Re: [Flashcoders] animation memory leak ... please help

2011-10-18 Thread Keith Reinfeld
Keith
On Oct 18, 2011 11:03 PM, Karl DeSaulniers k...@designdrumm.com wrote:

 Just checking, but you don't happen to have save bitmap as cache set to
 your image being animated do you? As it will be cached every move.

 JAT

 Karl

 Sent from losPhone

 On Oct 18, 2011, at 4:02 PM, Paul Andrews p...@ipauland.com wrote:

  On 18/10/2011 21:46, Chris Foster wrote:
  If you're already manually removing event listeners and deleting created
 objects, and you really wanna nail this and don't mind spending a few hours
 learning something new then I totally recommend the Temple Library for
 ActionScript 3 by MediaMonks
 
  The OP is using AS2..
 
 
  http://code.google.com/p/templelibrary/
 
  Extend all your MovieClips from 'CoreMovieClip', utilise the 'destruct'
 method, and view/test the results in the 'Memory' class.
 
  It's saved my bacon, hope it's useful to you too.
 
  C:
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of [p e r c e p t i c
 o n]
  Sent: Wednesday, 19 October 2011 7:31 AM
  To: Flash Coders List
  Subject: Re: [Flashcoders] animation memory leak ... please help
 
  yes, i delete it and mark it null..
 
  thx all
 
  On Tue, Oct 18, 2011 at 1:13 PM, Ross Sclafaniross.sclaf...@gmail.com
 wrote:
 
  Are you disposing of the image after it is offscreen? Have you run the
  profiler to see what's happening?
 
  Ross P. Sclafani
  Design | Technology | Creative
  347.204.5714
  http://ross.sclafani.net
  http://www.twitter.com/rosssclafani
 
  On Oct 18, 2011, at 4:00 PM, Adrian Zajączajac.adr...@gmail.com
  wrote:
 
  I think I had this problem once...
  How many of images do you have? Maybe it will be better to make the
 same
  number of movie clips, and download every jpg only once?
 
  Adrian
 
  W dniu 2011-10-18 20:39, [p e r c e p t i c o n] pisze:
  Hi All,
 
  I have an excrutiating memory leak.  Here's what i'm doing.
 
  first some specs:
 
  AS2, FP10+, Linux OS, ff browser
 
  I load a jpg into one of two movie clips...once a specified amount of
  time
  has expired
  i load the next image (download it using moviclip loader) and animate
  the
  visible movieclip off stage (slide it to the left or right) and at
 the
  same
  time i animate it
  i also fade it (mc._alpha -= mc._alpha-someAmount).
  i swap their depths and repeat this process.
 
  what i'd like to know is why after so many hours (8-24) flash starts
  slowing
  down and ultimately throws up the abort script dialog when i'm not
  really
  doing anything all that intensive..
  can someone explain how flash handles animations internally for
  example...it
  creates a copy of the image in memory..moves it then blits it the
  screen.
  can anyone give me some pointers as to where to begin looking for
 this
  leak
  or if you think this is flash player bug
 
  all advise helpful
 
  thanks
 
  percy
 
 
 
 
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RE: [Flashcoders] quick E4X question

2011-04-22 Thread Keith Reinfeld
var pets:XML = pets
t n=moe
adog/a
/t
t n=larry
asnake/a
acat/a
/t
t n=curly
amouse/a
/t
/pets

var parentT:XMLList = pets..t.(elements().contains(acat/a)).@n;

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Mendelsohn, Michael
 Sent: Friday, April 22, 2011 2:42 PM
 To: Flash Coders List
 Subject: [Flashcoders] quick E4X question
 
 Hi list...
 
 With this xml, given an a node, I want to find its parent t node.
 // not working
 var parentT:XMLList = pets..*.(t.contains(acat/a));
 
 thanks,
 Michael M.
 
 pets
   t n=moe
   adog/a
   /t
   t n=larry
   asnake/a
   acat/a
   /t
   t n=curly
   amouse/a
   /t
 /pets
 
 
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RE: [Flashcoders] Re: Help with Image Slideshow - displaying random image

2011-01-25 Thread Keith Reinfeld
 Won't the image and corresponding desc both 
 be scrambled in an array since I
 want to display them together?

Christopher, 

Have you considered adding each textfield as a child of each image
container?

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Keith: Re: Help with Image Slideshow - displaying random image

2011-01-25 Thread Keith Reinfeld
;
my_tweens_array[1] = new
Tween(my_label,alpha,Strong.easeOut,0,1,1,true);
*/
}

function timerListener(e:TimerEvent):void {

hidePrev();
//trace(\nmy_loaders_array.length =,my_loaders_array.length);
//my_playback_counter = Math.floor(Math.random() *
(my_loaders_array.length - 1));
//trace(\nmy_playback_counter =,my_playback_counter);

my_playback_counter++;
if (my_playback_counter == my_total) {
my_playback_counter = 0;
}

nextImage();

}

function hidePrev():void {

var mc:DisplayObject =
my_image_slides.getChildAt(rArr[my_playback_counter]);
my_prev_tween = new Tween(mc,alpha,Strong.easeOut,1,0,1,true);
my_prev_tween.addEventListener(TweenEvent.MOTION_FINISH, onFadeOut);
/*
var my_image:Loader = Loader(my_image_slides.getChildAt(0));
my_prev_tween = new
Tween(my_image,alpha,Strong.easeOut,1,0,1,true);
//my_prev_tween.addEventListener(TweenEvent.MOTION_FINISH,
onFadeOut);

var my_label:TextField =
TextField(my_label_slides.getChildAt(rArr[my_playback_counter]));
my_tweens_array[2] = new
Tween(my_label,alpha,Strong.easeOut,1,0,1,true);
*/
}

function onFadeOut(e:TweenEvent):void {
trace(\nonFadeOut::,e.currentTarget.obj);
e.currentTarget.obj.visible = false;
//my_image_slides.removeChildAt(0);
//my_label_slides.removeChildAt(0);
}

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Calling a Static Function

2010-11-10 Thread Keith Reinfeld
Kerry, 
 
Have you tried calling the static function indirectly? 
 
// In the swf you are loading  
public function callInitAssets():void{ 
trace(\nLoadee:: callInitAssets() called); 
initAssets(); 
} 
 
// In the swf you are loading into 
private function handleLoadComplete(e:Event):void{ 
_assetLib = e.target.loader.contentLoaderInfo.content as MovieClip; 
trace(_assetLib =,_assetLib); 
_assetLib.callInitAssets(); 
}


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Impossible?

2010-10-04 Thread Keith Reinfeld
George, Karl, et al, 

Check out the link below. 

http://keithreinfeld.home.comcast.net/~keithreinfeld/Demos/Fire/Fire.html 

I'm not entirely satisfied with the results. I can't quite manage to get rid
of the black rim around the flames. 

Here are the additions I made to Fire.as: 

// declare 
private var _flame:Sprite = new Sprite(); 
private var _bmdFlame:BitmapData; 
// set WIDTH and HEIGHT to whatever you need 
private var WIDTH:Number = 400; 
private var HEIGHT:Number = 300;

// in the _onLoaded () function 
// do not add _fire to the displaylist 
//addChild(new Bitmap(_fire)); 
// this transparency must be set to true 
_bmdFlame = new BitmapData(WIDTH, HEIGHT, true, 0xFF00);  
//addChild(new Bitmap(_bmdFlame));// this works too 
_flame.x = _flame.y = 0;// but _flame can be repositioned 
addChild(_flame); 
 
// in the _update() function (at the end of the function) 
_bmdFlame.draw(new Bitmap(_fire)); 
_bmdFlame.threshold(_bmdFlame, _bmdFlame.rect, ZERO_POINT, , 0x0010,
0x, 0x00F0, false); 
if(_flame.numChildren  0){ 
_flame.removeChildAt(0); 
} 
_flame.addChild(new Bitmap(_bmdFlame)); 

You can try tweaking the threshold values, but these are working. 

If anyone is interested, the original source files can be found here: 
http://wonderfl.net/c/3g08 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Impossible?

2010-10-04 Thread Keith Reinfeld
 I can't quite manage to get rid
 of the black rim around the flames. 

The problem was with the palette. 

http://keithreinfeld.home.comcast.net/~keithreinfeld/Demos/Fire/Fire.html 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Embedded fonts Bug

2010-09-24 Thread Keith Reinfeld
Kerry, 

I suggest that you try doing the Font.registerFont(Garam3BoldItalicEmbedded)
in your 'embedded font swf'. Load the swf into your 'downloader' then simply
use it in your showText(). 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Kerry Thompson
 Sent: Friday, September 24, 2010 2:22 PM
 To: Flash Coders List
 Subject: [Flashcoders] Embedded fonts Bug
 
 Hello all,
 
 I thought I was finished with my embedded fonts project last night.
 Tested it on Firefox, and it worked beautifully, so I shipped it to
 the client.
 
 As I have been testing it this morning, I have been getting an
 intermittent error. It doesn't seem to be tied to the browser or Flash
 Player version. When I try to register the first downloaded font. I'm
 getting Error 1508: The value specified for argument font is
 invalid.
 
 Summary of the project: in Flex, using code only, create a swf with
 embedded fonts. Then download that swf, extract the fonts, and put
 some text on screen with that font.
 
 Relevant code from the embedded font swf:
 
 public class EmbeddedFonts extends Sprite
 {
   public function EmbeddedFonts()
   {
   Security.allowDomain(*);
   }
 
 [Embed(
   source='../fonts/Garamond3/GaramThrBolItaOsF.ttf',
   fontName='Garam3BoldItalicEmbedded',
   embedAsCFF='false'
 )]
 public static var Garam3BoldItalicEmbedded: Class;
 
 Relevant code from the downloader:
 
   private function loadSwf():void
   {
   var urlRequest:URLRequest = new URLRequest(url);
   loader = new Loader();
 
   loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
 handleLoadComplete);
   loader.load(urlRequest);
   }
 
   private function handleLoadComplete(pEvent:Event):void
   {
   var FontLibrary:Class;
 
   FontLibrary =
 pEvent.target.applicationDomain.getDefinition(EmbeddedFonts) as
 Class;
   registerFonts(FontLibrary);
   showText();
   }
 
   private function registerFonts(pFontLibrary:Class):void
   {
   var fontLib:Class;
 
   fontLib = pFontLibrary;
   Font.registerFont(fontLib.Garam3BoldItalicEmbedded);
 -- Crashes
 here with error 1508
   }
 
 In the debugger, I see these values:
 
 fontLib = EmbeddedFonts$(@b131f99)
 Garam3BoldItalicEmbedded = EmbeddedFonts_Garam3BoldItalicEmbedded
 (@bc57e1)
 
 Any idea what's going on? It was working last night, I swear! (Yes,
 I've rebooted Windows :-)
 
 Cordially,
 
 Kerry Thompson
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RE: [Flashcoders] Embedded fonts Bug

2010-09-24 Thread Keith Reinfeld
Have you specified a fontWeight and a fontStyle? 

[Embed(
source='../fonts/Garamond3/GaramThrBolItaOsF.ttf',
fontName='Garam3BoldItalicEmbedded',
fontWeight='bold',
fontStyle = 'italic',
embedAsCFF='false'
)]

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Kerry Thompson
 Sent: Friday, September 24, 2010 4:03 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Embedded fonts Bug
 
 Keith Reinfeld wrote:
 
  I suggest that you try doing the
 Font.registerFont(Garam3BoldItalicEmbedded)
  in your 'embedded font swf'. Load the swf into your 'downloader' then
 simply
  use it in your showText().
 
 Thanks, Keith. That's actually one of the many things I have tried,
 and I end up with empty text boxes.
 
 I've also tried making the registerFont() method in my EmbeddedFonts
 class available by declaring it public static, but I don't see it when
 I look at the swf in the debugger. I see all the fonts, which are also
 public static var, but not the method. The variable that holds the
 downloaded swf is declared type Class.
 
 Cordially,
 
 Kerry Thompson
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RE: [Flashcoders] Embedding Fonts, it should be easy...., right!

2010-09-15 Thread Keith Reinfeld
Jiri, 

What version of Flash are you using?
What version of the Flex sdk?
Does the swf you are loading use timeline code?

Have you tried putting in some traces?

var tField:TextField = _sprite.getChildByName(field) as TextField;
trace(tField =, tField);

I did not notice before but, based on the code you have shown, this
discrepancy in arguments should cause an error: 

addFormatting( treatmentTimeInfo , STD_LABEL_FONT_SIZE , WHITE);

function addFormatting(tField:TextField):void{
trace(addFormatting function called);
// more code 
}

Progress? 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Embedding Fonts, it should be easy...., right!

2010-09-14 Thread Keith Reinfeld
The fontNames for each embedded font need to be distinct from one another. 
Use Font.registerFont(Class); to make the embedded fonts available to loaded 
swfs.
Use the fontName when assigning format.font; 

code
[Embed( source='../../../../../fonts/myriad 
pro/MyriadPro-Bold.otf',
fontName='MyriadProBoldFont', 
unicodeRange='U+0010-U+00FC', fontWeight = 
'bold',
fontFamily=Myriad Pro Bold,
mimeType='application/x-font-truetype',
embedAsCFF=false
)]

public static var MyriadProBoldFont:Class;
// Make the font available to loaded swfs
Font.registerFont(MyriadProBoldFont);

[Embed( source='../../../../../fonts/myriad 
pro/MyriadPro-Regular.otf',
fontName='MyriadProRegularFont', 
unicodeRange='U+0010-U+00FC', fontWeight 
= 'normal', 
fontFamily=Myriad Pro Regular,
mimeType='application/x-font-truetype',
embedAsCFF=false
)]

public static var MyriadProRegularFont:Class; 
// Make the font available to loaded swfs
Font.registerFont(MyriadProRegularFont);
/code

Then:

code
var tField:TextField = _sprite.getChildByName(field) as TextField;
addFormatting( treatmentTimeInfo , STD_LABEL_FONT_SIZE , WHITE);

function addFormatting(tField:TextField):void{

var format:TextFormat = new TextFormat()
format.font = MyriadProBoldFont;
format.bold = true;

tField.defaultTextFormat = format;
tField.embedFonts   = true;
tField.setTextFormat( format );

tField.text = some_text
}
/code

HTH

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net




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[Flashcoders] test

2010-08-27 Thread Keith Reinfeld
Am I bouncing?

 

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RE: [Flashcoders] test

2010-08-27 Thread Keith Reinfeld
Okay. Flashcoders disabled my account due to excessive bounces. I am just
trying to track down the cause.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Dave Watts
 Sent: Friday, August 27, 2010 11:44 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] test
 
  Am I bouncing?
 
 I can't see whether you are or not. But your email isn't bouncing.
 
 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/
 http://training.figleaf.com/
 
 Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
 GSA Schedule, and provides the highest caliber vendor-authorized
 instruction at our training centers, online, or onsite.
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RE: [Flashcoders] Accessing Fonts

2010-08-11 Thread Keith Reinfeld

 I have many swfs with a font embedded to a 
 text field that are loaded into a Main.swf.

 Is there any way to get them to the same level
 as the Main.swf to be able to apply them...


Jeremy, 

I have taken a long hard look at this and I am afraid the answer is no. I
suggest you use a shared font library instead. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


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RE: [Flashcoders] How to rotate dynamic textfield

2010-07-06 Thread Keith Reinfeld
Cor, 
 
In case you are still interested here is your (corrected) Test.as class. 
 
package {

import flash.display.*; 
import flash.text.*; 
 
public class Test extends MovieClip { 
// Cor, you had errors in your [Embed] 
//$(AppConfig)/ActionScript 3.0/libs/flex_sdk_3/ 
[Embed(source=C:\\Windows\\Fonts\\tahoma.ttf,
fontName=_myTahoma, fontFamily=myTahoma)] 
public static var _myTahoma:Class;// Required step. 
private var _myTahomaFont:Font = new _myTahoma();// Not so
much, fmt.font = _myTahoma; would do. 

public function Test() { 
var fmt:TextFormat = new TextFormat(); 
fmt.font = _myTahomaFont.fontName;//_myTahoma;// 
fmt.size = 16; 
fmt.color = 0x99; 
 
var tf:TextField = new TextField(); 
tf.embedFonts = true; 
tf.defaultTextFormat = fmt; 
tf.multiline = true; 
tf.width = 200; 
tf.autoSize = TextFieldAutoSize.LEFT; 
tf.wordWrap = true; 
tf.x = 100; 
tf.y = 100; 
tf.htmlText = Text to rotatedBRLine two.; 
addChild(tf); 
tf.rotation = 300; 
} 
} 
} 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] How to rotate dynamic textfield

2010-07-06 Thread Keith Reinfeld
Cor, 

 I use FlashDevelop with Flash CS3 as compiler and not the flex_sdk_3.

Actually, you are. 
Okay, I am using Flash CS4, and was presented with a dialog that said You
have used a feature that requires the Flex SDK: Embed metadata ... 
So I just thought I would include the path. 

 Always trying to learn!

Actually, you are.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Animation showing through Text

2010-06-22 Thread Keith Reinfeld
You will need to 'break apart' the text in order to use it as a mask this
way. 
Select the textfield and use Ctrl+B twice. (Modify  Break Apart)


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Bill S.
 Sent: Tuesday, June 22, 2010 11:24 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Animation showing through Text
 
 Hello All:
 
 I am new to the list.
 
 I am looking for a simple example of [or if it is even possible to]
 having text over an animation in Flash -- showing the animation Only
 through the text characters themselves?
 
 Something very similar to this Photoshop technique:
 http://www.clippingimages.com/blog/wp-content/uploads/2010/02/Final-
 11.jpg
 except with an animation in the background instead of [a much more
 easily maskable] image:
 
 I can play with alpha and glass techniques to show the animation
 through the text easily enough -- but can't find how to mask the non-
 text portion out.
 
 Thanks
 ~Bill
 Flash CS5, ..AS3-only developer.
 
 
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RE: [Flashcoders] Upgrading from Master Collection Cs4 - just Flash Cs5?

2010-06-20 Thread Keith Reinfeld
Matt, 

Based on my personal experience the answer to your question is no. 

I wanted to upgrade - just Flash - I figured I have Flash, it came with
Studio 8. 

The Flash upgrade install would not accept as valid the serial number from a
'bundled' product for a 'point' product, i.e. Studio 8 to just Flash CS4. I
had to return Flash CS4 and upgrade to a bundled suite. (It would have
cost more to buy Flash CS4 alone!) 

I suggest that you contact an Adobe rep directly to be certain what their
current policy is. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of DONALD TALCOTT
 Sent: Saturday, June 19, 2010 3:57 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Upgrading from Master Collection Cs4 - just
 Flash Cs5?
 
 Yes you can upgrade to Flash Professional CS5 from from Adobe Flash CS4
 Professional or CS3 Professional or Macromedia Flash Professional 8 or
 Basic
 8 for $199.00.
 
 http://www.adobe.com/products/flash/?promoid=BPDEE
 
 If you use the complete CS4 Suite, and you upgrade any other components
 at a
 latter date, this is an expensive way to go. It is a trap, but it is
 always
 better/cheaper to upgrade the complete suite.
 
 
 
 
 On 6/19/10 3:04 PM, Matt S. mattsp...@gmail.com wrote:
 
  If you've purchased the Master collection of CS4, is it possible to
  just upgrade Flash to CS5 without upgrading the whole Collection?
  Adobe has all sorts of upgrade eligibility crap on their site but
  its not clear whether there is a way to just upgrade single products
  within a Suite. Anyone here know the scoop on that?
 
  Thanks,
 
  .m
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RE: [Flashcoders] Upgrading from Master Collection Cs4 - just Flash Cs5?

2010-06-20 Thread Keith Reinfeld
 I don't think their offer allows upgrade discounts for versions that
 isn't one major version older. 

Not true. You can currently upgrade from products as far back as Flash 8 and
Studio 8. Just pick from the 'Product you own' list. The upgrade price goes
up for older products. 
You can upgrade from an individual 'point' product to a bundled product but
not from a bundled product to an individual product. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net




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RE: [Flashcoders] Upgrading from Master Collection Cs4 - just Flash Cs5?

2010-06-20 Thread Keith Reinfeld
 Was the return process easy at least? 

Fairly easy. 
Just go into your account and find the link to make a return. They don't
want you to physically return the disc but you have to fill out a Letter of
Software Destruction. There should be a few brief e-mails while they decide
to approve your request. 
It may take a couple weeks but watch your credit card statement to see that
they have reversed the charge off your account. 

Good luck! 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Matt S.
 Sent: Sunday, June 20, 2010 9:36 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Upgrading from Master Collection Cs4 - just
 Flash Cs5?
 
 Yeah, thats what I was afraid of, and unfortunately I already
 purchased the single upgrade. My SN kept getting rejected, so I
 started doing some research, and asked the list about it because I was
 hoping I was wrong.
 
 Well, that's completely retarded! At this point Adobe should be
 thanking their lucky stars for anyone who bothers to upgrade to Flash
 Cs5, by whatever channel, given the ongoing shooting war with Apple.
 Was the return process easy at least?
 
 .m
 
 On Sun, Jun 20, 2010 at 2:41 AM, Keith Reinfeld
 keithreinf...@comcast.net wrote:
  Matt,
 
  Based on my personal experience the answer to your question is no.
 
  I wanted to upgrade - just Flash - I figured I have Flash, it came
 with
  Studio 8.
 
  The Flash upgrade install would not accept as valid the serial number
 from a
  'bundled' product for a 'point' product, i.e. Studio 8 to just Flash
 CS4. I
  had to return Flash CS4 and upgrade to a bundled suite. (It would
 have
  cost more to buy Flash CS4 alone!)
 
  I suggest that you contact an Adobe rep directly to be certain what
 their
  current policy is.
 
  Regards,
 
  Keith Reinfeld
  Home Page: http://keithreinfeld.home.comcast.net
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
  boun...@chattyfig.figleaf.com] On Behalf Of DONALD TALCOTT
  Sent: Saturday, June 19, 2010 3:57 PM
  To: Flash Coders List
  Subject: Re: [Flashcoders] Upgrading from Master Collection Cs4 -
 just
  Flash Cs5?
 
  Yes you can upgrade to Flash Professional CS5 from from Adobe Flash
 CS4
  Professional or CS3 Professional or Macromedia Flash Professional 8
 or
  Basic
  8 for $199.00.
 
  http://www.adobe.com/products/flash/?promoid=BPDEE
 
  If you use the complete CS4 Suite, and you upgrade any other
 components
  at a
  latter date, this is an expensive way to go. It is a trap, but it is
  always
  better/cheaper to upgrade the complete suite.
 
 
 
 
  On 6/19/10 3:04 PM, Matt S. mattsp...@gmail.com wrote:
 
   If you've purchased the Master collection of CS4, is it possible
 to
   just upgrade Flash to CS5 without upgrading the whole Collection?
   Adobe has all sorts of upgrade eligibility crap on their site
 but
   its not clear whether there is a way to just upgrade single
 products
   within a Suite. Anyone here know the scoop on that?
  
   Thanks,
  
   .m
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RE: [Flashcoders] Upgrading from Master Collection Cs4 - just Flash Cs5?

2010-06-20 Thread Keith Reinfeld
The Adobe rep, with whom I conducted an online chat when I had this issue,
said policy. And wouldn't budge. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
 Sent: Sunday, June 20, 2010 4:09 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Upgrading from Master Collection Cs4 - just
 Flash Cs5?
 
 Hi,
 
 That's really strange because recently we upgraded at work from CS3
 Master Collection to Flash CS4.  We got lucky by upgrading a week
 before
 CS5 was announced, so qualified for the free upgrade to Flash CS5 - had
 no problems with this, but we did do it through the Volume Licensing
 site with a Corporate License rather than normal.
 
 I would hope and expect that this is a bug rather than a policy
 thing, but good luck sorting it out.
 
 GLen
 
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RE: [Flashcoders] masking issues

2010-06-14 Thread Keith Reinfeld
Paul, 
 
 Whatever is added to the stage last by using addChild  
 method, will be at the top. 
 
 
You would think so, huh. Me too, but...

In this case the problem seems to stem from the fact that the first layer of
the MainTimeline is a mask layer. 

Just to get it working with the structure you've described, add a layer to
the MainTimeline above the mask layer. Place something trivial on the new
layer, a graphic or an empty MovieClip. The point is the new layer must not
be an empty layer. After that your box clip should display in the desired
manner. 

I've no idea whether this is a known issue or a bug or whatever. 

Good luck! 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Styling the List component

2010-06-08 Thread Keith Reinfeld
myList.setRendererStyle(textFormat, tfList); 

Works. 

Are you sure tfList is a valid TextFormat? 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of ktt
 Sent: Tuesday, June 08, 2010 3:15 PM
 To: Flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Styling the List component
 
 Hello,
 
 I tried to apply setStyle to list component:
 myList.setStyle(textFormat,tfList);
 and:
 myList.setRendererStyle(textFormat, tfList);
 
 But these do not work.
 
 Regards,
 Ktt
 
 
 
 
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RE: [Flashcoders] Flashing Flash

2010-05-21 Thread Keith Reinfeld
John, 

I built a simplified version that works just fine (see below). 

HTH

// Button component 
next_btn.addEventListener(MouseEvent.CLICK, doNext);
var big_container:Sprite = new Sprite();
big_container.x = big_container.y = 100;
addChild(big_container);
var container_left:Sprite = new Sprite();
big_container.addChild(container_left);
var imageArr:Array = [images/01.jpg, images/02.jpg, images/03.jpg,
images/04.jpg, images/05.jpg, images/06.jpg, images/07.jpg,
images/08.jpg, images/09.jpg, images/10.jpg, images/11.jpg,
images/12.jpg, images/13.jpg];
var index:uint = 0;

function doNext(e:MouseEvent = null):void{
trace(\ndoNext():: index =,index);
var path:String = imageArr[index];
var req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.addEventListener(IOErrorEvent.IO_ERROR,
function(e:IOErrorEvent):void{ trace(e) });
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
nextLoaded);
loader.load(req);
// manage the index 
if(index  imageArr.length - 1){ 
// increment index by one 
index++; 
}else{ 
// set index back to zero 
index = 0; 
} 

}

function nextLoaded(evt:Event):void{
trace(\nnextLoaded());
var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var displayObject:DisplayObject = loaderInfo.content;
container_left.addChildAt(displayObject, 0);
trace(   - container_left.numChildren
=,container_left.numChildren);
if(container_left.numChildren  1){
container_left.removeChildAt(1);
}
trace(   - container_left.numChildren
=,container_left.numChildren);
}

// load the first image
doNext();


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of John Singleton
 Sent: Thursday, May 20, 2010 7:03 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Flashing Flash
 
 - Original Message 
 
  From: Keith Reinfeld keithreinf...@comcast.net
  To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Sent: Wed, May 19, 2010 1:53:06 PM
  Subject: RE: [Flashcoders] Flashing Flash
 
  Don't remove container_middle at all. Instead add/remove its
  children:
 
  container_middle.addChildAt(newImage,
  0);
  container_middle.removeChildAt(1);
 
 Well I thought that was a pretty slick idea, and cleaner code all the
 way around. However, no cigar. I had to place the new code further
 down. Here's what I ended up with:
 
 function LoadLeft():void
 {
 if(start_flag == true)
 {
 container_left = new Sprite();
 big_container.addChild(container_left)
 } else {
 big_container.removeChild(container_left2);
 }
 var path:String = images/left + i + .png;
 var req:URLRequest = new URLRequest(path);
 var loader:Loader = new Loader();
 loader.load(req);
 loader.addEventListener(IOErrorEvent.IO_ERROR,
 function(e:IOErrorEvent):void{ trace(e) });
 loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
 LoadLeftLoaded);
 }
 
 function LoadLeftLoaded(evt:Event):void
 {
 var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
 var displayObject:DisplayObject = loaderInfo.content;
 displayObject.width = 319;
 displayObject.height = 502;
 container_left.addChildAt(displayObject, 0);
 if(start_flag == false)
 {
 container_left.addChildAt(displayObject, 0);
 try
 {
 container_left.removeChildAt(1);
 } catch(error: Error) {
 trace('Error in removwChildAt(1)');
 }
 } else {
 container_left.addChild(displayObject);
 }
 if(start_flag2 == true)
 {
 container_left.x = 1000;
 container_left.y = 20;
 } else {
 container_left.x = 30;
 container_left.y = 20;
 }
 var timeline:TimelineLite = new
 TimelineLite({onComplete:SpinLeft});
 timeline.append(new TweenLite(container_left, 1, {x:30,
 y:20}));
 }
 
 Nonetheless, it still blinks at me as before :(
 TIA,
 John
 
 
 
 
 
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RE: [Flashcoders] Flashing Flash

2010-05-19 Thread Keith Reinfeld
Don't remove container_middle at all. Instead add/remove its children:

container_middle.addChildAt(newImage, 0);
container_middle.removeChildAt(1);
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe
 Sent: Wednesday, May 19, 2010 12:23 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Flashing Flash
 
 Looping in frame code, looping in ENTER_FRAME event or looping via a
 timer?
 
 On Wed, May 19, 2010 at 1:16 PM, Bob Wohl bob.w...@gmail.com wrote:
 
  W/O seeing what is exactly going on... maybe set the alpha to 0 till
 it's
  been added?
 
  On Wed, May 19, 2010 at 9:19 AM, John Singleton
  johnsingleton...@yahoo.comwrote:
 
   Hi;
   I have this code:
  
  big_container.removeChild(container_middle);
  big_container.removeChild(container_middle2);
  container_middle = new Sprite();
  big_container.addChild(container_middle)
  
   It loops and is called in each iteration except the first. The
 problem
  is,
   when it runs, the image in the container momentarily disappears
 then
   reappears, which doesn't look good. How work around this?
   TIA,
   John
  
  
  
  
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 --
 -jonathan howe
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RE: [Flashcoders] gotoAndPlay a sorted array

2010-05-12 Thread Keith Reinfeld
Don, 

Okay, if I understand you correctly, you could insert a keyframe at the end
of each animation which will allow you to place some code: 
 
stop();
setTimeout(goOn,1000);// that's a one second delay 
 
This will call the goOn function which in turn will direct the playhead to
each animation in the desired (randomized) order. 
If you use the if/else block (from the code in my previous post) to manage
the index then the animations will repeat, continuously. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Donald Talcott
 Sent: Wednesday, May 12, 2010 7:58 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] gotoAndPlay a sorted array
 
 Keith, Karl,
 thanks, I have a clearer understanding now.
 
 File structure; Frame labels on timeline order = mmPretzel,
 3Musketeers_truffle, MilkyWay_Caramel, mmCO, mmCherry, Twix_java, VOTE,
 mmPB, NASCAR.
 Animations are setup to play to the end of one then bounce over to the
 next one in the final array.
 What I am trying to get on gotoAndPlay is mmPretzel and
 3Musketeers_truffle always play 1st and 2nd, then a random pick from
 the remaining 7 would play as 3rd, followed by the 4th item in the
 array and so forth.
 
 My current trace statements =
 trace(b) = mmCherry, mmPB,mmCO, MilkyWay_Caramel, VOTE, Twix_java,
 NASCAR.
 trace(mOnemTwo) = mmPretzel, 3Musketeers_truffle, mmCherry, mmPB, mmCO,
 MilkyWay_Caramel, VOTE, Twix_java, NASCAR.
 
 play result = mmPretzel, 3Musketeers_truffle, MilkyWay_Caramel, mmCO,
 mmCherry, Twix_java, VOTE, mmPB, NASCAR (original order on timeline)
 
 On May 11, 2010, at 11:56 PM, Keith Reinfeld wrote:
 
  Don,
 
  Yes, Karl is correct. In my post 'index' is a variable of type Number
 which
  you would increment upon successive calls to function goOn(). You
 access
  elements of an array by using the array access operator '[]'. The
 indices of
  arrays are zero based, so the index of the first element is 0, the
 index of
  the second element is 1, the index of the third element is 2, and so
 on. You
  can use the length property of an array to find out how many elements
 there
  are in the array. In your case you have an array with 9 elements so
 you
  would want to use index values between 0 and 8. Note that
 mOnemTwo.length
  (9) is one higher than the highest index value you can use with this
 array
  (8). The sample code below includes an if/else block to manage index
 values.
 
 
  // initialize index
  var index:Number = 0;
  function goOn(){
  gotoAndPlay(mOnemTwo[index]);
  // manage the index
  if(index  mOnemTwo.length - 1){
  // increment index by one
  index++;
  }else{
  // set index back to zero
  index = 0;
  }
  };
 
  I have to echo Karl's questions about how you are planning to make
  subsequent calls to function goOn(). What you have,
 setTimeout(goOn,+8),
  will kick off the first one (although I don't understand the '+8' in
 the
  delay parameter) but what about the rest? Any suggestions I could
 make here
  would be pure guesswork without knowing more about the structure of
 your
  file.
 
  HTH
 
  Regards,
 
  Keith Reinfeld
  Home Page: http://keithreinfeld.home.comcast.net
 
 
 
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 Don Talcott
 316 Greenwood Ave
 Decatur, GA 30030
 404 538-1642
 dtalc...@mindspring.com
 
 
 
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RE: [Flashcoders] gotoAndPlay a sorted array

2010-05-12 Thread Keith Reinfeld
Glad I could help. Good luck!

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Donald Talcott
 Sent: Wednesday, May 12, 2010 11:05 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] gotoAndPlay a sorted array
 
 Keith,
 That did it. I shortened the delay and all is working well. Thank you.
 My example cited in this post was last years project, I wanted to work
 out the code first using it.
 Now it's time to build this years project. I owe you.
 
 On May 12, 2010, at 10:09 AM, Keith Reinfeld wrote:
 
  Don,
 
  Okay, if I understand you correctly, you could insert a keyframe at
 the end
  of each animation which will allow you to place some code:
 
  stop();
  setTimeout(goOn,1000);// that's a one second delay
 
  This will call the goOn function which in turn will direct the
 playhead to
  each animation in the desired (randomized) order.
  If you use the if/else block (from the code in my previous post) to
 manage
  the index then the animations will repeat, continuously.
 
  Regards,
 
  Keith Reinfeld
  Home Page: http://keithreinfeld.home.comcast.net
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
  boun...@chattyfig.figleaf.com] On Behalf Of Donald Talcott
  Sent: Wednesday, May 12, 2010 7:58 AM
  To: Flash Coders List
  Subject: Re: [Flashcoders] gotoAndPlay a sorted array
 
  Keith, Karl,
  thanks, I have a clearer understanding now.
 
  File structure; Frame labels on timeline order = mmPretzel,
  3Musketeers_truffle, MilkyWay_Caramel, mmCO, mmCherry, Twix_java,
 VOTE,
  mmPB, NASCAR.
  Animations are setup to play to the end of one then bounce over to
 the
  next one in the final array.
  What I am trying to get on gotoAndPlay is mmPretzel and
  3Musketeers_truffle always play 1st and 2nd, then a random pick
 from
  the remaining 7 would play as 3rd, followed by the 4th item in the
  array and so forth.
 
  My current trace statements =
  trace(b) = mmCherry, mmPB,mmCO, MilkyWay_Caramel, VOTE, Twix_java,
  NASCAR.
  trace(mOnemTwo) = mmPretzel, 3Musketeers_truffle, mmCherry, mmPB,
 mmCO,
  MilkyWay_Caramel, VOTE, Twix_java, NASCAR.
 
  play result = mmPretzel, 3Musketeers_truffle, MilkyWay_Caramel,
 mmCO,
  mmCherry, Twix_java, VOTE, mmPB, NASCAR (original order on timeline)
 
  On May 11, 2010, at 11:56 PM, Keith Reinfeld wrote:
 
  Don,
 
  Yes, Karl is correct. In my post 'index' is a variable of type
 Number
  which
  you would increment upon successive calls to function goOn(). You
  access
  elements of an array by using the array access operator '[]'. The
  indices of
  arrays are zero based, so the index of the first element is 0, the
  index of
  the second element is 1, the index of the third element is 2, and
 so
  on. You
  can use the length property of an array to find out how many
 elements
  there
  are in the array. In your case you have an array with 9 elements so
  you
  would want to use index values between 0 and 8. Note that
  mOnemTwo.length
  (9) is one higher than the highest index value you can use with
 this
  array
  (8). The sample code below includes an if/else block to manage
 index
  values.
 
 
  // initialize index
  var index:Number = 0;
  function goOn(){
gotoAndPlay(mOnemTwo[index]);
// manage the index
if(index  mOnemTwo.length - 1){
// increment index by one
index++;
}else{
// set index back to zero
index = 0;
}
  };
 
  I have to echo Karl's questions about how you are planning to make
  subsequent calls to function goOn(). What you have,
  setTimeout(goOn,+8),
  will kick off the first one (although I don't understand the '+8'
 in
  the
  delay parameter) but what about the rest? Any suggestions I could
  make here
  would be pure guesswork without knowing more about the structure of
  your
  file.
 
  HTH
 
  Regards,
 
  Keith Reinfeld
  Home Page: http://keithreinfeld.home.comcast.net
 
 
 
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Don Talcott
  316 Greenwood Ave
  Decatur, GA 30030
  404 538-1642
  dtalc...@mindspring.com
 
 
 
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 Don Talcott
 316 Greenwood Ave
 Decatur, GA 30030
 404 538-1642
 dtalc...@mindspring.com
 
 
 
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RE: [Flashcoders] gotoAndPlay a sorted array

2010-05-11 Thread Keith Reinfeld
 gotoAndPlay(mOnemTwo); 

You need to pass just one element of the mOnemTwo array rather than the
entire array. 
So: 

gotoAndPlay(mOnemTwo[index]);

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Donald Talcott
 Sent: Tuesday, May 11, 2010 5:25 PM
 To: Flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] gotoAndPlay a sorted array
 
 Have a file with 9 animations, each with a frame label on the timeline
  I've created 2 arrays, sorted the 2nd one and concat() the two into a
 third array.
 I'm tracing all arrays and they are working as I'd like. Now I would
 like to gotoAndPlay the final array.
 Can this be done? See code below:
 
 stop();
 var mOne:Array = [mmPretzel, 3Musketeers_truffle];
 var mTwo:Array = [MilkyWay_Caramel, mmCO, mmCherry, Twix_java,
 VOTE, mmPB, NASCAR];
 
 
 function shuffle(mTwo,b):int {
 var num : int = Math.round(Math.random()*2)-1;
 return num;
 }
 var b:Array = mTwo.sort(shuffle);
 trace(b);
 
 var mOnemTwo:Array = mOne.concat(b);
 trace(mOnemTwo);
 
 
 
 
 /*function goOn(){
 gotoAndPlay(mOnemTwo);
 };
 setTimeout(goOn,+8);
 */
 
 
 When I uncomment the function, I get the following error.
 
 mmCherry,mmPB,mmCO,MilkyWay_Caramel,VOTE,Twix_java,NASCAR
 mmPretzel,3Musketeers_truffle,mmCherry,mmPB,mmCO,MilkyWay_Caramel,VOTE,
 Twix_java,NASCAR
 
 ArgumentError: Error #2109: Frame label
 mmPretzel,3Musketeers_truffle,mmCherry,mmPB,mmCO,MilkyWay_Caramel,VOTE,
 Twix_java,NASCAR not found in scene Scene 1.
   at flash.display::MovieClip/gotoAndPlay()
   at Mars_2010Test_fla::MainTimeline/goOn()
   at Function/http://adobe.com/AS3/2006/builtin::apply()
   at SetIntervalTimer/onTimer()
   at flash.utils::Timer/_timerDispatch()
   at flash.utils::Timer/tick()
 
 Don Talcott
 316 Greenwood Ave
 Decatur, GA 30030
 404 538-1642
 dtalc...@mindspring.com
 
 
 
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RE: [Flashcoders] gotoAndPlay a sorted array

2010-05-11 Thread Keith Reinfeld
Don, 
 
Yes, Karl is correct. In my post 'index' is a variable of type Number which
you would increment upon successive calls to function goOn(). You access
elements of an array by using the array access operator '[]'. The indices of
arrays are zero based, so the index of the first element is 0, the index of
the second element is 1, the index of the third element is 2, and so on. You
can use the length property of an array to find out how many elements there
are in the array. In your case you have an array with 9 elements so you
would want to use index values between 0 and 8. Note that mOnemTwo.length
(9) is one higher than the highest index value you can use with this array
(8). The sample code below includes an if/else block to manage index values.

 
// initialize index 
var index:Number = 0; 
function goOn(){ 
gotoAndPlay(mOnemTwo[index]); 
// manage the index 
if(index  mOnemTwo.length - 1){ 
// increment index by one 
index++; 
}else{ 
// set index back to zero 
index = 0; 
} 
}; 
 
I have to echo Karl's questions about how you are planning to make
subsequent calls to function goOn(). What you have, setTimeout(goOn,+8),
will kick off the first one (although I don't understand the '+8' in the
delay parameter) but what about the rest? Any suggestions I could make here
would be pure guesswork without knowing more about the structure of your
file. 
 
HTH
 
Regards, 

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] passing obj name

2010-04-28 Thread Keith Reinfeld
Maybe: 

var shakable:*; 

flower.addEventListener(MouseEvent.ROLL_OVER,jiggle);

function jiggle(e:Event):void
{
shakable = e.currentTarget;
 var timer:Timer=new Timer(2,100);
 timer.addEventListener(TimerEvent.TIMER,shakeBtn);
 timer.start();
}

function shakeBtn(e:Event)
{
 shakable.main.rotation+=Math.random()*8-4;
 shakable.main.x+=Math.random()*8-4;
 shakable.main.y+=Math.random()*8-4;
}

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore
 Sent: Wednesday, April 28, 2010 7:36 AM
 To: Flash Coders List
 Subject: [Flashcoders] passing obj name
 
 so I have:
 flower.addEventListener(MouseEvent.ROLL_OVER,jiggle);
 
 function jiggle(e:Event):void
 {
  var timer:Timer=new Timer(2,100);
  timer.addEventListener(TimerEvent.TIMER,shakeBtn);
  timer.start();
 }
 
 function shakeBtn(e:Event)
 {
  flower.main.rotation+=Math.random()*8-4;
  flower.main.x+=Math.random()*8-4;
  flower.main.y+=Math.random()*8-4;
 }
 
 How can I pass mc name (flower) down to shakeBtn so that I can reuse
 the function
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RE: [Flashcoders] passing obj name

2010-04-28 Thread Keith Reinfeld
 100 

There's a whole lotta shakin' goin' on...

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Recursive and e:Event

2010-03-29 Thread Keith Reinfeld
 I need to find a way to get around this can I call the function
 without e:Event? 

Yes: 
 
function (parseXML(e:Event=null) {
   ...
   parseXML(ixml);
}


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] RE: Recursive and e:Event

2010-03-29 Thread Keith Reinfeld
 sorry - jumped the gun - I worked it out with:
 
 xmlLoader.addEventListener(Event.COMPLETE, function(e:event):viod {
  var xml:XML = new XML)e.target.data);
  function(xml);
 });

Interesting... 

How are you able to removeEventListener with that syntax? 

Regards,

Keith Reinfeld
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RE: [Flashcoders] Passing Call To Child

2010-03-13 Thread Keith Reinfeld
I think Susan has gone back to the boat with Victor.
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Passing Call To Child

2010-03-13 Thread Keith Reinfeld
 now to change the color of the button, you
 could redraw the child sprite which has the color, or change the
 textformat of some text, or maybe use colortransform, or create
 multiple versions of the same thing (like three rectangles each with a
 different color) and toggle their visibility, or use a tween engine to
 change something's color. 

David, 
This would be the most straight forward means (given the context): 

private function onMouseOverHandler(e:MouseEvent):void{ 
e.currentTarget.getChildAt(0).backgroundColor = 0x97F9EC; 
} 
 
private function onMouseOutHandler(e:MouseEvent):void{ 
e.currentTarget.getChildAt(0).backgroundColor = 0x0E778A; 
} 
 
private function onPressHandler(e:MouseEvent):void{ 
e.currentTarget.getChildAt(0).backgroundColor = 0xFF; 
} 
 
private function onMouseUpHandler(e:MouseEvent):void{ 
e.currentTarget.getChildAt(0).backgroundColor = 0x0E778A; 
// Navigate.to(e.currentTarget.linkURL); 
} 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Problem Importing Class

2010-03-04 Thread Keith Reinfeld
This reproduces the error: 
 
package { 
import flash.display.MovieClip; 
import Star; 
public class App extends MovieClip { 
public function App() { 
trace('app'); 
Star(); 
} 
} 
} 
 
This fixes it: 
 
package { 
import flash.display.MovieClip; 
import Star; 
public class App extends MovieClip { 
private var _star:Star; 
public function App() { 
trace('app'); 
_star = new Star(); 
} 
} 
} 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Susan Day
 Sent: Thursday, March 04, 2010 10:03 AM
 To: Flash Coders List
 Subject: [Flashcoders] Problem Importing Class
 
 Hi;
 I have this line in the importing package:
 
 import Star;
 
 and this in the function of the same package:
 
 Star();
 
 Star package has this code:
 
 package
 {
 import flash.display.MovieClip;
  public class Star extends MovieClip
 {
  public function Star()
 {
 trace('star');
 }
 }
 }
 When I run the importing package, I get this error:
 
 1136 Incorrect number of arguments. Expected 1. Star.as
 
 What argument is it expecting?!
 TIA,
 Susan
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RE: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Keith Reinfeld
 
 What's odd to me is that all of this CPU is getting used even though
 these movie clips are completely invisible.


Invisible as in visible = false, or alpha = 0? Rendering alpha at anything
under 100% is quite cpu intensive.

Regards,

Keith Reinfeld
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RE: [Flashcoders] Error 1009

2010-02-25 Thread Keith Reinfeld
 
 Yes, except instead of referencing a problem with the preloader, it
 references a problem with the *.as that will load after the preloader.


I think you need to examine '*.as' then. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Victor Subervi
 Sent: Wednesday, February 24, 2010 9:38 AM
 To: Deepanjan Das
 Cc: Flash Coders List
 Subject: Re: [Flashcoders] Error 1009
 
 On Wed, Feb 24, 2010 at 10:35 AM, Deepanjan Das
 deepanjan@gmail.comwrote:
 
  Are you getting this error:
 
  TypeError: Error #1009: Cannot access a property or method of a null
 object
  reference.
  at Preloader/init()
  at Preloader()
  at test_fla::MainTimeline/frame1()
 
 
 Yes, except instead of referencing a problem with the preloader, it
 references a problem with the *.as that will load after the preloader.
 Also,
 the last line of the above doesn't come up.
 TIA,
 V
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RE: [Flashcoders] Error 1009

2010-02-25 Thread Keith Reinfeld
 What should I be looking for? 

I have no idea without some code or reading the literal text of the error.
Is this '*.as' associated with the 'Splash.swf' you are loading? 

Going back to the preloader, I noticed that, in the code you posted at the
beginning of this thread, you do not have 'addChild(l)' anywhere. This
omission could very well be the cause of a null reference error. Try that. 

If that doesn't work then I guess you have more digging to do. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Victor Subervi
 Sent: Thursday, February 25, 2010 1:37 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Error 1009
 
 On Thu, Feb 25, 2010 at 10:46 AM, Keith Reinfeld
 keithreinf...@comcast.netwrote:
 
  
   Yes, except instead of referencing a problem with the preloader, it
   references a problem with the *.as that will load after the
 preloader.
  
 
  I think you need to examine '*.as' then.
 
 
 Yeah, that's what I thought too. That file executes without error by
 itself.
 What should I be looking for?
 TIA,
 V
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RE: [Flashcoders] Error 1009

2010-02-24 Thread Keith Reinfeld
Your code references the stage (to position your textfield) so you need to
listen for the ADDED_TO_STAGE event to prevent the null reference. 
 
Example: 
 
package{ 
import flash.events.Event; 
import flash.display.MovieClip; 
public class Preloader extends MovieClip{ 
public function Preloader(){ 
addEventListener(Event.ADDED_TO_STAGE, init, false,
0, true); 
} 
private function init(e:Event){ 
removeEventListener(Event.ADDED_TO_STAGE, init); 
// do stuff 
} 
} 
} 
 
HTH 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Event.COMPLETE Question

2010-02-23 Thread Keith Reinfeld
 I presume my removeEventListener works. 
You should be sure. So check it: 
 
trace(e.currentTarget.hasEventListener(Event.COMPLETE)); //true
e.currentTarget.removeEventListener(Event.COMPLETE, loaded); 
trace(e.currentTarget.hasEventListener(Event.COMPLETE)); //false

 So, how do I pass new values to fn loaded?
Just increment the vars. 
// Cascade layout 
displayObject.x = myX + 31; 
displayObject.y = myY + 31; 
myX += 20; 
myY += 20; 
 
Have you considered putting your url strings into an array instead of using
that awkward switch statement? 

I would also recommend writing a function that creates and returns
BevelFilter. Set 'myBevel' once (rather than running through the code
repeatedly) then apply it where appropriate. 
var myBevel:BevelFilter = createBevel(); 
function createBevel():BevelFilter{ 
var bf:BevelFilter = new BevelFilter(); 
bf.type = BitmapFilterType.OUTER; 
bf.distance = 10; 
bf.highlightColor = 0xFF; 
bf.shadowColor = 0x00; 
bf.blurX = 20; 
bf.blurY = 20; 
return bf; 
} 
 
// apply Bevel filter 
displayObject.filters = [myBevel]; 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
You could parent them. 

Var barMom:Sprite = new Sprite();
addChild(barMom);
function createBars():void
{
 for (var i:int=0; itotalbars; i++)
 {
   var bar:Sprite = new Sprite();
bar.name = barBrat+i;
  ...

   barMom.addChild(bar);

 {
}

This way at least you know where they live. 


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore
 Sent: Tuesday, February 23, 2010 10:55 AM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II
 
 So here is my next issue... One of the functions creates a dynamic
 amount sprites based on an xml feed, like so
 
 
 function createBars():void
 {
  for (var i:int=0; itotalbars; i++)
  {
var bar:Sprite = new Sprite();
 
   ...
 
addChild(bar);
 
  {
 }
 
 And see this this is where my ears start to bleed... this is seemingly
 creating, say, 9 Sprites ALL with the same name bar I need to
 keep the new Sprite() line in the loop for them to be created... but
 then I need some way to access them to delete them
 
 Any ideas?
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RE: [Flashcoders] Event.COMPLETE Question

2010-02-23 Thread Keith Reinfeld
 How is that? I'm not iterating over that function, I call it as needed,
 so
 myX, myY would be reset every time.

Uses the addition assignment (+=) operator. 

 No:
 displayObject.filters = [createBevel()]; 

You are missing the point. Why run this function repeatedly when you can set
'myBevel' once and just use that? 
displayObject.filters = [myBevel];

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
addChildAt(child:DisplayObject, index:int) 

So: 

this.addChildAt(barMom, 0);

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore
 Sent: Tuesday, February 23, 2010 11:29 AM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II
 
 A peculair twist now is that these bar sprites are being sent to the
 back (meaning I have other sprites - lines) showing on top when they
 were and should showing in the back... imagine if you will a bar chart
 - that has horizontal lines in the back... these lines now show on top
 of the bars... anyway to force them to be on the bottom layer?
 
 
 From: flashcoders-boun...@chattyfig.figleaf.com [flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Keith Reinfeld
 [keithreinf...@comcast.net]
 Sent: Tuesday, February 23, 2010 12:10 PM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II
 
 You could parent them.
 
 Var barMom:Sprite = new Sprite();
 addChild(barMom);
 function createBars():void
 {
  for (var i:int=0; itotalbars; i++)
  {
var bar:Sprite = new Sprite();
 bar.name = barBrat+i;
   ...
 
barMom.addChild(bar);
 
  {
 }
 
 This way at least you know where they live.
 
 
 Regards,
 
 Keith Reinfeld
 Home Page: http://keithreinfeld.home.comcast.net
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
  boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore
  Sent: Tuesday, February 23, 2010 10:55 AM
  To: Flash Coders List
  Subject: RE: [Flashcoders] Finding and Removing a Sprite: PART II
 
  So here is my next issue... One of the functions creates a dynamic
  amount sprites based on an xml feed, like so
 
 
  function createBars():void
  {
   for (var i:int=0; itotalbars; i++)
   {
 var bar:Sprite = new Sprite();
 
...
 
 addChild(bar);
 
   {
  }
 
  And see this this is where my ears start to bleed... this is
 seemingly
  creating, say, 9 Sprites ALL with the same name bar I need to
  keep the new Sprite() line in the loop for them to be created... but
  then I need some way to access them to delete them
 
  Any ideas?
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RE: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread Keith Reinfeld
More than one way to get things done. Depends on your needs. Check out
DisplayObjectContainer in the docs. 
 
var barMom:Sprite = new Sprite(); 
this.addChildAt(barMom, 0); 
function createBars():void { 
for (var i:int=0; i  9; i++) { 
var bar:Sprite = new Sprite(); 
bar.name = barBrat + i; 
barMom.addChild(bar); 
} 
} 
 
function spankABrat(container:Sprite, childName:String):void{ 
container.removeChild(container.getChildByName(childName)); 
} 

function eightySixBrats(container:Sprite):void { 
var len:uint = container.numChildren; 
for (var i:uint = 0; i  len; i++) { 
container.removeChildAt(0); 
} 
} 
 
trace(barMom.numChildren =,barMom.numChildren);// 0 
createBars(); 
trace(barMom.numChildren =,barMom.numChildren);// 9 
spankABrat(barMom, barBrat3); 
trace(barMom.numChildren =,barMom.numChildren);// 8 
eightySixBrats(barMom); 
trace(barMom.numChildren =,barMom.numChildren);// 0 
 
Jason: 
Doesn't storing them in an array create a set of references that will need
to be cleaned up? 
 
Regards,

Keith Reinfeld
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RE: [Flashcoders] Event.COMPLETE Question

2010-02-23 Thread Keith Reinfeld
Steven, 

Thanks for the backup.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Steven Sacks
 Sent: Tuesday, February 23, 2010 2:52 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Event.COMPLETE Question
 
 You should only create the bevel filter ONCE.  Filters are _expensive_
 and
 can/should be shared.  Make your bevel an instance variable
 
 private var myBevel:BevelFilter = new BevelFilter();
 
 public function foo()
 {
  myClip.filters = [myBevel];
 }
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RE: [Flashcoders] Event.COMPLETE Question

2010-02-23 Thread Keith Reinfeld
 
 var bitmap:Bitmap = new
 Bitmap(Bitmap(loader.content).bitmapData.clone(),auto, true);
 Bitmap(loader.content).bitmapData.dispose();
 loader.unloadAndStop(true);
 try {
  loader.close();
 } catch (e:Error) {}
 // remove all event listeners from loader


Steven, 
I'm curious about the try-catch block. It seems unnecessary since,
presumably, this code would be called within an onLoadComplete function and
the URLStream would no longer be open. Is there a scenario where this would
not be the case? 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net




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RE: [Flashcoders] Event.COMPLETE Question

2010-02-22 Thread Keith Reinfeld
 Thanks for the clarification, but that ain't doing it either. 
 
// LoaderInfo 
e.currentTarget 
 
// Bitmap 
e.currentTarget.loader.content 
 
// Remove listener 
e.currentTarget.removeEventListener(Event.COMPLETE, loaded); 
// Get current jpg 
var displayObject:DisplayObject = e.currentTarget.loader.content; 
 
Your images are unlikely to load in the same order indicated by the switch
statement. 
Your images are likely to display one top of the other, making it seem like
you are only getting one. 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Event.COMPLETE Question

2010-02-20 Thread Keith Reinfeld
All but the last Loader is being over written. 
Put each Loader into an array. 
 
var req:URLRequest = new URLRequest(path); 
loaderArray[counter] = new Loader(); 
loaderArray[counter].load(req); 
loaderArray[counter].contentLoaderInfo.addEventListener(Event.COMPLETE,loade
d); 

This way each Loader object is preserved in a separate element of the array.


Don't forget to remove your listeners. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Matrix Transformation Problem

2010-02-18 Thread Keith Reinfeld
 I did all of the above copying and pasting your code on a black stage... 
 
You pasted it on the stage? 
 
Paste the code into a new ActionScript file, save the file as
'DesertSands.as' in the same folder as the new fla. 
 
Now you can either import DesertDSands.as, 
In the fla Actions Panel: 
 
import DesertSands; 
var ds:DesertSands = new DesertSands(); 
addChild(ds); 
 
  or 
 
Set DesertSands.as as the fla's Document Class. 
In the fla Properties Panel Class field type: 
 
DesertSands 
 
HTH 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Matrix Transformation Problem

2010-02-17 Thread Keith Reinfeld
 The problem with eliminating the aforementioned line is that the text is 
 then not added to the screen at all. The addition of the other line made
no 
 noticeable difference. Please advise. 
 
 coName.embedFonts = true; 
 format.font = myFont.fontName; 

You need to embed the font any time you mess with the orientation of text.
It's a long standing Flash foible. 

 //Your recommended line to eliminate here: 
 // addChild(fontContainer); 

Okay, it seems you are missing 'addChild(target);' 

In your original code you are adding 'fontContainer' as a child of 'target'
then adding 'coName' as a child of 'fontContainer.' But when you do
'addChild(fontContainer)' you are moving 'fontContainer' back out of
'target,' which is why it becomes visible. However, you are still applying
your transform to 'target' which not only no longer has 'fontContainer' as a
child (along with its child 'coName') but has not, itself, been added to the
display list. 

Your original post said that certain vars were defined outside the function.
I guess I assumed that 'addChild(target)' fell into that category. My bad. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Susan Day
Sent: Wednesday, February 17, 2010 6:39 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Matrix Transformation Problem

I tried the two edits you recommended but without satisfactory result.
Here's the new code:

function companyName():void
{
var coName:TextField = new TextField();
coName.text = 'Company Name';
coName.textColor = 0xFF;
coName.autoSize = TextFieldAutoSize.LEFT;
coName.x = 550;
coName.y = 55;
// Your new line here:
coName.embedFonts = true;
var format:TextFormat = new TextFormat();
format.font = myFont.fontName;
format.size = 40;
coName.setTextFormat(format);
var dropShadow:DropShadowFilter = new DropShadowFilter();
dropShadow.color = 0x00;
dropShadow.blurX = 10;
dropShadow.blurY = 10;
dropShadow.angle = 0;
dropShadow.alpha = 0.5;
dropShadow.distance = 10;
var filtersArray:Array = new Array(dropShadow);
coName.filters = filtersArray;
target.addChild(fontContainer);
fontContainer.addChild(coName);
//Your recommended line to eliminate here:
// addChild(fontContainer);
var degX:Number = 15;
var degY:Number = 15;
var m:Matrix = transform.matrix;
m.b = Math.tan(degY *(Math.PI/180));
m.c = Math.tan(degX *(Math.PI/180));
var t:Transform = new Transform(target);
t.matrix = m;
target.transform = t;
TweenLite.to(target, 1, {x:-300});
}

The problem with eliminating the aforementioned line is that the text is
then not added to the screen at all. The addition of the other line made no
noticeable difference. Please advise.
TIA,
Susan
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RE: [Flashcoders] Matrix Transformation Problem

2010-02-17 Thread Keith Reinfeld
Susan, 

Try this in a fresh fla. Be sure to import Arial Black font into the library
and give it a classname of 'ArialBlack.' 
If there is still a problem, please be specific. 

DesertSands.as (document class) 
 
package { 
import flash.display.MovieClip; 
import flash.filters.DropShadowFilter; 
import flash.text.TextField; 
import flash.text.TextFormat; 
import flash.text.TextFieldAutoSize; 
import flash.text.Font; 
import flash.geom.Matrix; 
public class DesertSands extends MovieClip { 
private var coName:TextField = new TextField(); 
private var coNameParent:MovieClip = new MovieClip(); 
private var arialBlack:Font = new ArialBlack(); 
public function DesertSands():void { 
// Set textfield properties 
coName.autoSize = TextFieldAutoSize.LEFT; 
coName.embedFonts = true; 
coName.defaultTextFormat = new
TextFormat(arialBlack.fontName, 40, 0xFF); 
coName.text = Desert Sands Industrial; 
coName.filters = [new DropShadowFilter(10, 0, 0,
0.5, 10, 10)]; 
// Apply the transformation 
coName.transform.matrix = applyTransformation(15,
15); 
// Use coNameParent for positioning 
coNameParent.x = 10; 
coNameParent.y = 100; 
// Add assets to the display list 
coNameParent.addChild(coName); 
addChild(coNameParent); 
} 
private function applyTransformation(x:Number,
y:Number):Matrix { 
var m:Matrix = new Matrix(); 
m.b = Math.tan(x * Math.PI / 180); 
m.c = Math.tan(y * Math.PI / 180); 
return m; 
} 
} 
} 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Matrix Transformation Problem

2010-02-15 Thread Keith Reinfeld
Remove the line 'addChild(fontContainer);' 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Susan Day
Sent: Monday, February 15, 2010 10:45 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Matrix Transformation Problem

Hello;
I'm trying to get a matrix transformation to work. The thing about my code
is that it prints to screen just fine without any exceptions...but it
doesn't skew the text as I'd like it to. Here's my function. All variables
defined earlier in code (again, everything works except the transform):

function companyName():void
{
var coName:TextField = new TextField();
coName.text = 'Company Name';
coName.textColor = 0xFF;
coName.autoSize = TextFieldAutoSize.LEFT;
coName.x = 550;
coName.y = 55;
var format:TextFormat = new TextFormat();
format.font = myFont.fontName;
format.size = 40;
coName.setTextFormat(format);
var dropShadow:DropShadowFilter = new DropShadowFilter();
dropShadow.color = 0x00;
dropShadow.blurX = 10;
dropShadow.blurY = 10;
dropShadow.angle = 0;
dropShadow.alpha = 0.5;
dropShadow.distance = 10;
var filtersArray:Array = new Array(dropShadow);
coName.filters = filtersArray;
target.addChild(fontContainer);
fontContainer.addChild(coName);
addChild(fontContainer);
var degX:Number = 15;
var degY:Number = 15;
var m:Matrix = transform.matrix;
m.b = Math.tan(degY *(Math.PI/180));
m.c = Math.tan(degX *(Math.PI/180));
var t:Transform = new Transform(target);
t.matrix = m;
target.transform = t;
}

TIA,
Susan
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RE: [Flashcoders] Matrix Transformation Problem

2010-02-15 Thread Keith Reinfeld
Sorry, you will also need 'coName.embedFonts = true;'

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Keith
Reinfeld
Sent: Monday, February 15, 2010 12:22 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] Matrix Transformation Problem

Remove the line 'addChild(fontContainer);' 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] making a repeating effect

2010-02-05 Thread Keith Reinfeld
Better still: 

import flash.utils.Timer; 
import flash.events.TimerEvent; 
 
var timer:Timer = new Timer(1000, 10); 
timer.addEventListener(TimerEvent.TIMER, onTimer, false, 0, true); 
timer.start(); 
 
function onTimer(e:TimerEvent):void { 
// do stuff 
if(e.currentTarget.currentCount == e.currentTarget.repeatCount){ 
e.currentTarget.removeEventListener(TimerEvent.TIMER,
onTimer); 
} 
} 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] [beno's eyes only] I Must Be Asking This Question Wrong...

2010-02-05 Thread Keith Reinfeld
I do and do and do for you kids, and this is the thanks I get. 
- David Letterman catchphrase candidate, circa: back in the day. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] making a repeating effect

2010-02-05 Thread Keith Reinfeld
heart.name = heart+timer.currentCount;

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Matt S.
Sent: Friday, February 05, 2010 9:53 AM
To: Flash Coders List
Subject: Re: [Flashcoders] making a repeating effect

Unless you need to assign a name or ID number to the heart, eg:

heart.name = heart+myCounter;

or

new Heart(myCounter);

(in which myCounter then gets saved within heart as idNum or whatever).

I guess it depends on whether the hearts just sit quietly once added
or will need to perform their own functions or be accessed at a later
time.

.m

On Thu, Feb 4, 2010 at 9:59 PM, Muzak p.ginnebe...@telenet.be wrote:
 no need for the counter in the event handler, Timer has a repeat count
 //Timer(delay, repeatCount)
 var timer:Timer = new Timer(5000, 1000);

 -
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RE: [Flashcoders] E4X, it's just not my day.

2010-02-05 Thread Keith Reinfeld
Your xml is malformed.  

artistBio f=Peter s=Agrafiotisan artist/artist 

Should be: 

artistBio f=Peter s=Agrafiotisan artist/artistBio

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Mendelsohn,
Michael
Sent: Friday, February 05, 2010 10:49 AM
To: Flash Coders List
Subject: RE: [Flashcoders] E4X, it's just not my day.

OK, why is this happening?

var artData:XML = new XML(art
bios
artistBio f=Peter s=Agrafiotisan artist/artist
artistBio f=Larry s=DenningHe sucks/artist
artistBio f=Susan s=AgrafiotisShe rocks/artist
/bios 
/art);


var lastName=Agrafiotis;

// undefined
var a = artData.bios.artistBio.(@s==lastName);

// correctly finds the Peter Agrafiotis node 
var b = artData.bios.*.(@s==lastName);

What am I missing in the difference between the two lines?

- Michael M.

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RE: [Flashcoders] AS2 SWFs with pageFlipper component

2010-02-05 Thread Keith Reinfeld
I have an old demo version of pageflip (oparigrafika pageflip_v22.fla)

That version has a removeML() function: 
 
function removeML(){ 
Mouse.removeListener(mousecontroll); 
} 
 
The Help (embedded in the file) stipulates that this function must be called 
before unloading the pageflip or else the next pageflip you load the 
mouselistener will not work.

Worth knowing? 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jim Lafser
Sent: Friday, February 05, 2010 11:27 AM
To: Flash Coders List
Subject: Re: [Flashcoders] AS2 SWFs with pageFlipper component

Might be a problem with flash player caching classes. If you use the same class 
in your AS2 SWFs and have a static variables it can cause this type of problem.

--- On Thu, 2/4/10, Alan Neilsen aneil...@gotafe.vic.edu.au wrote:


From: Alan Neilsen aneil...@gotafe.vic.edu.au
Subject: [Flashcoders] AS2 SWFs with pageFlipper component
To: 'flashcoders@chattyfig.figleaf.com' flashcoders@chattyfig.figleaf.com
Date: Thursday, February 4, 2010, 9:09 PM


I have 12 x AS2 SWFs (build in CS4 Pro) that each use a purchased flipbook 
component called pageFlipper. These SWFs are AS2 because this component doesn't 
work in AS3. The 12 SWF using this component are loaded at various places into 
a main interface that is AS3, also built in CS4 Pro. When I run the interface 
and go to a screen where one of the AS2 SWFs is loaded it works fine, but when 
I go to any of the other screens where another of the AS2 SWFs is loaded, the 
flipbook does not appear. It does not matter which order I try this; whichever 
of the 12 AS2 SWFs that loads first is the only one that works.

In each case the loaded AS2 SWF is removed from the main program with 
loader_clip.removeChild(ldr) when I navigate away from the screen where it was 
loadd. It seems to me that I also need to do something to remove the component 
as well so it will work again when a subsequent SWF using it is loaded.

Can anyone shed any light on why it only works on the first SWF loaded, and 
what I might do to make it work when subsequent SWFs are loaded?

Alan Neilsen


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RE: [Flashcoders] [beno's eyes only] I Must Be Asking This Question Wrong...

2010-02-04 Thread Keith Reinfeld
beno wrote: 
 Kieth Reinfeld sent along a humorous version of my fla/as 
 that seems to have the element that I'm looking for... 
 
BTW, the rule is 'i' before 'e' except when it's my first and/or last name. 
 
 Would you mind sending your *.as file along? 
 Sure would like to see what you're doing!
 
I know. 
 
 Glen Pike has kindly sent along some code...  
 Thanks for all your help, Glen! And next time, 
 make me work a little harder! 
 
How can I do any less? 
 
beno, the enclosed code contains comments which you should read as
instructions (i.e. what you need to do.) 
 
NOTE:   beno, in your .fla, you will need to go into the library and edit
mcCloseThumbTop and mcCloseThumbBottom to correct those graphics as they are
way out of position relative to the registration point. Also, turn off
Slice-9 on mcCloseThumbBottom. 
 
I hope I haven't made it too easy for you. 
 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net
 

 
Character.as (document class) 
 
package { 
import flash.events.Event; 
import flash.display.MovieClip; 
import flash.utils.Timer; 
import flash.events.TimerEvent; 
import com.greensock.*; 
import com.greensock.easing.*; 
 
public class Character extends MovieClip { 
private var head:HatAndFace; 
private var leftEye:Eyeball; 
private var rightEye:Eyeball; 
private var leftHand:Hand; 
private var myThumbTop:CloseThumbTop; 
private var myThumbBottom:CloseThumbBottom; 
private var _character:MovieClip = new MovieClip(); 
private var _rightHand:MovieClip = new MovieClip(); 
private var _timer:Timer; 
 
public function Character() { 
addEventListener(Event.ADDED_TO_STAGE, init, false,
0, true); 
} 
 
private function init(e:Event):void { 
removeEventListener(Event.ADDED_TO_STAGE, init); 
_character.alpha = 0; 
addChild(_character); 
hatAndFace(); 
eyeball1(); 
eyeball2(); 
myLeftHand(); 
myRightHand(); 
TweenMax.to(_character, 2, {autoAlpha:1,
onComplete:onFadeInFinished}); 
} 
 
private function onFadeInFinished():void { 
// Instantiate the Timer. Tell it to run once. 
// Listen for the Timer event. 
// Start the Timer. 
} 
 
private function hatAndFace():void { 
head = new HatAndFace(); 
head.x = stage.stageWidth / 2; 
head.y = stage.stageHeight / 4; 
// Add head as a child of _character. 
} 
 
private function eyeball1():void { 
leftEye = new Eyeball(); 
leftEye.x = -30; 
leftEye.y = 15; 
// Add leftEye as a child of head. 
} 
 
private function eyeball2():void { 
rightEye = new Eyeball(); 
rightEye.x = 30; 
rightEye.y = 15; 
// Add rightEye as a child of head. 
} 
 
private function myLeftHand():void { 
leftHand = new Hand(); 
leftHand.x = head.x + 480; 
leftHand.y = head.y + 50; 
// Tell leftHand to go to frame one and stop.  
// Add leftHand as a child of _character. 
} 
 
private function myRightHand():void { 
theThumbTop(); 
theThumbBottom(); 
_rightHand.x = 120; 
_rightHand.y = 357; 
// Add _rightHand as a child of _character. 
} 
 
private function theThumbTop():void {  
myThumbTop = new CloseThumbTop(); 
myThumbTop.x = 0; 
myThumbTop.y = 0; 
// Tell myThumbTop to go to frame one and stop. 
// Add myThumbTop as a child of _rightHand. 
} 
 
private function theThumbBottom():void {  
myThumbBottom = new CloseThumbBottom(); 
myThumbBottom.x = 0; 
myThumbBottom.y = 0; 
// Add myThumbBottom as a child of _rightHand. 
} 
 
private function onTimer

RE: [Flashcoders] making a repeating effect

2010-02-04 Thread Keith Reinfeld

var timer:Timer = new Timer(5000, 1000);

The second param limits the number of times it can fire.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
Duenas
Sent: Thursday, February 04, 2010 3:14 PM
To: Flash Coders List
Subject: Re: [Flashcoders] making a repeating effect

I've downloaded thanks
on other matters, when you say using a timer, you mean something like  
this ( I've have this from a tutorial, mixing with my idea);

something like this?

import flash.utils.*;

var timer:Timer = new Timer(5000);

timer.addEventListener(timer,TimedFunction);


timer.start();

function timedFuntion(e:TimerEvent):void{
  var heart:MovieClip = new Heart();
heart.x = Math.random * stage.stageWidth;
heart.y = Math.random * stage.stageHeight;

}

the question is , how can I stop this?

Gus
On Feb 4, 2010, at 3:40 PM, Jer Brand wrote:

 Completely un-helpful for your code, but you could also give HYPE a
 whirl. Have been having a blast playing with it lately. I think the
 above task is one of the examples.

 http://hype.joshuadavis.com/
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RE: [Flashcoders] I Must Be Asking This Question Wrong...

2010-02-03 Thread Keith Reinfeld
Naw... The bobblehead and googlie-eyes was something I did for fun. beno has
been trying to work out the business with the hands.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
Duenas
Sent: Wednesday, February 03, 2010 6:06 PM
To: Flash Coders List
Subject: Re: [Flashcoders] I Must Be Asking This Question Wrong...

gee!!!, can we pass BENO (benitin o lo que sea) and go forward to  
other more important matters.
BTW it is me, (probably is) but I still don't get what Beno is trying  
to do. is like making a comic figure to move the eyes and head when  
the mouse is over? is that?
On Feb 3, 2010, at 6:47 PM, Peter B wrote:

 Could you kindly translate that into Mac lingo?



 Seriously? You couldn't even look up / work out that for yourself? Hmm
 - not a good SNR.
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RE: [Flashcoders] I Must Be Asking This Question Wrong...

2010-02-02 Thread Keith Reinfeld
beno, 
 
Is this anything like what you are after? 
 
http://keithreinfeld.home.comcast.net/~keithreinfeld/Testing/Main.html 
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


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RE: [Flashcoders] Still Infinitely Looping

2009-11-21 Thread Keith Reinfeld
The problem must be with some other code that you are not showing. 


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of beno -
Sent: Saturday, November 21, 2009 7:33 AM
To: Flash Coders List
Subject: [Flashcoders] Still Infinitely Looping

Hi;
The following code causes an infinite loop of the hands:

package
{
 import flash.display.MovieClip;
 import com.greensock.*;
 import com.greensock.plugins.*;
 import com.greensock.easing.*;
 public class Main extends MovieClip
  {
  public function Main():void
{
  }
  public function init():void {
hatAndFace();
eyeball1();
eyeball2();
rightHand();
leftHand();
  }
  public function hatAndFace():void
{
var mcHatAndFaceInstance:mcHatAndFace = new mcHatAndFace();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcHatAndFaceInstance);
mcHatAndFaceInstance.x = 350;
mcHatAndFaceInstance.y = 100;
mcHatAndFaceInstance.alpha = 0;
TweenLite.to(mcHatAndFaceInstance, 2, {autoAlpha:1});
  }
  public function eyeball1():void
{
var mcEyeballInstance1:mcEyeball = new mcEyeball();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcEyeballInstance1);
mcEyeballInstance1.x = 380;
mcEyeballInstance1.y = 115;
mcEyeballInstance1.alpha = 0;
TweenLite.to(mcEyeballInstance1, 2, {autoAlpha:1});
  }
  public function eyeball2():void
{
var mcEyeballInstance2:mcEyeball = new mcEyeball();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcEyeballInstance2);
mcEyeballInstance2.x = 315;
mcEyeballInstance2.y = 115;
mcEyeballInstance2.alpha = 0;
TweenLite.to(mcEyeballInstance2, 2, {autoAlpha:1});
  }
  public function rightHand():void
{
var mcHandInstance1:mcHand = new mcHand();
addChild(mcHandInstance1);
mcHandInstance1.x = 400;
mcHandInstance1.y = 200;
  }
  public function leftHand():void
{
var mcHandInstance2:mcHand = new mcHand();
addChild(mcHandInstance2);
mcHandInstance2.x = 800;
mcHandInstance2.y = 200;
  }
 }
}

I have the following in the first frame of a layer of the timeline:

var main:Main = new Main();
addChild(main);
main.init();
stop();

Someone, presumably working with greensock.com, mentioned that I should d/l
the latest version of TweenLite since an earlier version had a bug that
could have triggered the infinite loop, but I replaced my older version with
a brand new one as per his instructions. Please advise.
TIA,
beno
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RE: [Flashcoders] Still Infinitely Looping

2009-11-21 Thread Keith Reinfeld
Well, I have run your code (using mock library assets with the same export
names you show) and there was no problem.
I would also point out that you are not calling the greensock code on the
hand assets in the code you provided. 
I suspect that there may be some timeline code in the hand asset. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] How many weeks remaining from a given fixed date?

2009-10-30 Thread Keith Reinfeld
May = 4 not 5. January = 0, February = 1, etc.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of ACE Flash
Sent: Friday, October 30, 2009 9:01 AM
To: Flash Coders List
Subject: [Flashcoders] How many weeks remaining from a given fixed date?

Hi there,

I was trying to deal with the script in my application, it should display
how many weeks left...

Say: for instance, I set 1st May 2010 in my application and it should
compare the local time.

The following code seems doesn't work correctly, am I missing something?
would you mind to have a look?

Thank you

--

oneDay = 1000*60*60*24;
oneWeek = oneDay * 7;

localDate = new Date();
targetDate = new Date ( 2010 , 5 , 1 );


date1Ms=targetDate.getTime();
date2Ms=localDate.getTime();

differenceMs = date1Ms - date2Ms;

weeks = ( differenceMs/oneWeek );


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Version: 8.5.423 / Virus Database: 270.14.39/2468 - Release Date: 10/29/09
19:49:00

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RE: [Flashcoders] swf behaving differently in different domain and other issues loading swf

2009-09-23 Thread Keith Reinfeld
Isaac, 

 http://clientes.agenciahive.com.br/acoriana/index.php
 the swf gets loaded but the links doesn´t work 

Check the xml file(s) for proper LINK attribute values. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net




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RE: [Flashcoders] RE: swf behaving differently in different domain and other issues loading swf (Isaac Alves)

2009-09-23 Thread Keith Reinfeld
That's the third time you've ignored me...

I'm done.



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RE: [Flashcoders] RE: swf behaving differently in different domain and other issues loading swf (Isaac Alves)

2009-09-23 Thread Keith Reinfeld
Thanks Hans, 

I'm not saying a given OP needs to respond to every post in a thread, but
this was so blatant. 

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans Wichman
Sent: Wednesday, September 23, 2009 2:37 PM
To: Flash Coders List
Subject: Re: [Flashcoders] RE: swf behaving differently in different domain
and other issues loading swf (Isaac Alves)

I fear this might be the 4th, I feel your pain:)

On Wed, Sep 23, 2009 at 8:54 PM, Keith Reinfeld
keithreinf...@comcast.netwrote:

 That's the third time you've ignored me...

 I'm done.



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RE: [Flashcoders] trouble with adding/removing multiple preloaders on thumbs

2009-09-19 Thread Keith Reinfeld
Thomas, 

I think the example code below addresses your primary concerns. The biggest
changes involve using a loaderArray to prevent overwriting previous Loader()
assignments, and also using getChildByName() to grab the relevant preloader
instance for removal. See inline comments. Let me know if you have any
questions. 
So, did you work out your image panning interaction? 

Code: 

import gs.TweenLite; 

var myXML:XML = pics 
IMAGE SMALL=images/pic1.jpg/ 
IMAGE SMALL=images/pic2.jpg/ 
IMAGE SMALL=images/pic3.jpg/ 
IMAGE SMALL=images/pic4.jpg/ 
IMAGE SMALL=images/pic5.jpg/ 
/pics; 
 
 
var container1:MovieClip = new MovieClip(); 
var loaderArray:Array = []; 
addChild(container1); 
var my_images:XMLList = myXML.IMAGE; 
var my_total:Number = my_images.length();  
 
callThumbs(); 
 
function callThumbs():void { 
for (var s:Number = 0; s  my_total; s++) { 
var thumb_url:String = my_images[...@small; 
// Store each Loader separately as an array element 
// so it won't be overwritten by the next. - KR 
loaderArray[s] = new Loader(); 
loaderArray[s].load(new URLRequest(thumb_url)); 

loaderArray[s].contentLoaderInfo.addEventListener(Event.COMPLETE,thumbLoaded
);  
var preloader:starPreloader = new starPreloader();  
// Name the preloader instance after the current url's 
// filename so we can pick-up on it later. - KR 
preloader.name =
thumb_url.substr(thumb_url.lastIndexOf(/)+1); 
loaderArray[s].y = 105 * s; 
// I am not putting the preloader 'in' the thumbnail, 
// just overlaying it. - KR 
preloader.y = 105 * s; 
//add preloader to the container 
container1.addChild(preloader); 
container1.buttonMode = true; 
// The next two lines caused reference errors for me - KR 
//zoom.small.addChild(container1); 
//container1.addEventListener(MouseEvent.CLICK, callFull); 
} 
} 
 
function thumbLoaded(e:Event):void { 
var my_thumb:Loader=Loader(e.target.loader); 
// Display the thumbnail image behind the preloader. - KR 
container1.addChildAt(my_thumb,0); 
// Here is where we identify the preloader that 
// corresponds with the current thumbnail image. - KR 
var currentURL:String = e.currentTarget.url; 
var preloaderName:String =
currentURL.substr(currentURL.lastIndexOf(/)+1); 
trace(\npreloaderName =,preloaderName); 
var preloader:starPreloader =
container1.getChildByName(preloaderName) as starPreloader; 
TweenLite.to(preloader, 1, {scaleX: 0, scaleY: 0, alpha: 0,
onComplete:thumbFinished, onCompleteParams:[container1, preloader]}); 
} 
 
function thumbFinished(mc:MovieClip, mc2:starPreloader):void { 
trace(\nthumbFinished() called,mc.name,mc2.name); 
//Remove the preloader 
mc.removeChild(mc2); 
} 


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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RE: [Flashcoders] Hello. FLVPlayback as3 3.0

2009-09-03 Thread Keith Reinfeld
It seems you need to place the SkinUnderAllNoFullNoCaption.swf skin file on
the server as well.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Tomasz
Fertacz
Sent: Thursday, September 03, 2009 11:24 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Hello. FLVPlayback as3 3.0

Hello!

I have a problem with FLVPlayback as3 3.0 component.
On localhost everything is ok.
But when i put the swf file on the server FLVPlayback component
doesn`t contain menu.
What`s the problem?

Link to this site: http://www.ultra.wroclaw.pl/anna/full_screen_flash.html.

There is no menu.

10x
Tomek.
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RE: [Flashcoders] a function tells to move to a frame and then update content in that frame

2009-08-28 Thread Keith Reinfeld
Isaac, 

I wanted to show you, and anyone interested, that your idea of frame label
navigation in conjunction with XML is doable. 

To use this example just start a fresh fla, build out the fla according to
the structure laid out under 'Structure:' in the comment below, then copy
and paste the code into frame 1 of the actions layer. 

/*
 FrameLabelNav.fla Example
 Author: Keith Reinfeld
 FlashPlayer 9, AS3
 Structure:
 Main Timeline:
 Three layers: actions
   buttons
   textfields
 actions layer: five blank keyframes
frame 1: Actionscript (no frame label)
frame 2: frame label: intro
frame 3: frame label: labelone
frame 4: frame label: labeltwo
frame 5: frame label: labelthree
 buttons layer: two buttons spanning all five frames
SimpleButton: prevBtn
SimpleButton: nextBtn
 textfields layer: 
frame 1: blank keyframe
frames 2 - 5: 
TextField: content_txt spanning last four frames
*/
// Timeline code in frame 1:
stop();

// The order of the XML elements doesn't matter.
// However, each name attribute value must be unique.
var contentXML:XML = frames
frame name=labeltwo text=This is the frame with the label 'labeltwo'./
frame name=intro text=This is the frame with the label 'intro'./
frame name=labelthree text=This is the frame with the label
'labelthree'./
frame name=labelone text=This is the frame with the label 'labelone'./

frame name=labelnone text=There is no frame with the label
'labelnone'./
/frames;

// Init vars
var labels:Array = this.currentLabels;
var frameIndex:uint = 0;
var frameMax:uint = labels.length - 1;
var nextLbl:FrameLabel = labels[frameIndex];

// Listeners
prevBtn.addEventListener(MouseEvent.CLICK, navPrev);
nextBtn.addEventListener(MouseEvent.CLICK, navNext);
this.addEventListener(Event.ENTER_FRAME, navTo);

function navPrev(event:MouseEvent):void {
frameIndex = (frameIndex  0)? --frameIndex: frameIndex;
this.addEventListener(Event.ENTER_FRAME, navTo);
}

function navNext(event:MouseEvent):void {
frameIndex = (frameIndex  frameMax)? ++frameIndex: frameIndex;
this.addEventListener(Event.ENTER_FRAME, navTo);
}

function navTo(event:Event):void{
nextLbl = labels[frameIndex];
this.gotoAndStop(nextLbl.name);
if(this.content_txt != null){
this.removeEventListener(Event.ENTER_FRAME, navTo);
updateTextField();
}
}

function updateTextField():void{
this.content_txt.text =
contentText(contentXML,frame,name,nextLbl.name,text)+ (Frame:
+this.currentFrame+);
}

function
contentText(node:XML,element:String,att1:String,val1:String,att2:String):Str
ing{
return node.elements(element).(@[att1] == val1)@[att2];
}

Questions?

HTH

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net


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RE: [Flashcoders] buttons not able to control movieclip's timeline

2009-08-13 Thread Keith Reinfeld
Isaac, 

You need to enclose each if block with braces {}. 
You can only get away without them when there is only one line of code to
execute following the if. Without the braces your function simply outputs
the trace() (depending which button is pressed) but will run
container.prevFrame(); AND container.nextFrame(); every time no matter which
button is pressed. 

function btnContainerClick(e:MouseEvent):void
{
if (e.target.name == btn_prev){
trace (prev. cf:  + container.currentFrame);
//container.gotoAndStop(container.currentFrame - 1);
  container.prevFrame();
//container.gotoAndStop(2);
}

if (e.target.name == btn_next){
trace (next. cf:  + container.currentFrame);
//container.gotoAndStop(container.currentFrame + 1);
  container.nextFrame();
//container.gotoAndStop(5);
}
}

- Keith

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Isaac Alves
Sent: Thursday, August 13, 2009 9:16 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] buttons not able to control movieclip's timeline

 i have 2 buttons (prev  and next) that should control the timeline of a
moviclip called container

but it just doesn't work. at first it moves to the second frame on this
movieclip then the container shows always the same content ( it has
different content for each frame), the content of the second frame.

though ,  the output panel shows:

prev. cf: 2
next. cf: 1

function btnContainerClick(e:MouseEvent):void
{
if (e.target.name == btn_prev)
trace (prev. cf:  + container.currentFrame);
//container.gotoAndStop(container.currentFrame - 1);
  container.prevFrame();
//container.gotoAndStop(2);

if (e.target.name == btn_next)
trace (next. cf:  + container.currentFrame);
//container.gotoAndStop(container.currentFrame + 1);
  container.nextFrame();
//container.gotoAndStop(5);
}

i get absolutely no clue of what's going on and i'm getting nuts.
i really appreciate any help. thanks a lot.
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RE: [Flashcoders] UK time clock

2009-04-22 Thread Keith Reinfeld
Pedro, 


To calculate the time elsewhere you have to factor-in the local machine's
timezone offset value. 
I worked out the following for my World Clock last year:  

snip 
// Local Time 
var lDate:Date = new Date(); 
// Elsewhere Time: London Standard Time: 0, DST: 1
var utcH:Number = 1; 
var utcM:Number = 0; 
var wDate:Date = new Date(lDate.getTime() + (lDate.getTimezoneOffset() *
1000 * 60) + (utcH * 1000 * 60 * 60) + (utcM * 1000 * 60)); 
trace(wDate = +wDate); 
/snip 
 
Note: 
The GMT value in the trace will still reflect the local machine's timezone.
Just ignore it. The important data are the time and date. 

Going forward you will want to consider the issues presented by Daylight
Saving Time: 
Does the locale of the local machine observe DST? 
Is the locale of the local machine currently in DST? 
Do they observe DST in the designated Elsewhere? 
Is the designated Elsewhere currently in DST?

Regards, 

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


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RE: [Flashcoders] UK time clock

2009-04-22 Thread Keith Reinfeld
 
 You can check if the locale takes DST into account by compare the
 offsets of a winter day with a summer day. If they are the same the
 locale doesn't care about DST.
 
That is true. More precisely you can compare the timezone offset of January
1st to July 1st. 
 
If they are equal DST is not observed. 
 
If the January timezone offset is greater than July's the local machine is
in the northern hemisphere. 
 
If the July timezone offset is greater than January's the local machine is
in the southern hemisphere. 
 
Which helps a lot when you are ready to determine whether DST is in effect. 
 
Regards, 

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


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RE: [Flashcoders] ?: how to prevent users to copy text from aTextArea?

2009-03-29 Thread Keith Reinfeld
Cor, 

Well, I did suggest the TextField/Scrollbar thing before. Then I followed up
with my extend TextArea thing (then Muzak one-upped me.) In terms of
reusability I think it is a greater hassle to have to configure a
TextField/Scrollbar solution than to go the extended TextArea route. 

The code is already written, where's the hassle? 

Muzak, 

 So it's not really a bug, just a (very) bad decision. 

How is 'a (very) bad decision' not a bug when it impacts functionality like
this? 

Regards, 

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

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Cor
 Sent: Sunday, March 29, 2009 6:59 AM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ?: how to prevent users to copy text from
 aTextArea?
 
 Absolutely, I was following this along but at some given point I thought
 maybe they overlook the most simple way.
 Which is always good, otherwise we would maybe have square wheels...
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
 Pace
 Sent: zondag 29 maart 2009 13:45
 To: Flash Coders List
 Subject: Re: [Flashcoders] ?: how to prevent users to copy text from
 aTextArea?
 
 In this situation I agree with you, that rolling your own would be
 pretty easy and could prove to be less of a hassle; however, he does
 present a nice solution to the problem at hand.
 
 Cor wrote:
  Just interested.
  Is all this worth the hassle?
  I mean instead using a TextArea, I would go for a normal TextField and a
  custom scrollbar all in 1 movieclip.
  And set the needs.
 
  Cor.
 
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Muzak
  Sent: zondag 29 maart 2009 1:20
  To: Flash Coders List
  Subject: Re: [Flashcoders] ?: how to prevent users to copy text from
  aTextArea?
 
 
  The problem seems to be that TextArea uses the enabled value to set
 the
  inner textField's selectable property value.
 
protected function updateTextFieldType():void {
 textField.type = (enabled  _editable) ? TextFieldType.INPUT :
  TextFieldType.DYNAMIC;
 textField.selectable = enabled;
 textField.wordWrap = _wordWrap;
 textField.multiline = true;
}
 
  So each time the updateTextFieldType() method is called, no matter what
 you
  set TextArea.textField.selectable to, it will revert to
  the TextArea.enabled value.
  That's why :
 
  details_ta.textField.selectable = false;
 
  doesn't really work.
 
  So it's not really a bug, just a (very) bad decision.
  Why it was done that way, who knows..
 
  To get the TextArea to work the way you want, you can extend it and
 override
  the updateTextFieldType() method and add a selectable
  property, like so:
 
  package {
 
   import fl.controls.TextArea;
   import flash.text.TextFieldType;
 
   public class TextArea2 extends TextArea {
 
private var _selectable:Boolean = true;
 
override protected function updateTextFieldType():void {
 textField.type = (enabled  _editable) ? TextFieldType.INPUT :
  TextFieldType.DYNAMIC;
 textField.selectable = _selectable;
 textField.wordWrap = _wordWrap;
 textField.multiline = true;
}
 
public function get selectable():Boolean {
 return _selectable;
}
public function set selectable(value:Boolean):void {
 _selectable = value;
 super.textField.selectable = value;
 updateTextFieldType()
}
 
   }
  }
 
 
  Tested with the code you provided earlier (normal TextArea on stage):
 
  package {
 
   import flash.display.Sprite;
   import fl.controls.TextArea;
   import flash.text.TextField;
   import flash.events.Event;
   import TextArea2;
 
   public class TestTextArea extends Sprite {
 
public var details_ta:TextArea;
public var details2_ta:TextArea2;
 
public function TestTextArea() {
 addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
 init();
}
 
private function init():void {
 trace(TestTextArea ::: init);
 details2_ta = new TextArea2();
 details2_ta.selectable = false;
 details2_ta.x = 220;
 details2_ta.y = 10;
 details2_ta.width = 200;
 details2_ta.height = 100;
 addChild(details2_ta);
}
 
private function addedToStageHandler(evt:Event):void {
 trace(TestTextArea ::: addedToStageHandler);
 var msg:String = bLorem ipsum dolor sit amet,/b consectetuer
  adipiscing elit.;
 details_ta.htmlText = msg;
 details2_ta.htmlText = msg;
}
 
   }
  }
 
  regards,
  Muzak
 
  - Original Message -
  From: Keith Reinfeld keithreinf...@comcast.net
  To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
  Sent: Saturday, March 28, 2009 10:11 PM
  Subject: RE: [Flashcoders] ?: how to prevent users to copy text from
  aTextArea?
 
 
 
  Then again

RE: [Flashcoders] ?: how to prevent users to copy text from aTextArea?

2009-03-28 Thread Keith Reinfeld
Then again there is this:

package{
//imports
import fl.controls.TextArea;
import flash.text.TextField;

public class CustomTextArea extends TextArea{
//vars
private var internalTextField:TextField;

public function CustomTextArea(){
super();
internalTextField = TextField(this.textField);
}

public function set selectable(b:Boolean):void{
internalTextField.mouseEnabled = b;
this.editable = b;
}

public function get selectable():Boolean{
return internalTextField.mouseEnabled;
}
}
}

Example usage:

package{
//imports
import flash.display.MovieClip;
import CustomTextArea;

public class Application extends MovieClip{
//vars
private var customTA:CustomTextArea;

public function Application(){
init();
//addEventListener(KeyboardEvent.KEY_DOWN,
onUpArrow);
}

private function init():void{
customTA = new CustomTextArea();

addChild(customTA);
customTA.x = 0;
customTA.y = 0;
customTA.width = 150;
customTA.height = 90;
customTA.htmlText = font color='#FF'bLorem
ipsum dolor sit amet,/b consectetuer adipiscing elit./fontfont
color='#FF'bLorem ipsum dolor sit amet,/b consectetuer adipiscing
elit./fontfont color='#FF'bLorem ipsum dolor sit amet,/b
consectetuer adipiscing elit./fontfont color='#FF'bLorem ipsum
dolor sit amet,/b consectetuer adipiscing elit./font;

trace(customTA.selectable =,customTA.selectable);
customTA.selectable = false;
trace(customTA.selectable =,customTA.selectable);
}
}
}

HTH

Regards, 

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


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of direc...@iashido.com
 Sent: Saturday, March 28, 2009 3:53 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] ?: how to prevent users to copy text from
 aTextArea?
 
 maybe...
 
 hard way:
 
 on select - set clipboard with   or something else...
 
 
 
 
 On Mar 28, 2009, at 9:14 PM, Keith Reinfeld wrote:
 
 
  A simple solution is to put the textarea in a movieclip and set the
  movieclip to : mc.mouseChildren = false;
 
  That's not a bad idea, Cor. Unfortunately, it also disables the
  scrollbar.
  If the TextArea doesn't need to be scrolled, then fine. Otherwise I
  think it
  may be best to just use a TextField with a UIScrollBar.
 
  Regards,
 
  -Keith
  http://keithreinfeld.home.comcast.net
 
 
 
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 itseveryday.ro
 
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RE: [Flashcoders] Duplicate Bitmap and scale question

2009-03-05 Thread Keith Reinfeld


 How to create img2 correctly? 
 
The same way you created img: 
 
duplicateMovieClipImage(mc,img2); 
img2._xscale=50; 
img2._yscale=50; 
 

Regards, 

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

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of natalia Vikhtinskaya
 Sent: Thursday, March 05, 2009 5:54 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Duplicate Bitmap and scale question
 
 How to create img2 correctly?
 
 2009/3/4 Hans Wichman j.c.wich...@objectpainters.com:
  Hi,
 
  you create a clip based on mc's width, called img.
  then you scale image, so its width is half of what it used to be.
  Then you draw img into img2. Img2's size is based on half the height and
  width, but the draw method ignores those transformation, so it draws an
  unscaled version of img in img2.
 
  regards
  JC
 
  On Sun, Mar 1, 2009 at 3:58 PM, natalia Vikhtinskaya
  natavi.m...@gmail.comwrote:
 
  Hi
  Please explain what is wrong in this code:
  function duplicateMovieClipImage(from:MovieClip, target:MovieClip){
         var visuals = new flash.display.BitmapData(from._width,
  from._height);
         visuals.draw(from);
         target.attachBitmap(visuals, 1,auto,true);
 
  }
 
  duplicateMovieClipImage(mc,img)
  img._xscale=50;
  img._yscale=50;
  duplicateMovieClipImage(img,img2)
  I expected that img1 and img2 have the same scale. Instead of that
  img2 show 50% of mc.
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RE: [Flashcoders] InputTextField issue

2009-02-28 Thread Keith Reinfeld
Cor, 

A recent thread on the Flexcoders list had this to say: 
(see below)

What the heck, give it a try. 

Regards, 

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


--- In flexcod...@yahoogroups.com, huu...@... huu...@... wrote:

 This *is* possible.
 
 In your html-template directory, locate the index.template.html 
file.
 In the file, locate these lines of code (should be around Lines
 90-thru-100, assuming you haven't modified this file):
 
 == CODE ===
 } else { // flash is too old or we can't detect the plugin
 var alternateContent = 'Alternate HTML content should be placed
 here. '
 == /CODE ==
 
 Immediately before the line with the  } else {, add the following:
 
 == CODE ===
 document.THE_NAME_OF_YOUR_MAIN_MXML_FILE.focus();
 == /CODE ===
 
 In your main MXML file, add the following to the creationComplete
 attribute:
 
 == CODE ===
 stage.focus = YOUR_MASKED_INPUT;
 == /CODE ===
 
 That should do it. Your users won't be forced to click in the 
browser
 to begin typing.
 
 --- In flexcod...@yahoogroups.com, markgoldin_2000
 markgoldin_2000@ wrote:
 
  I am trying to implement that control into my application.
  When an application starts I want to have a control that is based 
on 
  MaskedTextInput seleted. So, in my init I am saying:
  badgeid.setFocus();
  badgeid would get its border highlighted but a mouse pointer will 
not 
  be inside of MaskedTextInput and to start entering data the user 
has to 
  click on badgeid. Is it possible to position mouse pointer into 
the 
  MaskedTextInput text input control without licking on it?
  
  Thanks


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RE: [Flashcoders] InputTextField issue

2009-02-27 Thread Keith Reinfeld
Hi Cor, 

Which key presses does it not accept? 


Regards, 

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

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Cor
 Sent: Friday, February 27, 2009 4:46 AM
 To: 'Flash Coders List'
 Subject: [Flashcoders] InputTextField issue
 
 Hi List,
 
 I have this class wich put an inputtextfield on stage.
 But it does not accept all keypresses?
 
 Any ideas how to do this right?
 
 TIA
 
 AS FILE
 package {
   import flash.display.*;
   import flash.events.*;
   import flash.text.*;
 
   public class KeyboardEventTextInput extends Sprite {
 
   private var inputTextField:TextField;
 
   public function KeyboardEventTextInput() {
   inputTextField = createTextField(10, 45, 100, 20);
   inputTextField.maxChars = 40;
   inputTextField.wordWrap = true;
   inputTextField.type = TextFieldType.INPUT;
   addChild(inputTextField);
   stage.focus = inputTextField;

inputTextField.addEventListener(KeyboardEvent.KEY_DOWN,
 keyDownHandler);

inputTextField.addEventListener(KeyboardEvent.KEY_UP,
 keyUpHandler);
   inputTextField.addEventListener(Event.CHANGE,
 changeHandler);
   }
 
   private function createTextField(x:Number, y:Number,
 width:Number, height:Number):TextField {
   var result:TextField = new TextField();
   result.x = x;
   result.y = y;
   result.width = width;
   result.height = height;
   result.background = true;
   result.border = true;
   addChild(result);
   return result;
   }
 
   private function keyDownHandler(e:KeyboardEvent):void {
   trace(keyDownHandler:  + e.keyCode);
   trace(ctrlKey:  + e.ctrlKey);
   trace(keyLocation:  + e.keyLocation);
   trace(shiftKey:  + e.shiftKey);
   trace(altKey:  + e.altKey);
   }
 
   private function keyUpHandler(e:KeyboardEvent):void {
   trace(keyUpHandler:  + e.keyCode);
   }
 
   private function changeHandler(e:Event):void {
   trace(changeHandler:  +e.target.text);
   }
   }
 }
 /AS FILE
 
 
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RE: [Flashcoders] really help needed here.

2009-02-04 Thread Keith Reinfeld
You're welcome, Gus. No problem. 

Regards, 

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

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Gustavo Duenas LRS
 Sent: Wednesday, February 04, 2009 1:09 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] really help needed here.
 
 You are the best, thanks yOu brother...GOD bless you.
 
 Gus
 
 
 On Feb 4, 2009, at 12:24 AM, Keith Reinfeld wrote:
 
  trace(event.target.name =,event.target.name);
 
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RE: [Flashcoders] really help needed here.

2009-02-03 Thread Keith Reinfeld
Gustavo, 
 
In your for loop: 
 
// The item's name property needs to be set
var itemNames:String = names[i]; 
item.name = itemNames; 
 
Then in your rollOverHandler: 
 
trace(event.target.name =,event.target.name); 
 
 
HTH 
 
Regards, 

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

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Gustavo Duenas LRS
 Sent: Tuesday, February 03, 2009 10:07 PM
 To: Flash Coders List
 Subject: [Flashcoders] really help needed here.
 
 Hi I ahve this code for a carrousel 3d for as3 and I was wondering if
 you could help me out , because it seems that
 when I try to name the item it works to load the pictures but after
 the push in the array, the items doesn't have
 a name I don't know how could I'd be able to pass a name I've tried
 everything that I know..  HELP ME!!!
 
 here is the code
 
 var names:Array =
 [models,portrait,weddings,children,commercial];
 var numOfItems:uint = names.length; // number of Items to put on stage
 var radiusX:uint = 250; // width of carousel
 var radiusY:uint = 75; // height of carousel
 var centerX:Number = stage.stageWidth / 6; // x position of center of
 carousel
 var centerY:Number = stage.stageHeight /7; // y position of center of
 carousel
 var speed:Number = 0.05; // initial speed of rotation of carousel
 var itemArray:Array = new Array(); // store the Items to sort them
 according to their 'depth' - see sortBySize() function.
 
 init();
 
 // place Items on stage
 function init():void {
   for(var i:uint = 0; i  numOfItems; i++) {
   var item:Item = new Item();
//adcionamos las fotos/
var itemNames = item.name;
itemNames = names[i];
 trace(itemNames);
 var itemPics:Loader = new Loader();
itemPics.load(new URLRequest(menuImages/+
 itemNames +.jpg));// here it works I can load the pictures in the
 different items
 itemPics.x=-25;
 itemPics.y=-30;
item.addChild(itemPics);
 
   item.angl = i * ((Math.PI * 2) / numOfItems);
   //item.ref.mask = item.masker;
   item.alpha = 0.5;
   itemArray.push(item);
   addChild(item);
   item.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
   // listen for MouseEvents only on icons, not on reflections
   //item.addEventListener(MouseEvent.CLICK, clickHandler);
   item.addEventListener(MouseEvent.ROLL_OVER,
rollOverHandler);
   item.addEventListener(MouseEvent.ROLL_OUT, rollOutHandler);
   function rollOverHandler(event:MouseEvent):void {
   event.target.parent.alpha = 9;
   trace(item.name);//here is the problem when I try to use the roll
 over to trace its name(the name of each item...nothing works...why?
 
 
 
 
 }
 
   }
 }
 
 
 Someone help me please.!!
 
 
 
 Gustavo Duenas
 
 
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RE: [Flashcoders] inserting an MC in a TextField (and speaking to it)

2009-01-28 Thread Keith Reinfeld
Interesting, I'll have to give it a whirl. Thanks.

Regards, 

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


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Matt S.
 Sent: Wednesday, January 28, 2009 6:41 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] inserting an MC in a TextField (and speaking to
 it)
 
 It did work, actually, in terms of inserting it into the TextField, i
 guess because the class name effectively functions as the Library
 identifier. However, your tip regarding ID did the trick for
 communicating with it, since I still couldnt modify it, the way I had
 it. :)
 
 thanks,
 
 .matt


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RE: [Flashcoders] inserting an MC in a TextField (and speaking to it)

2009-01-27 Thread Keith Reinfeld
Matt, 
 
I s'pose I focused too much on the second part of your question in my
previous message. So anyway, if this 
 
 src='com.myclasses.DropCap' 
 
actually works then more power to ya! 
 
If not: 
 
ActionScript 3.0 Language and Components Reference: 
 
src: Specifies the URL to an image or SWF file, or the linkage identifier
for a movie clip symbol in the library. 
 
So, if you have a movieclip in your library with a linkage identifier of
'DropCap' (associated with a class 'com.myclasses.DropCap') you would use: 
 
var tString:String  = img src='DropCap' id=DC0
style='padding:0px;margin:0px'/Lorem ipsom yadda yadda...; 
myTextField.htmlText = tString; 
myTextField.DC0.txt.text = Z;
 
 
Regards, 

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



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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-14 Thread Keith Reinfeld
Karim, 
 
In light of Joel's comments I'd like to suggest a refinement: 
 
import flash.events.* 
 
function updateCursor(){ 
stage.addChildAt(customCursor, stage.numChildren); 
} 
 
comboBox.dropdown.addEventListener(Event.ADDED_TO_STAGE, onDropdown); 
 
function onDropdown(event:Event){ 
updateCursor(); 
} 
 
Give it a try! I think it works quite well. 
 
Regards, 

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

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Karim Beyrouti
 Sent: Thursday, November 13, 2008 6:24 AM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 Yeh - this might not work - I already have a similar structure, and as the
 ComboBox adds the List to the stage. I tried to find a 'lockRoot' type of
 solution for AS3 - but no joy there.
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Joel
 Stransky
 Sent: 12 November 2008 23:03
 To: Flash Coders List
 Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 This might be a bit cumbersome but less processor intensive. Instead of
 using MOUSE_MOVE, create two Sprites on the stage. One as a content pane
 and
 other as a custom cursor pane. Then add all content including the combo
 box
 to the content pane and the cursor to the cursor pane. I can't say for
 sure
 if the combo box will still display on top but may be worth a shot if
 you're
 big on freeing up resources.
 
 On Wed, Nov 12, 2008 at 5:47 PM, karim beyrouti [EMAIL PROTECTED] wrote:
 
  Perfect - thank you !
 
  it seems a little odd that the ComboBox adds the List to the stage and
 not
  one of its own children. Maybe memory/resource managment. h.
 
 
 
  On 12 Nov 2008, at 16:26, Keith Reinfeld wrote:
 
   Karim,
 
  Try adding the following line of code to your MOUSE_MOVE event listener
  function:
  stage.addChildAt(customCursor, stage.numChildren);
 
  Of course, you must substitute your custom cursor's instance name for
  'customCursor'.
 
  HTH
 
  Regards,
 
  -Keith
  http://keithreinfeld.home.comcast.net
 
 
 
 
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 --
 --Joel
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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-14 Thread Keith Reinfeld
Joel, 
 
Another good optimization point, Joel. If we assume that Karim's custom
cursor is already a child of the stage, then setChildIndex() should be more
efficient. So I guess it depends on the implementation. 

Interestingly,
 
I get a RangeError with this: 
 
stage.setChildIndex(customCursor, stage.numChildren); 
 
but this works: 
 
stage.setChildIndex(customCursor, stage.numChildren - 1); 
 
However, 
 
stage.addChildAt(customCursor, stage.numChildren); 
 
does not trigger the RangeError, and 
 
stage.addChildAt(customCursor, stage.numChildren - 1); 
 
still produces the desired result. 
 
If this is a bug then 'stage.numChildren - 1' would be the safe way to go. 
 
Regards, 

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


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Joel Stransky
 Sent: Friday, November 14, 2008 10:25 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 Very nice Keith. Wouldn't setChildIndex() work as well? Or is addChildAt()
 better for ensuring that the cursor is added to the display list?
 
 On Fri, Nov 14, 2008 at 11:08 AM, Keith Reinfeld
 [EMAIL PROTECTED]wrote:
 


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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-14 Thread Keith Reinfeld
Hi Cor, 
 
Right. I know all that. The question is why doesn't 
 
stage.addChildAt(customCursor, stage.numChildren); 
 
trigger a RangeError? 

Regards, 

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


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Cor
 Sent: Friday, November 14, 2008 12:38 PM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 It is not a bug.
 The displayList stores it objects in a Array, wich starts at 0.
 So Array[obj1,obj2,obj3,obj4] has 4 children wich are located at
 position 0, 1, 2, 3.
 If you remove a child every other moves up 1 place.
 
 So stage.numChildren is accordingly out of range.
 
 HTH
 C
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Keith
 Reinfeld
 Sent: vrijdag 14 november 2008 18:57
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 Joel,
 
 Another good optimization point, Joel. If we assume that Karim's custom
 cursor is already a child of the stage, then setChildIndex() should be
 more
 efficient. So I guess it depends on the implementation.
 
 Interestingly,
 
 I get a RangeError with this:
 
   stage.setChildIndex(customCursor, stage.numChildren);
 
 but this works:
 
   stage.setChildIndex(customCursor, stage.numChildren - 1);
 
 However,
 
   stage.addChildAt(customCursor, stage.numChildren);
 
 does not trigger the RangeError, and
 
   stage.addChildAt(customCursor, stage.numChildren - 1);
 
 still produces the desired result.
 
 If this is a bug then 'stage.numChildren - 1' would be the safe way to go.
 
 Regards,
 
 -Keith
 http://keithreinfeld.home.comcast.net
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:flashcoders-
  [EMAIL PROTECTED] On Behalf Of Joel Stransky
  Sent: Friday, November 14, 2008 10:25 AM
  To: Flash Coders List
  Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3
 
  Very nice Keith. Wouldn't setChildIndex() work as well? Or is
 addChildAt()
  better for ensuring that the cursor is added to the display list?
 
  On Fri, Nov 14, 2008 at 11:08 AM, Keith Reinfeld
  [EMAIL PROTECTED]wrote:
 
 
 
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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.175 / Virus Database: 270.9.3/1788 - Release Date: 14-11-2008
 13:36
 
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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-14 Thread Keith Reinfeld
Cor, 

addChildAt() -- Tested: 

Any index 0 thru numChildren (inclusive) = No RangeError.

Any index greater than numChildren = RangeError. 
 
That's why I thought 'bug'. 
 
Just an observation. Just trying to help. 
 
So, Cor, howyabin? 
 
Regards, 

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


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Cor
 Sent: Friday, November 14, 2008 1:18 PM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 I guess because you set the customCursor in the array position.
 And array positions can be set to any index, and for that matter it can't
 be
 out of range.
 
 stage.addChildAt(customCursor, 100); will try to put the child at index
 hundred.
 Eventually the displayList notices a empty index and will shuffle
 everything
 in place so there is never an empty indexed location.
 The same as when you remove a child for the displayList.
 
 I am not completely sure if this is the correct technical description, but
 from what I have read about the displayList, it figures.
 
 Kind regards
 Cor
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Keith
 Reinfeld
 Sent: vrijdag 14 november 2008 20:11
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 Hi Cor,
 
 Right. I know all that. The question is why doesn't
 
   stage.addChildAt(customCursor, stage.numChildren);
 
 trigger a RangeError?
 
 Regards,
 
 -Keith
 http://keithreinfeld.home.comcast.net
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:flashcoders-
  [EMAIL PROTECTED] On Behalf Of Cor
  Sent: Friday, November 14, 2008 12:38 PM
  To: 'Flash Coders List'
  Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
  It is not a bug.
  The displayList stores it objects in a Array, wich starts at 0.
  So Array[obj1,obj2,obj3,obj4] has 4 children wich are located at
  position 0, 1, 2, 3.
  If you remove a child every other moves up 1 place.
 
  So stage.numChildren is accordingly out of range.
 
  HTH
  C
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Keith
  Reinfeld
  Sent: vrijdag 14 november 2008 18:57
  To: 'Flash Coders List'
  Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
 
  Joel,
 
  Another good optimization point, Joel. If we assume that Karim's custom
  cursor is already a child of the stage, then setChildIndex() should be
  more
  efficient. So I guess it depends on the implementation.
 
  Interestingly,
 
  I get a RangeError with this:
 
  stage.setChildIndex(customCursor, stage.numChildren);
 
  but this works:
 
  stage.setChildIndex(customCursor, stage.numChildren - 1);
 
  However,
 
  stage.addChildAt(customCursor, stage.numChildren);
 
  does not trigger the RangeError, and
 
  stage.addChildAt(customCursor, stage.numChildren - 1);
 
  still produces the desired result.
 
  If this is a bug then 'stage.numChildren - 1' would be the safe way to
 go.
 
  Regards,
 
  -Keith
  http://keithreinfeld.home.comcast.net
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:flashcoders-
   [EMAIL PROTECTED] On Behalf Of Joel Stransky
   Sent: Friday, November 14, 2008 10:25 AM
   To: Flash Coders List
   Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3
  
   Very nice Keith. Wouldn't setChildIndex() work as well? Or is
  addChildAt()
   better for ensuring that the cursor is added to the display list?
  
   On Fri, Nov 14, 2008 at 11:08 AM, Keith Reinfeld
   [EMAIL PROTECTED]wrote:
  
 
 
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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-14 Thread Keith Reinfeld
Joel, 
 
Ah, yes, of course. Well that clears it up for me. 
 
Thanks. 
 
Regards, 

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


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Joel Stransky
 Sent: Friday, November 14, 2008 3:33 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3
 
 It could be seen as a bug. addChildAt tells flash to ADD to the current
 number of children. setChildIndex works within the existing children.
 
 On Fri, Nov 14, 2008 at 2:49 PM, Keith Reinfeld
 [EMAIL PROTECTED]wrote:
 
  Cor,
 
  addChildAt() -- Tested:
 
  Any index 0 thru numChildren (inclusive) = No RangeError.
 
  Any index greater than numChildren = RangeError.
 
  That's why I thought 'bug'.
 
  Just an observation. Just trying to help.
 
  So, Cor, howyabin?
 
  Regards,
 
  -Keith
  http://keithreinfeld.home.comcast.net
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:flashcoders-
   [EMAIL PROTECTED] On Behalf Of Cor
   Sent: Friday, November 14, 2008 1:18 PM
   To: 'Flash Coders List'
   Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
  
   I guess because you set the customCursor in the array position.
   And array positions can be set to any index, and for that matter it
 can't
   be
   out of range.
  
   stage.addChildAt(customCursor, 100); will try to put the child at
 index
   hundred.
   Eventually the displayList notices a empty index and will shuffle
   everything
   in place so there is never an empty indexed location.
   The same as when you remove a child for the displayList.
  
   I am not completely sure if this is the correct technical description,
  but
   from what I have read about the displayList, it figures.
  
   Kind regards
   Cor
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Keith
   Reinfeld
   Sent: vrijdag 14 november 2008 20:11
   To: 'Flash Coders List'
   Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
  
   Hi Cor,
  
   Right. I know all that. The question is why doesn't
  
 stage.addChildAt(customCursor, stage.numChildren);
  
   trigger a RangeError?
  
   Regards,
  
   -Keith
   http://keithreinfeld.home.comcast.net
  
  
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Cor
Sent: Friday, November 14, 2008 12:38 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
   
It is not a bug.
The displayList stores it objects in a Array, wich starts at 0.
So Array[obj1,obj2,obj3,obj4] has 4 children wich are
 located
  at
position 0, 1, 2, 3.
If you remove a child every other moves up 1 place.
   
So stage.numChildren is accordingly out of range.
   
HTH
C
   
   
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
 Keith
Reinfeld
Sent: vrijdag 14 november 2008 18:57
To: 'Flash Coders List'
Subject: RE: [Flashcoders] ComboBox + Custom Cursor , AS3
   
Joel,
   
Another good optimization point, Joel. If we assume that Karim's
 custom
cursor is already a child of the stage, then setChildIndex() should
 be
more
efficient. So I guess it depends on the implementation.
   
Interestingly,
   
I get a RangeError with this:
   
stage.setChildIndex(customCursor, stage.numChildren);
   
but this works:
   
stage.setChildIndex(customCursor, stage.numChildren - 1);
   
However,
   
stage.addChildAt(customCursor, stage.numChildren);
   
does not trigger the RangeError, and
   
stage.addChildAt(customCursor, stage.numChildren - 1);
   
still produces the desired result.
   
If this is a bug then 'stage.numChildren - 1' would be the safe way
 to
   go.
   
Regards,
   
-Keith
http://keithreinfeld.home.comcast.net
   
   
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Joel Stransky
 Sent: Friday, November 14, 2008 10:25 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] ComboBox + Custom Cursor , AS3

 Very nice Keith. Wouldn't setChildIndex() work as well? Or is
addChildAt()
 better for ensuring that the cursor is added to the display list?

 On Fri, Nov 14, 2008 at 11:08 AM, Keith Reinfeld
 [EMAIL PROTECTED]wrote:

   
   
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.175 / Virus Database: 270.9.3/1788 - Release Date: 14-
 11-
   2008
13:36
   
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RE: [Flashcoders] ComboBox + Custom Cursor , AS3

2008-11-12 Thread Keith Reinfeld
Karim,

Try adding the following line of code to your MOUSE_MOVE event listener
function:
stage.addChildAt(customCursor, stage.numChildren);

Of course, you must substitute your custom cursor's instance name for
'customCursor'.

HTH

Regards, 

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



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RE: [Flashcoders] Text field - input caret..

2008-11-07 Thread Keith Reinfeld
Karim, 

myTextField.setSelection(myTextField.length, myTextField.length);

Regards, 

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

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Karim Beyrouti
 Sent: Friday, November 07, 2008 8:37 AM
 To: 'Flash Coders List'
 Subject: [Flashcoders] Text field - input caret..
 
 Hi groovy list...
 
 just wondering how I move the input caret to end of a textfield in as3?
 
 
 Regards
 
 
 
 Karim
 
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RE: [Flashcoders] CDATA whitespace issue

2008-10-16 Thread Keith Reinfeld

 Is there any way (like
 the old ignoreWhite param), that i can get as3 to strip the extra tabs
 and linebreaks (even within CDATA)?

Allandt, 

Have you tried: 

TextField.condenseWhite = true;

?

Regards, 

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


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RE: [Flashcoders] Re: masking w/o using bitmapCaching = true?

2008-10-09 Thread Keith Reinfeld
Sebastian, 

With cacheAsBitmap = false, can you overlay your menu with a gradient that
has a transparent center then, using a separate graphic, mask the menu only?

Regards, 

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



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RE: [Flashcoders] TextField text selection question

2008-10-08 Thread Keith Reinfeld
Omar, 
 
 Each suggested keyword is rendered one above the other, in 
 TextFields that are created on runtime, by using a loop. 
 
 I know it would be achieved using: 
 
 Suggestion.alwaysShowSelection = true; 
 Suggestion.setSelection(whatever,whatever);// but what whatever should I

 put to much the InputTF letters to highlight in the Suggestion TextField? 
 
For each of your suggestion TextFields try: 
 
Suggestion.setSelection(0, InputTF.length - 1); 


Regards, 

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



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RE: [Flashcoders] Making dynamic text look the same as static text

2008-09-19 Thread Keith Reinfeld
Alan, 

Review the help docs under textfield and textformat. Make sure you
understand the difference between textfield properties and textformat
properties and how they are set. 

Regards, 

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


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RE: [Flashcoders] AS3 dynamic text fields and img

2008-09-09 Thread Keith Reinfeld
Jessica, 
 
 My problem is that it seems AS3 is always bumping 
 the img down to a new line unless it's the first item in the string. 
 
This behavior hasn't changed from earlier versions of AS. 
 
 Does anyone know any way around this other than calculating 
 the text length 
 and appending the icon clip afterwards? 
 
I don't believe there is any way to automate the placement of the image tag
without iterating over the textfield for character widths and line counts. 
 
You didn't say where your text is coming from (or how much there is) so it
is hard to know how practical a manual trial-and-error solution would be for
you. 
 
One possibility would be to manually place the image tag in the block of
text such that it is within the second to last line as it is displayed in
the textfield. Your image will still be right aligned. 
 
Or 
 
I am guessing from your use of the phrase icon clip that the images you
want to use are in the .fla library rather than external. That being the
case, what you can do is create a parent clip with the desired linkage name
that has a child clip with the actual image and an instance name 'icon'. The
idea here is to use the child clip's _x and _y properties to position the
actual icon image wherever you like. You will need to set the image tag's id
attribute (for the parent clip) in order to target the child clip's
properties. 
 
For example: 
 
textFieldName.someImageID.icon._x = -10; 
textFieldName.someImageID.icon._y = -10; 
 
The exact details regarding how this could be set-up depend on how you are
loading your text. 
 
Regards, 

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


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RE: [Flashcoders] Quick Date question, how to add 1 second to Date?

2008-08-22 Thread Keith Reinfeld

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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RE: [Flashcoders] Random numbers list

2008-07-29 Thread Keith Reinfeld

 yes like:
 
 allNumbers:Array = [ 0, 1, 2, 3, ..., 100 ];
 tenNumbers:Array = [];
 
 public function getNumberIn():void{
 var n:int = tenNumbers.splice( int( Math.random * 10 ), 1 );
 tenNumbers.push( allNumbers.splice( int( Math.random *
 allNumbers.length ), 1 ) );
 allNumbers.push( n );
 }
 
 Could be like that. ;)

Make a temporary copy of the allnumbers array then splice from the copy.

AS2: 
code

var allNumbers:Array = [0, 1, 2, 3, ..., 100];
var tenNumbers:Array = [38, 10, 70, 30, 63, 20, 66, 37, 16, 87];
function getNumberIn():Void{
var ca:Array = [].concat(allNumbers);
var n:Number = 10;
while(n--){
tenNumbers[n] = ca.splice(Math.floor(Math.random() *
ca.length - 1), 1);
}
trace(\ntenNumbers = +tenNumbers);
}

/code

Regards, 

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



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RE: [Flashcoders] Masking Effect

2008-07-29 Thread Keith Reinfeld
Sander, 

I had a situation once (Flash 8, AS2) where a gradient mask effect would not
work properly until I forced the movieclips into positive depths. 

HTH

Regards, 

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




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RE: [Flashcoders] AS3 - MovieClip in MovieClip not showing

2008-07-19 Thread Keith Reinfeld

  not listed as MovieClip properties 

 I'm afraid that you are completely wrong there. 
 A MovieClip has a height and width. 

Of course it does. The *documentation* sucks.

 That may be more the issue here too. I suspect it's more to do with
 setting
 the height and width properties before adding the object to the display
 list.

I think it has to do with trying to set the height and width before adding
*content* to the object. 

Regards, 

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



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