[Flashcoders] Tracking end of movie clip stored in class?

2007-08-07 Thread Martin Scott Goldberg
Ok, have another quandry.

I have an explosion class that, among other things creates and stores an
instance of an explosion clip that runs for 5 frames.

Each instance of the explosion class created is in turn attached to an
array (shotExplosions[]).

Explosions are added to the playfield clip by:

thePlayfield.addChild(shotExplosions[num].getExplosion());

(where num is an index number)

My quandry is, how do I track and remove the clip when its done playing?
I tried adding 

parent.removeChild(this); 

directly to the explosion moveclip timeline in the 5th frame, which sort
of works. The problem is, the explosion animation does a sudden jerky
slowdown before completing and then generates the output error:

TypeError: Error #1009: Cannot access a property or method of a null
object reference.
at explosion/::frame5()


Can anyone recommend a correction, or is there just a completely simpler
way to do this?  To sum it up, all I want to do is have the clip removed
from the thePlayfield display list when its done playing.


Marty



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[Flashcoders] Flashcoders [Object vars vs Component Params]

2007-08-07 Thread eric e. dolecki
Quick Q (without testing myself yet)...

I have a component that takes params via Component Params panel (inspectable
meta) - cool. But I also would like one to be able to set some of those
params via SWFobject javascript. like:

var so = new SWFObject("movie.swf", "mymovie", "400", "200", "8", "#336699");
so.addVariable("variable1", "value1");
...

I can then have the component check a location (_root or _parent, etc)
for those variables and then use those instead...

I am assuming that the inspectable params are set before frame1, and
then the vars passed into a SWF come in on frame1...

Does this sound about right?

- Eric
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Re: [Flashcoders] Depth issues...

2007-08-07 Thread Darren Bowers
Thats great! exactly what I was looking for.

cheers,
Darren

On 07/08/07, Jack Doyle <[EMAIL PROTECTED]> wrote:
>
> I ran into the same problems a while back. I created a LevelsManager class
> to get around it which you can set to "hijack" the getNextHighestDepth()
> function. That way, you can run one line of code at the beginning of your
> application and all your getNextHighestDepth() calls will work regardless
> of
> whether or not there are components on the stage. You can download the
> small
> class file at http://www.greensock.com/ActionScript/LevelsManager.zip.
> Here
> is the primary function I used in that class:
>
> function getNextHighestDepth(mc:Object):Number {
> if (mc == undefined) {mc = this};
> var maxDepth_num:Number = mc.getNextHighestDepth();
> if (maxDepth_num != undefined && maxDepth_num < 16000) {
> return maxDepth_num;
> } else {
> maxDepth_num = -1;
> var depth_num:Number;
> var obj:Object;
> var tf = TextField.prototype;
> for (var p in mc) {
> obj = mc[p];
> if ((typeof(obj) == "movieclip" || obj.__proto__
> ==
> tf) && obj._parent == mc) {
> depth_num = obj.getDepth();
> if (depth_num > maxDepth_num && depth_num
> <
> 16000) {
> maxDepth_num = depth_num;
> }
> }
> }
> return maxDepth_num + 1;
> }
> }
>
> Jack
>
>
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RE: [Flashcoders] setStyle ComboBox (AS2)

2007-08-07 Thread Hairy Dog Digital
Try the following and omit the new CSSStyleDeclaration():

_global.styles.rectBorderClass.setStyle("borderStyle", "solid");
_global.styles.rectBorderClass.setStyle("borderColor", 0xD35800);


-Original Message-
From: Mendelsohn, Michael [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, August 07, 2007 10:59 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] setStyle ComboBox (AS2)

Hi list...

The V2 ComboBox is made up of instances of a Button, TextInput and List.
The TextInput contains an instance of RectBorder.  I can't figure out how to
setStyle on it.

This looks intuitive, but doesn't work:
_global.styles.ComboBox.TextInput.RectBorder.setStyle("borderColor",
0xB86400);

This isn't working in my code either:
_global.styles.RectBorder = new CSSStyleDeclaration();
_global.styles.RectBorder.setStyle("borderStyle", "solid");
_global.styles.RectBorder.setStyle("borderColor", 0xD35800);

Any suggestions?
- Michael M.

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RE: [Flashcoders] AS3 loader applicationDomain question

2007-08-07 Thread Patrick Matte|BLITZ
getDefinitionByName is a method of the utils package, its not gonna work from 
applicationDomain

BLITZ | Patrick Matte - 310-551-0200 x214

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Muller
Sent: Tuesday, August 07, 2007 2:49 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] AS3 loader applicationDomain question

try...

var ClassReference:Class = event.target.applicationDomain.
getDefinitionByName(className) as Class;

MaTT

On 8/7/07, Muzak <[EMAIL PROTECTED]> wrote:
>
> ClassReference is a reserved word, at least it is in Flex 2.
>
> regards,
> Muzak
>
> - Original Message -
> From: "Patrick Matte|BLITZ" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, August 07, 2007 10:05 PM
> Subject: [Flashcoders] AS3 loader applicationDomain question
>
>
> Is this supposed to work?
> Right now flash IDE crashes everytime when it reaches the line: var
> instance = new ClassReference();
> I just want to add the loader.content to the stage instead of the whole
> loader instance and I thought that would work..
>
> function load():void{
> var loader:Loader = new Loader();
> loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
> completeEvent);
> var request:URLRequest = new URLRequest(source);
> loader.load(request);
> }
>
> function completeEvent(event:Event):void {
> var className:String = getQualifiedClassName(
> event.target.content);
> var ClassReference:Class =
> event.target.applicationDomain.getDefinition(className) as Class;
> var instance = new ClassReference();
> addChild (instance);
> }
>
>
>
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Re: [Flashcoders] AS3 loader applicationDomain question

2007-08-07 Thread Matt Muller
try...

var ClassReference:Class = event.target.applicationDomain.
getDefinitionByName(className) as Class;

MaTT

On 8/7/07, Muzak <[EMAIL PROTECTED]> wrote:
>
> ClassReference is a reserved word, at least it is in Flex 2.
>
> regards,
> Muzak
>
> - Original Message -
> From: "Patrick Matte|BLITZ" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, August 07, 2007 10:05 PM
> Subject: [Flashcoders] AS3 loader applicationDomain question
>
>
> Is this supposed to work?
> Right now flash IDE crashes everytime when it reaches the line: var
> instance = new ClassReference();
> I just want to add the loader.content to the stage instead of the whole
> loader instance and I thought that would work..
>
> function load():void{
> var loader:Loader = new Loader();
> loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
> completeEvent);
> var request:URLRequest = new URLRequest(source);
> loader.load(request);
> }
>
> function completeEvent(event:Event):void {
> var className:String = getQualifiedClassName(
> event.target.content);
> var ClassReference:Class =
> event.target.applicationDomain.getDefinition(className) as Class;
> var instance = new ClassReference();
> addChild (instance);
> }
>
>
>
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Re: [Flashcoders] 3StudioMax to Flash CS3

2007-08-07 Thread ben gomez farrell
I haven't used the software yet, but you may want to look into Swift 3D 
and its 3DSMax plugin.

http://www.erain.com/products/Plug-ins/

Also, you probably don't want them as bitmaps, but if you did, you could 
probably render each file out as a sequence of images, and I'm pretty 
sure if Flash sees sequential numbered files it will ask if you want to 
bring them in as a sequence on the timeline.  You could probably write 
some JSFL to import, and save each sequence as a SWF, then import the 
SWFs back into the library as movieclips.


ben

Ashwan Wadhwa wrote:

Hello!

Here is what I am trying to do, maybe someone can point me to some resources 
that will help me !

I have 3D model in 3DStudio Max and I need to import some 400+ unique 3D 
objects into Flash and convert them to movie clips . Each 3D object is 
individually named, and I need to make sure the naming convention follows 
through into Flash. I need to do this process multiple times while using 
different camera angles. I don't need to preserve the 3D functionality in Flash 
- so I don't need to use PaperVision, Sandy etc.  Are there any reference 
scripts, commercial plug-ins etc??

I am assuming : Writing a Script in Max -> AI File or something -> Import into Max 
-> Some kind of a JSFL script to convert the objects.

Thanks!!
Ashwan.

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Re: [Flashcoders] 3StudioMax to Flash CS3

2007-08-07 Thread John Grden
this might be what you're after:

http://www.dreammania.net/showcase/as3-geom-class-exporter-for-3ds-max-english/

though, you'd need Papervision3D to render it, still might be what you're
after.

On 8/7/07, Ashwan Wadhwa <[EMAIL PROTECTED]> wrote:
>
> Hello!
>
> Here is what I am trying to do, maybe someone can point me to some
> resources that will help me !
>
> I have 3D model in 3DStudio Max and I need to import some 400+ unique 3D
> objects into Flash and convert them to movie clips . Each 3D object is
> individually named, and I need to make sure the naming convention follows
> through into Flash. I need to do this process multiple times while using
> different camera angles. I don't need to preserve the 3D functionality in
> Flash - so I don't need to use PaperVision, Sandy etc.  Are there any
> reference scripts, commercial plug-ins etc??
>
> I am assuming : Writing a Script in Max -> AI File or something -> Import
> into Max -> Some kind of a JSFL script to convert the objects.
>
> Thanks!!
> Ashwan.
>
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>
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-- 
[  JPG  ]
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Re: [Flashcoders] Key repeating in AS3?

2007-08-07 Thread Martin Scott Goldberg
Ricky - you were 100% correct and I bow to your insight. ;)

Thanks for the help, worked out a version based on your example.


Marty


>
>You shouldn't rely on the interval of the KEY_DOWN to drive your game 
>logic.  It's not reliable, as you are seeing.  If you track the state of 
>the keys, you can check the state in your main game loop and do the 
>appropriate action every time the loop updates.  Here's a very basic 
>example of what I'm talking about: 
>http://www.ryoshu.com/flashcoders/SimpleGame.as
>
>By tracking key state in the game loop you have better control over what 
>your game objects do and when they do it.
>
>-Ricky
>
>
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[Flashcoders] 3StudioMax to Flash CS3

2007-08-07 Thread Ashwan Wadhwa
Hello!

Here is what I am trying to do, maybe someone can point me to some resources 
that will help me !

I have 3D model in 3DStudio Max and I need to import some 400+ unique 3D 
objects into Flash and convert them to movie clips . Each 3D object is 
individually named, and I need to make sure the naming convention follows 
through into Flash. I need to do this process multiple times while using 
different camera angles. I don't need to preserve the 3D functionality in Flash 
- so I don't need to use PaperVision, Sandy etc.  Are there any reference 
scripts, commercial plug-ins etc??

I am assuming : Writing a Script in Max -> AI File or something -> Import into 
Max -> Some kind of a JSFL script to convert the objects.

Thanks!!
Ashwan.

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Re: [Flashcoders] AS3 loader applicationDomain question

2007-08-07 Thread Muzak
ClassReference is a reserved word, at least it is in Flex 2.

regards,
Muzak

- Original Message - 
From: "Patrick Matte|BLITZ" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, August 07, 2007 10:05 PM
Subject: [Flashcoders] AS3 loader applicationDomain question


Is this supposed to work?
Right now flash IDE crashes everytime when it reaches the line: var instance = 
new ClassReference();
I just want to add the loader.content to the stage instead of the whole loader 
instance and I thought that would work..

function load():void{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, 
completeEvent);
var request:URLRequest = new URLRequest(source);
loader.load(request);
}

function completeEvent(event:Event):void {
var className:String = 
getQualifiedClassName(event.target.content);
var ClassReference:Class = 
event.target.applicationDomain.getDefinition(className) as Class;
var instance = new ClassReference();
addChild (instance);
}



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[Flashcoders] AS3 loader applicationDomain question

2007-08-07 Thread Patrick Matte|BLITZ
Is this supposed to work?
Right now flash IDE crashes everytime when it reaches the line: var instance = 
new ClassReference();
I just want to add the loader.content to the stage instead of the whole loader 
instance and I thought that would work..

function load():void{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, 
completeEvent);
var request:URLRequest = new URLRequest(source);
loader.load(request);
}

function completeEvent(event:Event):void {
var className:String = 
getQualifiedClassName(event.target.content);
var ClassReference:Class = 
event.target.applicationDomain.getDefinition(className) as Class;
var instance = new ClassReference();
addChild (instance);
}

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Re: [Flashcoders] stage.stageWidth annoyance

2007-08-07 Thread Andy Herrman
I can't speak to AS3, but in AS2 I have to do an interval which
constantly checks the stage width.  Initially it's the size given at
build time, then it switches to 0, then some time later it switches to
the actual size.  I have all my initialization wait until I see the
size set to something other than 0 or 1 (I set everything to 1x1 at
build time so I can detect it).

I'd hope it's better in AS3, but maybe not.

  -Andy

On 8/7/07, mario gonzalez <[EMAIL PROTECTED]> wrote:
> Anyone???
>
> Is using timeout for this just standard practice?
>
> mario gonzalez wrote:
> > When I compile the SWF (flash 9 / as3.0) I have a function which uses
> > stage.stageWidth to create a grid.
> >
> > For the children of any object, I of course use Event.ADDED_TO_STAGE
> > to avoid getting a null reference to stage. However this is for my
> > document class.
> > The hacky work around that I have is to put the function on a timeout.
> > I feel like this shouldn't have to be done, and there must be some way
> > of getting the right dimensions of the stage from flash on creation.
> >
> > Does this happen to other people?
> > ___
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[Flashcoders] Q:Integrating SWFobject/UFO with Flash JavaScript Integration Kit

2007-08-07 Thread moveup
Hi
I need to use the Flash JavaScript Integration Kit but am using UFO for flash 
detection.
Is there an example somewhere of how to integrate the 2?

[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

"...all improvisation is life in search of a style."
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Key repeating in AS3?

2007-08-07 Thread Ricky Bacon

Martin Scott Goldberg wrote:

Ricky, thanks for the response but I don't see how a boolean variable
would help.  I don't want to ignore key repeats, I want the pause after
the initial key press to go away and just start right in to the repeats.

In AS2 there was no pause, and in AS3 there there is.


You shouldn't rely on the interval of the KEY_DOWN to drive your game 
logic.  It's not reliable, as you are seeing.  If you track the state of 
the keys, you can check the state in your main game loop and do the 
appropriate action every time the loop updates.  Here's a very basic 
example of what I'm talking about: 
http://www.ryoshu.com/flashcoders/SimpleGame.as


By tracking key state in the game loop you have better control over what 
your game objects do and when they do it.


-Ricky


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Re: [Flashcoders] stage.stageWidth annoyance

2007-08-07 Thread mario gonzalez

Anyone???

Is using timeout for this just standard practice?

mario gonzalez wrote:
When I compile the SWF (flash 9 / as3.0) I have a function which uses 
stage.stageWidth to create a grid.


For the children of any object, I of course use Event.ADDED_TO_STAGE 
to avoid getting a null reference to stage. However this is for my 
document class.
The hacky work around that I have is to put the function on a timeout. 
I feel like this shouldn't have to be done, and there must be some way 
of getting the right dimensions of the stage from flash on creation.


Does this happen to other people?
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RE: [Flashcoders] setStyle ComboBox (AS2)

2007-08-07 Thread Robert Hadsell

One approach that should work is skinning, which can be done in several ways.  
Take a look at 
http://www.adobe.com/devnet/flash/articles/skinning_2004_print.html
 
-- Bob Hadsell> Date: Tue, 7 Aug 2007 10:58:50 -0400> From: [EMAIL PROTECTED]> 
To: flashcoders@chattyfig.figleaf.com> Subject: [Flashcoders] setStyle ComboBox 
(AS2)> > Hi list...> > The V2 ComboBox is made up of instances of a Button, 
TextInput and List.> The TextInput contains an instance of RectBorder. I can't 
figure out> how to setStyle on it.> > This looks intuitive, but doesn't work:> 
_global.styles.ComboBox.TextInput.RectBorder.setStyle("borderColor",> 
0xB86400);> > This isn't working in my code either:> _global.styles.RectBorder 
= new CSSStyleDeclaration();> _global.styles.RectBorder.setStyle("borderStyle", 
"solid");> _global.styles.RectBorder.setStyle("borderColor", 0xD35800);> > Any 
suggestions?> - Michael M.> ___> 
Flashcoders@chattyfig.figleaf.com> To change your subscription options or 
search the archive:> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders> 
> Brought to you by Fig Leaf Software> Premier Authorized Adobe Consulting and 
Training> http://www.figleaf.com> http://training.figleaf.com
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[Flashcoders] FLV issues on Mac & PC

2007-08-07 Thread Holth, Daniel C.

Hello,

We're creating a training CD-Rom that uses multiple swfs and FLVs.  One
of the requirements is that the CD-Rom work both on a Mac and PC.  We're
having some difficulties getting the FLVs to play on the Mac.

The problem seems to stem from differences in how the Mac (Safari?) pull
FLVs.  If I have the FLV on the root directory of the CD-Rom with the
main_application.swf file, it plays fine, but if I have the course
directories structured how I would like (explained below) it wont play
on the Mac.  It continues to play on the PC.

I would like to have all my swfs organized in volume->chapter folder
structure, and all the FLV videos in a separate Videos folder at the
root level.  Since the main_application.swf loads in other SWFs, the
loaded swfs are treated as if they too are on the root level (instead of
e:\volume\chapter\loaded_swf.swf).  This would seem to work fine,
because then I could still point al the swfs to look for the flv in the
videos directory at the root, but like I said, unless I have the FLVs on
the root level they won't load.

Unfortunately, I can't seem to get this system to work on the Mac.  If I
put all the flvs at the root level it will work, but we're looking at
some 50+ flvs, and that would be really cluttered and un-organized.
We'd also like to avoid using projectors, since this will eventually be
moved to the internet.

Thoughts or suggestions much appreciated.  Let me know if you need
further clarifications.

Thanks!

-Dan


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[Flashcoders] setStyle ComboBox (AS2)

2007-08-07 Thread Mendelsohn, Michael
Hi list...

The V2 ComboBox is made up of instances of a Button, TextInput and List.
The TextInput contains an instance of RectBorder.  I can't figure out
how to setStyle on it.

This looks intuitive, but doesn't work:
_global.styles.ComboBox.TextInput.RectBorder.setStyle("borderColor",
0xB86400);

This isn't working in my code either:
_global.styles.RectBorder = new CSSStyleDeclaration();
_global.styles.RectBorder.setStyle("borderStyle", "solid");
_global.styles.RectBorder.setStyle("borderColor", 0xD35800);

Any suggestions?
- Michael M.
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Re: [Flashcoders] Q: Mootools morph text effect

2007-08-07 Thread eric e. dolecki
use a quick interval and change the background, text size, padding, etc.
during it.

On 8/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Hi
> Does anyone know a way to morph 2 textfields as they are done using the
> (quite amazing) Mootools javascript framework?
>
> http://demos.mootools.net/Fx.Morph
>
>
> [e] jbach at bitstream.ca
> [c] 416.668.0034
> [w] www.bitstream.ca
> 
> "...all improvisation is life in search of a style."
>  - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Some CS3 observations; library and sound

2007-08-07 Thread Andreas R

Zeh Fernando wrote:


AS3's substitution of attachMovie for the movieclip constructor is, 
while logical on the surface, somewhat baffling to me in practise. In 
AS2, extending MovieClip required you to declare variables to gain 
references to clips already instanced in the library movieclip. For 
instance, extending a movieclip containing a textfield with instance 
name "nameField" would require var nameField:TextField to gain 
control of that field in the class. What this gives you on script 
level is an overview of relevant movieclip members, as well as code 
completion. In AS3, declaring variables to refer to hand placed 
movieclip members throws an error:


1151: A conflict exists with definition x in namespace internal.


When using classes, go to your publish settings, actionscript, and 
turn off "automatically declare stage instances" and it should behave 
as it did before -- you'll need to declare stage instances yourself. I 
agree that's odd, I use it off, but I guess they decided to add it on 
by default is so beginners wouldn't have trouble dealing with elements 
when coding 'on the timeline'.



Zeh
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my god, thank you so much :)

--
mvh

Andreas Rønning
Senior Flash developer
-
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Karenslyst allè 16f
0214 Oslo, Norway
t: +47 22 13 52 50
f: +47 22 13 52 60
www.rayon.no

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[Flashcoders] Q: Mootools morph text effect

2007-08-07 Thread moveup
Hi
Does anyone know a way to morph 2 textfields as they are done using the (quite 
amazing) Mootools javascript framework?

http://demos.mootools.net/Fx.Morph


[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

"...all improvisation is life in search of a style."
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Key repeating in AS3?

2007-08-07 Thread Martin Scott Goldberg
Ricky, thanks for the response but I don't see how a boolean variable
would help.  I don't want to ignore key repeats, I want the pause after
the initial key press to go away and just start right in to the repeats.

In AS2 there was no pause, and in AS3 there there is.


Marty


>Martin Scott Goldberg wrote:
>> I need to get rid of that pause in between the initial keypress and the
>> repeat so I have a smooth control like I had in as2.  Anyone have any
>> insight?
>
>The event model has changed quite a bit, but I think you are dealing 
>with an architecture issue.  You should set a boolean variable that 
>tracks the state of each key you have assigned and read that variable 
>when you update the game state.  You can run into a lot of issues with 
>complex games if you are pushing state information from different sources.
>
>hth
>
>-Ricky
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[Flashcoders] Prevent Ctrl+wheel and Shift+wheel

2007-08-07 Thread Davor Bauk
Is there a way to intercept Ctrl+mousewheel and Shift+mousewheel events
in the browser?
I am using those two events in my app to do zoom-in/out and pan,
respectively.
The problem is that Ctrl+mousewheel also increases/decreases text size
in the browser, while Shift-mousewheel navigates through the browser
history.

I've managed to prevent the regular scroll event from triggering using
javascript, but not while Ctrl or Shift are down.

Does anyone have any idea?

cheers, 
Davor
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RE: [Flashcoders] Depth issues...

2007-08-07 Thread Jack Doyle
I ran into the same problems a while back. I created a LevelsManager class
to get around it which you can set to "hijack" the getNextHighestDepth()
function. That way, you can run one line of code at the beginning of your
application and all your getNextHighestDepth() calls will work regardless of
whether or not there are components on the stage. You can download the small
class file at http://www.greensock.com/ActionScript/LevelsManager.zip. Here
is the primary function I used in that class:

function getNextHighestDepth(mc:Object):Number {
if (mc == undefined) {mc = this};
var maxDepth_num:Number = mc.getNextHighestDepth();
if (maxDepth_num != undefined && maxDepth_num < 16000) {
return maxDepth_num;
} else {
maxDepth_num = -1;
var depth_num:Number;
var obj:Object; 
var tf = TextField.prototype;
for (var p in mc) {
obj = mc[p];
if ((typeof(obj) == "movieclip" || obj.__proto__ ==
tf) && obj._parent == mc) {
depth_num = obj.getDepth();
if (depth_num > maxDepth_num && depth_num <
16000) {
maxDepth_num = depth_num;
}
}
}
return maxDepth_num + 1;
}
}

Jack

-Original Message-
Date: Tue, 7 Aug 2007 17:15:55 +0800
From: "Darren Bowers" <[EMAIL PROTECTED]>
Subject: [Flashcoders] Depth issues...
To: "Flashcoders mailing list" 
Message-ID:
<[EMAIL PROTECTED]>
Content-Type: text/plain; charset=ISO-8859-1

I have written a class that simply creates movieclips (grids) on screen. It
draws everything from actionscript so no library items are required.

However, I am passing this class on to developers that will use it as they
see fit. The problem is with the depth management. It seems I am stuck with
forcing the developers not to use any components, otherwise the depth
management is all stuffed up.

If I use getNextHighestDepth(), I can create and destroy movieclips freely
which is fine. Until someone uses a v2 component (like a button), then it
breaks. They will create, but wont destroy because they get an invalid depth
at creation.

If I decide to use the DepthManager class, I have to have at least one v2
component in the library for it to work. The reason i created the class in
the first place was to keep things small and libraryless if i wanted to.

its seems I'm damned if i do and i'm damned if i dont.

Is there any way to detect for components and use the DepthManager class
instead of getNextHighestDepth()?

cheers,
Darren



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Re: [Flashcoders] Some CS3 observations; library and sound

2007-08-07 Thread Zeh Fernando


AS3's substitution of attachMovie for the movieclip constructor is, 
while logical on the surface, somewhat baffling to me in practise. In 
AS2, extending MovieClip required you to declare variables to gain 
references to clips already instanced in the library movieclip. For 
instance, extending a movieclip containing a textfield with instance 
name "nameField" would require var nameField:TextField to gain control 
of that field in the class. What this gives you on script level is an 
overview of relevant movieclip members, as well as code completion. In 
AS3, declaring variables to refer to hand placed movieclip members 
throws an error:


1151: A conflict exists with definition x in namespace internal.


When using classes, go to your publish settings, actionscript, and turn 
off "automatically declare stage instances" and it should behave as it 
did before -- you'll need to declare stage instances yourself. I agree 
that's odd, I use it off, but I guess they decided to add it on by 
default is so beginners wouldn't have trouble dealing with elements when 
coding 'on the timeline'.



Zeh
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[Flashcoders] Some CS3 observations; library and sound

2007-08-07 Thread Andreas R
Been using CS3 for a bit now, getting to grips with AS3, and what feels 
like excessive handholding at first is now flowing naturally, and i feel 
far less prone to silent failures than before. To me this is entirely 
excellent, good show!


The IDE however, i am less impressed with, and i am hoping to be wrong 
or ignorant so some of you can correct me in my ridiculous ways.


Overall, i feel as though AS3 integration in the Flash 9 IDE appears 
tacked on, or retrofitted. Experimenting with AS3 early on in flex and 
with apollo gave a far, far stronger impression of the strengths of the 
language than how it appears when used in tandem with the IDE, 
particularly in how AS3 handles sound and the library.


AS3's substitution of attachMovie for the movieclip constructor is, 
while logical on the surface, somewhat baffling to me in practise. In 
AS2, extending MovieClip required you to declare variables to gain 
references to clips already instanced in the library movieclip. For 
instance, extending a movieclip containing a textfield with instance 
name "nameField" would require var nameField:TextField to gain control 
of that field in the class. What this gives you on script level is an 
overview of relevant movieclip members, as well as code completion. In 
AS3, declaring variables to refer to hand placed movieclip members 
throws an error:


1151: A conflict exists with definition x in namespace internal.

This effectively forces us to write notes about movieclip members in 
comments or the like, and denies us code completion. I'm not sure how 
i'd deal with this more effectively, but i do sorely miss being able to 
do this in the old fashioned way. If there is a faster, more convenient 
workflow, please inform me :)


Secondly, where the Timer class allows us a "safe" way to 
programmatically trigger callbacks without the setInterval danger of 
orphaned intervals, the new Sound/SoundChannel symbiose allows us to 
freely orphan sounds, while forcing us to keep track of separate class 
instances to have specific control of individual sounds, easily lost 
should the reference to the relevant SoundChannel be overwritten.


The current sound toolkit appears eclectic, almost chaotic, and in my 
opinion performs even worse than its previous incarnation


Sound: Loads and plays streamed audio, provides close() method to stop 
streaming sound, dispatches events to keep track of load progress, takes 
a soundtransform instance
SoundChannel: gives playback and level information and an event when 
sound playback ends. Contains another method to stop sound, which 
DOESN'T work for streamed sound, yet a SoundChannel instance is 
nonetheless required to alter properties of streaming sound during playback.
SoundTransform: Encapsulates all pan and volume properties previously 
associated with the Sound class.
SoundMixer: static class containing global methods and properties for 
all sounds.


Out of these 4, the Sound/SoundChannel relationship with their dual stop 
methods makes me wonder what the rationale behind it all really was. The 
SoundChannel class in my opinion has no logical place in the hierarchy 
given that it doesn't actually give us any real control of the channel 
in question. Were we able to declare a SoundChannel and pass it Sounds 
to play it'd be a different matter. In addition, the name SoundMixer is 
a complete misnomer, as the class offers absolutely no channel-specific 
controls, nor does it keep track of currently playing channels.


I applaud being able to source audio externally, but i'm bewildered by 
the choices of terminology and the weird sound/channel symbiose. The 
docs insist the API is powerful, but i don't see how it is, aside from 
external sourcing of audio.


So overall, i enjoy AS3, but its integration with IDE workflow seems 
unfinished and awkward.


Anyone want to correct me? Please? :)

--
mvh

Andreas Rønning
Senior Flash developer
-
Rayon Visual Concepts


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Re: [Flashcoders] Prevent flash from caching the loaded assets

2007-08-07 Thread Andy Herrman
Yes, the SWF would be easy to decompile, but I think as soon as you
start worrying about someone decompiling the SWF to cheat you're
pretty much out of luck, as they can always decompile your game's SWF
instead and find out everything there is to know about the game.  That
would probably give them a lot more options for cheating. :)

If you want to go the AMFPHP route (which I'm not familiar with at
all) and sending a large array is having problems, why not split it
up?  Send a couple smaller arrays and then combine them on the client
side.

  -Andy

On 8/6/07, Niels Endlich <[EMAIL PROTECTED]> wrote:
> It seems to me that the swf is easy to decompile and the photo also...
>
> We were working on sending an array with amfphp which contains the pixel
> information and use BitmapData setPixel to "plot" the image.
> But it seems that AMFPHP isn't able to send such a large array (800x600pix).
>
> Has anyone done somthing like this before?
>
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens eric e. dolecki
> Verzonden: maandag 6 augustus 2007 20:51
> Aan: flashcoders@chattyfig.figleaf.com
> Onderwerp: Re: [Flashcoders] Prevent flash from caching the loaded assets
>
> "http://foo.domain.com/images/imageContainer.swf?e="; + getDate()
>
> all images could be in 1 swf and called out.
>
>
> On 8/6/07, Ian Thomas <[EMAIL PROTECTED]> wrote:
> >
> > That's a wonderfully neat idea. :-D
> >
> > Ian
> >
> > On 8/6/07, Jack Doyle <[EMAIL PROTECTED]> wrote:
> > > If you're able to store the images in SWF format instead of something
> > like
> > > JPG, you could set up your SWFs so that they're covered with a black
> > > rectangle MovieClip by default and then you flip the _visible property
> > to
> > > false in your application when you load them in. That way, if people try
> > to
> > > look at the SWF from the browser's cache, they'll just see a big black
> > > rectangle but within your app, the photo is visible.
> > >
> > > Just a thought.
> > >
> > > Jack
> > ___
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Re: [Flashcoders] garbage collection and asychronous execution

2007-08-07 Thread Andy Herrman
Which is probably a good argument for always using the other form of
setInterval:

setInterval(this, "test", 1000);

I assume in this case the object wouldn't be garbage collected because
setInterval's internals now has a reference to it.

  -Andy

On 8/6/07, Mark Winterhalder <[EMAIL PROTECTED]> wrote:
> On 8/6/07, Mark Hawley <[EMAIL PROTECTED]> wrote:
> > That isn't a reference to a function -- it's a reference to a object method.
> > The object has to hang around.
>
> No, it's a reference to a function. The VM doesn't know anything about 
> methods.
> The interval keeps a reference to the function, the object gets
> garbage collected, then the function gets called. It doesn't need an
> object. In fact, if you'd add a trace( this ), it would be undefined.
>
> Mark
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[Flashcoders] letter spacing on input text

2007-08-07 Thread ilteris kaplan

Dear Flashcoders,

I have stumbled across an interesting issue when I was looking for  
different ways of creating an input box. The way I chose, is because  
it's the simplest one is to crete it on the authoring time. The path  
that I followed was simple, I Created three textboxes, converted them  
into input text, set their text spacing to 5, and their alpha to 78.  
and select some font and embed certain latin characters.  Then I put  
some text in the box too. and when I test this piece, unfortunately  
it's giving me total random results.


http://share.klaweht.com/placeholder.swf

here's the swf file I uploaded. First of all, it doesn't load with  
alpha in the beginning. If I go ahead and do a backspace on any of  
the text box and delete the text and start typing again, if it's the  
first attempt, it works without alpha and with correct letter  
spacing. BUT, when I press tab to move into the next textBox, and  
delete the contents and try to type, it gives me the correct alpha  
and 0 text letter spacing. If you try to rerun this swf, you will see  
that it gives you those in random order.


I don't really know what's going. I don't like to jump so quickly  
that to tell this is a bug but I am really curious to see what you  
got. If I create everything in the code, it works fine by the way.


Please let me know your results.
best,
ilteris

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RE: [Flashcoders] BlendModes & MovieClipLoader

2007-08-07 Thread David Ngo
MovieClipLoader works much in the same way as loadMovie. As soon as your
file loads, it will destroy any current properties for the MovieClip it's
loaded into and set them all back to default.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gilles
Roquefeuil
Sent: Tuesday, August 07, 2007 3:27 AM
To: Flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] BlendModes & MovieClipLoader

Hello,

I work on a bitmapEditor module for a large project, and i have  
experienced some problems between hte MovieClipLoader and the  
blendMode of the loaded clip.
It seems that whenerever I load a clip using MoveClipLoader, the  
prerecorded blendMode of the clip switches to "normal"...
Anyone has a clue ?
Thanks a lot,

Gilles
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Re: [Flashcoders] Coding a circular preloader

2007-08-07 Thread Omar Fouad
Thanks Jesse, this was a very good idea.

On 8/7/07, Jesse Graupmann <[EMAIL PROTECTED]> wrote:
>
> Another version using _xmouse to get a Stage.width factor so you can see
> easing via onMouseMove.
>
> Nothing extra needed in this example - just copy/paste.
>
> - JG
>
>
>
>
>
> function drawArc ( mc, x, y, radius, arc, startAngle, yRadius)
> {
> // http://www.formequalsfunction.com/downloads/drawmethods.html
>
> if (arguments.length<5) return;
> if (yRadius == undefined) yRadius = radius;
> var segAngle, theta, angle, angleMid, segs, ax, ay, bx, by, cx,
> cy;
> if (Math.abs(arc)>360) arc = 360;
> segs = Math.ceil(Math.abs(arc)/45);
> segAngle = arc/segs;
> theta = -(segAngle/180)*Math.PI;
> angle = -(startAngle/180)*Math.PI;
> ax = x-Math.cos(angle)*radius;
> ay = y-Math.sin(angle)*yRadius;
> if (segs>0) {
> for (var i = 0; i angle += theta;
> angleMid = angle-(theta/2);
> bx = ax+Math.cos(angle)*radius;
> by = ay+Math.sin(angle)*yRadius;
> cx =
> ax+Math.cos(angleMid)*(radius/Math.cos(theta/2));
> cy =
> ay+Math.sin(angleMid)*(yRadius/Math.cos(theta/2));
> mc.curveTo(cx, cy, bx, by);
> }
> }
> return {x:bx, y:by};
> };
>
> //
> //  DRAW CIRCLE FROM OBJECT
> //
>
> function circle_draw ( obj:Object ):Void
> {
> var mc = obj.mc;
> mc.clear();
> mc.moveTo ( obj.x, obj.y );
> mc.beginFill.apply ( mc, obj.fillStyle );
> mc.lineStyle.apply ( mc, obj.lineStyle );
> drawArc ( mc, obj.x, obj.y, obj.radius, obj.arc, obj.startAngle,
> obj.yRadius )
> }
>
> //
> //  SHOW PERCENTAGE IN TEXT
> //
>
> function setPer ( per ):Void
> {
> txt.text = per + ' %';
> txt.setTextFormat(txt_fmt);
> txt._x = Math.round(circle_holder._x - (txt._width>>1));
> txt._y = Math.round(circle_holder._y + (circle_top.radius*2) +
> circle_top.lineStyle[0]);
> }
>
> //
> //  ADJUST TO NEW PERCENTAGE
> //
>
> function adjust_view ()
> {
> // per
> var margin = 20;
> var per = Math.max( 0 , Math.min ( 1, (this._xmouse - margin) /
> (Stage.width-(margin*2;
> var new_arc = Math.round( -360 * per );
>
> // update
> if ( new_arc != dest_arc )
> {
> dest_arc = new_arc;
> circle_holder.onEnterFrame = function()
> {
> cur_arc += (dest_arc - cur_arc) * .1 ;
> circle_top.arc = cur_arc;
> circle_draw ( circle_top ); // circle
> setPer (
> Math.round(Math.abs(circle_top.arc)/360*100) ); // txt
> if ( cur_arc == dest_arc ) delete
> circle_holder.onEnterFrame;
> }
> }
> }
>
>
> //
> //  CREATE
> //
>
> function INIT()
> {
>
> // circle
> circle_holder = this.createEmptyMovieClip( "circle_holder", 20 );
> cur_arc = 0;
> dest_arc = 0;
>
> // top circle
> circle_top = {
> mc: circle_holder.createEmptyMovieClip( "mc", 40 ),
> x:0,
> y:0,
> radius:50,
> arc: 0,
> startAngle: 90,
> yRadius: 50,
> lineStyle: [ 15, 0xFF, 100 ],
> fillStyle: [ ]
> };
>
> // add top glow
> circle_top.mc.filters = [ new flash.filters.GlowFilter(0xFF,
> .8,
> 15, 15, 2, 3, false, false ) ];
> // bottom circle
> circle_bottom = {
> mc: circle_holder.createEmptyMovieClip( "mc2", 30  ),
> arc: 360,
> x: circle_top.x,
> y: circle_top.y,
> radius: circle_top.radius,
> startAngle: circle_top.startAngle,
> yRadius: circle_top.yRadius,
> lineStyle: [ 13, 0xFF, 20 ],
> fillStyle: circle_top.fillStyle
> };
>
> // txt
> txt = this.createTextField("txt", 100, 100, 100, 300, 100);
> txt.multiline = false;
> txt.autoSize= true;
> txt.wordWrap = false;
> txt_fmt = new TextFormat();
> txt_fmt.color = 0xFF;
>
>
> // stage
> Stage.scaleMode = 'noScale';
> Stage.align = 'TL';
> Stage.addListener( this );
> bg = this.createEmptyMovieClip("bg", 10 );
> onResize = function ()
> {
> var W = Stage.width;
> var H = Stage.height;
> bg.clear();
> bg.beginFill(0x33, 100);
> bg.moveTo(0, 0);
> bg.l

Re: [Flashcoders] Depth issues...

2007-08-07 Thread Hans Wichman
Hi,
can you put your grids in a nested clip?

The problem you describe only occurs when you mix, ie you AND your grid AND
v2 components on the root.

If you put components on the _root, but your grids in say
_root.gridContainer, you should be fine.

In addition you can probably detect if a certain class exists with
_global.mx.core. etc

greetz
JC


On 8/7/07, Darren Bowers <[EMAIL PROTECTED]> wrote:
>
> I have written a class that simply creates movieclips (grids) on screen.
> It
> draws everything from actionscript so no library items are required.
>
> However, I am passing this class on to developers that will use it as they
> see fit. The problem is with the depth management. It seems I am stuck
> with
> forcing the developers not to use any components, otherwise the depth
> management is all stuffed up.
>
> If I use getNextHighestDepth(), I can create and destroy movieclips freely
> which is fine. Until someone uses a v2 component (like a button), then it
> breaks. They will create, but wont destroy because they get an invalid
> depth
> at creation.
>
> If I decide to use the DepthManager class, I have to have at least one v2
> component in the library for it to work. The reason i created the class in
> the first place was to keep things small and libraryless if i wanted to.
>
> its seems I'm damned if i do and i'm damned if i dont.
>
> Is there any way to detect for components and use the DepthManager class
> instead of getNextHighestDepth()?
>
> cheers,
> Darren
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[Flashcoders] Depth issues...

2007-08-07 Thread Darren Bowers
I have written a class that simply creates movieclips (grids) on screen. It
draws everything from actionscript so no library items are required.

However, I am passing this class on to developers that will use it as they
see fit. The problem is with the depth management. It seems I am stuck with
forcing the developers not to use any components, otherwise the depth
management is all stuffed up.

If I use getNextHighestDepth(), I can create and destroy movieclips freely
which is fine. Until someone uses a v2 component (like a button), then it
breaks. They will create, but wont destroy because they get an invalid depth
at creation.

If I decide to use the DepthManager class, I have to have at least one v2
component in the library for it to work. The reason i created the class in
the first place was to keep things small and libraryless if i wanted to.

its seems I'm damned if i do and i'm damned if i dont.

Is there any way to detect for components and use the DepthManager class
instead of getNextHighestDepth()?

cheers,
Darren
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[Flashcoders] BlendModes & MovieClipLoader

2007-08-07 Thread Gilles Roquefeuil

Hello,

I work on a bitmapEditor module for a large project, and i have  
experienced some problems between hte MovieClipLoader and the  
blendMode of the loaded clip.
It seems that whenerever I load a clip using MoveClipLoader, the  
prerecorded blendMode of the clip switches to "normal"...

Anyone has a clue ?
Thanks a lot,

Gilles
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[Flashcoders] Free Text Metrics class (find x, y, width, height of substrings & more)

2007-08-07 Thread Jack Doyle
I noticed some chatter on the list about determining lines in TextFields,
etc., and I thought I'd mention that I just posted a new TextMetrics class
on my blog that'll help figure out:

- x/y coordinates and width/height of each line of text
- x/y coordinates and width/height of any substring (very useful for
positioning things around or on certain strings in a dynamic or input
TextField)
- each line of text (for seeing where the line breaks are)

It's probably overkill for many applications, but it was indispensable on a
recent project I worked on, so I figured I'd pass it along.

There's a visual sample and some brief documentation on the site.

http://www.greensock.com/ActionScript/TextMetrics/

Hope some folks find it useful.

Jack Doyle

PS TweenLite & TweenFilterLite were recently updated as well to make
sequencing more intuitive.


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