Hello,
I can't seem to find a good tutorial using ASP.NET 2.0 using C# and AS3. I'm
trying to figure out how to POST vars to an .aspx page or rather I think my
Flash code is correct so I need the code to catch the vars in the .aspx
page. I'm totally familiar with PHP but, not the M$ way =8o)
I can't seem to find a good tutorial using ASP.NET 2.0 using C# and AS3. I'm
trying to figure out how to POST vars to an .aspx page or rather I think my
Flash code is correct so I need the code to catch the vars in the .aspx
page. I'm totally familiar with PHP but, not the M$ way =8o)
...
Try making the server side page use GET and POST, then debug your page
in the browser with a normal query string to make sure that works first...
Then plug it into Flash - you can use LiveHTTPHeaders for get requests,
or a debugging proxy for more serious stuff :)
Dave Watts wrote:
I can't
Jobe Makar's book about Flash Games Demystified has a wordsearch that
shuffles words in a grid - it will keep shuffling upto a point, then
decide that it is getting nowhere and try again. There may be some
examples of this sort of thing online - I have the book at home if not :)
Paul Steven
I am trying to write the code to populate a 9 by 9 grid of tiles with 40
pairs of matching tiles.
I have 4 different types of tiles and I want to create a grid that has 40
matching pairs and 1 blank tile.
I do not want the pairs all to be next to each other but there needs to be
at least one
I want to render the UI based on availability of features. One of them
is a full screen Button/Sprite that I want to not appear if
allowFullScreen is false.
Does anyone know of a way to check for full screen availability? I've
been scouring the interwebs for an answer, but no luck so far. Is it
John Giotta wrote:
I want to render the UI based on availability of features. One of them
is a full screen Button/Sprite that I want to not appear if
allowFullScreen is false.
Does anyone know of a way to check for full screen availability? I've
been scouring the interwebs for an answer, but no
Sounds like one of my old high-school projects,
I see several ways of doing what you want that make sense:
* -random population always of an array 81 units long (80 if you
want the last to always be blank)
o --you could create a function that loops 41(or 40 if last
Hi guys
I have a question - if I use a ColorMatrixFilter on a BitmapData object,
does it work like mc.filters = arFiltersArray in that it is non-destructive
to the mc (it can be removed) or is it destructive (once you apply it, you
can't then un-apply it)?
ta
a
Thanks Anthony
Perhaps I am overcomplicating things but I am under the impression I need to
ensure there is a clear path between each pair as I add them.
My current algorithm is as follows:
Step 1. Choose a random tile position (Random Row, Random Column)
Step 2. Create an array of all
Hi Coders I have this code, is simple I want to move something using
as3, but when I do the movie test with it, it gives me this error
1172: Definition flash.display.Sprite:mouseX could not be found.
same for the mouseY, I don't understand since the code appears to be
in the import
oops... I just woke up when I wrote it, and I didn't read the full
post. I thought you were making a memory game for some reason.
Paul Steven wrote:
Thanks Anthony
Perhaps I am overcomplicating things but I am under the impression I need to
ensure there is a clear path between each pair as I
Paul,
Maybe the problem is actually that difficult - there may be no easy
solutions to the calculation, and it might indeed take hours to find a
valid solution.
But anyway - here's a thought, in case it helps.
Have you considered, for each pair:
- putting the pair on adjacent empty squares.
-
My first thought for your algorithm is to essentially follow the solution
path that your user might end up taking. Your user will be clearing areas
out, opening them up. Your algorithm could start with an empty grid and
fill in around a starting seed, growing the tile array outward.
1) empty
Aha, I see - don't think you can read this for some strange reason. I
had problems trying to get it working, probably part of the security
thing. I could not even get a context menu to do the same...
Glen
John Giotta wrote:
Yes, Stage.displayState vs StageDisplayState.NORMAL or
Hi, Paul,
Can you explain what you mean by a clear path.
For example, when I look at this example below:
1,2,1
2,0,3
4,4,3
In this simple example, a user could clear all tiles by matching in the
following order:
4 - 4
3 - 3
2 - 2
1 - 1
I don't see the clear path between 1 - 1. Seems
A simpler way to ask would be if 1,2,2,1 is also a clear path (provided
2 has been removed).
On Wed, Mar 11, 2009 at 1:43 PM, jonathan howe jonathangh...@gmail.comwrote:
Hi, Paul,
Can you explain what you mean by a clear path.
For example, when I look at this example below:
1,2,1
2,0,3
import flash.display.Sprite.mouseX;
import flash.display.Sprite.mouseY;
???
import flash.display.Sprite;
:)
Gustavo Duenas wrote:
Hi Coders I have this code, is simple I want to move something using
as3, but when I do the movie test with it, it gives me this error
1172: Definition
Event types doesn't have mouseX. Only MouseEvent has, and even, you should
use target or currentTarget and get it.
ie:
addEventListener(MouseEvent.CLICK, mousecords);
function mousecords(event:Event):void {
xTween.continueTo(event.target.mouseX, duration);
yTween.continueTo(event.target.mouseY,
Oh man... I just got to thinking along those lines and you beat me to
it; however, I was thinking that, in order to avoid them being placed
side by side, you could place a restriction on minimum distance and
force it to be 2 or more. Then I was thinking your could cross hatch;
however, I
Hello,
Here's my code for the asp.net part. I realize it would be similar to PHP
but, it's so hard to find code to do what I want. Anyway let's say with my
previous code I was posting a var name to an aspx page and I want that aspx
page to use that name to create a new blank text file with that
i think he means that you have to get rid of 2 - 2 before you can get
rid of 1 - 1
jonathan howe wrote:
Hi, Paul,
Can you explain what you mean by a clear path.
For example, when I look at this example below:
1,2,1
2,0,3
4,4,3
In this simple example, a user could clear all tiles by
mouseX and mouseY are member variables of the Sprite class. You don't need
to import member variables, only classes. Once you import the Sprite class,
all the members come with it.
replace your mouseX and mouseY imports with:
import flash.display.Sprite;
and you'll be golden.
Dave
On Wed,
Jonathan,
When you match a pair, you pull them off the grid. Therefore after
removing the pair of 2s, there are only empty squares in the path between
the 1s.
Dave
On Wed, Mar 11, 2009 at 10:43 AM, jonathan howe jonathangh...@gmail.comwrote:
Hi, Paul,
Can you explain what you mean by a
Thanks, I 've just solved minutes ago, apparently it gives me the
error when the part of the function is
xTween.continueTo(event.MouseX, duration);
so I've just erased the event part , it is now:
xTween.continueTo(MouseX, duration);
so now is ok.
:)
any explanation though?
I guess flash was
Hi,
how about switching to full screen and back, and catching any security
exceptions?
If you can switch and back it is allowed, if a security exception occurs, it
isn't
greetz
JC
On Wed, Mar 11, 2009 at 6:34 PM, Glen Pike g...@engineeredarts.co.ukwrote:
Aha, I see - don't think you can read
Hi,
yes it is destructive, but as you can read here:
http://www.adobe.com/devnet/flash/articles/image_api_05.html
you can find out the size of the bitmap after filtering (imagine a big
blur), create a new bitmap and specify a source bitmap to the applyfilter
call.
If you don't want it to be
Thanks David for your suggested solution - it looks very promising. I am not
sure what 4-connected means? But I think I understand the general idea
I am just wondering if your solution would guarantee that there will always
be a matching tile within a clear path?
For example if the random
I just wanted to mention that I don't think it should be entirely
random. Perhaps you may want to add restrictions as I mentioned before,
yet, make sure it has a maximum that steps higher and higher based on
availability, and alternate between diagonal and side to side.
So if there is no way
have you received mine or list emails? hope it's clear if you did..
pinatti
On Wed, Mar 11, 2009 at 3:48 PM, Gustavo Duenas
gdue...@leftandrightsolutions.com wrote:
Thanks, I 've just solved minutes ago, apparently it gives me the error
when the part of the function is
Can't, full screen can only be triggered via mouse input from the
end-user. (It was added to prevent screen hijacking)
On Wed, Mar 11, 2009 at 3:07 PM, Hans Wichman
j.c.wich...@objectpainters.com wrote:
Hi,
how about switching to full screen and back, and catching any security
exceptions?
David, your algorithm works a treat - many thanks!!
I just need to work out how to make it get more difficult for each of the 20
levels in the game.
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of David
In the following grid, all bs are 4-connected to the one a:
-, b, -
b, a, b
-, b, -
So for the sample grid
-1,-1,-1
-1,-1,04
-1,-1,04
the cells which are 4-connected to the initialized cells are here marked
with xx:
-1,-1,xx
-1,xx,04
-1,xx,04
In other words, the cells to randomly choose the
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