Re: [Flashcoders] referencing sprites within a sprite (AS3 newbie question)

2008-12-17 Thread Ian Thomas
To expand on this (since I'm now awake!) what method I use depends on
how I want to access the child objects.

If I just want a list to iterate over/trawl through, I use an Array.

If I want to access by name, I use an Object.

The reasons I don't normally directly rely on the the childlist of the
container object include:
- I can remove/add a child but still have a reference in the Array
- I can do a bunch of stuff to those clips without affecting any other
children of the container, like: iterate through the array,
reorder/reindex just those children, delete just those children,
_count_ just those children.
- I don't have to worry about checking the return types of the objects
in the array, because I know what's stored in there. Whereas using
getChildByName(), I know I'm getting a DisplayObject back, but don't
know exactly what type - I have to check.

Those last few might seem a bit peculiar - why shouldn't I know
exactly what the child objects are? This comes from two places:
- I may mix arrays of different children into the same container (e.g.
a bunch of target clips, a bunch of draggable clips - or, for a game,
the player Sprite and the enemy Sprites). Having two arrays is much
better than relying on the childList in this case.
- I am not the only person working on this code, and can't rely on
another coder not adding in a decorative background or border to my
container, or an extra graphics, or...

I hope that makes sense. And is a better answer than my earlier one. :-D


(mmm... sweet caffeine...)


Ian

On Wed, Dec 17, 2008 at 2:28 AM, Matt S. mattsp...@gmail.com wrote:
 I wasnt actually the original question-asker, but thanks :)
 I was just curious about the actual performance hit from getChild.

 .m

 On Tue, Dec 16, 2008 at 5:57 PM, Taka Kojima t...@gigafied.com wrote:
 I use the method I gave you earlier, adding elements to an array and
 accessing them that way.

 Also, you can use getChildAt() if you know the index of the children, which
 it sounds like you do if you have them named as you do... i.e. column1,
 column2, column3

 On Tue, Dec 16, 2008 at 2:17 PM, Matt S. mattsp...@gmail.com wrote:

 So as a general question, what is the preferred method if you're
 trying to get, say, dynamically generated children, eg
 image1image20 etc, from a container?

 .m

 On Tue, Dec 16, 2008 at 4:51 PM, Ian Thomas i...@eirias.net wrote:
  Yes.

  On Tue, Dec 16, 2008 at 9:08 PM, Anthony Pace anthony.p...@utoronto.ca
 wrote:
  isn't getting a child by name very slow?
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread laurent


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster


L

Cor a écrit :

If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
  

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then


offset
  

the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to


work
  

from the bottom upwards.
- during animation you're bound to introduce a certain amount of


jumpiness.
  

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:



Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used int()
to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel
  

not
  

a pixel and half...?

thx
L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
Depends on the application whether you can afford this... I would think that
in some cases you would want to use rounding so that there is more accurate
rendering... you want your object to snap to the nearest pixel, and nearest
may be up instead of floored.

I do want to emphasize that it is not simply enough to set the
DisplayObject's own coordinates to an integer; if the DO in question is
inside a parent DO with non-integer coordinates, it won't be correct. That's
why I was recommending the localToGlobal technique.

-jonathan


On Wed, Dec 17, 2008 at 11:55 AM, Jiri Heitlager 
jiriheitla...@googlemail.com wrote:

 Math should be avoided when possible, I believe it is quit slow.

 Maybe

 Number  0 is even faster for rounding of ;)

 Jiri




 laurent wrote:


 int( ) is casting the content to integer, it has the effect to drop off
 the decimal part. Same as Math.floor but lots faster

 L

 Cor a écrit :

 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:


 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then


 offset


 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to


 work


 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of


 jumpiness.


 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
 wrote:



 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
 ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
 int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel


 not


 a pixel and half...?

 thx
 L
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 Flashcoders@chattyfig.figleaf.com
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-- 
-jonathan howe
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RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
OK, thanks!

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: woensdag 17 december 2008 17:24
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster

L

Cor a écrit :
 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:
   
 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then
 
 offset
   
 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to
 
 work
   
 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of
 
 jumpiness.
   
 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
wrote:

 
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel
   
 not
   
 a pixel and half...?

 thx
 L
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 Flashcoders@chattyfig.figleaf.com
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[Flashcoders] How to show first item of a TileList in a UILoader

2008-12-17 Thread Cor
Hi List,

I have a TileList wich is loaded with thumbs.
Clicking on a thumb in the TileList loads the big picture in the UILoader.
Everything works fine.

But I want to load the first item of the TileList default in the UILoader
without first having to click on a TileList item.

Kind regards
Cor

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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Ian Thomas
Also, if you're using Bitmap objects, you can set the .pixelSnapping
property to PixelSnapping.ALWAYS. That will ensure that the bitmap is
always drawn at the nearest pixel rather than part pixel. No need for
Math.round() or anything like that.

Obviously, only works with Bitmaps...

Ian

On Wed, Dec 17, 2008 at 6:02 PM, Cor c...@chello.nl wrote:
 OK, thanks!

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: woensdag 17 december 2008 17:24
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise


 int( ) is casting the content to integer, it has the effect to drop off
 the decimal part. Same as Math.floor but lots faster

 L

 Cor a écrit :
 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:

 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then

 offset

 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to

 work

 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of

 jumpiness.

 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
 wrote:


 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
 ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
 int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel

 not

 a pixel and half...?

 thx
 L
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 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.176 / Virus Database: 270.9.19/1853 - Release Date:
 17-12-2008
 8:31


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Re: [Flashcoders] referencing sprites within a sprite (AS3 newbie question)

2008-12-17 Thread Matt S.
Thanks, but what I'm more interested in was the statement that
getChildByName is very slow, which others seemed to agree with. I
guess I understood that as meaning that using gCBN can actually cause
a performance hit. Is that the case?

.m

On 12/17/08, Ian Thomas i...@eirias.net wrote:
 To expand on this (since I'm now awake!) what method I use depends on
 how I want to access the child objects.

 If I just want a list to iterate over/trawl through, I use an Array.

 If I want to access by name, I use an Object.

 The reasons I don't normally directly rely on the the childlist of the
 container object include:
 - I can remove/add a child but still have a reference in the Array
 - I can do a bunch of stuff to those clips without affecting any other
 children of the container, like: iterate through the array,
 reorder/reindex just those children, delete just those children,
 _count_ just those children.
 - I don't have to worry about checking the return types of the objects
 in the array, because I know what's stored in there. Whereas using
 getChildByName(), I know I'm getting a DisplayObject back, but don't
 know exactly what type - I have to check.

 Those last few might seem a bit peculiar - why shouldn't I know
 exactly what the child objects are? This comes from two places:
 - I may mix arrays of different children into the same container (e.g.
 a bunch of target clips, a bunch of draggable clips - or, for a game,
 the player Sprite and the enemy Sprites). Having two arrays is much
 better than relying on the childList in this case.
 - I am not the only person working on this code, and can't rely on
 another coder not adding in a decorative background or border to my
 container, or an extra graphics, or...

 I hope that makes sense. And is a better answer than my earlier one. :-D


 (mmm... sweet caffeine...)


 Ian

 On Wed, Dec 17, 2008 at 2:28 AM, Matt S. mattsp...@gmail.com wrote:
 I wasnt actually the original question-asker, but thanks :)
 I was just curious about the actual performance hit from getChild.

 .m

 On Tue, Dec 16, 2008 at 5:57 PM, Taka Kojima t...@gigafied.com wrote:
 I use the method I gave you earlier, adding elements to an array and
 accessing them that way.

 Also, you can use getChildAt() if you know the index of the children,
 which
 it sounds like you do if you have them named as you do... i.e. column1,
 column2, column3

 On Tue, Dec 16, 2008 at 2:17 PM, Matt S. mattsp...@gmail.com wrote:

 So as a general question, what is the preferred method if you're
 trying to get, say, dynamically generated children, eg
 image1image20 etc, from a container?

 .m

 On Tue, Dec 16, 2008 at 4:51 PM, Ian Thomas i...@eirias.net wrote:
  Yes.

  On Tue, Dec 16, 2008 at 9:08 PM, Anthony Pace
  anthony.p...@utoronto.ca
 wrote:
  isn't getting a child by name very slow?
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RE: [Flashcoders] referencing sprites within a sprite (AS3 newbiequestion)

2008-12-17 Thread Mendelsohn, Michael
Hi everyone...

Building an array using the references was the right answer.  I really
appreciate all of your replies.

Migrating from AS2 where I could easily reference via
this.that.these.those to DisplayObject references will take a bit of
getting used to I suppose.

Big thanks!
- Michael M.


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[Flashcoders] Pixel precise

2008-12-17 Thread laurent

Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer 
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used 
int() to be sure I got x and y as integers but still the content get 
blury sometimes.
Is there something to do that flash always position element on a pixel 
not a pixel and half...?


thx
L
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[Flashcoders] Problem with Windows Projector, Fullscreen and Video

2008-12-17 Thread Daniel Soares
Hello,

This is my first e-mail to the list and I have a problem:

I have made a video player using FLVPlayback component and loading an
external flv file (on2 VP6 codec).
The file output is a Windows Project, with the full screen enabled.
It's working very well, but in one of the PC's I have tested (in the others,
it works fine) the video does not display. Everything works (sound, controls
and close button) but the video.
If I exit the full screen mode, the video displays.

The player's version is 9, the Flash IDE version is CS3, the action script
version is AS3 and I've already used the fullScreenTakeOver set as false.

Thanks =)
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RE: [Flashcoders] Problem with Windows Projector, Fullscreen and Video

2008-12-17 Thread Cor
Just guessing: could it be a codec problem??

HTH
Cor

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Daniel
Soares
Sent: woensdag 17 december 2008 15:01
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Problem with Windows Projector, Fullscreen and Video

Hello,

This is my first e-mail to the list and I have a problem:

I have made a video player using FLVPlayback component and loading an
external flv file (on2 VP6 codec).
The file output is a Windows Project, with the full screen enabled.
It's working very well, but in one of the PC's I have tested (in the others,
it works fine) the video does not display. Everything works (sound, controls
and close button) but the video.
If I exit the full screen mode, the video displays.

The player's version is 9, the Flash IDE version is CS3, the action script
version is AS3 and I've already used the fullScreenTakeOver set as false.

Thanks =)
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager

Math should be avoided when possible, I believe it is quit slow.

Maybe

Number  0 is even faster for rounding of ;)

Jiri



laurent wrote:


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster


L

Cor a écrit :

If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
 

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then


offset
 

the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to


work
 

from the bottom upwards.
- during animation you're bound to introduce a certain amount of


jumpiness.
 
On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org 
wrote:


   

Hi,

Is there a way to be sure elements are positionned précisely on a 
Pixel ?


I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used 
int()

to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel
  

not
 

a pixel and half...?

thx
L
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Checked by AVG - http://www.avg.com Version: 8.0.176 / Virus Database: 
270.9.19/1853 - Release Date: 17-12-2008

8:31


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RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
 Hi, Laurent,
 
 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then
offset
 the child's coordineates by the differences.
 
 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to
work
 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of
jumpiness.
 
 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:
 
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel
not
 a pixel and half...?

 thx
 L
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8:31


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Re: [Flashcoders] Problem with Windows Projector, Fullscreen and Video

2008-12-17 Thread Fabio Pinatti
I had the following problem recently: I was loading a flv for a website
intro, and forcing a change of display state to fullscreen. The video wasn't
loading and the website stops. Since it's a security restriction the force
full screen in latest flash player, I guess that's why it was happening.

 What I did was a kind of splash screen with a button, and user is required
to click to change display state, and all back work again.

Regards,
Pinatti

On Wed, Dec 17, 2008 at 2:02 PM, Cor c...@chello.nl wrote:

 Just guessing: could it be a codec problem??

 HTH
 Cor

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Daniel
 Soares
 Sent: woensdag 17 december 2008 15:01
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Problem with Windows Projector, Fullscreen and Video

 Hello,

 This is my first e-mail to the list and I have a problem:

 I have made a video player using FLVPlayback component and loading an
 external flv file (on2 VP6 codec).
 The file output is a Windows Project, with the full screen enabled.
 It's working very well, but in one of the PC's I have tested (in the
 others,
 it works fine) the video does not display. Everything works (sound,
 controls
 and close button) but the video.
 If I exit the full screen mode, the video displays.

 The player's version is 9, the Flash IDE version is CS3, the action script
 version is AS3 and I've already used the fullScreenTakeOver set as false.

 Thanks =)
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 Checked by AVG - http://www.avg.com
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 8:31

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Re: [Flashcoders] Pixel precise

2008-12-17 Thread -whispers-
try using Math.round() on your position values...
  - Original Message - 
  From: laurent 
  To: Flash Coders List 
  Sent: Wednesday, December 17, 2008 7:39 AM
  Subject: [Flashcoders] Pixel precise


  Hi,

  Is there a way to be sure elements are positionned précisely on a Pixel ?

  I have a sprite containing sprites that are positionned on integer 
  coordinates so they are pixel positionned.
  And this sprite is re-positionned when the window resize, so I used 
  int() to be sure I got x and y as integers but still the content get 
  blury sometimes.
  Is there something to do that flash always position element on a pixel 
  not a pixel and half...?

  thx
  L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then offset
the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to work
from the bottom upwards.
- during animation you're bound to introduce a certain amount of jumpiness.

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:

 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel not
 a pixel and half...?

 thx
 L
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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




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Re: [Flashcoders] Re: A funny little hover problem with CSS

2008-12-17 Thread Jon Bradley


On Dec 16, 2008, at 10:49 PM, Ashim D'Silva wrote:


I always round everything I place. That was one of the first things I
checked. Rotated bitmaps and text often have this problem, which is  
fair

enough because half pixels don't exist.


Actually, they do. The native coordinate space for Flash is a twip,  
which is 1/20th of a pixel. The rasterizer in Flash has to do some  
funky stuff anyway with rotated content.


There are some really annoying display bugs in Flash for this -  
consider a nice vector shape that's rotated through AS very, very  
slowly. You'll actually see it jump around when zoomed up. I  
discovered this one when rendering content for a 1080p animation  
project ... so annoying.


One of the most interesting tests  is to create a rounded rectangle  
and add a 1 pixel border line around it. Notice it looks funky and  
isn't smooth. Position the rounded rectangle on a half pixel (+0.5 on  
x and y). It's all nice and smooth again.


cheers,

jon

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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
Make sure to always do Math.round to your x's and y's, so:

mc.x = Math.round(xPos);
mc.y = Math.round(yPos);

And make sure to do the same to all mc's contained within it.

.m

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int() to
 be sure I got x and y as integers but still the content get blury sometimes.
 Is there something to do that flash always position element on a pixel not a
 pixel and half...?

 thx
 L
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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then offset
the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to work
from the bottom upwards.
- during animation you're bound to introduce a certain amount of jumpiness.

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:


Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used int()
to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel not
a pixel and half...?

thx
L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
On 12/17/08, jonathan howe jonathangh...@gmail.com wrote:

 - during animation you're bound to introduce a certain amount of jumpiness.


For animation, if you're using something like Tweener that wont
matter, since only the final position will be Math.round'ed. If you're
rolling your own animation, just make sure only the final positions
are rounded and allow all inbe'tween positions to non-rounded.

.m
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Re: [Flashcoders] referencing sprites within a sprite (AS3newbiequestion)

2008-12-17 Thread Muzak

I think your *bigger* problem is the fact that you're actually doing something 
like;

this.that.these.those 


You should never have to do that, not even in AS2.
that' should expose properties and methods to get things done.

regards,
Muzak

- Original Message - 
From: Mendelsohn, Michael michael.mendels...@fmglobal.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 17, 2008 2:51 PM
Subject: RE: [Flashcoders] referencing sprites within a sprite 
(AS3newbiequestion)



Hi everyone...

Building an array using the references was the right answer.  I really
appreciate all of your replies.

Migrating from AS2 where I could easily reference via
this.that.these.those to DisplayObject references will take a bit of
getting used to I suppose.

Big thanks!
- Michael M.



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Re: [Flashcoders] Re: A funny little hover problem with CSS

2008-12-17 Thread Ashim D'Silva
Now that is odd. Is 0.5 the general rule to follow or is it simply different
for every object you put down?

2008/12/18 Jon Bradley jbrad...@postcentral.com


 On Dec 16, 2008, at 10:49 PM, Ashim D'Silva wrote:

  I always round everything I place. That was one of the first things I
 checked. Rotated bitmaps and text often have this problem, which is fair
 enough because half pixels don't exist.


 Actually, they do. The native coordinate space for Flash is a twip, which
 is 1/20th of a pixel. The rasterizer in Flash has to do some funky stuff
 anyway with rotated content.

 There are some really annoying display bugs in Flash for this - consider a
 nice vector shape that's rotated through AS very, very slowly. You'll
 actually see it jump around when zoomed up. I discovered this one when
 rendering content for a 1080p animation project ... so annoying.

 One of the most interesting tests  is to create a rounded rectangle and add
 a 1 pixel border line around it. Notice it looks funky and isn't smooth.
 Position the rounded rectangle on a half pixel (+0.5 on x and y). It's all
 nice and smooth again.

 cheers,


 jon

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Re: [Flashcoders] Re: A funny little hover problem with CSS

2008-12-17 Thread Jon Bradley
Mostly on rounded rectangles and things with arcs. Kinda limited but  
the rounded rectangle is a unique case because 1-pixel rounded rects  
have always been a problem.


Course, with the 0.5 rule, not so much (unless you're tweening).

best,

jon


On Dec 17, 2008, at 4:41 PM, Ashim D'Silva wrote:

Now that is odd. Is 0.5 the general rule to follow or is it simply  
different

for every object you put down?

2008/12/18 Jon Bradley jbrad...@postcentral.com

One of the most interesting tests  is to create a rounded  
rectangle and add
a 1 pixel border line around it. Notice it looks funky and isn't  
smooth.
Position the rounded rectangle on a half pixel (+0.5 on x and y).  
It's all

nice and smooth again.

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Re: [Flashcoders] splitting classes into subdirectories?

2008-12-17 Thread Taka Kojima
Hey Geoff,

Try this for your import instead...

   import cal.bentonconsulting.ca.model.mainModel;

should work like  charm.

- Taka

On Wed, Dec 17, 2008 at 4:48 PM, Benton Consulting 
ge...@bentonconsulting.ca wrote:

 Hi I'm moving from AS2 to AS3, very late to make the switch because I've
 been working on a large AS2 commercial framework incase you're wondering.

 in AS2 I could do this:

 - have a class called Main.as
 - import model.MainModel

 but in AS3 I can't, it won't find the file. For example

 Main.as
 package ca.bentonconsulting.ca{

import model.mainModel; // compiler error

class Main{
}

 }

 MainModel.as
 package ca.bentonconsulting.ca.model{

class MainModel{
}

 }

 So far the only way I can work around this problem is to put the model
 class right beside the Main.as class then say:

 private var __model:MainModel; // works fine but doesn't allow to split
 classes into subdirectories

 What am I doing wrong?

 Geoff Freedman
 Flash Developer
 bentonconsulting.ca
 1.403.680.3135

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[Flashcoders] conversion avi to flv

2008-12-17 Thread 2lakes

Hi, Any quick tips on a Windows .avi to .flv converter app?
Also if any server based app would be appreciated.

Cheers Ian

Ian Hobbs Media
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Re: [Flashcoders] conversion avi to flv

2008-12-17 Thread Taka Kojima
Sorenson Squeeze.

For servers, FFMPEG

On Wed, Dec 17, 2008 at 7:37 PM, 2lakes 2la...@ianhobbs.net wrote:

 Hi, Any quick tips on a Windows .avi to .flv converter app?
 Also if any server based app would be appreciated.

 Cheers Ian

 Ian Hobbs Media
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