[Flashcoders] Swf not loading at run time

2007-06-11 Thread John Trentini

Hi guys,

I am going insane, please give me a hint,

I have a swf embedded in a html doc (the intro). this when completed 
loads another swf (the main interface). I have an empty mc into which I 
load another swf (showcase) which dynamically displays a variety of 
image presentation.


When testing the Movie from the authoring environment, everything works 
like a charm but when I publish and view the html in the browser the 
showcase.swf does not seem to be loading; I have the same issue  also 
when I open the swf file from the player


The html and all swf files reside in the same folder at the same level.  
I have double checked and tried everything I know and I am getting quite 
desperate now as I don't know what else to do.


Is there any simple reason/issue with the implementation? What else can 
I try to resolve this?


thanks
JohnT
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Re: [Flashcoders] Swf not loading at run time

2007-06-11 Thread John Trentini
Vivek, sorry I think I have sent my ealier reply to your personal email 
(If I don't remember to 'reply all', thunderbird just uses the personal 
address of the sender, sheesh!),


here is the code:

dropBtn.onPress = function() {
  //make the showContainer_mc visible
  showContainer_mc._visible = true;
  dropBtn_txt.text = myName;
  //trace(thisName);
  if (myName == sea bounty  thisName == brand development) {
  showContainer_mc.loadMovie(SeaBounty.swf); // this call 
works, sgtrtangely enough

  } else {
  showContainer_mc.loadMovie(showcase.swf); // this one is 
the one that does not work

  }
  loaded = true;
  removeDropMenu();
  };
The DropBtn are created dynamically and i make the fucntion call from 
the constructor.


Cheers
JohnT
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Re: [Flashcoders] Swf not loading at run time

2007-06-11 Thread John Trentini

Vivek,

The 'dropBtn_txt.text = myName' is only a place holder to hold the name 
of the subMenu button being clicked into an off stage text field. The 
'showcase.swf' uses this value together with the content of another off 
stage field (thisName) to build a path to external data it uses to build 
the relevant display


I have a number of menu items created dynamically which, when clicked 
create a dropdDown menu with a range of items depending on the external 
data. 'thisName' is the label of the menu item that, when clicked, 
creates the dropDown menu and myName is the label of the dropDown button.


This is as clear as I can make it.

Because I have to load and unload things while ate the same times having 
to sert and unset booleans, I have gone trhough teh code with as fine a 
toothcomb as my brain can master but here i am, tearing off the last of 
teh few hairs remaining on the top of my head.
I have bebugged the whole lot as I was building it up but strange thing, 
a trace inserted just after the dropBtn_txt.text = myName, does not 
output anything and my brian is so very dead at the moment (long day)


^_^

JohnT


vivek wrote:


-Original Message-
From: John Trentini [mailto:[EMAIL PROTECTED]
Sent: Monday, June 11, 2007 4:10 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Swf not loading at run time

Cedric, sorry I think I have sent my ealier reply to your personal email

address, my apologies

here is the code I use:

dropBtn.onPress = function() {

//make the showContainer_mc visible

showContainer_mc._visible = true;

dropBtn_txt.text = myName; *// what is the use of this step? Below you 
are using “myName” what is the value of myName?*


//trace(thisName);

if (myName == sea bounty  thisName == brand development) {

showContainer_mc.loadMovie(SeaBounty.swf); // this call

works, sgtrtangely enough

} else {

showContainer_mc.loadMovie(showcase.swf); // this one is

the one that does not work

}

loaded = true;

removeDropMenu();

};

The DropBtn are created dynamically and i make the fucntion call from

the constructor.

Cheers

JohnT

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Re: [Flashcoders] Swf not loading at run time

2007-06-11 Thread John Trentini

Cedric, this is good but,
before i go into implementing yet more new code, let me ask something first:
What could explain the fact the project works well when testing the 
movie in the authoring environment but not at run time?
What are the issues that could prevent it from finding/displaying one 
swf file and not the other?


I will try your code because. at least it may trace the error for me but 
the original question is still 'lurking' ;)


Cheers
JohnT

Cedric Muller wrote:


By the way,
you might want to loop up the MovieClipLoader class, which is  
somewhat very useful ;)

I personally recommend you this technique.

var mclListenerObj = new Object();
mclListenerObj.onLoadInit = function (target_mc:MovieClip) {
trace(loaded +target_mc);
}
var mcl = new MovieClipLoader();
mcl.addListener(mclListenerObj);
mcl.loadClip(showcase.swf, showContainer_mc);

Lookup MovieClipLoader in the Help files. You get a list of all  
available events (onLoadStart, onLoadProgress, onError, ..)

and more ;)

hth,
Cedric


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Re: [Flashcoders] Swf not loading at run time

2007-06-11 Thread John Trentini

Thanks for the clarification Muzac,

would you know what could possibly make the project not work at run time 
while it works in test Movie?


cheers
JohnT

Muzak wrote:


When calling myMovieClip.loadMovie(bob.swf), you simply override
all the movieclip's parameters and properties. Consequently, after  the first showContainer_mc.loadMovie(...), 
showContainer_mc.loadMovie's method gets deleted, overriden by the  new SWF being loaded at its place.

So when you try to call the method the second time (else statement),  it isn't 
there anymore.
   



That's not correct. The initial movieclip (holder) doesn't go anywhere..
Anything inside the movieclip will go *poof*..

 

By simply calling loadMovie(showcase.swf, showContainer_mc);  (without the myMC.loadMovie notation) and passing the link 
reference  (1st argument) and the container reference (2nd argument), you get  the new content everytime you want (or need).


   



The global loadMovie function is just very old syntax (Flash Player 3) and 
shouldn't be used anymore.
MovieClip.loadMovie was introduced in Flash 5 and has been the prefered way for loading external assets, until the MovieClipLoader 
class was introduced in Flash 7, which has events for monitoring the loading progress.


regards,
Muzak


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Re: [Flashcoders] RE: Swf not loading at run time

2007-06-11 Thread John Trentini

Thanks Dave,

Did not know this, I am sure it will come in handy but I have another 
swf file that gets loaded at a different time and in the same way which 
loads fine, so it must be something else.


I'll just have to  go through my  code (again) to try and find the problem.

cheers
JohnT


dave matthews wrote:


hi  JohnT,

 The path to loaded .swf files changes when accessing from an HTML 
page on the net - it is different than the IDE/authoring environment.


 For example, with all .swf's in the same folder, the path is direct, 
the main.swf loads peers from the same folder.


 When main.swf is embedded in a web page, main.swf loads from the web 
page's _files folder (adjust file explorer in windoze to show 'hidden' 
folders)... HTML pages with .swf content store assets in an 
accompanying 'webPageName_files' folder.


 So, main.swf must call to the  web page's accompanying folder to find 
the to be loaded .swf files, since main.swf is now outside of the 
storage folder - the path from the HTML embedded main.swf would be:  
webPageName_files/to_be_loaded.swf


 The key is that even though all the .swf files are in the same folder 
on the server, the main.swf is actually outside of that folder in the 
HTML page when it is trying to call the content to load.


  Also, an earlier comment in this thread mentioned case ( capital vs 
small letters ) on many servers...  it's true.


hth,
Dave_Matthews
http://www.2GoTo.com
-original---
Message: 10
Date: Mon, 11 Jun 2007 19:38:06 +1000
From: John Trentini [EMAIL PROTECTED]
Subject: [Flashcoders] Swf not loading at run time




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Re: [Flashcoders] loadVars not initialising first

2007-05-28 Thread John Trentini

Muzac,

Thanks I understand that is what should happen but I implemented tyour 
code and still no luck, I'll fiddel some more with this...


I did ask the question on the falshnewbie but I got no response at all, 
go figure, hey!


Thanks for your input.

cheers
JohnT

Muzak wrote:

- Original Message - 
From: John Trentini [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Monday, May 28, 2007 7:23 AM
Subject: Re: [Flashcoders] loadVars not initialising first


 


Thanks Mike,
i am realising this but i haven't found a way of stopping everything else from 
happening until my loadVars is complete.

   



That's because you're actually trying to do something else before data is 
loaded, which you shouldn't..
You just wait for the data to be loaded (when the onLoad event handler is triggered) 
and then do something else.
That's exactly what I showed in the example I sent earlier.

And .. sigh.. you should be asking this on the flashnewbie list..
http://chattyfig.figleaf.com/mailman/listinfo/flashnewbie

regards,
Muzak 



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Re: [Flashcoders] loadVars not initialising first

2007-05-28 Thread John Trentini

Thanks Michael,

that did it!

Nice and simple (for a simple mind(mine)) ... Great, much (very much) 
appreciated :) :)


and thanks to eveybody else's input as well  I am learning, I am 
learningpromise. lol


JohnT

Michael Boski wrote:


try this.

frame one:

//
var myMenuData = new LoadVars;
var myTxt:Array = new Array();'
//
myFile = ../textFiles/menuLabels.txt;
myMenuData.onLoad = function(success) {
 if (success) {
 trace(LoadVars loaded successfully: +this.loaded); ==this one
returns = true
 _parent.myTxt = this.myVar.split(,);
 trace(_parent.myTxt[3]); ==this trace returns the correct value
 _parent.play();
 } else {
 trace(Could not get the data);
 }
};
myMenuData._parent = this;
myMenuData.load(myFile);
stop();

frame 2:


trace(myTxt[3]);



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[Flashcoders] loadVars not initialising first

2007-05-27 Thread John Trentini

Hi there,

(my second try at this, I was really hoping on some help with this one)

I am sure this has an easy answer but i can't get my head around it.
I have even put the code into an #include file to see if it would init 
the loadVars before anything else but, no luck..


On Eric's early suggestion I have placed the .load aftert the onLoad 
function but that did not resolve my problem.


I am getting data from an external text file and using the information 
tobuild a menu with the following:

//
var myMenuData = new LoadVars;
var myTxt:Array = new Array();'
//
myFile = ../textFiles/menuLabels.txt;
myMenuData.onLoad = function(success) {
  if (success) {
  trace(LoadVars loaded successfully: +this.loaded); ==this one 
returns = true

  myTxt = this.myVar.split(,);
  trace(myTxt[3]); ==this trace returns the correct value
  } else {
  trace(Could not get the data);
  }
};
myMenuData.load(myFile);
trace(myTxt[3]); == this trace returns undefined

I am unable to get the info out of the load function, what am i doing 
wrong? How can I make the info persistent?


Thanks
JohnT

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Re: [Flashcoders] loadVars not initialising first

2007-05-27 Thread John Trentini

Thank Muzac,
I have tried your code but still a trace for myTxt.length outside the 
functions returns '0', (quite apart from my being totally flabergasted 
by the delegate thingo:-(


I am creating a whole set of variables some of which are based on the 
content and properties of myTxt array and I have a script that creates 
text fields and relative buttons dynanically usign the same 
elements/properties but the loadVars still completes after the init() 
function thus invalidating all my variables.


Cheers
JohnT

Muzak wrote:


That's because you're probably expecting Flash to wait between:
   myMenuData.load() and trace(myTxt[3])
which it doesn't.

Loading data is asynchronous.

If you need something to happen when data has loaded, call another function 
from within the onLoad event handler.

import mx.utils.Delegate;

var myMenuData:LoadVars;
var myTxt:Array;
var myFile:String = ../textFiles/menuLabels.txt;

function doWickedStuff():Void {
   trace(Application ::: doWickedStuff);
   trace(this.myTxt[3]);
}

function menuDataLoadHandler(success):Void {

   trace(Application ::: menuDataLoadHandler);
   if (success) {
   this.myTxt = this.myMenuData.myVar.split(,);
   trace(this.myTxt[3]);
   this.doWickedStuff();
   } else {
   trace(Could not get data);
   }
};
this.myMenuData = new LoadVars();
this.myMenuData.onLoad = Delegate.create(this, this.menuDataLoadHandler);
this.myMenuData.load(this.myFile);


regards,
Muzak

- Original Message - 
From: John Trentini [EMAIL PROTECTED]

To: Flashcoders@chattyfig.figleaf.com
Sent: Monday, May 28, 2007 4:22 AM
Subject: [Flashcoders] loadVars not initialising first


 


Hi there,

(my second try at this, I was really hoping on some help with this one)

I am sure this has an easy answer but i can't get my head around it.
I have even put the code into an #include file to see if it would init the 
loadVars before anything else but, no luck..

On Eric's early suggestion I have placed the .load aftert the onLoad function 
but that did not resolve my problem.

I am getting data from an external text file and using the information tobuild 
a menu with the following:
//
var myMenuData = new LoadVars;
var myTxt:Array = new Array();'
//
myFile = ../textFiles/menuLabels.txt;
myMenuData.onLoad = function(success) {
 if (success) {
 trace(LoadVars loaded successfully: +this.loaded); ==this one returns = 
true
 myTxt = this.myVar.split(,);
 trace(myTxt[3]); ==this trace returns the correct value
 } else {
 trace(Could not get the data);
 }
};
myMenuData.load(myFile);
trace(myTxt[3]); == this trace returns undefined

I am unable to get the info out of the load function, what am i doing wrong? 
How can I make the info persistent?

Thanks
JohnT
   





 



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Re: [Flashcoders] loadVars not initialising first

2007-05-27 Thread John Trentini

Thanks Mike,
i am realising this but i haven't found a way of stopping everything 
else from happening until my loadVars is complete.


Michael Boski wrote:


trace(myTxt[3]); == this trace returns undefined

returns undefined because it is not loaded yet.

you have to access the load after the onLoad event.

this could be a couple seconds later or even a whole minute depending
on how long it takes to load the file.

Mike

On 5/27/07, John Trentini [EMAIL PROTECTED] wrote:


Hi there,

(my second try at this, I was really hoping on some help with this one)

I am sure this has an easy answer but i can't get my head around it.
I have even put the code into an #include file to see if it would init
the loadVars before anything else but, no luck..

On Eric's early suggestion I have placed the .load aftert the onLoad
function but that did not resolve my problem.

I am getting data from an external text file and using the information
tobuild a menu with the following:
//
var myMenuData = new LoadVars;
var myTxt:Array = new Array();'
//
myFile = ../textFiles/menuLabels.txt;
myMenuData.onLoad = function(success) {
   if (success) {
   trace(LoadVars loaded successfully: +this.loaded); ==this one
returns = true
   myTxt = this.myVar.split(,);
   trace(myTxt[3]); ==this trace returns the correct value
   } else {
   trace(Could not get the data);
   }
};
myMenuData.load(myFile);
trace(myTxt[3]); == this trace returns undefined

I am unable to get the info out of the load function, what am i doing
wrong? How can I make the info persistent?

Thanks
JohnT

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[Flashcoders] oLoad function?

2007-05-26 Thread John Trentini
I am sure this has an easy answer but i can't get my head around it and 
need help, please?!
I am getting data from an external gtext file and using the information 
tobuild a menu with the following:

//
var myMenuData = new LoadVars;
var myTxt:Array = new Array();'
//
myFile = ../textFiles/menuLabels.txt;
myMenuData.load(myFile);
myMenuData.onLoad = function(success) {
   if (success) {
   trace(LoadVars loaded successfully: +this.loaded); ==this one 
returns = true

   myTxt = this.myVar.split(,);
   trace(myTxt[3]); ==this trace returns the correct value
   } else {
   trace(Could not get the data);
   }
};
trace(myTxt[3]); == this trace returns undefined

I am unable to get the info out of the load function, what am i doing 
wrong? How can I make the info persistent?


Thanks
JohnT

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Re: [Flashcoders] problem loading dynamically created menus

2007-05-25 Thread John Trentini

Thanks Attila,

I solved it by embedding the buttons into a dynamic mc_holder and then 
remve the parent.


JohnT

Rákos Attila wrote:


GD buttons.onRelease = function (){
GD   _root.photomenus.loadMovie(names+/+names+photogallery.swf);

What do you think, what is the value of names when you click on a
button and the script inside the onRelease handler is executed?

 Attila

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Re: [Flashcoders] problem loading dynamically created menus

2007-05-25 Thread John Trentini

Thanks Allandt,
that is what I managed but I resolved it by using a mc_holder as the 
parent and then just removing that, much easier and cleaner as suggested 
by Sebastian.

Cheers
JohnT


Allandt Bik-Elliott (Receptacle) wrote:

i would guess you need to pass the current iteration (i) to the  
button so that it can access it


otherwise you'll iterate through your entire loop and only pass the  
final number to all of the buttons


before you set your onRelease function, try passing a copy of the  
names variable to the button


buttons.names = names

and then refer to the variable in the buttons locally like this

_root.photomenus.loadMovie(this.names+/+this.names 
+photogallery.swf);


i think that should work

a

On 25 May 2007, at 17:39, Gustavo Duenas wrote:

Hi coders. I have created some buttons based on an array ( for you  
this might sound easy but I'm crushing my head right now)
the array has some names and with a for loop, I have my buttons  with 
the names of the arrays attached to them  
(this.mc.somethingelse.text=arraynames)
at this point everything is ok, then I create some folders based on  
that names(array). Then the problems happened when I try to order  
the buttons to load the folders
based on the array names and the .swf file inside them. At this  
point it only loads one, what happened with the others??? i don't  know.

I'm clueless, I'd appreciate any help.

this is the code:


var menus = new Array ();
menus = [ commercial, children,portraits,models, weddings];
trace(menus.length);

for (i=0; imenus.length; i++){
 var newButtons = menus[i];
 trace (newButtons);
 var buttons = this.attachMovie(screenCards,newButtons,  
this.getNextHighestDepth());

 trace(buttons);
 buttons._x=0;

 buttons._x=-30*i*6

var names=  buttons.titleCard.text= newButtons;
buttons.screenInside.loadMovie(botones/+newButtons+.jpg);
//so far this point everything is ok
buttons.onRelease = function (){
_root.photomenus.loadMovie(names+/+names+photogallery.swf);
//here it loads just one folder and share it with all the  
buttons...why??
   
   
   
}

}





Regards


Gustavo Duenas

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Re: [Flashcoders] remove a Dynamic dropDown menu problem

2007-05-20 Thread John Trentini

Thank you Sebastian,

This questions would probably belong to the flashNewbie list but they 
have Jason there who advocates the use of 'Delegate. create' and 
sincerely that confuses the hell out of me and, at this stage I do not 
have the time to sit down and do any more learning than I am (school 
deadlines looming very ominously ;) )


So, to follow up onyour suggestion: I create an emptyMovieClip and then 
attach my textFileds and relative buttons, am I understanding correctly? 
something like:


_root.createEmptyMovieClip(container_mc, _root.getNextHighestDepth(), 
thisOne._x-100, 0, 130, 25);

  newId.createTextField(mySubText+i, this.getNextHighestDepth());
   subBtn = newId.attachMovie(butt_btn, dropMenuArray[i], 
this.getNextHighestDepth());


Am, I on the right track here?

Thanks

JohnT

if instead of creating your items in the root, you created them in a 
MC, you can then just delete/unload the MC holder and then create a 
new one. That will instantly remove all the sub-movie clip/buttons.


and, yes, you should try learning how to encapsulate your code in 
functions or, even better, objects since this will only save you time 
and create more clarity.


Jo








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Re: [Flashcoders] remove a Dynamic dropDown menu problem

2007-05-20 Thread John Trentini

Hi Sebastian,
Thanks for your feedback and code pointer.
I will try writing the functions as you suggest. :)

cheers
JohnT


sebastian wrote:


hi John,

well you want to attach all the sub clips to the holder.
so:

var containerDepth:Number = 1;
this.createEmptyMovieClip(container_mc, 
containerDepth,thisOne._x-100, 0, 130, 25);
this.container_mc.createTextField(mySubText+i,this.getNextHighestDepth()); 



subBtn = this.container_mc.attachMovie(butt_btn, dropMenuArray[i], 
this.getNextHighestDepth());


by using the same containerDepth every time you also effectively 
overwrite the existing depth [another way of deleting].


in general, avoid attaching anything directly to the root, always 
group thing in container movieclips because then its much easier to do 
anything to the group [like relocating the x or y position, or in this 
case, deleting it all].


Also avoid using root in 99% of all cases since you will only create 
issues later on when you try and nest movieclips in movieclips [for 
example you decide later to make a preloader and want to nest the menu 
with other clips in another movieclip... [or swf]; your _root will no 
longer point to the right location...


As far as the 'effort' to learn functions... its really not that hard, 
it's within your current knowledge if you are writing these kinds of 
commands already - so its a small step to add to your knowledge, and 
it will save you time! not cost you more time... trust us.


[delegate.create is a specific solution to AS2 code! if you are just 
adding functions to your existing code on the time line, you would 
never need to use that]


seb.



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Re: [Flashcoders] remove a Dynamic dropDown menu problem

2007-05-20 Thread John Trentini

Sebastian,

I have tried implementing your idea but I don't seem to be able to 
create my dropdown menu any longer. Only the last button is created and 
without the appropriate label but also at 0,0.


Also, should I made the heigth of the container large enough to hold any 
number of buttons? At the moment it has a fixed height of 30.


Thanks
JohnT


sebastian wrote:


hi John,

well you want to attach all the sub clips to the holder.
so:

var containerDepth:Number = 1;
this.createEmptyMovieClip(container_mc, 
containerDepth,thisOne._x-100, 0, 130, 25);
this.container_mc.createTextField(mySubText+i,this.getNextHighestDepth()); 



subBtn = this.container_mc.attachMovie(butt_btn, dropMenuArray[i], 
this.getNextHighestDepth());


by using the same containerDepth every time you also effectively 
overwrite the existing depth [another way of deleting].


in general, avoid attaching anything directly to the root, always 
group thing in container movieclips because then its much easier to do 
anything to the group [like relocating the x or y position, or in this 
case, deleting it all].


Also avoid using root in 99% of all cases since you will only create 
issues later on when you try and nest movieclips in movieclips [for 
example you decide later to make a preloader and want to nest the menu 
with other clips in another movieclip... [or swf]; your _root will no 
longer point to the right location...


As far as the 'effort' to learn functions... its really not that hard, 
it's within your current knowledge if you are writing these kinds of 
commands already - so its a small step to add to your knowledge, and 
it will save you time! not cost you more time... trust us.


[delegate.create is a specific solution to AS2 code! if you are just 
adding functions to your existing code on the time line, you would 
never need to use that]


seb.







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[Flashcoders] remove a Dynamic dropDown menu problem

2007-05-19 Thread John Trentini

Hi flash coders,

I have created a menu dynamically  and then when clicking on any of the 
menu elements, I create a dynamic dropDown menu. All is well and working 
but I am having problems deleting the dropDown menu and all it elements 
when rolling over or clicking on a different menu element . After many 
trials I have managed some code but it only removes the last element of 
the dropDown menu (and its relative button).


My questions are:

1) what is the best way to create functions to control the dropDown 
menus (there will be a few created when rolling over the elements of the 
main menu)
2) What event can I use to remove the dropDown when the mouse rolls out 
or clicks on a different main menu item.
3) How do I make sure that the 'for  loop' will actually remove all of 
the elements of the dropMenus  and not just the last one (or first one 
for that matter)


Some help would be much appreciated.

Following is the code I am  using (I know that I should write fucntions 
to make the code clearer and more modular but I would need to spend time 
in doing it correctly and,  given also  my inexperience, I rather leave 
it till last when  I can revisit the code, if i'll  have any spare time 
:)  :)) :


stop();
//
//  Init properties and variables _
var myTxt:Array = new Array(branding, news, about us, print, 
marks, contact);
var dropMenuArray = new Array(Sea Bounty, Fire Brigade, 
CommonWealth Bank);

var subMenuArray:Array = new Array();
var dropBtnArray:Array = new Array();
var dropTextArray:Array = new Array();
var myX = 680;
var ySpacing:Number = 290;
var spaceMe:Number = 20;
var myName:String = ;
var btn:Button;
var subBtn:Button;
var subMenuEnable:Boolean = false;
var isDone:Boolean = false;
//
//create the textFields for the 
subMenuItems___

//
for (i=0; imyTxt.length; i++) {
   _root.createTextField(mytext+i, this.getNextHighestDepth(), myX, 
0, 100, 30);

   myId = _root[mytext+[i]];
   myId._y = ySpacing;
   ySpacing += 20;
   //   
   //trace(myTxt[i]);

   myId.text = myTxt[i];
   //   
   //

   //Format the text of the subMenuItems_
  //
   myId.border = false;
   myformat = new TextFormat();
   myformat.font = Verdana;
   myformat.size = 14;
   myformat.bold = false;
   myformat.color = 0x55;
   myformat.align = right;
   //
   myId.selectable = false;
   myId.setTextFormat(myformat);
   //
   //__create an Array with the submenuItems to be used in the buttons 
control function__

   //
   subMenuArray.push(myId.text);
   //trace(subMenuArray[i]);
   //
   //attach a button (on top of) to each textFields__
   //
   btn = this.attachMovie(butt_btn, myTxt[i], 
this.getNextHighestDepth());

   btn._alpha = 0;
   btn._x = myX;
   btn._y = myId._y;
   //
   //***ATTACH BEHAVIOUR TO THE BUTTONS***
   //
   //__RollOver_
   //
   btn.onRollOver = function() {
   myName = this._name;
   //trace(this will load the +myName + subMenu)
   for (e=0; esubMenuArray.length; e++) {
   if (myName == subMenuArray[e]) {
   //trace(subMenuArray[e]);
   reformat = new TextFormat();
   reformat.color = 0x658DAD;
   lable = _root[mytext+[e]];
   //trace(lable);
   lable.setTextFormat(reformat);
   //trace(The lable colour  is +reformat.color);
   }
   }
   };
   //
   //RollOut__
   //
   btn.onRollOut = function() {
   myName = this._name;
   for (e=0; esubMenuArray.length; e++) {
   if (myName == subMenuArray[e]) {
   reformat = new TextFormat();
   reformat.color = 0x55;
   lable = _root[mytext+[e]];
   lable.setTextFormat(reformat);
   }
   }
   };
   //
   //On Press__
   //
   btn.onPress = function() {
   myName = this._name;
   for (e=0; esubMenuArray.length; e++) {
   if (myName == subMenuArray[e]) {
   reformat = new TextFormat();
   reformat.color = 0x55;
   lable = _root[mytext+[e]];
   lable.setTextFormat(reformat);
   subMenuEnable = true;
   //isDone = false;
   dropMenu(this);
   }
   }
   };
   //
   //___On Release___
   //
   btn.onRelease = function() {
   myName = this._name;
   //trace(this._name);
   _root.createEmptyMovieClip(dis_mc, _root.getNextHighestDepth());
   dis_mc._x = 100;
   dis_mc._y = 70;
   //trace(images/contents/+myName+.jpg)
   dis_mc.loadMovie(myName+.jpg, this.dis_mc);
   };
   //
   //_create an array to use later to control the 
buttons_

   //
   //myBtnArray.push(btn);
   //trace(The y for 

Re: [Flashcoders] Dynamic buttons not showing

2007-05-08 Thread John Trentini

Hi Attila,

I get your point but,even if i change the code to read

_root.attachMovie(butt_btn, butt+i, this.getNextHighestDepth());
will not produce the result of having the buttons placed ontop of the labels 
where i want them.

You say that I only produce an array reference to the butt+i. But I use the 
same code to produce a number of textFields using the same code and I get the 
results I want,why is this not working with my buttons?

If I want to use the array to give me the appropriate iterations and create the relevant buttons then, how would I go about it? 



Thanks
JohnT


PS
With the last line of code I was attempting at creating interaction with the 
various butt[i]



Rákos Attila wrote:


You are using square brackets a little bit confusing and in chaotic
manner :)

JT _root.createTextField(mytext+[i], this.getNextHighestDepth(), myX, 0, 
100, 30);

Why do you refer to i as [i]? Well, accidentally the actual result
will be mytext0, mytext1, mytext2, etc. but a simple mytext + i
gives the same result. If you type mytext + [i], then with your
square brackets first you create an array with single element of i,
and since the first operand of + operator is a string, this array will
be converted to string (which actually results i as a string), and
appended to mytext. So you rely on a side effect of the array to
string conversion.

JT myId = _root[mytext+[i]];

the same

JT _root.attachMovie(butt_btn, butt+[i], this.getNextHighestDepth());

and here too

JT btn = [butt+[i]];

and this line is causing troubles, probably you wanted to write
btn = _root[butt + i];
Your original code doesn't refer to the button instance, but creates
an array (square brackets!) with a single element of a string which
consists of a string literal butt and a string representation of an
array (square brackets again!) having i as its single element. So
after all btn refers to an Array instance (not the button) and you set
_x, _y properties of this array (well, there are no such built-in
properties, but you create them).

 Attila


 



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Re: [Flashcoders] Dynamic buttons not showing

2007-05-08 Thread John Trentini

Thanks Attila,
Now I understand... (I think ;))

I have made the changes,

That lineof code was an attempt at addressing each of the buttons and I 
wrote it to see what output I would get; I know that it is not right.


I think I will approach the whole thing in an alltogether different 
manner  though: attach movieClips that contain a button and a lable, 
that way I may be able to control the content and look of the lable as  
well as the navigation.


Cheers
JohnT

Rákos Attila wrote:


Accidentally I sent this reply to your address instead of the list, so
I send it again there:

JT _root.attachMovie(butt_btn, butt+i, this.getNextHighestDepth());
JT will not produce the result of having the buttons placed ontop of
JT the labels where i want them.

This naming is correct (and it leads to the same result as your
original butt + [i], but without unnecessary array creations and
conversions), the main problem however is caused by this line (as I
wrote):

btn = [butt+[i]];

This doesn't refer to the button instance, so thus btn._y in the next
lines doesn't refer to the button's _y property. Probably you need
something like this:

btn = _root[butt + i];

JT You say that I only produce an array reference to the butt+i. But
JT I use the same code to produce a number of textFields using the
JT same code and I get the results I want,why is this not working
JT with my buttons?

No, you did not the same, you wrote this line at the text fields:

myId = _root[mytext+[i]];

Do you see the difference? Square brackets can be used to refer to a
property of a particular object by the property's name, if you put an
object reference before the square brackets (you did it with text
fields, but didn't with buttons). If you use square brackets alone,
then it is a shorthand for creating an array, e.g.:

var a1: Array = new Array(1, 2, 3, 4, 5);
var a2: Array = new Array();

is the same as

var a1: Array = [1, 2, 3, 4, 5];
var a2: Array = [];

 Attila


 



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Re: [Flashcoders] Dynamic buttons not showing

2007-05-08 Thread John Trentini

Thanks Rich,

Not sure what caused the bounce but I find that is I just reply to a 
post,  it goes to the private email address rather than the list; I need 
to remeber to 'reply to all' all the times, a real pain .


Quite a few little tips in your code, and i am learning, much 
appreciated; it all goes to better practices.


Unfortunately your code (unchanged) does not work for me, while the 
following does :)


//  Init properties and variables _
//
var myTxt:Array = new Array(branding, news, about us, print, 
marks, contact);

var subMenuArray:Array = new Array();
var myBtnArray:Array = new Array();
var myX = 430;
var ySpacing:Number = 190;

var btn:Button;
//
//
//_create a movieClip to hold the vertical 
label_

//
_root.lable_mc.createTextField(myName, this.getNextHighestDepth(), 
484, 200, 140, 408);

myNformat = new TextFormat();
myNformat.font = Verdana;
myNformat.size = 70;
myNformat.bold = true;
myNformat.color = 0xEE;
myNformat.selectable = false;
//0xF6F6F6;
myNformat.align = center;
_root.lable_mc.myName.text = contact;
_root.lable_mc.myName.setTextFormat(myNformat);
//
//
//create the textFields for the 
subMenuItems___

//
for (i=0; imyTxt.length; i++) {
   _root.createTextField(mytext+i, this.getNextHighestDepth(), myX, 
0, 100, 30);

   myId = _root[mytext+[i]];
   myId._y = ySpacing;
   ySpacing += 20;
   //   
   //trace(myTxt[i]);

   myId.text = myTxt[i];
   //
   //Format the text of the subMenuItems_
   //
   myId.border = false;
   myformat = new TextFormat();
   myformat.font = Verdana;
   myformat.size = 13;
   myformat.bold = true;
   myformat.color = 0x55;
   myformat.align = right;
   //
   myId.selectable = false;
   myId.setTextFormat(myformat);
   //
   //__create an Array with the submenuItems to be used in the buttons 
control function__

   //
   subMenuArray.push(myId.text);
   //
   //attach a button (on top of) to each textFields__
   //_use myTxt[i] to create the buttons names to manage the 
navigation later_

   //
   btn = this.attachMovie(butt_btn, myTxt[i], 
this.getNextHighestDepth());

   btn._alpha = 0;
   btn._x = myX;
   btn._y = myId._y;
   //
   btn.onRelease = function() {
   trace(this._name);
   };
   //_create an array to use later to control the 
buttons_

   //
   myBtnArray.push(btn);
   //trace(The y for +myBtnArray[i]+ is: +btn._y+ and its x is: 
+btn._x);
   //   
}




Lists wrote:


John,

(FYI, there's something wrong with your reply to that caused this to bounce
last night with a 501 Bad address syntax error. It looks like your own
address and FlashCoders have been combined into one. I'm not sure if that
error is from you, the list, or one of the gateways along the way, but you
might want to look into it, as I have only had this problem with replying to
your post. Here's the body of the email I sent last night.)

I've made a lot of assumptions about what you're trying to do, but it looks
like you have a lot of odd syntax in your script. Avoid using _root whenever
possible, use brackets only for array indices, etc. You can also assign the
create and attach returns to a variable immediately, instead of after the
fact.

As for how you can reference the code for the relevant functions, you can
reference them either by their newly created instance name, by their
inclusion in your arrays, or you can add a function during creation.

This script addresses most of these issues and works:

//
//create missing mc lable_mc. rotated 90-degrees? (vertical label)
//
this.createEmptyMovieClip(lable_mc,this.getNextHighestDepth());
//
//Init variables
//
var myTxt:Array = new Array(branding, news, about us, print,
marks, contact);
var subMenuArray:Array = new Array();
var myBtnArray:Array = new Array();
var myX:Number = 430;
var ySpacing:Number = 190;
var myId:TextField;
var myformat:TextFormat;
var btn:Button;
//
//create a movieClip to hold the vertical label
//
lable_mc.createTextField(myName, this.getNextHighestDepth(), 484, 200,
140, 408);
var myNformat:TextFormat = new TextFormat();
myNformat.font = Verdana;
myNformat.size = 70;
myNformat.bold = true;
myNformat.color = 0xEE;
myNformat.align = center;
lable_mc.myName.text = contact;
lable_mc.myName.setTextFormat(myNformat);
//
//create the textFields for the subMenuItems
//
for (var i:Number = 0; i  myTxt.length; i++) {
   myId = this.createTextField(mytext + i, this.getNextHighestDepth(),
myX, 0, 100, 20);
   myId._y = ySpacing;
   ySpacing += 20;
   myId.text = myTxt[i];
   //Format the text of the subMenuItems
   myId.border = false;
   myformat = new TextFormat();
   myformat.font = Verdana;
   myformat.size = 13;
   myformat.bold = true;
   myformat.color = 0x55;
   myformat.align = right;
   myId.selectable = false;
   myId.setTextFormat(myformat);
   //
   //array with submenuItems 

[Flashcoders] Dynamic buttons not showing

2007-05-07 Thread John Trentini
I dyamically create a number of 'labels' for my menu but,  using the 
same procedure, I don't seem to able to generate the buttons.


The trace outputs  the correct property for the buttons: name, x and y  
but all I get is one button placed at 0, 0 even though I set its 
coordinates to match the labels (I want  these buttons to be  right on 
top of each label).


Obvioulsy I am not implementing the code in the right manner, any tips, 
please? Also, how can I reference each button for the relevant functions?

Here is the code...


//___Init variables___
//
var myTxt:Array = new Array(branding, news, about us, print, 
marks, contact);

var subMenuArray:Array = new Array();
var myBtnArray:Array = new Array();
var myX = 430;
var ySpacing:Number = 190;
//
//_create a movieClip to hold the vertical 
label_

//
_root.lable_mc.createTextField(myName, this.getNextHighestDepth(), 
484, 200, 140, 408);

  myNformat = new TextFormat();
  myNformat.font = Verdana;
  myNformat.size = 70;
  myNformat.bold = true;
  myNformat.color = 0xEE;

  myNformat.align = center;
_root.lable_mc.myName.text = contact;
_root.lable_mc.myName.setTextFormat(myNformat);
//
//create the textFields for the 
subMenuItems___

//
for (i=0; imyTxt.length; i++) {
  _root.createTextField(mytext+[i], this.getNextHighestDepth(), myX, 
0, 100, 30);

  myId = _root[mytext+[i]];
  myId._y = ySpacing;
  ySpacing += 20;
  //  myId.text = myTxt[i];
  //  ///Format the text of the 
subMenuItems/_

 //
  myId.border = false;
  myformat = new TextFormat();
  myformat.font = Verdana;
  myformat.size = 13;
  myformat.bold = true;
  myformat.color = 0x55;
  myformat.align = right;
  //
  myId.selectable = false;
  myId.setTextFormat(myformat);
  //
  //__c/reate an Array with the submenuItems to be used in the buttons 
control function/__

  //
  subMenuArray.push(myId.text);
  //
  ///attach a button (on top of) to each textFields/__
  //
  _root.attachMovie(butt_btn, butt+[i], this.getNextHighestDepth());
  btn = [butt+[i]];
  btn._x = myX;
  btn._y = myId._y;
  //
  //_/create an array to use later to control the 
buttons/_

  //
  myBtnArray.push([butt+[i]]);
  trace(myBtnArray[i]+y is: +btn._y+ and the x is: +btn._x)
  //   }
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Re: [Flashcoders] LoadVars array.length problem

2007-05-05 Thread John Trentini

That sounds right,  even to me, eheheh!

I was trying to test my skills with AS.

I eventually need to get the data, via PHP, from a database.
I suppose I will need to format my php response to produce an xml file 
but I am quuite new to this and am tentative..


Thanks MuzaK ^_^

JohnT
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Re: [Flashcoders] LoadVars array.length problem

2007-05-05 Thread John Trentini

My apologies Muzak, I think I sent my previous answer to your private email;
If i forget to change the address, when i click 'replay' to an email, 
for some strange reasons, this lists uses the originator's address and 
not the lists', sheesh!


any how Thank you for the info. i have tried to access the page but the 
server must be down at the moment, i will follow up later.


In any case, t he reason I want all the info in a database is so that 
the client can manage/amend/update the content via a dedicated CMS and 
be totally independent of the developers (me).


Meis a ctually a  team of three doing a group project (uni project) for 
a real client who needs total independence at the end. The client and 
his staff are not programmers at all so I thought, if I use the databse 
approach I can use the table names to populate my menues and the content 
of the tables to drive the content of the site as required.


Am I on the wrong track completely?

As you can see I am not at a level that will afford me any ease during 
production so any tips are much appreciated.



Thanks

JohnT


Muzak wrote:


Heya John,

If the data will eventually be coming from a database, don't use XML.
See my previous reply on why not to use JSON with a text file ;-)

When communicating with a database I'd avoid using XML (and even JSON for that 
matter).
Have a look at Flash Remoting instead which allows you to receive data in a 
format that Flash understands.

For PHP, there's AMFPHP:
http://www.amfphp.org

Now with all that said, I'm wondering why you'd want to store menu information 
in a database at all.
Storing this in a database doesn't really make sense to me:
   about us
   news
   portfolio

regards,
Muzak

- Original Message - 
From: John Trentini [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Saturday, May 05, 2007 10:04 AM
Subject: Re: [Flashcoders] LoadVars array.length problem


 


That sounds right,  even to me, eheheh!

I was trying to test my skills with AS.

I eventually need to get the data, via PHP, from a database.
I suppose I will need to format my php response to produce an xml file but I am 
quuite new to this and am tentative..

Thanks MuzaK ^_^

JohnT
   





 



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[Flashcoders] TextFileds not receivign data?

2007-04-30 Thread John Trentini

Hi guys,


I want to create as many text fields (which eventually I would like to 
turn into buttons) as the length of an array. I also want to use the 
content of the array to populate the text of the fields created 
dynamically. I have tried everything I know but all I seem to get is 
one filed with the lasat item in the array, sheesh!


I've gone absolutely mad on this one (newish to actionScript, I am!) but 
can anyone tell me what  I am doing wrong here? I could do with a 
helping hand or seven =:-)




var myTxt:Array = new Array(branding, news, about us, print, 
marks, contact);

var myX = 430;
var menuArray:Array = new Array();
var ySpacing:Number = 90;
//

/*create  textFields**/
//
//

for(i=0; imyTxt.length; i++) {
   _root.createTextField(mytext+[i], 1, myX, 0, 100, 30);
   myId = _root[mytext+[i]];
   myId._y = ySpacing;
   ySpacing += 40;
   //   
   trace(myTxt[i]);//the trace works, it list all tyhe 
lements in the array but
   myId.text = myTxt[i];  // this one in not producing the appropriate 
results

   //
   myId.border = false;
   myformat = new TextFormat();
   myformat.font = Verdana;
   myformat.size = 14;
   myformat.bold = true;
   myformat.color = 0x55;
   myformat.align = right;
   //
   myId.selectable = false;
   myId.setTextFormat(myformat);
   //myId.text = myTxt[i];  //tried putting it at the end but no dah!
   //
}
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[Flashcoders] Problem with dynamic TextFields

2007-04-29 Thread John Trentini

Hi everyone,

first timer here so am a bit shy.

I am trying to create a text field with dynamic content derived from, 
eventually from a php script, but an array at the moment.


The script I used works well if I keep the parent movieClip horizontal 
but, the moment thatI rotate it, the text does not appear. i have tried 
changing the coordinates with no success so the question is:


If I want a dynamic text to appear rotated CW 90 C° what do I  do it?

This is the script:


var myTxt:Array = new Array(branding,news, about us,print, 
marks, contact)

var i = random(myTxt.length);
var lable = myTxt[i];


_root.lable_mc.createTextField(myName,0,484,200,140,408);


myNformat = new TextFormat();
myNformat.font =Verdana;
myNformat.size = 70;
myNformat.bold = true;
myNformat.color = 0xF5F5F5;
myNformat.align =center;

_root.lable_mc.myName.text = lable;
_root.lable_mc.myName.setTextFormat(myNformat);

_root.createTextField(mytext,1,430,200,100,30);
mytext.multiline = false;
mytext.wordWrap = false;
mytext.border = false;

myformat = new TextFormat();
myformat.font =Verdana;
myformat.size = 14 ;
myformat.bold = true;
myformat.color = 0x66;
myformat.align =right;
myformat.bullet = false;
//myformat.underline = false;

mytext.text = _root.lable_mc.myName.text;
mytext.setTextFormat(myformat);

Thanks

JohnT ^_^
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[Flashcoders] Creating Buttons with dynamic labels

2007-04-29 Thread John Trentini

Hi folks,

Can 'button's be created with a label (textField) that can be updated 
dynamically?


I have tried but the dynamic text, not only i could not get it to change 
but it does not recognise the mouse, in spite of having the 'selected' 
property set to false. Can this be done?


I want to build a menu made up of just lables (the names of the various 
sections to navigate to) with the info (the text) to be dynamically 
uploaded from an external file. I thought I could just use the 
array._length to attach as many buttons as  there are entries and then 
use the array elements to populate  their labels. Any tips?


Ideally I would have preferred to be able to create the button entirely 
with actionScript but may be I am asking the impossible?


Cheers
JohnT
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