width = thumbWidth;
//theVideo.height = thumbHeight;

vidThumb._y = i*thumbHorizontalGap+thumbY;
vidThumb.loadMovie( 
http://www.google.com/http://img0.gmodules.com/ig/images//weather_welcome_image.jpg;);
}


Assuming your thumbHorizontalGap and thumbY vars are right, this should display 
5 clips vertically;

hth,
Bob



macromedia flash wrote:

hi there,

I am having problem to create empty Movie clicp by using the code below, I
can't create 5 movie clips vertically. Would you please help me take a look
this. Thank you so much :)

playListHolder is an MC Instance name and placed on Stage.


for (var i:Number = 0; i 5; i++) {

  var vidThumb:MovieClip =
_root.playListHolder.createEmptyMovieClip(vThumb+i, i+1000);

   vidThumb = eval(vThumb+i)

   //theVideo.width = thumbWidth
   //theVideo.height = thumbHeight;

   vidThumb._y = i*thumbHorizontalGap+thumbY;

   vidThumb.loadMovie( http://www.google.com/
http://img0.gmodules.com/ig/images//weather_welcome_image.jpg;)

}
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Re: [Flashcoders] movieclip to movieclip control in AS3

2008-01-11 Thread Bob Leisle

Hi Gustavo ,

Check out DisplayObjectContainer.getChildByName() or getChildByIndex() 
in the Flash help or at  
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/index.html?flash/display/DisplayObjectContainer.htmlflash/display/class-list.html


hth,
Bob


Gustavo Duenas wrote:

Hi Coders, long time no see!

I have one movie clip, which has an order in the timeline.

the order is :

this.ball.gotoAndPlay(2);

I've been trying:

root.ball.gotoAndPlay(2);
ball.gotoAndPlay(2);
MovieClip(ball).gotoAndPlay(2);

but no success at all...Am I'm doing wrong something?

I've been Trying this is AS2 but is ok, but when I try to use this or 
the tellTarget in AS3, I got Nothing.



Please help.


Regards

Gustavo A. Duenas

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Re: [Flashcoders] movieclip to movieclip control in AS3

2008-01-11 Thread Bob Leisle

Hi Gustavo,

If you're looking for AS3 books, Essential Actionscript 3.0 by Colin 
Moock is a great place to start.
I'm a bit unclear what you're trying to do. If you are trying to start 
the ball clip from it's parent timeline, this should work:

ball.gotoAndPlay(2);

If you're trying to start it from inside another clip, and both ball 
and the calling clip are on the same timeline, this should do it:

var clip:MovieClip = this.parent.getChildByName(ball) as MovieClip;
clip.gotoAndPlay(2);

hth,
Bob


Gustavo Duenas wrote:
HI Bob, thanks but this is so obscure to me, there is an example about 
this someplaceI guess I should have bought an AS3 Book.


Regards


gustavo


P.d: in AS@ is so easy but since we migrate to flash cs3 I'd like to 
have all the advantages of the AS3 but I don't get it something that 
simple as movieclip to movieclip control.


On Jan 11, 2008, at 3:31 PM, Bob Leisle wrote:


Hi Gustavo ,

Check out DisplayObjectContainer.getChildByName() or 
getChildByIndex() in the Flash help or at  
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/index.html?flash/display/DisplayObjectContainer.htmlflash/display/class-list.html 



hth,
Bob


Gustavo Duenas wrote:

Hi Coders, long time no see!

I have one movie clip, which has an order in the timeline.

the order is :

this.ball.gotoAndPlay(2);

I've been trying:

root.ball.gotoAndPlay(2);
ball.gotoAndPlay(2);
MovieClip(ball).gotoAndPlay(2);

but no success at all...Am I'm doing wrong something?

I've been Trying this is AS2 but is ok, but when I try to use this 
or the tellTarget in AS3, I got Nothing.



Please help.


Regards

Gustavo A. Duenas

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Re: [Flashcoders] OOP design books

2007-12-13 Thread Bob Leisle

Hi Erik,

If the Lott/Patterson is not causing you sparks of understanding, the 
GoF book is probably not worth your money yet. It is good and thorough, 
but it's also dense, written like a university level text book, and 
focused on SmallTalk. I'd recommend re-reading the Lott/Patterson, as 
you suggested, and working through the examples instead. I found that I 
didn't really get it until I built some of their examples in Flash. 
Then it began to sink in.
The Head First book is also very good and a bit more user-friendly, but 
you'll have to turn many extra pages to get through all the cute 
graphics and other filler to get to the really useful information.

I haven't read the Sanders/Cumaranatunge yet so I can't comment on it.

Good luck,
Bob


Mattheis, Erik (MIN - WSW) wrote:

The information in the Lott/Patterson AS3 w/ Design Patterns is having
trouble sinking into my head. I understand the patterns as they describe
them, but I'm not getting much take-away. I don't put the book down
thinking gee, I should use the iterator pattern in this app!

 


Reading reviews, I'm thinking of getting the Sanders/Cumaranatunge AS 3
Design Patterns book as it appears to be much more thorough in
introducing OOP concepts. I've also read reviews that suggest the
HeadStart DesignPatterns for Java is the best design patterns book.
Which makes me wonder why not get the original GoF book. Then again,
maybe I should re-read the front material in the Lott/Patterson book.

 


Suggestions?

 


Erik J Mattheis

Sr. Web Programmer
Weber Shandwick 
Minneapolis, MN


T: (952) 346 6610 | M: (612) 377 2272

 


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Re: [Flashcoders] central up to date data

2007-10-20 Thread Bob Leisle

Hi Tom,

It's a bit hard to tell without seeing the code. If your app class and 
your menu class, etc. are each creating their own extension of utils, 
then how are those subclasses communicating? Are they calling some 
update function in the super class?
It sounds like you need to use a singleton, and give it an update() 
method that any class can access. That way you know all your classes are 
updating the same instance.

Here are great examples of singletons:
http://www.gskinner.com/blog/archives/2006/07/as3_singletons.html

Hope that helps,
Bob


Tom Huynen wrote:

Hi List!

I'm using a class named utils.as to store data like color values in my
project.
This class is then extended by let's say the application.as and the menu.as.

Next in the application class I change the value of a var in the utils
class.
When retrieving this value from the third (menu) class I still get the old
value instead of the new one.

What is the best thing to do when I want to keep my data central, up to date
and accesible for all classes in my project?

Kind regards,

Tom
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Re: [Flashcoders] Detecting mouse events over non-white parts

2007-02-07 Thread Bob Leisle





My understanding is that it's the default behaviour of a clip with
any mouse events handled at all, that the cursor changes when it
enters the clip.
 


Using useHandCursor, you could turn that feature off as the default, and then 
back on when you test positive for your viewable clip area.
Something like this:

clip.useHandCursor = false;
clip.onPress = function(){
}
clip.onEnterFrame = function(){
this.useHandCursor = (this.hitTest(_xmouse, _ymouse, true));
}

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~
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Re: [Flashcoders] dynamically naming sound objects?

2006-03-10 Thread Bob Leisle

I can think of  2 possibilities causing your trouble:

1. By using 1 name for all your Sound objects, each one is over-writing 
the one before it. So what you end up with is 4 references to the same 
Sound, the last one in the loop.
2. It's possible that you're trying to play the sounds before they're 
completely loaded.


I played with your code a bit and this works:

code
var mySounds:Array = new Array();
var sPath:String = ../mp3/;

mySounds[0] = sPath+soundD_DIP_you_know_this_word.mp3;
mySounds[1] = sPath+soundD_NAR_a.mp3;
mySounds[2] = sPath+soundD_NAR_a_(art).mp3;
mySounds[3] = sPath+soundD_NAR_a_capital_b_looks_like_this.mp3;

var sounds_array:Array = new Array();
var sBaseName:String = sound;

// load all sounds in loop
function loadSounds() {
   trace(loadSounds);
   for (var i:Number = 0; imySounds.length; i++) {
   var sRef = _root;
//var testSound:Sound = new Sound(sRef);
   this[testSound+i] = new Sound(sRef);
   var rfcSound:Sound = this[testSound+i];
   rfcSound.onLoad = function(success){
   if(success) {
   // prove the load is complete
   trace(this+: dur:+this.duration);
   } else {
   trace(Not loaded yet);
   }
   };
   rfcSound.loadSound(mySounds[i], False);
   sounds_array.push(rfcSound);
   }
}
loadSounds();
// 
// test to play sounds
// make sure the start() call comes after the load is complete
onInterval = function(){
   clearInterval(nbrInterval)
   for (var i in sounds_array) {
   trace(tick);
   sounds_array[i].start();
   }
};
nbrInterval = setInterval (this, onInterval, 1000);

/code
hth,
Bob

Marc Hoffman wrote:


Offhand I'm not sure of the problem -- anyone else have an idea?

It could be as simple as the use of False rather than false in 
that last line. But I also wonder about two things:


First, I would expect a trace of the mySounds array to return a list 
of paths to the sounds, not [Object Object].


Second, I'm not sure of the implications of using _root as the scope 
for every testSound object where you're re-using the name for the 
Sound object. Since you're calling them in a single action sequence, I 
don't know if Flash has a chance to start loading one sound before 
it's replaced by the action to load another sound. At best, loading 
them sequentially into the same Sound object means you can only access 
the last sound to be loaded.  So you might try assigning a unique name 
to each sound object.


- Marc


At 05:49 AM 3/10/2006, murder design wrote:


paths are ok, playing them without dynamically loading and placing into
arrays is fine. the trace of the array results in: [Object Object] four
times, however no play. here is my complete code, no errors, but no 
results:
when i give each sound object the same name, does that matter if 
there is a
pointer within an array element for each one? am i going about this 
wrong...



var mySounds:Array = new Array();
var sPath:String = sound/loops/;
mySounds[0] = sPath + Accident-Broadkas-8819.mp3;
mySounds[1] = sPath + 5-jakkob-2501.mp3;
mySounds[2] = sPath + albert-Mikkel_M-204.mp3;
mySounds[3] = sPath + delerium-queali-1634.mp3;

var sounds_array:Array = new Array();
var sBaseName:String = sound;

// load all sounds in loop
function loadSounds() {
 for (var i:Number = 0; i  mySounds.length; i++) {
  sRef = _root;
  var testSound:Sound = new Sound(sRef);
  sounds_array.push(testSound);
  testSound.loadSound(mySounds[i], False);
 }
}




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Re: [Flashcoders] The almighty duplicateMovieClip?

2006-03-10 Thread Bob Leisle

You are right. duplicateMovieClip() works within one timeline only.
You might try attachMovie() from the Library to get where you want to go.


Веб разработчик студии 123.ru wrote:


Dear all,

There seems to be no answer to this one question on the web, nor did it
bother anyone at anytime:

The almighty duplicateMovieClip (global funk or MC method, no matter)
doesn't seem to be capable of duplicating a MC from one timeline into a
different one.

The thing I'm trying to achieve is grab a copy of a MC _root.mc1.mc2 (thus
it's _name = mc2) into a MC different from _root.mc1, for instance _root

But it doesn't seem to be possible. Am I right?

Something like this (thought the code is obviously incorrect):

_root.mc1.mc2.duplicateMovieClip(_root.newMC, 100);
trace(_root.newMC);







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Re: [Flashcoders] getURL not working

2006-03-07 Thread Bob Leisle
getURL() is the wrong way to go for sending data. The Flash XML object 
has methods specifically for sending and receiving data. Read up on the 
XML.load(), XML.send() and XML.sendAndLoad() methods. They'll do you right.



hth

hidayath q wrote:


Hi all,

I have doubt in getURL method.Im using a XML in a file which is more than
500 nodes.
i will be creating new nodes dynamically in XML and i want to write it to a
text file using PHP.
im using the getURL method inside press of a button component to transfer
the data from flash to PHP.but i cant get.can anyone of pls tell me what
wrong in it.

Regards,
S.Hidayath
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Thanks,
~
Bob Leisle 
Headsprout Software  Engineering

http://www.headsprout.com
Where kids learn to read! 



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Flashcoders@chattyfig.figleaf.com
To change your subscription options or search the archive:
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

Brought to you by Fig Leaf Software
Premier Authorized Adobe Consulting and Training
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