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

2007-08-08 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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AW: Subject: [Flashcoders] FLV issues on Mac PC

2007-08-08 Thread Wenzler, Thomas
Hello Dan,

if your swfs that are loaded to your main application load the flvs, and
you use a build in FLV-playback component you might just run into a
pathing issue with the components skin which causes the component to
stop working. 
The component skin uses a relative path which you either have to change
when you load your component into another path or simply change the
location of the skin.swf...

Maybe this can solve your problem...though i wonder why it is occurring
only under macOS

Good luck

Thomas
--

Message: 9
Date: Tue, 7 Aug 2007 10:56:19 -0500
From: Holth, Daniel C. [EMAIL PROTECTED]
Subject: [Flashcoders] FLV issues on Mac  PC
To: flashcoders@chattyfig.figleaf.com
Message-ID:

[EMAIL PROTECTED]
Content-Type: text/plain;   charset=us-ascii


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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Re: AW: Subject: [Flashcoders] FLV issues on Mac PC

2007-08-08 Thread Nick Gerig

try changing the path for Mac to mac syntax eg.  : instead of /

Wenzler, Thomas wrote:

Hello Dan,

if your swfs that are loaded to your main application load the flvs, and
you use a build in FLV-playback component you might just run into a
pathing issue with the components skin which causes the component to
stop working. 
The component skin uses a relative path which you either have to change

when you load your component into another path or simply change the
location of the skin.swf...

Maybe this can solve your problem...though i wonder why it is occurring
only under macOS

Good luck

Thomas
--

Message: 9
Date: Tue, 7 Aug 2007 10:56:19 -0500
From: Holth, Daniel C. [EMAIL PROTECTED]
Subject: [Flashcoders] FLV issues on Mac  PC
To: flashcoders@chattyfig.figleaf.com
Message-ID:

[EMAIL PROTECTED]
Content-Type: text/plain;   charset=us-ascii


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] Flash Projector Distribution

2007-08-08 Thread Dan Efergan

Hi FlashCoders,

I'm about to create a reasonably simple presentation that's going to  
be distributed as a small self contained projector.  It's pretty  
simple,  playing a video and then into a basic pages of information,  
so there's no OS interactions.


I'm wondering what peoples views are on packaging up the projector...  
has much changed since MX times when I last did it?


Bit of an open question, so in an attempt to be useful I've got some  
specifics below...


- Would Zinc, mProjector, Screenweaver, etc be overkill?
- Is Video still a potential issue for projectors?
- Where does AIR fit into all this?  I'm assuming it's also overkill  
for a simple presentation.

- Any new Flash 8 Projector specific classes I should have a look at?

For the sake of people searching the archives, and to save people  
wasting energy here's the resources I know of already:

- http://www.extendingflash.com/  http://www.beyondflash.com
- http://usuarios.lycos.es/didinomade/ProjectorsBurningFAQ.htm
- http://board.flashkit.com/board/forumdisplay.php?f=15 (Standalone   
Applications board)


Thanks for anyone's help.

Dan Efergan
dan [at] subsubskills.co.uk


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[Flashcoders] Can I load AS2 swfs into an AS3 swf?

2007-08-08 Thread gluedanny
Hiya, the title sums up my question pretty well. I have a bunch of old swfs 
that are published to version 6 and are AS2. I want to load these into a movie 
published to v9 and in AS3 or maybe a flex app. Is this possible or do I have 
to converrt alll of my code?
Cheers guys,
Dan

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RE: [Flashcoders] setStyle ComboBox (AS2)

2007-08-08 Thread Mendelsohn, Michael
Thanks for the reply.  That didn't work either, though.  :-/

Rhetorical question: are styling components easier in AS3?  Ugh, all I
want to do is color that outline.





 Try the following and omit the new CSSStyleDeclaration():

_global.styles.rectBorderClass.setStyle(borderStyle, solid);
_global.styles.rectBorderClass.setStyle(borderColor, 0xD35800);
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Re: [Flashcoders] Flashcoders [Object vars vs Component Params]

2007-08-08 Thread elibol
This depends on when the component you're using is instantiated. I don't
think the component will instantiate before the vars. The vars should be
available on the very first frame, meaning they are set before you're even
allowed to execute code...

Does that answer your question?

On 8/7/07, eric e. dolecki [EMAIL PROTECTED] wrote:

 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] Can I load AS2 swfs into an AS3 swf?

2007-08-08 Thread Mark Winterhalder
On 8/8/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 Hiya, the title sums up my question pretty well. I have a bunch of old swfs 
 that are published to version 6 and are AS2. I want to load these into a 
 movie published to v9 and in AS3 or maybe a flex app. Is this possible or do 
 I have to converrt alll of my code?

livedocs.adobe.com/flex/201/langref/flash/display/AVM1Movie.html

HTH,
Mark
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Re: [Flashcoders] 3StudioMax to Flash CS3

2007-08-08 Thread Paul Andrews
I'd probably use 3D Max to render the angles that you want, and export the 
output as an image sequence rather than a video. Basically you build a 
rotating turntable type system in Max - rotating the objects in front of the 
camera to get the right angles. If you set this up correctly you can get all 
done semi-automated, however, you are still talking of 400 objects, so it's 
going to take some time.


Synopsis:

Set up lighting rig for object and camera position.
Position object in front of camera, rotate object in timeline for correct 
angle at each frame, repeat for each camera angle on a new frame. Render to 
image sequence not video.

Repeat for each object..

Paul

- Original Message - 
From: Ashwan Wadhwa [EMAIL PROTECTED]

To: Flashcoders@chattyfig.figleaf.com
Sent: Tuesday, August 07, 2007 10:33 PM
Subject: [Flashcoders] 3StudioMax to Flash CS3


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] Preloading problem

2007-08-08 Thread Hans Wichman
Hi,
unless you load your preloader in externally as well you have a problem.

In order to make a preloader usefull you have to turn export in first frame
of for all objects and export them on say frame 2 or 3 (by putting them in a
clip). However if you have a lot of as2 classes, you'll need to export your
classes to another frame as well.

But if you export your classes to say frame 2, you cannot show a preloader
based on as2 code in frame 1.

greetz
JC


On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:

 Folks,
 Um working on a project where the stage is empty and i am attaching
 movieClips from the library on runtime.
 I wrote a universal preloader in AS2 and I use it in the first (and only)
 frame of my fla. There is nothing written in this frame except the lines
 required to run and import the class.

 When testing preloading i can see in the bandwidth profiler that the first
 frame is too large in size. The preloader works but it shows almost after
 the whole swf has loaded. It seems that the class executes after flash
 loads
 the library first.

 Is there a way to let flash load the movieClips with linkage name on the
 library, in any other frame except the first one? or to let the Preloader
 Class instance run first?

 Note that the Preloader class is attaching a movieClip from the Library on
 the stage that shows the preload status.

 Cheers and thanks.

 --
 Omar M. Fouad - Digital Emotions
 http://www.omarfouad.net

 This e-mail and any attachment is for authorised use by the intended
 recipient(s) only. It may contain proprietary material, confidential
 information and/or be subject to legal privilege. It should not be copied,
 disclosed to, retained or used by, any other party. If you are not an
 intended recipient then please promptly delete this e-mail and any
 attachment and all copies and inform the sender. Thank you.
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Re: [Flashcoders] Q: Mootools morph text effect

2007-08-08 Thread Dan Efergan
As Eric says,  you'll want to run a setInterval (or place the code  
onto some suitable onEnterframe holder, such as a containing movieClip).


The code you'll want to look at is updating the TextFormat of the  
text field.  Using this you can update the fonts colour/size/ 
spacing.  You'll probably also want to change it's _width, _height,  
_x and _y.


Dan

On 7 Aug 2007, at 15:31, [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


Dan Efergan
dan [at] subsubskills.co.uk



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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Omar Fouad
Thanks for replying JC. In this way i should drag the library items on the
second or third frame of the fla.. But i wont be able to attach them unless
i go to that frame on runtime right?

On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote:

 Hi,
 unless you load your preloader in externally as well you have a problem.

 In order to make a preloader usefull you have to turn export in first
 frame
 of for all objects and export them on say frame 2 or 3 (by putting them in
 a
 clip). However if you have a lot of as2 classes, you'll need to export
 your
 classes to another frame as well.

 But if you export your classes to say frame 2, you cannot show a preloader
 based on as2 code in frame 1.

 greetz
 JC


 On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:
 
  Folks,
  Um working on a project where the stage is empty and i am attaching
  movieClips from the library on runtime.
  I wrote a universal preloader in AS2 and I use it in the first (and
 only)
  frame of my fla. There is nothing written in this frame except the lines
  required to run and import the class.
 
  When testing preloading i can see in the bandwidth profiler that the
 first
  frame is too large in size. The preloader works but it shows almost
 after
  the whole swf has loaded. It seems that the class executes after flash
  loads
  the library first.
 
  Is there a way to let flash load the movieClips with linkage name on the
  library, in any other frame except the first one? or to let the
 Preloader
  Class instance run first?
 
  Note that the Preloader class is attaching a movieClip from the Library
 on
  the stage that shows the preload status.
 
  Cheers and thanks.
 
  --
  Omar M. Fouad - Digital Emotions
  http://www.omarfouad.net
 
  This e-mail and any attachment is for authorised use by the intended
  recipient(s) only. It may contain proprietary material, confidential
  information and/or be subject to legal privilege. It should not be
 copied,
  disclosed to, retained or used by, any other party. If you are not an
  intended recipient then please promptly delete this e-mail and any
  attachment and all copies and inform the sender. Thank you.
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-- 
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http://www.omarfouad.net

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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Omar Fouad
is there a way attach a library item from a loaded swf. I think this would
be the best solution...

On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:

 Thanks for replying JC. In this way i should drag the library items on the
 second or third frame of the fla.. But i wont be able to attach them unless
 i go to that frame on runtime right?

 On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote:
 
  Hi,
  unless you load your preloader in externally as well you have a problem.
 
  In order to make a preloader usefull you have to turn export in first
  frame
  of for all objects and export them on say frame 2 or 3 (by putting them
  in a
  clip). However if you have a lot of as2 classes, you'll need to export
  your
  classes to another frame as well.
 
  But if you export your classes to say frame 2, you cannot show a
  preloader
  based on as2 code in frame 1.
 
  greetz
  JC
 
 
  On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:
  
   Folks,
   Um working on a project where the stage is empty and i am attaching
   movieClips from the library on runtime.
   I wrote a universal preloader in AS2 and I use it in the first (and
  only)
   frame of my fla. There is nothing written in this frame except the
  lines
   required to run and import the class.
  
   When testing preloading i can see in the bandwidth profiler that the
  first
   frame is too large in size. The preloader works but it shows almost
  after
   the whole swf has loaded. It seems that the class executes after flash
 
   loads
   the library first.
  
   Is there a way to let flash load the movieClips with linkage name on
  the
   library, in any other frame except the first one? or to let the
  Preloader
   Class instance run first?
  
   Note that the Preloader class is attaching a movieClip from the
  Library on
   the stage that shows the preload status.
  
   Cheers and thanks.
  
   --
   Omar M. Fouad - Digital Emotions
   http://www.omarfouad.net
  
   This e-mail and any attachment is for authorised use by the intended
   recipient(s) only. It may contain proprietary material, confidential
   information and/or be subject to legal privilege. It should not be
  copied,
   disclosed to, retained or used by, any other party. If you are not an
   intended recipient then please promptly delete this e-mail and any
   attachment and all copies and inform the sender. Thank you.
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 --
 Omar M. Fouad - Digital Emotions
 http://www.omarfouad.net

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 intended recipient then please promptly delete this e-mail and any
 attachment and all copies and inform the sender. Thank you.




-- 
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http://www.omarfouad.net

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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Dan Efergan
You're pretty much there in your answer... you need to move both your  
linkage items  and Class imports to later frames.  Here's how I set  
up mine:


- Frame One:  Just the pre loading screen (no code yet)
- Frame Two: Import Classes and start preloader
- Frame Three: All Linked Objects

To do this you'll need to:

- Open your publish prefs,  and beside ActionScript 2 box find the  
Settings... button.  In there you can set your Class publish frame  
to 2.


- Switch off all Export before frame one in the linkage settings.   
Failing to do this with Movieclip's associated with Classes (such as  
components) will break these MCs.


- Drag all Linkage items on screen for one frame.  This loads them  
into memory ready for use later.



Hope this helps,
Dan

On 8 Aug 2007, at 15:58, Omar Fouad wrote:


Is there a way to let flash load the movieClips with linkage name  
on the
library, in any other frame except the first one? or to let the  
Preloader

Class instance run first?

Note that the Preloader class is attaching a movieClip from the  
Library on

the stage that shows the preload status.


Dan Efergan
dan [at] subsubskills.co.uk



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Re: [Flashcoders] XML.load() not asynchronous?

2007-08-08 Thread Ian Thomas
Michael - if the loading happens very fast, then the XML has loaded
_before you've set the onLoad function_.

So change the order:

_root.attachMovie(loading, loading, 10);
xmlData.onLoad = function(success:Boolean):Void  {
 // do this when loaded
};
xmlData.load(myUrl);

Ian

On 8/8/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote:
 Hi list...

 Flash 8's help says XML.load() is asynchronous.  But, when I place an
 animated MC on the stage and then call xml.load(), the animation doesn't
 run.  A play() call on the attached MC doesn't work either.  Anyone know
 why?

 Thanks,
 - Michael M.
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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Omar Fouad
ok I did this. I unchecked the load on first frame checkbox, and dragged all
the linkage items on the third frame. but Flash is not attaching anyone of
them unless the playhead reaches the third frame.. No way about attaching
them in frame 1 or 2.

? *frustrated*

On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote:

 You're pretty much there in your answer... you need to move both your
 linkage items  and Class imports to later frames.  Here's how I set
 up mine:

 - Frame One:  Just the pre loading screen (no code yet)
 - Frame Two: Import Classes and start preloader
 - Frame Three: All Linked Objects

 To do this you'll need to:

 - Open your publish prefs,  and beside ActionScript 2 box find the
 Settings... button.  In there you can set your Class publish frame
 to 2.

 - Switch off all Export before frame one in the linkage settings.
 Failing to do this with Movieclip's associated with Classes (such as
 components) will break these MCs.

 - Drag all Linkage items on screen for one frame.  This loads them
 into memory ready for use later.


 Hope this helps,
 Dan

 On 8 Aug 2007, at 15:58, Omar Fouad wrote:


  Is there a way to let flash load the movieClips with linkage name
  on the
  library, in any other frame except the first one? or to let the
  Preloader
  Class instance run first?
 
  Note that the Preloader class is attaching a movieClip from the
  Library on
  the stage that shows the preload status.

 Dan Efergan
 dan [at] subsubskills.co.uk



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[Flashcoders] Dynamically setting properties...

2007-08-08 Thread Karim Beyrouti
Hi List,


I am trying to add values to properties a classes, the classes properties
are defined like this:

function get isActive():Boolean{ return _isActive; }
function set isActive( val:Boolean):Void{ _isActive= val; }

 so instead of douing this to add values to the class:

if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive

I am trying to do something like this ( as I have quite a lot of properties
/ different classes ):

for ( var i in obj ) {

a_sprite[i] = obj[i]

}

But no joy... and well... has anyone been there with this one.?...



Regards


Karim

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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Hans Wichman
Hi Omar,

you are right there is no way.

So:
frame 1 - preloader that holds on frame 1 until _framesloaded ==
_framestotal, then JUMP to frame 4
frame 2 - export classes here
frame 3 - dump all library items on this frame
frame 4 - this is where your actual movie/processing begins

In your library turn off export in first frame for all elements, eg by hand
or through jsfl:


//
// DisableExport
//
// Sets the linkage identifiers for all items to false

var items = fl.getDocumentDOM().library.items;
var item;
var j=0;
for (var i=0; iitems.length; i++) {
item = items[i];
item.linkageExportInFirstFrame = false;
}
greetz
JC



On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:

 ok I did this. I unchecked the load on first frame checkbox, and dragged
 all
 the linkage items on the third frame. but Flash is not attaching anyone of
 them unless the playhead reaches the third frame.. No way about attaching
 them in frame 1 or 2.

 ? *frustrated*

 On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote:
 
  You're pretty much there in your answer... you need to move both your
  linkage items  and Class imports to later frames.  Here's how I set
  up mine:
 
  - Frame One:  Just the pre loading screen (no code yet)
  - Frame Two: Import Classes and start preloader
  - Frame Three: All Linked Objects
 
  To do this you'll need to:
 
  - Open your publish prefs,  and beside ActionScript 2 box find the
  Settings... button.  In there you can set your Class publish frame
  to 2.
 
  - Switch off all Export before frame one in the linkage settings.
  Failing to do this with Movieclip's associated with Classes (such as
  components) will break these MCs.
 
  - Drag all Linkage items on screen for one frame.  This loads them
  into memory ready for use later.
 
 
  Hope this helps,
  Dan
 
  On 8 Aug 2007, at 15:58, Omar Fouad wrote:
 
 
   Is there a way to let flash load the movieClips with linkage name
   on the
   library, in any other frame except the first one? or to let the
   Preloader
   Class instance run first?
  
   Note that the Preloader class is attaching a movieClip from the
   Library on
   the stage that shows the preload status.
 
  Dan Efergan
  dan [at] subsubskills.co.uk
 
 
 
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 --
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 http://www.omarfouad.net

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[Flashcoders] fms application class

2007-08-08 Thread [p e r c e p t i c o n]
Hi folks,

i know htis isn't the fms list, but can anyone tell how to define a method
in the asc file... for example

i tried to define a method like this

application.helloServer = function()
{
trace(hello from server);
}

but it isn't recognized as a method...

i'm trying to not have to define it on the client side as a member of the
NetConnection object...


thanks

p
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[Flashcoders] AS3 how to link movieclip manually put on the stage to class member

2007-08-08 Thread Martin Tremblay

Hello group !

Just trying to find the best way to link a movieclip manually put on the
stage to a class member.

Right now this is what I'm doing.

public class A extends MovieClip
{
 private var m_mcOnTheStage:MovieClip;

public function A ():void
{
//onthestage_mc is a movieclip manually put in the .fla
m_mcOnTheStage = onthestage_mc;
}
}


Is there a better way?
 
Martin Tremblay
LVL Studio 

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Re: [Flashcoders] Dynamically setting properties...

2007-08-08 Thread JOR

What is the error you're getting?

Maybe add a trace statement in there to see where it's breaking.  You 
could be trying to set a property that exists only in obj but not in 
a_sprite.


for ( var i in obj ) {
  trace (i +  =  + obj[i]); 
  a_sprite[i] = obj[i];
}

-- James


James O'Reilly  —  Consultant
Adobe Certified Flash Expert
http://www.jamesor.com
Design • Code • Train



Karim Beyrouti wrote:

Hi List,


I am trying to add values to properties a classes, the classes properties
are defined like this:

function get isActive():Boolean{ return _isActive; }
function set isActive( val:Boolean):Void{ _isActive= val; }

 so instead of douing this to add values to the class:

if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive

I am trying to do something like this ( as I have quite a lot of properties
/ different classes ):

for ( var i in obj ) {

a_sprite[i] = obj[i]

}

But no joy... and well... has anyone been there with this one.?...

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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Steven Sacks

Once again, Keep It Simple Steven is here to help.  ;)

Unless your boss is forcing you to do this in one swf, you should make a 
loader swf that loads in the swf with all these linked clips.


Trivial example:

var mc = this.createEmptyMovieClip(site, this.getNextHighestDepth());
mc.loadMovie(yourMain.swf);
this.onEnterFrame = function()
{
var perc = mc.getBytesLoaded() / mc.getBytesTotal();
perc = Math.round(perc * 100);
trace(progress =  + perc + %);
};
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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Omar Fouad
Yes, now it works.. I also tried in dragging all the items into a MovieClip
on the third frame with this action on:

onClipEvent(load) {this.unloadMovie(); delete this;}

in order to get rid of them from the stage, to save resource.

Thanks JC for yer help

CHEERS

On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote:

 Hi Omar,

 you are right there is no way.

 So:
 frame 1 - preloader that holds on frame 1 until _framesloaded ==
 _framestotal, then JUMP to frame 4
 frame 2 - export classes here
 frame 3 - dump all library items on this frame
 frame 4 - this is where your actual movie/processing begins

 In your library turn off export in first frame for all elements, eg by
 hand
 or through jsfl:


 //
 // DisableExport
 //
 // Sets the linkage identifiers for all items to false

 var items = fl.getDocumentDOM().library.items;
 var item;
 var j=0;
 for (var i=0; iitems.length; i++) {
 item = items[i];
 item.linkageExportInFirstFrame = false;
 }
 greetz
 JC



 On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote:
 
  ok I did this. I unchecked the load on first frame checkbox, and dragged
  all
  the linkage items on the third frame. but Flash is not attaching anyone
 of
  them unless the playhead reaches the third frame.. No way about
 attaching
  them in frame 1 or 2.
 
  ? *frustrated*
 
  On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote:
  
   You're pretty much there in your answer... you need to move both your
   linkage items  and Class imports to later frames.  Here's how I set
   up mine:
  
   - Frame One:  Just the pre loading screen (no code yet)
   - Frame Two: Import Classes and start preloader
   - Frame Three: All Linked Objects
  
   To do this you'll need to:
  
   - Open your publish prefs,  and beside ActionScript 2 box find the
   Settings... button.  In there you can set your Class publish frame
   to 2.
  
   - Switch off all Export before frame one in the linkage settings.
   Failing to do this with Movieclip's associated with Classes (such as
   components) will break these MCs.
  
   - Drag all Linkage items on screen for one frame.  This loads them
   into memory ready for use later.
  
  
   Hope this helps,
   Dan
  
   On 8 Aug 2007, at 15:58, Omar Fouad wrote:
  
  
Is there a way to let flash load the movieClips with linkage name
on the
library, in any other frame except the first one? or to let the
Preloader
Class instance run first?
   
Note that the Preloader class is attaching a movieClip from the
Library on
the stage that shows the preload status.
  
   Dan Efergan
   dan [at] subsubskills.co.uk
  
  
  
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  --
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  http://www.omarfouad.net
 
  This e-mail and any attachment is for authorised use by the intended
  recipient(s) only. It may contain proprietary material, confidential
  information and/or be subject to legal privilege. It should not be
 copied,
  disclosed to, retained or used by, any other party. If you are not an
  intended recipient then please promptly delete this e-mail and any
  attachment and all copies and inform the sender. Thank you.
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-- 
Omar M. Fouad - Digital Emotions
http://www.omarfouad.net

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information and/or be subject to legal privilege. It should not be copied,
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Re: [Flashcoders] AS3 how to link movieclip manually put on the stage to class member

2007-08-08 Thread JOR

You don't need the extra private var.  You can do something like this:

public class A extends MovieClip
{
  //onthestage_mc is a movieclip manually put in the .fla
  private var onthestage_mc:MovieClip;

  public function A ():void
  {
  }
}


James O'Reilly  —  Consultant
Adobe Certified Flash Expert
http://www.jamesor.com
Design • Code • Train



Martin Tremblay wrote:

Hello group !

Just trying to find the best way to link a movieclip manually put on the
stage to a class member.

Right now this is what I'm doing.

public class A extends MovieClip
{
 private var m_mcOnTheStage:MovieClip;

public function A ():void
{
//onthestage_mc is a movieclip manually put in the .fla
m_mcOnTheStage = onthestage_mc;
}
}


Is there a better way?
 
Martin Tremblay
LVL Studio 


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RE: [Flashcoders] AS3 how to link movieclip manually put on the stage to class member

2007-08-08 Thread Patrick Matte|BLITZ
Why don't you just attach the class to your movieclip in the library ?

Right-click on the movieclip in the library, click on linkage,
write a linkage id in the class field and write the path to your class in the 
base class field.

Example
Class : BlueCircle
BaseClass : project.shapes.Circle

You can create an instance of the Blue circle by doing
var blueCircle:BlueCircle = new BlueCircle();
addChild(blueCircle);

your class should look like this

package project.shapes{

import flash.display.MovieClip;

public class Circle extends MovieClip {

public function Circle(){
trace(this);
}

}

}


BLITZ | Patrick Matte - 310-551-0200 x214
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Tremblay
Sent: Wednesday, August 08, 2007 10:22 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] AS3 how to link movieclip manually put on the stage to 
class member


Hello group !

Just trying to find the best way to link a movieclip manually put on the
stage to a class member.

Right now this is what I'm doing.

public class A extends MovieClip
{
 private var m_mcOnTheStage:MovieClip;

public function A ():void
{
//onthestage_mc is a movieclip manually put in the .fla
m_mcOnTheStage = onthestage_mc;
}
}


Is there a better way?

Martin Tremblay
LVL Studio

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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Alan MacDougall

Omar Fouad wrote:

is there a way attach a library item from a loaded swf. I think this would
be the best solution...

  
This suggestion hits close to the correct answer. Really, if your 
library is so big that it's killing your app's startup time, your wisest 
option is to load the items on demand using MovieClip.loadMovie, 
MovieClipLoader, or some more elaborate strategy built on top of them.


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Re: [Flashcoders] fms application class

2007-08-08 Thread Andy Herrman
Your syntax looks fine.  What do you mean by it isn't recognized as a method?

  -Andy

On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
 Hi folks,

 i know htis isn't the fms list, but can anyone tell how to define a method
 in the asc file... for example

 i tried to define a method like this

 application.helloServer = function()
 {
 trace(hello from server);
 }

 but it isn't recognized as a method...

 i'm trying to not have to define it on the client side as a member of the
 NetConnection object...


 thanks

 p
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[Flashcoders] connect to fms using as3

2007-08-08 Thread [p e r c e p t i c o n]
hello experts...
i'm trying to connect to an fms2 server using as3 like this...

  connection = new NetConnection();
  connection.addEventListener(NetStatusEvent.NET_STATUS,
netStatusHandler);
  connection.addEventListener(SecurityErrorEvent.SECURITY_ERROR,
securityErrorHandler);

  connection.connect(rtmp://localhost/myApp/_definst_);

however, i keep getting a connection error stating that there's a problem
with object encoding...is there an upgrade for fms2 i should know about?

thanks

p
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Re: [Flashcoders] fms application class

2007-08-08 Thread [p e r c e p t i c o n]
hi Andy,
the server logs indicate that the method isn't defined...

however if i define it using Client.helloServer = function()

it seems to work, but my concern is that this isn't really remote...i want
the client to call the application's method

thanks


p

On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote:

 Your syntax looks fine.  What do you mean by it isn't recognized as a
 method?

   -Andy

 On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
  Hi folks,
 
  i know htis isn't the fms list, but can anyone tell how to define a
 method
  in the asc file... for example
 
  i tried to define a method like this
 
  application.helloServer = function()
  {
  trace(hello from server);
  }
 
  but it isn't recognized as a method...
 
  i'm trying to not have to define it on the client side as a member of
 the
  NetConnection object...
 
 
  thanks
 
  p
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Re: [Flashcoders] Preloading problem

2007-08-08 Thread Omar Fouad
Well i thought about it. I just don't like the idea of having to load an
external swf when i have the starting one empty.. But well i'll see what
would be better.

Thanks for your help everybody.

On 8/8/07, Alan MacDougall [EMAIL PROTECTED] wrote:

 Omar Fouad wrote:
  is there a way attach a library item from a loaded swf. I think this
 would
  be the best solution...
 
 
 This suggestion hits close to the correct answer. Really, if your
 library is so big that it's killing your app's startup time, your wisest
 option is to load the items on demand using MovieClip.loadMovie,
 MovieClipLoader, or some more elaborate strategy built on top of them.

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-- 
Omar M. Fouad - Digital Emotions
http://www.omarfouad.net

This e-mail and any attachment is for authorised use by the intended
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RE: [Flashcoders] XML.load() not asynchronous?

2007-08-08 Thread Mendelsohn, Michael
Thanks for the reply, Ian.  I did change the order, but everything still
stops.  I tried to observe the flow with a timeout, and what it does is
trace Start A and Start B really quickly, then everything delays,
then when the xml is loaded, the movie works again, and the other
trace statement starts to happen.  Shouldn't the interval be firing even
while the XML is in the loading process?

function timeTest():Void {
trace(Math.random());
}
function setDefaultPanels(documentType:String,
documentLanguage:String):Void {
_root.attachMovie(loading, loading, 10);
xmlData = new XML();
xmlData.onLoad = function(success:Boolean):Void  {
// do stuff
_root.loadingGraphic.removeMovieClip();
};
trace(start A);
xmlData.load(stuff.xml));
trace(start B);
setInterval(_root.ui, timeTest, 10);
}
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[Flashcoders] passing a cookie to a .NET web service

2007-08-08 Thread Corban Baxter
Is there a way for us to pass a cookie in flash to a .NET web service that
has enable session turned on? Anyone ever tried this?

-- 
Corban Baxter
http://www.projectx4.com
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[Flashcoders] Synchronized game timing

2007-08-08 Thread Mick G
I'm after a little theory here from people who have created multi-player
games before.

I have a java socket-server in place and all the functionality of the game
working fine. I just need a way to synchronize the game (as best as I can).

What I'm trying to do is restart a new game every 3 minutes.  I have a way
to get the server-time from the java socket server as a way of getting a
constant time, but there is an inconsistency in when this time is received
(sometimes it takes half a second or even a second from when it leaves the
server to when it hits the client. This causes a difference at times of up
to 2 seconds for different users.

Any suggestions on how to handle this?
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RE: [Flashcoders] 3StudioMax to Flash CS3

2007-08-08 Thread Ashwan Wadhwa
This looks interesting, though I don't need an actual 3D renderer to view the 
objects. I was unclear in my previous mail, all the 400+ objects are in the 
same scene(!). And this scene is to be viewed from 3-4 different viewpoints. 
Also, again something I missed in my previous post, the objects need to come in 
as vectors! So one scene - many camera view points to look at these 3D object 
(like 400 proteins structures) - which get rendered out as vector line art - 
and the naming convention from 3D Max follows too - bring into flash - convert 
them into 400+ unique movieclips so I can interact with them - rollovers - 
other fun stuff.

I am going to check out this script and see if I can modify it to output as an 
eps/ai file with each object named or in a different layer and a unique name. 
Then run a jsfl script or something(!) and convert each of these vector objects 
into movie clips with unique names and attach a 4-5 different class files 
depending on their name (molA001-molA100 to have classA, molB001-molB201 to 
have classB etc)

Tall order.

Thanks for your responses.

A.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Grden
Sent: Tuesday, August 07, 2007 5:41 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] 3StudioMax to Flash CS3

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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--
[  JPG  ]
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[Flashcoders] Flash 9 and IE Stack Overflow

2007-08-08 Thread Jeff Harrington
I'm writing a custom video player and it's really simple but after a few
minutes of use (and a bunch of video seeks (I'm using FMS)) I start
getting that little IE Stack Overlow 0 alert.  This is without the Flash
Script is running slowly alert... 

I've seen a few blogs saying this is a problem and update your Flash
player or use IE, but now I'm starting to think this is a real bug with
IE/Flash?  Is this fixable?  I'm going through and optimizing as much as
I can but I'm using the On2 VP6 codec and it's a little CPU intensive... 

Jeff
http://jeffharrington.org

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RE: [Flashcoders] Dynamically setting properties...

2007-08-08 Thread Karim
Already added the trace, all props in my obj are fine and match up with the
getter/setters in the class. 

FYI: I am adding these properties to instances of classes ( that extend
movieclip, project is AS2)..


Karim


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JOR
Sent: 08 August 2007 18:22
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Dynamically setting properties...

What is the error you're getting?

Maybe add a trace statement in there to see where it's breaking.  You 
could be trying to set a property that exists only in obj but not in 
a_sprite.

for ( var i in obj ) {
   trace (i +  =  + obj[i]);  
   a_sprite[i] = obj[i];
}

-- James


James O'Reilly  —  Consultant
Adobe Certified Flash Expert
http://www.jamesor.com
Design • Code • Train



Karim Beyrouti wrote:
 Hi List,
 
 
 I am trying to add values to properties a classes, the classes properties
 are defined like this:
 
   function get isActive():Boolean{ return _isActive; }
   function set isActive( val:Boolean):Void{ _isActive= val; }
 
  so instead of douing this to add values to the class:
 
   if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive
 
 I am trying to do something like this ( as I have quite a lot of
properties
 / different classes ):
 
   for ( var i in obj ) {
   
   a_sprite[i] = obj[i]
   
   }
 
 But no joy... and well... has anyone been there with this one.?...
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Version: 7.5.476 / Virus Database: 269.11.8/941 - Release Date: 07/08/2007
16:06
 

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Re: [Flashcoders] fms application class

2007-08-08 Thread Andy Herrman
The only way for a client to call a method is for that method to exist
on the Client's object.  That's just the way the Flash RPC stuff
works.  You can either add it to the Client prototype (which I don't
like) or add it to the client object after they connect (my preferred
way).

For instance:

application.onConnect = function(oClient, oParams) {
  this.acceptConnection(oClient);
  oClient.helloServer = function() {
trace(Hello Server);
  };
}

Or, you can get fancy and do some delegate-style work so that your
actual function is defined on application (or some other object):

application.helloServer = function() {
  trace(Hello Server);
}

application.onConnect = function(oClient, oParams) {
  this.acceptConnection(oClient);
  oClient.oScope = this;
  oClient.helloServer = function() {
this.oScope.helloServer.apply(this.oScope, arguments); };
}

The reason you're getting an error about the function not existing is
that it doesn't.  When the client makes a call the server looks for a
function of the given name on the client's object.  If it doesn't
exist you get an error.

I hope that helps!

  -Andy

On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
 hi Andy,
 the server logs indicate that the method isn't defined...

 however if i define it using Client.helloServer = function()

 it seems to work, but my concern is that this isn't really remote...i want
 the client to call the application's method

 thanks


 p

 On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote:
 
  Your syntax looks fine.  What do you mean by it isn't recognized as a
  method?
 
-Andy
 
  On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
   Hi folks,
  
   i know htis isn't the fms list, but can anyone tell how to define a
  method
   in the asc file... for example
  
   i tried to define a method like this
  
   application.helloServer = function()
   {
   trace(hello from server);
   }
  
   but it isn't recognized as a method...
  
   i'm trying to not have to define it on the client side as a member of
  the
   NetConnection object...
  
  
   thanks
  
   p
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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
Are you trying to do a real-time game? Because I've
been playing around with real-time games with Flash
and Java myself in the last month or so, and so far,
my conclusion is that it's not workable.

The big reason being that Flash can't handle UDP
packets. TCP/IP is just way too slow to deal with
real-time updates, even if you do have a ton of
bandwidth, because of how many packets get dropped,
and TCP/IP's guarantee that packets arrive in order.
UDP is connectionless, and has no control of when, or
if the packet arrives, meaning less overhead, and less
latency.

There are 3rd party projectors that have UDP
functionality, but then you have to worry about
firewalls.

To get past the firewalls, you can use UDP hole
punching, but that requires a level of control over
the packet that none of the projector apps offer, so
basically, if you want to do anything real-time, do it
in C++, or Java.

--- Mick G [EMAIL PROTECTED] wrote:

 I'm after a little theory here from people who have
 created multi-player
 games before.
 
 I have a java socket-server in place and all the
 functionality of the game
 working fine. I just need a way to synchronize the
 game (as best as I can).
 
 What I'm trying to do is restart a new game every 3
 minutes.  I have a way
 to get the server-time from the java socket server
 as a way of getting a
 constant time, but there is an inconsistency in when
 this time is received
 (sometimes it takes half a second or even a second
 from when it leaves the
 server to when it hits the client. This causes a
 difference at times of up
 to 2 seconds for different users.
 
 Any suggestions on how to handle this?
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[Flashcoders] Fuse is adding up instead of tweening the difference

2007-08-08 Thread Marcelo de Moraes Serpa
Hey guys, I'm having a really weird issue here. If someone could help me, I
would be really grateful.

I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria.

I've a MovieClip which gets stretched up and then after some seconds, needs
to get to its original size.

If I put the actual values of the width and height in the sequence (ex:
width:100,height:100) or typecast the variable to Number (which makes no
sense since it **is** already a Number) Fuse tweens the MovieClip from the
actual width,height to 100,100. However, if I use a variable, Fuse seems to
add to the current width,height, making the MovieClip even bigger instead of
tweening it to its original size.

These values are retrieved from a XML file using PixLib's ConfigLoader
class.

Here's the code:

initWidth:Number = this._initialWidth;
initHeight:Number = this._initialHeight;

var f:Fuse = new Fuse(
{
target:this.view,
start_width:this.view._width,
start_height:this.view._height,
width:initWidth, //If I put a number here, it works
height:initHeight, //If I put a number here, it works
x:this._initialGrid_x,
y:this._initialGrid_y,
ease: easeOutBack
});

f.start();
(...)

**However**, if I typecast the initWidth and initHeight like this:

var f:Fuse = new Fuse(
{
target:this.view,
start_width:this.view._width,
start_height:this.view._height,
width:Number(initWidth),  //or put the actual value, such as 100
height:Number(initHeight), //or put the actual value, such as 100
x:this._initialGrid_x,
y:this._initialGrid_y,
ease: easeOutBack
});

f.start();
(...)


...It works as expected (it tweens-down to 100, not adds-up to the current
width,height). However, I have no idea why... could someone enlighten me on
it ?

Thanks in advance,

Marcelo.
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Re: [Flashcoders] XML.load() not asynchronous?

2007-08-08 Thread Mark Hawley
The wait you're seeing isn't the XML file loading, it's Flash parsing the
XML. I'm guessing it's pretty large.

You see Start A.
You begin the XML load.
You see Start B.
The XML finishes loading.
Flash starts parsing the XML into an XML object.
...this takes a while, and Flash is so busy it can't fire off
setIntervals...
Eventually Flash gets the onLoad from the XML.

You can make your own custom XML parser that breaks things up over a few
frames as needed. There's code for it floating around on the net.

On 8/8/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote:

 Thanks for the reply, Ian.  I did change the order, but everything still
 stops.  I tried to observe the flow with a timeout, and what it does is
 trace Start A and Start B really quickly, then everything delays,
 then when the xml is loaded, the movie works again, and the other
 trace statement starts to happen.  Shouldn't the interval be firing even
 while the XML is in the loading process?

 function timeTest():Void {
 trace(Math.random());
 }
 function setDefaultPanels(documentType:String,
 documentLanguage:String):Void {
 _root.attachMovie(loading, loading, 10);
 xmlData = new XML();
 xmlData.onLoad = function(success:Boolean):Void  {
 // do stuff
 _root.loadingGraphic.removeMovieClip();
 };
 trace(start A);
 xmlData.load(stuff.xml));
 trace(start B);
 setInterval(_root.ui, timeTest, 10);
 }
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Re: [Flashcoders] Fuse is adding up instead of tweening the difference

2007-08-08 Thread R�kos Attila

Number values mean absolute positions and string values mean relative
positions. This is a documented feature :)

 Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Marcelo de Moraes Serpa [EMAIL PROTECTED]
To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Date:Wednesday, August 8, 2007, 11:13:34 PM
Subject: [Flashcoders] Fuse is adding up instead of tweening the difference
--===--
Hey guys, I'm having a really weird issue here. If someone could help me, I
would be really grateful.

I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria.

I've a MovieClip which gets stretched up and then after some seconds, needs
to get to its original size.

If I put the actual values of the width and height in the sequence (ex:
width:100,height:100) or typecast the variable to Number (which makes no
sense since it **is** already a Number) Fuse tweens the MovieClip from the
actual width,height to 100,100. However, if I use a variable, Fuse seems to
add to the current width,height, making the MovieClip even bigger instead of
tweening it to its original size.

These values are retrieved from a XML file using PixLib's ConfigLoader
class.

Here's the code:

initWidth:Number = this._initialWidth;
initHeight:Number = this._initialHeight;

var f:Fuse = new Fuse(
{
target:this.view,
start_width:this.view._width,
start_height:this.view._height,
width:initWidth, //If I put a number here, it works
height:initHeight, //If I put a number here, it works
x:this._initialGrid_x,
y:this._initialGrid_y,
ease: easeOutBack
});

f.start();
(...)

**However**, if I typecast the initWidth and initHeight like this:

var f:Fuse = new Fuse(
{
target:this.view,
start_width:this.view._width,
start_height:this.view._height,
width:Number(initWidth),  //or put the actual value, such as 100
height:Number(initHeight), //or put the actual value, such as 100
x:this._initialGrid_x,
y:this._initialGrid_y,
ease: easeOutBack
});

f.start();
(...)


...It works as expected (it tweens-down to 100, not adds-up to the current
width,height). However, I have no idea why... could someone enlighten me on
it ?

Thanks in advance,

Marcelo.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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[Flashcoders] AS3 Sound Looping Problem

2007-08-08 Thread Eric Lee
Howdy Coders,

 

I'm in desparate need of some AS3 help. I'm loading a swf with sound
embedded in the timeline into another file thusly:

var urlRequest:URLRequest = new URLRequest(animatio
ns/ANIM_Test4.swf); 
var animLoader:Loader = new Loader();
animLoader.load(urlR equest);
addChild(animeLoader); 

When i do a removeChild(animLoader), the animation disappears, but the
sound says and loops endlessly. how can I clear out that sound?

 

Thanks!

-Eric

 

[EMAIL PROTECTED]

 

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RE: [Flashcoders] AS3 Sound Looping Problem

2007-08-08 Thread Patrick Matte|BLITZ
I think there's an unload method on Loader, try that.

Or else, create a SoundChannel for your sound instead of putting it on the 
timeline and stop it when you remove the loader.

BLITZ | Patrick Matte - 310-551-0200 x214

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Lee
Sent: Wednesday, August 08, 2007 3:17 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] AS3 Sound Looping Problem

Howdy Coders,



I'm in desparate need of some AS3 help. I'm loading a swf with sound
embedded in the timeline into another file thusly:

var urlRequest:URLRequest = new URLRequest(animatio
ns/ANIM_Test4.swf);
var animLoader:Loader = new Loader();
animLoader.load(urlR equest);
addChild(animeLoader);

When i do a removeChild(animLoader), the animation disappears, but the
sound says and loops endlessly. how can I clear out that sound?



Thanks!

-Eric



[EMAIL PROTECTED]



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

2007-08-08 Thread Karina Steffens
It's really easy to fix - have a look at this article on my blog:
http://blog.neo-archaic.net/2006/08/02/nocache-for-javascript-and-flash.htm

Karina 

 -Original Message-
 From: Niels Endlich [mailto:[EMAIL PROTECTED] 
 Sent: 06 August 2007 15:18
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Prevent flash from caching the loaded assets
 
 We are making a game in which people have to quess what's on 
 a photo while viewing it through a little moveable hole. The 
 images will be loaded from the server. The problem is 
 caching. To cheat is easy...
 watch the cached files. Is there a way to prevent flash from 
 caching the loaded assets or does anyone has an other solution?
 
  
 
 Thanks,
 
  
 
 Niels
 
  
 
  
 
  
 
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RE: [Flashcoders] AS3 Sound Looping Problem

2007-08-08 Thread Eric Lee
Unload doesn't work either.

I have a sample of this problem up here:
http://www.stillwantmore.com/temp/sound_problem.zip

Open up elee_test.fla and you'll see what's going on. Even after the
clip is removed, the sound plays, and will continue looping if you leave
it open.

I'm trying the sound channel method, problem being that I have a whole
lot of these animations that are being loaded into a shell, so not
having to change all of them would be preferable



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Matte|BLITZ
Sent: Wednesday, August 08, 2007 3:30 PM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] AS3 Sound Looping Problem

I think there's an unload method on Loader, try that.

Or else, create a SoundChannel for your sound instead of putting it on
the timeline and stop it when you remove the loader.

BLITZ | Patrick Matte - 310-551-0200 x214

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Lee
Sent: Wednesday, August 08, 2007 3:17 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] AS3 Sound Looping Problem

Howdy Coders,



I'm in desparate need of some AS3 help. I'm loading a swf with sound
embedded in the timeline into another file thusly:

var urlRequest:URLRequest = new URLRequest(animatio
ns/ANIM_Test4.swf);
var animLoader:Loader = new Loader();
animLoader.load(urlR equest);
addChild(animeLoader);

When i do a removeChild(animLoader), the animation disappears, but the
sound says and loops endlessly. how can I clear out that sound?



Thanks!

-Eric



[EMAIL PROTECTED]



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Re: [Flashcoders] AS3 Sound Looping Problem

2007-08-08 Thread R�kos Attila

I also met this problem recently and stopping the loaded movie's
timeline before calling removeChild() has solved it. I also tried
unload(), but without success.

  Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Eric Lee [EMAIL PROTECTED]
To:  flashcoders@chattyfig.figleaf.com flashcoders@chattyfig.figleaf.com
Date:Thursday, August 9, 2007, 12:17:23 AM
Subject: [Flashcoders] AS3 Sound Looping Problem
--===--
Howdy Coders,

 

I'm in desparate need of some AS3 help. I'm loading a swf with sound
embedded in the timeline into another file thusly:

var urlRequest:URLRequest = new URLRequest(animatio
ns/ANIM_Test4.swf); 
var animLoader:Loader = new Loader();
animLoader.load(urlR equest);
addChild(animeLoader); 

When i do a removeChild(animLoader), the animation disappears, but the
sound says and loops endlessly. how can I clear out that sound?

 

Thanks!

-Eric

 

[EMAIL PROTECTED]

 

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Re: [Flashcoders] fms application class

2007-08-08 Thread [p e r c e p t i c o n]
hey Andy,
thanks, yes this helps alot...i was confused about the client having the
definition and conceptually i still don't get what's remote about it...the
clientObj is an instance of the connection right? and that's instantiated
on the client-side right?...anyway as long as it works i'm not going to
quibble too much :)

p



On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote:

 The only way for a client to call a method is for that method to exist
 on the Client's object.  That's just the way the Flash RPC stuff
 works.  You can either add it to the Client prototype (which I don't
 like) or add it to the client object after they connect (my preferred
 way).

 For instance:

 application.onConnect = function(oClient, oParams) {
   this.acceptConnection(oClient);
   oClient.helloServer = function() {
 trace(Hello Server);
   };
 }

 Or, you can get fancy and do some delegate-style work so that your
 actual function is defined on application (or some other object):

 application.helloServer = function() {
   trace(Hello Server);
 }

 application.onConnect = function(oClient, oParams) {
   this.acceptConnection(oClient);
   oClient.oScope = this;
   oClient.helloServer = function() {
 this.oScope.helloServer.apply(this.oScope, arguments); };
 }

 The reason you're getting an error about the function not existing is
 that it doesn't.  When the client makes a call the server looks for a
 function of the given name on the client's object.  If it doesn't
 exist you get an error.

 I hope that helps!

   -Andy

 On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
  hi Andy,
  the server logs indicate that the method isn't defined...
 
  however if i define it using Client.helloServer = function()
 
  it seems to work, but my concern is that this isn't really remote...i
 want
  the client to call the application's method
 
  thanks
 
 
  p
 
  On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote:
  
   Your syntax looks fine.  What do you mean by it isn't recognized as a
   method?
  
 -Andy
  
   On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote:
Hi folks,
   
i know htis isn't the fms list, but can anyone tell how to define a
   method
in the asc file... for example
   
i tried to define a method like this
   
application.helloServer = function()
{
trace(hello from server);
}
   
but it isn't recognized as a method...
   
i'm trying to not have to define it on the client side as a member
 of
   the
NetConnection object...
   
   
thanks
   
p
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[Flashcoders] Re: Fuse is adding up instead of tweening the difference

2007-08-08 Thread Marcelo de Moraes Serpa
Oh.. then it must be it... thanks for the tip

On 8/8/07, Marcelo de Moraes Serpa [EMAIL PROTECTED] wrote:

 Hey guys, I'm having a really weird issue here. If someone could help me,
 I would be really grateful.

 I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria.

 I've a MovieClip which gets stretched up and then after some seconds,
 needs to get to its original size.

 If I put the actual values of the width and height in the sequence (ex:
 width:100,height:100) or typecast the variable to Number (which makes no
 sense since it **is** already a Number) Fuse tweens the MovieClip from the
 actual width,height to 100,100. However, if I use a variable, Fuse seems to
 add to the current width,height, making the MovieClip even bigger instead of
 tweening it to its original size.

 These values are retrieved from a XML file using PixLib's ConfigLoader
 class.

 Here's the code:

 initWidth:Number = this._initialWidth;
 initHeight:Number = this._initialHeight;

 var f:Fuse = new Fuse(
 {
 target:this.view,
 start_width:this.view._width,
 start_height:this.view._height,
 width:initWidth, //If I put a number here, it works
 height:initHeight, //If I put a number here, it works
 x:this._initialGrid_x,
 y:this._initialGrid_y,
 ease: easeOutBack
 });

 f.start();
 (...)

 **However**, if I typecast the initWidth and initHeight like this:

 var f:Fuse = new Fuse(
 {
 target:this.view,
 start_width:this.view._width,
 start_height:this.view._height,
 width:Number(initWidth),  //or put the actual value, such as 100
 height:Number(initHeight), //or put the actual value, such as 100
 x:this._initialGrid_x,
 y:this._initialGrid_y,
 ease: easeOutBack
 });

 f.start();
 (...)


 ...It works as expected (it tweens-down to 100, not adds-up to the
 current width,height). However, I have no idea why... could someone
 enlighten me on it ?

 Thanks in advance,

 Marcelo.
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[Flashcoders] Dang IE...

2007-08-08 Thread Dave Mennenoh
Anyone seen this? In IE I am getting this error: Line: 1, Char: 86, Object 
doesn't support this property or method, Code:0


Page validates with the W3 school's validator service. Works without error 
in FF. Works fine in IE, but generates this error that I cannot figure out, 
and my client is not liking it...


The URL: http://65.211.160.184

Still in testing...but almost ready to launch...



Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ 


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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Mick G
It doesn't have to be constant perfect timing.

Basically it more of a casual multi-user scribble-pad. I only need
synchronization to automatically clear the canvas every 5 minutes. That's
the only thing that needs to be in sync and it can have a second inaccuracy
but not much more.

It's working OK now when I get the server time and just make it do the
canvas clear on exactly every 3rd minute, there's just about a 2-3 second
difference and I'm hoping to get that a little more accurate somehow.


On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote:

 Are you trying to do a real-time game? Because I've
 been playing around with real-time games with Flash
 and Java myself in the last month or so, and so far,
 my conclusion is that it's not workable.

 The big reason being that Flash can't handle UDP
 packets. TCP/IP is just way too slow to deal with
 real-time updates, even if you do have a ton of
 bandwidth, because of how many packets get dropped,
 and TCP/IP's guarantee that packets arrive in order.
 UDP is connectionless, and has no control of when, or
 if the packet arrives, meaning less overhead, and less
 latency.

 There are 3rd party projectors that have UDP
 functionality, but then you have to worry about
 firewalls.

 To get past the firewalls, you can use UDP hole
 punching, but that requires a level of control over
 the packet that none of the projector apps offer, so
 basically, if you want to do anything real-time, do it
 in C++, or Java.

 --- Mick G [EMAIL PROTECTED] wrote:

  I'm after a little theory here from people who have
  created multi-player
  games before.
 
  I have a java socket-server in place and all the
  functionality of the game
  working fine. I just need a way to synchronize the
  game (as best as I can).
 
  What I'm trying to do is restart a new game every 3
  minutes.  I have a way
  to get the server-time from the java socket server
  as a way of getting a
  constant time, but there is an inconsistency in when
  this time is received
  (sometimes it takes half a second or even a second
  from when it leaves the
  server to when it hits the client. This causes a
  difference at times of up
  to 2 seconds for different users.
 
  Any suggestions on how to handle this?
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Re: [Flashcoders] Prevent flash from caching the loaded assets

2007-08-08 Thread Troy Rollins


On Aug 8, 2007, at 6:41 PM, Karina Steffens wrote:


It's really easy to fix - have a look at this article on my blog:
http://blog.neo-archaic.net/2006/08/02/nocache-for-javascript-and- 
flash.htm


As I mentioned earlier in the thread, and Muzak just mentioned also,  
calling that technique NoCache is not at all accurate, and it in no  
way prevents the browser from caching content. It only prevents the  
browser from handing that content to Flash the next time Flash  
requests it. The cache can still be reviewed outside of Flash, which  
is what the OP was trying to prevent.


--
Troy
RPSystems, Ltd.
http://www.rpsystems.net


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

2007-08-08 Thread Steven Sacks
A solution is to convert the image into a textfile which is then used to 
draw the image on the screen using bitmap drawing tools.


This, of course, is easily hacked by anybody with a copy of Flash 
because they can read your textfile and draw the bitmap themselves.


The next step is to encrypt that textfile.  Problem is, you have to put 
your decryption code inside of Flash, which is, of course, easily hacked 
by anybody with a free copy of SoThink.


You cannot make secure games in Flash unless all logic is on the server 
and Flash becomes a dumb interface.  This isn't going to be possible 
with your game because you're using a mask to reveal an image.  You're 
also trying to control the browser and the OS file system from inside a 
plug-in running in that browser.  Give up on that idea.


Basically, you're trying to secure an open file format (swf).  You 
cannot do this.  Any swf files you put on any public server can be 
downloaded and decompiled by anyone.  Flash source code is never safe.


If you don't like that Flash isn't secure and is an open-format, then I 
suggest you write a letter to Adobe, ATTN: Circular File.


In other words, forget it.  Flash is not secure because it is open and 
that's how it is.  If you want to do something like this, you will have 
to use a lower-level technology, but I'm doubtful a Java plug-in will 
support what you're trying to do, either.


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Re: [Flashcoders] AS3 Sound Looping Problem

2007-08-08 Thread Muzak
import flash.media.*;
SoundMixer.stopAll();

regards,
Muzak

- Original Message - 
From: Eric Lee [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 09, 2007 12:37 AM
Subject: RE: [Flashcoders] AS3 Sound Looping Problem


Unload doesn't work either.

I have a sample of this problem up here:
http://www.stillwantmore.com/temp/sound_problem.zip

Open up elee_test.fla and you'll see what's going on. Even after the
clip is removed, the sound plays, and will continue looping if you leave
it open.

I'm trying the sound channel method, problem being that I have a whole
lot of these animations that are being loaded into a shell, so not
having to change all of them would be preferable




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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
So I'm assuming you want synchronization because if
it's off, then more or less of the users scribbles
could be erased when the screen clears, so different
people would wind up seeing different things.

Each message from the client to the server could have
a unique ID(something incrementing so you know which
message comes before which), and when the server fires
the clear screen event, it could also tell the client
which two IDs the clear event occurred between.

This would require the client to keep a buffer of
positions so that it could reconstruct what the user
had drawn after the screen clear, but that shouldn't
be too memory-intensive.

--- Mick G [EMAIL PROTECTED] wrote:

 It doesn't have to be constant perfect timing.
 
 Basically it more of a casual multi-user
 scribble-pad. I only need
 synchronization to automatically clear the canvas
 every 5 minutes. That's
 the only thing that needs to be in sync and it can
 have a second inaccuracy
 but not much more.
 
 It's working OK now when I get the server time and
 just make it do the
 canvas clear on exactly every 3rd minute, there's
 just about a 2-3 second
 difference and I'm hoping to get that a little more
 accurate somehow.
 
 
 On 8/8/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
 
  Are you trying to do a real-time game? Because
 I've
  been playing around with real-time games with
 Flash
  and Java myself in the last month or so, and so
 far,
  my conclusion is that it's not workable.
 
  The big reason being that Flash can't handle UDP
  packets. TCP/IP is just way too slow to deal with
  real-time updates, even if you do have a ton of
  bandwidth, because of how many packets get
 dropped,
  and TCP/IP's guarantee that packets arrive in
 order.
  UDP is connectionless, and has no control of when,
 or
  if the packet arrives, meaning less overhead, and
 less
  latency.
 
  There are 3rd party projectors that have UDP
  functionality, but then you have to worry about
  firewalls.
 
  To get past the firewalls, you can use UDP hole
  punching, but that requires a level of control
 over
  the packet that none of the projector apps offer,
 so
  basically, if you want to do anything real-time,
 do it
  in C++, or Java.
 
  --- Mick G [EMAIL PROTECTED] wrote:
 
   I'm after a little theory here from people who
 have
   created multi-player
   games before.
  
   I have a java socket-server in place and all the
   functionality of the game
   working fine. I just need a way to synchronize
 the
   game (as best as I can).
  
   What I'm trying to do is restart a new game
 every 3
   minutes.  I have a way
   to get the server-time from the java socket
 server
   as a way of getting a
   constant time, but there is an inconsistency in
 when
   this time is received
   (sometimes it takes half a second or even a
 second
   from when it leaves the
   server to when it hits the client. This causes a
   difference at times of up
   to 2 seconds for different users.
  
   Any suggestions on how to handle this?
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 the
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[Flashcoders] Flash Developer Forums

2007-08-08 Thread Paul Chang

Hello,

I realize that this list is for discussing code, so I'll make this  
brief.


My San Francisco based company is looking to hire an in-house Flash  
developer and I would appreciate any pointers to lists or url's that  
might help me find high quality people.


Anyone on this list who wants to inquire further should email me  
directly rather than responding to this list ([EMAIL PROTECTED]).


Regards,
Paul
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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread David Rorex
Just have the server send the clear message at the same time to all clients.
Assuming it sends all the messages in the same order to everyone, then there
will be no problem. Don't even put any kind of timer on the client side,
have the server time it.

eg:

A = client A
B = client B
S = server

A-S (drawing #1)
S-A (drawing #1)
S-B (drawing #1)
B-S (drawing #2)
S-A (drawing #2)
S-B (drawing #2)
S-A (clear screen now)
S-B (clear screen now)
A-S (drawing #3)
S-A (drawing #3)
S-B (drawing #3)

Then you don't have to worry about timing, as long as the messages get sent
in the same order.

On 8/8/07, Mick G [EMAIL PROTECTED] wrote:

 It doesn't have to be constant perfect timing.

 Basically it more of a casual multi-user scribble-pad. I only need
 synchronization to automatically clear the canvas every 5 minutes. That's
 the only thing that needs to be in sync and it can have a second
 inaccuracy
 but not much more.

 It's working OK now when I get the server time and just make it do the
 canvas clear on exactly every 3rd minute, there's just about a 2-3 second
 difference and I'm hoping to get that a little more accurate somehow.


 On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote:
 
  Are you trying to do a real-time game? Because I've
  been playing around with real-time games with Flash
  and Java myself in the last month or so, and so far,
  my conclusion is that it's not workable.
 
  The big reason being that Flash can't handle UDP
  packets. TCP/IP is just way too slow to deal with
  real-time updates, even if you do have a ton of
  bandwidth, because of how many packets get dropped,
  and TCP/IP's guarantee that packets arrive in order.
  UDP is connectionless, and has no control of when, or
  if the packet arrives, meaning less overhead, and less
  latency.
 
  There are 3rd party projectors that have UDP
  functionality, but then you have to worry about
  firewalls.
 
  To get past the firewalls, you can use UDP hole
  punching, but that requires a level of control over
  the packet that none of the projector apps offer, so
  basically, if you want to do anything real-time, do it
  in C++, or Java.
 
  --- Mick G [EMAIL PROTECTED] wrote:
 
   I'm after a little theory here from people who have
   created multi-player
   games before.
  
   I have a java socket-server in place and all the
   functionality of the game
   working fine. I just need a way to synchronize the
   game (as best as I can).
  
   What I'm trying to do is restart a new game every 3
   minutes.  I have a way
   to get the server-time from the java socket server
   as a way of getting a
   constant time, but there is an inconsistency in when
   this time is received
   (sometimes it takes half a second or even a second
   from when it leaves the
   server to when it hits the client. This causes a
   difference at times of up
   to 2 seconds for different users.
  
   Any suggestions on how to handle this?
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Re: [Flashcoders] Fuse is adding up instead of tweening the difference

2007-08-08 Thread Marcelo de Moraes Serpa
Hi Rákos,

Typecasting to Number() did the trick (i.e: Number(initHeight)). I'm
intrigued however.

Let me explain: The value comes untyped from a XML file (loaded through
pixlib's ConfigLoader). Once it is in the player (untyped Object), I assign
it to a variable of type number. Then I pass it to a method that then does
the following:

var initWidth:Number = initialWidth;
var initHeight:Number = initialHeight;

I thought that this would be enought to typecast my XML retrieved untyped
value to number but it seems that, even though I'm typing the variables to
be a Number (var:Number), Flash Players doesn't typecast the values to
Number. It only does so if I explicity call the typecast function Number()
passing the variable as an argument. Is this expected behaviour for
ActionScript 2 ?

Thanks again,

Marcelo.

On 8/8/07, Rákos Attila [EMAIL PROTECTED] wrote:


 Number values mean absolute positions and string values mean relative
 positions. This is a documented feature :)

 Attila


 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 From:Marcelo de Moraes Serpa [EMAIL PROTECTED]
 To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Date:Wednesday, August 8, 2007, 11:13:34 PM
 Subject: [Flashcoders] Fuse is adding up instead of tweening the
 difference

 --===--
 Hey guys, I'm having a really weird issue here. If someone could help me,
 I
 would be really grateful.

 I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria.

 I've a MovieClip which gets stretched up and then after some seconds,
 needs
 to get to its original size.

 If I put the actual values of the width and height in the sequence (ex:
 width:100,height:100) or typecast the variable to Number (which makes no
 sense since it **is** already a Number) Fuse tweens the MovieClip from the
 actual width,height to 100,100. However, if I use a variable, Fuse seems
 to
 add to the current width,height, making the MovieClip even bigger instead
 of
 tweening it to its original size.

 These values are retrieved from a XML file using PixLib's ConfigLoader
 class.

 Here's the code:

 initWidth:Number = this._initialWidth;
 initHeight:Number = this._initialHeight;

 var f:Fuse = new Fuse(
 {
 target:this.view,
 start_width:this.view._width,
 start_height:this.view._height,
 width:initWidth, //If I put a number here, it works
 height:initHeight, //If I put a number here, it works
 x:this._initialGrid_x,
 y:this._initialGrid_y,
 ease: easeOutBack
 });

 f.start();
 (...)

 **However**, if I typecast the initWidth and initHeight like this:

 var f:Fuse = new Fuse(
 {
 target:this.view,
 start_width:this.view._width,
 start_height:this.view._height,
 width:Number(initWidth),  //or put the actual value, such as 100
 height:Number(initHeight), //or put the actual value, such as 100
 x:this._initialGrid_x,
 y:this._initialGrid_y,
 ease: easeOutBack
 });

 f.start();
 (...)


 ...It works as expected (it tweens-down to 100, not adds-up to the
 current
 width,height). However, I have no idea why... could someone enlighten me
 on
 it ?

 Thanks in advance,

 Marcelo.
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[Flashcoders] AS3/Flex: F8 swf / flv Performance Issues

2007-08-08 Thread Jer Brand
Noob at Flex:  Been toying with converting a project over from Flash 8 to
Flex using FlashDevelop 3 Beta + SDK.

I've noticed that when I embed a Flash 8 swf containing a masked flv, CPU
usage goes through the roof -- bouncing between 75 and 100% as the swf
plays. The equivalent flash 8 layout uses about max 40% on load and drops
back to a (relatively speaking) reasonable 10-20%. If I remove this swf from
the flex layout, processor usage peaks at 60 on load, and drops to 0-8%.

In the previous Flash design, this was the focal point of the layout, so I'm
loath to give it up and use something static. Am I doing something wrong or
is this just a fact of life?

What I'm doing:

The swf was built in flash 8 and contains a FLV file embedded, with a
movieclip over the flv allowing only a portion of the flv to be seen.

The flex uses an embed statement in the main mxml file's script, and assigns
the embedded clip to an image:

[Embed(source=centerMovie.swf)]
[Bindable]
public var centerMovie:Class ;

...

mx:Image id=centerMovieAut0poietic source={centerMovie}
scaleContent=false verticalAlign=top/mx:Image



centerMovie.swf is about 300k (which is a bit obscene, but I can refine once
I get things working).

Anyone have any suggestions?
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Re: [Flashcoders] Prevent flash from caching the loaded assets

2007-08-08 Thread Muzak
With AS3 you can load the image as binary data (Base64 encoded).


import flash.events.*;
import flash.net.*;
import flash.display.Loader;
import flash.utils.ByteArray;
import com.dynamicflash.util.Base64;

var url:String = 
http://www.muzakdeezign.com/flashcoders/binary_image/image.cfm;
var imgLoader:Loader;
var imgReq:URLRequest;
var imgURLLoader:URLLoader;

function imgLoaderCompleteHandler(evt:Event):void {
 trace(Application ::: imgLoaderCompleteHandler);
 var imgData:ByteArray = Base64.decodeToByteArray(evt.currentTarget.data);
 imgLoader = new Loader();
 imgLoader.loadBytes(imgData);
 addChild(imgLoader);
}

imgReq = new URLRequest(url);

imgURLLoader = new URLLoader();
imgURLLoader.addEventListener(Event.COMPLETE, imgLoaderCompleteHandler);
imgURLLoader.load(imgReq);



// see it in action
http://www.muzakdeezign.com/flashcoders/binary_image/load_binary.html


The Coldfusion file contains the following:

cfsetting enablecfoutputonly=yes showdebugoutput=no
cfcontent type=application/x-shockwave-flash /

cfset imgPath = ExpandPath(leaves.jpg) /
cffile action=readBinary file=#imgPath# variable=imgBinary /
cfset img64 = toBase64(imgBinary) /

cfoutput#img64#/cfoutput


Note that I added a cfcontent tag that changes the content type to Flash, so 
when viewing the cfm page directly in your browser, it 
will *try* to display an swf (and fail) ;-)
http://www.muzakdeezign.com/flashcoders/binary_image/image.cfm

I used a Binary64 class to convert the loaded binary data to ByteArray.
http://www.dynamicflash.com/goodies/base64

regards,
Muzak


- Original Message - 
From: Steven Sacks [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 09, 2007 1:56 AM
Subject: Re: [Flashcoders] Prevent flash from caching the loaded assets


A solution is to convert the image into a textfile which is then used to draw 
the image on the screen using bitmap drawing tools.

 This, of course, is easily hacked by anybody with a copy of Flash because 
 they can read your textfile and draw the bitmap 
 themselves.

 The next step is to encrypt that textfile.  Problem is, you have to put your 
 decryption code inside of Flash, which is, of course, 
 easily hacked by anybody with a free copy of SoThink.

 You cannot make secure games in Flash unless all logic is on the server and 
 Flash becomes a dumb interface.  This isn't going to 
 be possible with your game because you're using a mask to reveal an image.  
 You're also trying to control the browser and the OS 
 file system from inside a plug-in running in that browser.  Give up on that 
 idea.

 Basically, you're trying to secure an open file format (swf).  You cannot do 
 this.  Any swf files you put on any public server can 
 be downloaded and decompiled by anyone.  Flash source code is never safe.

 If you don't like that Flash isn't secure and is an open-format, then I 
 suggest you write a letter to Adobe, ATTN: Circular File.

 In other words, forget it.  Flash is not secure because it is open and that's 
 how it is.  If you want to do something like this, 
 you will have to use a lower-level technology, but I'm doubtful a Java 
 plug-in will support what you're trying to do, either.



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