[Flashcoders] Tutorial for ASP.NET 2.0 using C# and AS3

2009-03-11 Thread TS
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)

Re: [Flashcoders] Tutorial for ASP.NET 2.0 using C# and AS3

2009-03-11 Thread Dave Watts
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) ...

Re: [Flashcoders] Tutorial for ASP.NET 2.0 using C# and AS3

2009-03-11 Thread Glen Pike
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Glen Pike
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

[Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread 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

[Flashcoders] Check for Full Screen Availability

2009-03-11 Thread John Giotta
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

Re: [Flashcoders] Check for Full Screen Availability

2009-03-11 Thread Glen Pike
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Anthony Pace
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

[Flashcoders] using applyFilter with a BitmapData object (AS2)

2009-03-11 Thread allandt bik-elliott (thefieldcomic.com)
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

RE: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Paul Steven
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

[Flashcoders] where did the mouseX go?

2009-03-11 Thread Gustavo Duenas
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Anthony Pace
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Ian Thomas
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. -

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread David Hershberger
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

Re: [Flashcoders] Check for Full Screen Availability

2009-03-11 Thread Glen Pike
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread jonathan howe
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread jonathan howe
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

Re: [Flashcoders] where did the mouseX go?

2009-03-11 Thread Glen Pike
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

Re: [Flashcoders] where did the mouseX go?

2009-03-11 Thread Fabio Pinatti
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,

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Anthony Pace
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

RE: [Flashcoders] Tutorial for ASP.NET 2.0 using C# and AS3

2009-03-11 Thread TS
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Anthony Pace
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

Re: [Flashcoders] where did the mouseX go?

2009-03-11 Thread David Hershberger
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,

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread David Hershberger
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

Re: [Flashcoders] where did the mouseX go?

2009-03-11 Thread Gustavo Duenas
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

Re: [Flashcoders] Check for Full Screen Availability

2009-03-11 Thread Hans Wichman
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

Re: [Flashcoders] using applyFilter with a BitmapData object (AS2)

2009-03-11 Thread Hans Wichman
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

RE: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Paul Steven
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Anthony Pace
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

Re: [Flashcoders] where did the mouseX go?

2009-03-11 Thread Fabio Pinatti
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

Re: [Flashcoders] Check for Full Screen Availability

2009-03-11 Thread John Giotta
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?

RE: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread Paul Steven
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

Re: [Flashcoders] Advice on creating random grid of pairs for a game

2009-03-11 Thread David Hershberger
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