Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread Jason Van Cleave
I usually would break out the thumbs into their own class with a
MovieClipLoader for each but this may give you the same effect:

function displayThumbs()
{
for (i = 0; i < modelsArray.length; i++)
{
var img_mcl:MovieClipLoader = new MovieClipLoader();
img_mcl.addListener(this);
var path:String = "http://www.bottero.net/2008/images/modelos/s/ref";
+ modelsArray[i] + "s.png";
img_mcl.loadClip(path, thumb_mc.img_mc);
}
}
function onLoadInit(target:MovieClip)
{
main.hideMc(target._parent.loading_mc);

}

On Feb 12, 2008 10:13 PM, Muzak <[EMAIL PROTECTED]> wrote:

> It's a Windows restriction, which can be manually changed in the registry
> (or with some 3rd party tools).
> Mine is set to 20 or something ;-)
>
> - Original Message -
> From: "EECOLOR" <[EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Wednesday, February 13, 2008 12:20 AM
> Subject: Re: [Flashcoders] Multiple moviecliploaders
>
>
> > If I remember well the MovieClip loader can only load 2 images
> > simultaniously. This also might be a browser restriction.
> >
> >
> > Greetz Erik
> >
> >
> > On 2/12/08, Muzak <[EMAIL PROTECTED]> wrote:
> >>
> >> Get rid of the nested function, avoid it at all times (IMO).
> >>
> >>
> >> var img_mcl:MovieClipLoader;
> >>
> >> function onLoadInit(t:MovieClip) {
> >> main.hideMc(t);
> >> }
> >> function loadImage(imagePath, targetMc) {
> >> var container_mc:MovieClip = targetMc.img_mc;
> >> var loading_mc:MovieClip = targetMc.loading_mc;
> >> img_mcl.loadClip(imagePath,container_mc);
> >> }
> >> img_mcl = new MovieClipLoader();
> >> img_mcl.addListener(this);
> >>
>
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Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread Martin Klasson
changing it on its own computer would not be of my taste,
since I am developing for users that has windows installed
at its default settings.

/ m


2008/2/13, Muzak <[EMAIL PROTECTED]>:
>
> It's a Windows restriction, which can be manually changed in the registry
> (or with some 3rd party tools).
> Mine is set to 20 or something ;-)
>
> - Original Message -
> From: "EECOLOR" <[EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Wednesday, February 13, 2008 12:20 AM
> Subject: Re: [Flashcoders] Multiple moviecliploaders
>
>
> > If I remember well the MovieClip loader can only load 2 images
> > simultaniously. This also might be a browser restriction.
> >
> >
> > Greetz Erik
> >
> >
> > On 2/12/08, Muzak <[EMAIL PROTECTED]> wrote:
> >>
> >> Get rid of the nested function, avoid it at all times (IMO).
> >>
> >>
> >> var img_mcl:MovieClipLoader;
> >>
> >> function onLoadInit(t:MovieClip) {
> >> main.hideMc(t);
> >> }
> >> function loadImage(imagePath, targetMc) {
> >> var container_mc:MovieClip = targetMc.img_mc;
> >> var loading_mc:MovieClip = targetMc.loading_mc;
> >> img_mcl.loadClip(imagePath,container_mc);
> >> }
> >> img_mcl = new MovieClipLoader();
> >> img_mcl.addListener(this);
> >>
>
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RE: [Flashcoders] Control speed by how fast mouse moving

2008-02-12 Thread Paul Steven
Thanks Cory

Good point about the setInterval introducing redundant processing.Problem
with placing an invisible movie clip is, the users mouse may not pass over
this movie clip. For example, the movie is 600 pixels wide and 400 pixels
high. If I place a 400 high and say 10 pixels wide movie clip in the center
of the movie, it is still possible for the player to move their mouse left
and right in the area to the left or the area to the right of the hidden
movie clip - hence no speed would be detected. I am therefore not sure how
to overcome this apart from insisting they move the mouse in a specified
area.

Any ideas anyone?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory Petosky
Sent: 12 February 2008 21:52
To: Flash Coders List
Cc: [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Control speed by how fast mouse moving

You'd be better off doing it in an onEnterFrame or a onMouseMove than
in a setInterval call -- code is only executed between frames anyway,
so your way just adds extra processing burden.

Since all these events are only working once per frame, just comparing
x's isn't likely to give you meaningful data -- if a player moves his
mouse rapidly left to right at a rate that's some factor of your
framerate, you could easily get the same (or similar) x value at every
read. Increasing the framerate could help this, but brings other
problems.

Consider placing a small, invisible movieclip on the path you intend
the user to move his mouse, and listen for onRollOver. You can use the
number of RollOver events per second to adjust speed. Just keep in
mind that you won't get any more events than your framerate.

Finally, instead of adjusting speed directly, adjust max speed and
provide a constant acceleration toward the current max speed. For
example, if the user starts out at a rate that correlates to 50 mph,
his current speed should slowly increase at a constant rate over many
seconds until it reaches 50. Similarly, once the user begins to slow
down, the speed should decrease linearly to the maximum speed allowed
by the mouse move rate. This provides a slow acceleration at the
beginning -- which is probably what you want if you're emulating the
old button mashers -- and provides smooth speed changes as the game
progresses, which is definitely good.

On 2/12/08, Paul Steven <[EMAIL PROTECTED]> wrote:
> I am trying to program a game where a character moves faster, the faster
the
> player moved the mouse left and right. A bit like the old Dailey Decathlon
> Game where you had to hit 2 keys on the keyboard on after the other as
fast
> as you can to control the speed of say a character running.
>
> I could do with some advice on how to achieve this.
>
> I have a frame rate of 31 FPS, with a movie width of 600 pixels.
>
> Currently I am calling a function every 10ms to calculate the speed
>
> objShowerGame.updateSpeedInterval = setInterval(updateSpeed, 10);
>
>
> I compare the previous mouse X position with the current one and use this
> difference as the speed.
>
> This isn't really working so I could do with some suggestions.
>
> Thanks
>
> Paul
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>


-- 
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1618 Central Ave NE Suite 130
Minneapolis, MN 55413
Office: 612.216.3924
Mobile: 240.422.9652
Fax: 612.605.9216
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Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread Muzak

It's a Windows restriction, which can be manually changed in the registry (or 
with some 3rd party tools).
Mine is set to 20 or something ;-)

- Original Message - 
From: "EECOLOR" <[EMAIL PROTECTED]>

To: "Flash Coders List" 
Sent: Wednesday, February 13, 2008 12:20 AM
Subject: Re: [Flashcoders] Multiple moviecliploaders



If I remember well the MovieClip loader can only load 2 images
simultaniously. This also might be a browser restriction.


Greetz Erik


On 2/12/08, Muzak <[EMAIL PROTECTED]> wrote:


Get rid of the nested function, avoid it at all times (IMO).


var img_mcl:MovieClipLoader;

function onLoadInit(t:MovieClip) {
main.hideMc(t);
}
function loadImage(imagePath, targetMc) {
var container_mc:MovieClip = targetMc.img_mc;
var loading_mc:MovieClip = targetMc.loading_mc;
img_mcl.loadClip(imagePath,container_mc);
}
img_mcl = new MovieClipLoader();
img_mcl.addListener(this);



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Re: [Flashcoders] Exporting AS2 classes across multiple frames?

2008-02-12 Thread EECOLOR
I might be wrong here, but if I recall correctly you can in fact load all
your classes in frame 2. Make sure none of your MovieClips have the 'export
in first frame' option enabled and place those MovieClips in frame 2.

As for your other non-visual classes, just make sure they are not called
within frame 1. Your preloader script in frame one should run before
everything else has been loaded. If I remember well, this is the technique
used in Flex 1.5 and 2.0.


Greetz Erik


On 2/12/08, Hans Wichman <[EMAIL PROTECTED]> wrote:
>
> Hi,
> you can put classes in an swf and use the swf as a dll.
> It's a hassle but its doable.
>
> You load the swf in a specific frame, the swf only contains classes and
> they
> become available from that frame onwards.
> Again, im not sure if you should do this if the only reason is that you'd
> rather write the preloader in as2 instead of as1.
> It's a great opportunity to hack timelime as1 you know and nowadays those
> chances are slim:))
>
> greetz
> JC
>
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Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread EECOLOR
If I remember well the MovieClip loader can only load 2 images
simultaniously. This also might be a browser restriction.


Greetz Erik


On 2/12/08, Muzak <[EMAIL PROTECTED]> wrote:
>
> Get rid of the nested function, avoid it at all times (IMO).
>
>
> var img_mcl:MovieClipLoader;
>
> function onLoadInit(t:MovieClip) {
> main.hideMc(t);
> }
> function loadImage(imagePath, targetMc) {
> var container_mc:MovieClip = targetMc.img_mc;
> var loading_mc:MovieClip = targetMc.loading_mc;
> img_mcl.loadClip(imagePath,container_mc);
> }
> img_mcl = new MovieClipLoader();
> img_mcl.addListener(this);
>
>
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Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread Muzak

Get rid of the nested function, avoid it at all times (IMO).


var img_mcl:MovieClipLoader;

function onLoadInit(t:MovieClip) {
   main.hideMc(t);
}
function loadImage(imagePath, targetMc) {
var container_mc:MovieClip = targetMc.img_mc;
var loading_mc:MovieClip = targetMc.loading_mc;
img_mcl.loadClip(imagePath,container_mc);
}
img_mcl = new MovieClipLoader();
img_mcl.addListener(this);



- Original Message - 
From: "Marcelo Wolfgang" <[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Tuesday, February 12, 2008 7:18 PM
Subject: [Flashcoders] Multiple moviecliploaders



Hi all,

I'm using the movieClipLoader class to load 6 different images
'simultaneous' but since it's the same object that got called every
time the .onLoadInit on happens for the last call, does anyone has a
clue how I can make this:

function displayThumbs() {
for (i = 0; i < modelsArray.length; i++) {
var path:String = "http://www.bottero.net/2008/images/modelos/s/ref";
+ modelsArray[i] + "s.png";
loadImage(path,thumb_mc);
}
}
function loadImage(imagePath, targetMc) {
var container_mc:MovieClip = targetMc.img_mc;
var loading_mc:MovieClip = targetMc.loading_mc;
mclListener.onLoadInit = function() {
main.hideMc(loading_mc);
};
img_mcl.addListener(mclListener);
img_mcl.loadClip(imagePath,container_mc);
}

var mclListener:Object = new Object();
var img_mcl:MovieClipLoader = new MovieClipLoader();

work for multiple loadings at the same time ?

TIA
Marcelo Wolfgang


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Re: [Flashcoders] Control speed by how fast mouse moving

2008-02-12 Thread Cory Petosky
You'd be better off doing it in an onEnterFrame or a onMouseMove than
in a setInterval call -- code is only executed between frames anyway,
so your way just adds extra processing burden.

Since all these events are only working once per frame, just comparing
x's isn't likely to give you meaningful data -- if a player moves his
mouse rapidly left to right at a rate that's some factor of your
framerate, you could easily get the same (or similar) x value at every
read. Increasing the framerate could help this, but brings other
problems.

Consider placing a small, invisible movieclip on the path you intend
the user to move his mouse, and listen for onRollOver. You can use the
number of RollOver events per second to adjust speed. Just keep in
mind that you won't get any more events than your framerate.

Finally, instead of adjusting speed directly, adjust max speed and
provide a constant acceleration toward the current max speed. For
example, if the user starts out at a rate that correlates to 50 mph,
his current speed should slowly increase at a constant rate over many
seconds until it reaches 50. Similarly, once the user begins to slow
down, the speed should decrease linearly to the maximum speed allowed
by the mouse move rate. This provides a slow acceleration at the
beginning -- which is probably what you want if you're emulating the
old button mashers -- and provides smooth speed changes as the game
progresses, which is definitely good.

On 2/12/08, Paul Steven <[EMAIL PROTECTED]> wrote:
> I am trying to program a game where a character moves faster, the faster the
> player moved the mouse left and right. A bit like the old Dailey Decathlon
> Game where you had to hit 2 keys on the keyboard on after the other as fast
> as you can to control the speed of say a character running.
>
> I could do with some advice on how to achieve this.
>
> I have a frame rate of 31 FPS, with a movie width of 600 pixels.
>
> Currently I am calling a function every 10ms to calculate the speed
>
> objShowerGame.updateSpeedInterval = setInterval(updateSpeed, 10);
>
>
> I compare the previous mouse X position with the current one and use this
> difference as the speed.
>
> This isn't really working so I could do with some suggestions.
>
> Thanks
>
> Paul
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>


-- 
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1618 Central Ave NE Suite 130
Minneapolis, MN 55413
Office: 612.216.3924
Mobile: 240.422.9652
Fax: 612.605.9216
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Re: [Flashcoders] Exporting AS2 classes across multiple frames?

2008-02-12 Thread Hans Wichman
Hi,
you can put classes in an swf and use the swf as a dll.
It's a hassle but its doable.

You load the swf in a specific frame, the swf only contains classes and they
become available from that frame onwards.
Again, im not sure if you should do this if the only reason is that you'd
rather write the preloader in as2 instead of as1.
It's a great opportunity to hack timelime as1 you know and nowadays those
chances are slim:))

greetz
JC

On Tue, Feb 12, 2008 at 4:21 PM, Glen Pike <[EMAIL PROTECTED]>
wrote:

> Hi,
>
>Don't think you can do this - I think all classes (code) are
> exported to the same frame, but your movieclips can be distributed along
> the timeline so you gain something there.  You may want to look at your
> ultimate aim as you could do this a different way:
>
>If you are trying to create a library of classes linked to
> movieclips, you may want to put these in a separate SWF and create a
> Runtime Shared Library that you preload into your main movie.  You can
> use an XML file to exclude the classes from being compiled into your
> main SWF file.
>
>Colin Moock has a good example of this if you have his EAS2 book.
> He has an example of doing this, but would recommend reading the chapter
> too if you can.
>
>http://moock.org/eas2/examples/ Chapter 14, Distributing Class
> libraries.
>
>Search for Runtime Shared Library.  The following search - different
> params - finds some useful articles:
>
>
>
> http://www.google.co.uk/search?hl=en&q=actionscript+load+classes+runtime+xml+exclude&btnG=Google+Search&meta=
> <
> http://www.google.co.uk/search?hl=en&q=actionscript+load+classes+runtime+xml+exclude&btnG=Google+Search&meta=
> >
>
>The bottom of this article has a good snippet about excluding classes:
>
>http://osflash.org/using_a_swf_as_a_dll
>
>
>
>
>
> Henry Cooke wrote:
> > Hey all,
> >
> > I'm trying to work out if there's a way I can export AS2 classes to
> > more than one frame: I'm experimenting with fine-grained loading and
> > preloaders written in AS2.
> >
> > So for instance, does anyone know if it's possible to write a
> > preloader in AS2, then export *only* that class to frame 1 of a movie,
> > then some more classes to frame 2, a few more to frame three and so
> > on?
> >
> > Cheers,
> > Henry
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >
> >
>
> --
>
> Glen Pike
> 01736 759321
> www.glenpike.co.uk 
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[Flashcoders] Control speed by how fast mouse moving

2008-02-12 Thread Paul Steven
I am trying to program a game where a character moves faster, the faster the
player moved the mouse left and right. A bit like the old Dailey Decathlon
Game where you had to hit 2 keys on the keyboard on after the other as fast
as you can to control the speed of say a character running.

I could do with some advice on how to achieve this.

I have a frame rate of 31 FPS, with a movie width of 600 pixels.

Currently I am calling a function every 10ms to calculate the speed

objShowerGame.updateSpeedInterval = setInterval(updateSpeed, 10);


I compare the previous mouse X position with the current one and use this
difference as the speed.

This isn't really working so I could do with some suggestions.

Thanks

Paul

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Re: [Flashcoders] Multiple moviecliploaders

2008-02-12 Thread strk
On Tue, Feb 12, 2008 at 04:18:20PM -0200, Marcelo Wolfgang wrote:
> Hi all,
> 
> I'm using the movieClipLoader class to load 6 different images
> 'simultaneous' but since it's the same object that got called every
> time the .onLoadInit on happens for the last call, does anyone has a
> clue how I can make this:
..
>   mclListener.onLoadInit = function() {
>   main.hideMc(loading_mc);
>   };


onLoadInit takes an argument being the load target..

--strk;
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[Flashcoders] Multiple moviecliploaders

2008-02-12 Thread Marcelo Wolfgang
Hi all,

I'm using the movieClipLoader class to load 6 different images
'simultaneous' but since it's the same object that got called every
time the .onLoadInit on happens for the last call, does anyone has a
clue how I can make this:

function displayThumbs() {
for (i = 0; i < modelsArray.length; i++) {
var path:String = 
"http://www.bottero.net/2008/images/modelos/s/ref";
+ modelsArray[i] + "s.png";
loadImage(path,thumb_mc);
}
}
function loadImage(imagePath, targetMc) {
var container_mc:MovieClip = targetMc.img_mc;
var loading_mc:MovieClip = targetMc.loading_mc;
mclListener.onLoadInit = function() {
main.hideMc(loading_mc);
};
img_mcl.addListener(mclListener);
img_mcl.loadClip(imagePath,container_mc);
}

var mclListener:Object = new Object();
var img_mcl:MovieClipLoader = new MovieClipLoader();

work for multiple loadings at the same time ?

TIA
Marcelo Wolfgang
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Re: [Flashcoders] Exporting AS2 classes across multiple frames?

2008-02-12 Thread Glen Pike

Hi,

   Don't think you can do this - I think all classes (code) are 
exported to the same frame, but your movieclips can be distributed along 
the timeline so you gain something there.  You may want to look at your 
ultimate aim as you could do this a different way:


   If you are trying to create a library of classes linked to 
movieclips, you may want to put these in a separate SWF and create a 
Runtime Shared Library that you preload into your main movie.  You can 
use an XML file to exclude the classes from being compiled into your 
main SWF file.


   Colin Moock has a good example of this if you have his EAS2 book.  
He has an example of doing this, but would recommend reading the chapter 
too if you can.


   http://moock.org/eas2/examples/ Chapter 14, Distributing Class 
libraries.


   Search for Runtime Shared Library.  The following search - different 
params - finds some useful articles:


   
http://www.google.co.uk/search?hl=en&q=actionscript+load+classes+runtime+xml+exclude&btnG=Google+Search&meta= 



   The bottom of this article has a good snippet about excluding classes:

   http://osflash.org/using_a_swf_as_a_dll

  




Henry Cooke wrote:

Hey all,

I'm trying to work out if there's a way I can export AS2 classes to
more than one frame: I'm experimenting with fine-grained loading and
preloaders written in AS2.

So for instance, does anyone know if it's possible to write a
preloader in AS2, then export *only* that class to frame 1 of a movie,
then some more classes to frame 2, a few more to frame three and so
on?

Cheers,
Henry
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01736 759321
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[Flashcoders] Exporting AS2 classes across multiple frames?

2008-02-12 Thread Henry Cooke
Hey all,

I'm trying to work out if there's a way I can export AS2 classes to
more than one frame: I'm experimenting with fine-grained loading and
preloaders written in AS2.

So for instance, does anyone know if it's possible to write a
preloader in AS2, then export *only* that class to frame 1 of a movie,
then some more classes to frame 2, a few more to frame three and so
on?

Cheers,
Henry
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Re: [Flashcoders] Pausing the main timeline.

2008-02-12 Thread Vlado Krempl
It's funny how the most obvious mistakes can cause such havoc in 
actionscript.

Thanks guys,

v
- Original Message - 
From: "Glen Pike" <[EMAIL PROTECTED]>

To: "Flash Coders List" 
Sent: Tuesday, February 12, 2008 11:33 PM
Subject: Re: [Flashcoders] Pausing the main timeline.



function pauseTimeline(howlong:Number):void {
stop();
var t:Timer = new Timer (howLong,1);
t.addEventListener(
   TimerEvent.TIMER, function(evt:TimerEvent):void {play();}
   )
t.start();
}



Vlado Krempl wrote:

Hello everyone,

When I try to pause the main timeline with this code (below), I get a 
"1084: Syntax error: expecting rightparen before rightbrace.};"

function pauseTimeline(howlong:Number):void {
 stop();
 var t:Timer = new Timer (howLong,1);
 t.addEventListener(
TimerEvent.TIMER,
function(evt:TimerEvent):void {
play();
}
};
t.start();
};

Any ideas??





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The contents of this message should be treated as COMMERCIAL IN 
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Re: [Flashcoders] Pausing the main timeline.

2008-02-12 Thread Adrian Ionut Beschea
yeah, the parantheses you opened for addEventListener never gets closed; 

Vlado Krempl <[EMAIL PROTECTED]> wrote: Hello everyone,

When I try to pause the main timeline with this code (below), I get a "1084: 
Syntax error: expecting rightparen before rightbrace.};"
function pauseTimeline(howlong:Number):void {
 stop();
 var t:Timer = new Timer (howLong,1);
 t.addEventListener(
TimerEvent.TIMER,
function(evt:TimerEvent):void {
play();
}
};
t.start();
};

Any ideas??





Vlado Krempl 
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Re: [Flashcoders] Pausing the main timeline.

2008-02-12 Thread Thomas Kaiser
VK> Any ideas??

yes - change }; to ); in line 9
typo?

:)

Cheers,
tom

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Re: [Flashcoders] Pausing the main timeline.

2008-02-12 Thread Glen Pike

function pauseTimeline(howlong:Number):void {
stop();
var t:Timer = new Timer (howLong,1);
t.addEventListener(
TimerEvent.TIMER, function(evt:TimerEvent):void {play();}
   )
t.start();
}



Vlado Krempl wrote:

Hello everyone,

When I try to pause the main timeline with this code (below), I get a "1084: Syntax 
error: expecting rightparen before rightbrace.};"
function pauseTimeline(howlong:Number):void {
 stop();
 var t:Timer = new Timer (howLong,1);
 t.addEventListener(
TimerEvent.TIMER,
function(evt:TimerEvent):void {
play();
}
};
t.start();
};

Any ideas??





Vlado Krempl 
Please consider the environment before printing this e-mail. 
The contents of this message should be treated as COMMERCIAL IN CONFIDENCE unless otherwise specified in the message

and is intended solely for the use of the individual or entity to whom it is 
addressed.
If you have received this email in error please notify the sender. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. 
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[Flashcoders] Pausing the main timeline.

2008-02-12 Thread Vlado Krempl
Hello everyone,

When I try to pause the main timeline with this code (below), I get a "1084: 
Syntax error: expecting rightparen before rightbrace.};"
function pauseTimeline(howlong:Number):void {
 stop();
 var t:Timer = new Timer (howLong,1);
 t.addEventListener(
TimerEvent.TIMER,
function(evt:TimerEvent):void {
play();
}
};
t.start();
};

Any ideas??





Vlado Krempl 
Please consider the environment before printing this e-mail. 
The contents of this message should be treated as COMMERCIAL IN CONFIDENCE 
unless otherwise specified in the message
and is intended solely for the use of the individual or entity to whom it is 
addressed.
If you have received this email in error please notify the sender. If you are 
not the named addressee you should not disseminate, distribute or copy this 
e-mail. 
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Re: [Flashcoders] Dynamically animating writing effect

2008-02-12 Thread Alistair Colling
Thanks for the suggestion Erik, I've done a bit of research into  
these classes and they are very interesting but it seems I am still  
left with the same problem of figuring out how each character would  
appear when written as this information isn't in the font data.


I'm not sure there is a logical answer to my problem that can be  
coded, even if the characters' pixels fill out from a certain point  
the application would still need to know which way the stroke should  
go on letters with repeating strokes and loops like d's. I guess this  
one would have to be animated by hand for each of the individual  
characters of a certain font and then drawn dynamically, triggering  
each letter to be drawn sequentially and maybe also somehow returning  
a reference for the pen nib.


Cheers
Ali




On 10 Feb 2008, at 11:13, EECOLOR wrote:


Whow, tough task...

If I were given that assignment I would check out this application:

http://www.sephiroth.it/file_detail.php?id=159#

It allows you to read font information. This font information  
allows you to
draw the font using information available in the font file itself.  
If I am
correct the application draws the font using an included graphics  
library.


If you end up using this for your application I would recommend you to
consider to donate something using the paypal button on that page.


Greetz Erik


On 2/10/08, ali drongo <[EMAIL PROTECTED]> wrote:


Hiya, I am wanting to create an effect where text will appear on the
screen
as if it is being written by a pen. I am going to set about writing a
class
to achieve this and wanted to get the group's thoughts on if I am  
going

about this the right way.
My idea is that I could create all of my text in textfield then  
convert

the
textfield somehow into a BitmapData object, then I could use the
BitmapData
class to scan through the image starting at the top left and  
figure out
which pixels are coloured by the text and then I duplicate the  
BitmapData
object and colour the pixels gradually. My class would need to  
know which
angle the text should be appearing (writing) in. The font I use  
would have

to use 'joined up' writing also obv.

Does anyone think this would work or is there a simple way to  
achieve what

I
am looking to do?

Thanks,
Ali



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Re: [Flashcoders] Video issues with Flash Lite 2.1 and Windows Mobile6

2008-02-12 Thread McVirusS

Janus was the solution. The video performance is very poor though.

Usually I use a device specific format the mediaplayer on the device itself 
can play. It's a bummer the normal Flash Lite 2.1 (device) video 
capabilities don't work on the iPAQ 214 / WM6.


- Original Message - 
From: "Weyert de Boer" <[EMAIL PROTECTED]>

To: "Flash Coders List" 
Sent: Monday, February 11, 2008 5:35 PM
Subject: Re: [Flashcoders] Video issues with Flash Lite 2.1 and Windows 
Mobile6



What when you use something like Janus for Windows Mobile? Can you play 
the videos in the videoplayer of the mobile device?

Hi,


I am working on a mobile Flash application that uses a lot of video. 
Before
I received the real target device (HP iPAQ 214 with Windows Mobile 6) I 
did
some tests on an older type iPAQ (with Windows Mobile 5) and on a Nokia 
N95.
I had no problems getting video to work in the Flash Lite 2.1 player on 
both

devices.

A few days ago I received the iPAQ 214 with WM6. I tried several options 
but

I didn't get video to work in the Flash Lite 2.1 standalone player (the
onStatus event only said: "Uknown error" (don't you love those)).


I already tried many different codecs and nothing seems to work.

It looks like the only way to get video working in Flash on this device 
is
in the Flash Player 7 in the browser (there is no standalone version). 
But I

really want to use the whole screen. Does anyone know a solution for this
problem?

Thanks in advance,
Meinaart / McVirusS

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