[Flashcoders] Load order

2010-01-25 Thread Glen Pike

Hi,

   I am debugging a strange problem with nested Sprites that are linked 
to classes.


   In my classes for my parent and child Sprites, I have ADDED_TO_STAGE 
handlers which setup the controls.  The child Sprites are placed at 
Author-time in the IDE.


   For my SWF, my load order is set to Bottom Up.

   If I trace from the ADDED_TO_STAGE handlers I am seeing the parent 
clip's handler being called first.


   Am I wrong in assuming that my ADDED_TO_STAGE handler for the child 
sprites should be called before the parent clip?  I thought that this 
was something that was guaranteed in AS3, or am I getting mixed up with 
my Load order and adding to the stage?


   Thanks
  
   Glen

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Re: [Flashcoders] Load order

2010-01-25 Thread Glen Pike

Hi,

   Okay, I kind of see that Load Order is really to do with Layering 
per clip and what gets loaded first, so not sure if this is a red-herring,


   I do remember seeing a blog post somewhere a while back explaining 
the event cycle, but this was a flex thing.  I have been googling, but 
not having much luck finding answers.  Does anyone have any pointers to 
information about the order in which things are added to stage, etc.?


   BTW, using CS3  for this and also loading SWF's into a shell 
application.  It's the child SWF's causing issues.


   Thanks

   Glen

  


Glen Pike wrote:

Hi,

   I am debugging a strange problem with nested Sprites that are 
linked to classes.


   In my classes for my parent and child Sprites, I have 
ADDED_TO_STAGE handlers which setup the controls.  The child Sprites 
are placed at Author-time in the IDE.


   For my SWF, my load order is set to Bottom Up.

   If I trace from the ADDED_TO_STAGE handlers I am seeing the parent 
clip's handler being called first.


   Am I wrong in assuming that my ADDED_TO_STAGE handler for the child 
sprites should be called before the parent clip?  I thought that this 
was something that was guaranteed in AS3, or am I getting mixed up 
with my Load order and adding to the stage?


   Thanks
 Glen
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Re: [Flashcoders] Wild Idea. Possible?

2010-01-25 Thread beno -
On Sat, Jan 23, 2010 at 7:28 PM, David Hunter davehunte...@hotmail.comwrote:


 maybe look at Processing.org its a great language based on java that i
 imagine can do what you're after. there are lots of libraries written for it
 like blob detection (which might be useful for detecting you on a stage) or
 QR code recognition that might be helpful.


Noted. Thanks ;)
beno
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Re: [Flashcoders] Wild Idea. Possible?

2010-01-25 Thread beno -
On Sun, Jan 24, 2010 at 6:31 AM, Soeren.Meyer-Eppler 
soeren.meyer-epp...@buschnick.net wrote:

 Check out the art installations of Zachary Booth Simpson. Totally
 awesome ideas IMHO, he's been doing this for years and it requires lots
 of the same techniques you'll need.
 http://www.mine-control.com/

 Very cool! Thanks!


 Also, there are some papers available for masking the speaker from the
 projected image. This is useful for presentations if you walk around in
 front of the projected image and don't want the image projected onto
 yourself.


Any links?
TIA,
beno
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Re: [Flashcoders] A Simple Problem

2010-01-25 Thread beno -
On Sat, Jan 23, 2010 at 3:11 PM, Henrik Andersson he...@henke37.cjb.netwrote:

 beno - wrote:

 What did I do wrong?


 Colon instead of semicolon at the end of one of the lines.

 The python has bitten me ;) Thanks,
beno
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[Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
Hi;
Please look at this:
http://angrynates.com/cart/main.swf
It's by no means complete. I'd just like you to look at the hand that tweens
infinitely. What I did was simply take one position of the hand and move a
few nodes that had been created with the pen (and tweak a few of the
balancing bars, or whatever they're called). I didn't add or delete points.
But the tween looks ugly because of the black color interfering. Please
advise.
TIA,
beno
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[Flashcoders] AS3 connecting objects

2010-01-25 Thread Eric E. Dolecki
I'm looking for a class whereby I can visually connect elements (say
Sprites) with thin rules... kind of like marching ants but in both
directions, dynamically. Animation inside the rules.

Has anyone seen anything like that?

-- 
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Interactive design and development
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Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread allandt bik-elliott (thefieldcomic.com)
if you're doing shape tweens you need to start playing with shape hints.
These give you a point which you snap to a point at the start of the tween
and then there's a matching one where you'd like that point to finish at the
end of the tween.

I warn you now - you should do a step and if you like the results duplicate
the timeline to keep a backup and keep on working like that because shape
tweens get really out of hand, really quickly

good luck
a

On Mon, Jan 25, 2010 at 1:46 PM, beno - flashmeb...@gmail.com wrote:

 Hi;
 Please look at this:
 http://angrynates.com/cart/main.swf
 It's by no means complete. I'd just like you to look at the hand that
 tweens
 infinitely. What I did was simply take one position of the hand and move a
 few nodes that had been created with the pen (and tweak a few of the
 balancing bars, or whatever they're called). I didn't add or delete points.
 But the tween looks ugly because of the black color interfering. Please
 advise.
 TIA,
 beno
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Re: [Flashcoders] AS3 connecting objects

2010-01-25 Thread ekameleon
Hello :)

you want an engine like it ? :

http://temp.roxik.com/datas/bone/index.html

The problem in the previous link.. NO SOURCE :(

For me you must search a framework who implements bones in AS.

EKA+ :)

2010/1/25 Eric E. Dolecki edole...@gmail.com

 I'm looking for a class whereby I can visually connect elements (say
 Sprites) with thin rules... kind of like marching ants but in both
 directions, dynamically. Animation inside the rules.

 Has anyone seen anything like that?

 --
 http://ericd.net
 Interactive design and development
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Re: [Flashcoders] AS3 connecting objects

2010-01-25 Thread Eric E. Dolecki
No - I am after an AS3 implementation of marching path I think. Like
marching ants selection (in photoshop), but in rules at any angle.

On Mon, Jan 25, 2010 at 9:33 AM, ekameleon ekamel...@gmail.com wrote:

 Hello :)

 you want an engine like it ? :

 http://temp.roxik.com/datas/bone/index.html

 The problem in the previous link.. NO SOURCE :(

 For me you must search a framework who implements bones in AS.

 EKA+ :)

 2010/1/25 Eric E. Dolecki edole...@gmail.com

  I'm looking for a class whereby I can visually connect elements (say
  Sprites) with thin rules... kind of like marching ants but in both
  directions, dynamically. Animation inside the rules.
 
  Has anyone seen anything like that?
 
  --
  http://ericd.net
  Interactive design and development
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RE: [Flashcoders] Butt-Ugly

2010-01-25 Thread David Hunter

i second this. shape tweens rarely do what you want but shape hints can help. 
you might need to chop it up into lots of layers. sometimes i wonder if after 
all the effort it wouldn't have been simpler to do it by hand- frame by frame.
hope it works out ok.

 Date: Mon, 25 Jan 2010 14:31:26 +
 Subject: Re: [Flashcoders] Butt-Ugly
 From: alla...@gmail.com
 To: flashcoders@chattyfig.figleaf.com
 
 if you're doing shape tweens you need to start playing with shape hints.
 These give you a point which you snap to a point at the start of the tween
 and then there's a matching one where you'd like that point to finish at the
 end of the tween.
 
 I warn you now - you should do a step and if you like the results duplicate
 the timeline to keep a backup and keep on working like that because shape
 tweens get really out of hand, really quickly
 
 good luck
 a
 
 On Mon, Jan 25, 2010 at 1:46 PM, beno - flashmeb...@gmail.com wrote:
 
  Hi;
  Please look at this:
  http://angrynates.com/cart/main.swf
  It's by no means complete. I'd just like you to look at the hand that
  tweens
  infinitely. What I did was simply take one position of the hand and move a
  few nodes that had been created with the pen (and tweak a few of the
  balancing bars, or whatever they're called). I didn't add or delete points.
  But the tween looks ugly because of the black color interfering. Please
  advise.
  TIA,
  beno
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Re: [Flashcoders] AS3 connecting objects

2010-01-25 Thread Glen Pike
Quasimondo demonstrated how to do marching ants in his FOTB 2008 
presentation.  It was part of the work he was doing on the Aviary 
tools.  I think essentially he calculated a mask which looked like a 
selection area 1px thick and used that over the top of animated stripes..


Eric E. Dolecki wrote:

No - I am after an AS3 implementation of marching path I think. Like
marching ants selection (in photoshop), but in rules at any angle.

On Mon, Jan 25, 2010 at 9:33 AM, ekameleon ekamel...@gmail.com wrote:

  

Hello :)

you want an engine like it ? :

http://temp.roxik.com/datas/bone/index.html

The problem in the previous link.. NO SOURCE :(

For me you must search a framework who implements bones in AS.

EKA+ :)

2010/1/25 Eric E. Dolecki edole...@gmail.com



I'm looking for a class whereby I can visually connect elements (say
Sprites) with thin rules... kind of like marching ants but in both
directions, dynamically. Animation inside the rules.

Has anyone seen anything like that?

--
http://ericd.net
Interactive design and development
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Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 10:31 AM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 if you're doing shape tweens you need to start playing with shape hints.
 These give you a point which you snap to a point at the start of the tween
 and then there's a matching one where you'd like that point to finish at
 the
 end of the tween.


k


 I warn you now - you should do a step and if you like the results duplicate
 the timeline to keep a backup and keep on working like that because shape
 tweens get really out of hand, really quickly


k. I'll try to remember!
beno
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Re: [Flashcoders] AS3 connecting objects

2010-01-25 Thread Glen Pike

Damn, sent before I posted the link:
http://www.quasimondo.com/archives/000571.php

Eric E. Dolecki wrote:

No - I am after an AS3 implementation of marching path I think. Like
marching ants selection (in photoshop), but in rules at any angle.

On Mon, Jan 25, 2010 at 9:33 AM, ekameleon ekamel...@gmail.com wrote:

  

Hello :)

you want an engine like it ? :

http://temp.roxik.com/datas/bone/index.html

The problem in the previous link.. NO SOURCE :(

For me you must search a framework who implements bones in AS.

EKA+ :)

2010/1/25 Eric E. Dolecki edole...@gmail.com



I'm looking for a class whereby I can visually connect elements (say
Sprites) with thin rules... kind of like marching ants but in both
directions, dynamically. Animation inside the rules.

Has anyone seen anything like that?

--
http://ericd.net
Interactive design and development
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Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 10:31 AM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 I warn you now - you should do a step and if you like the results duplicate
 the timeline


How do I do that?
TIA,
beno
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Re: [Flashcoders] AS3 connecting objects

2010-01-25 Thread Eric E. Dolecki
Thanks guys. This is sort of what I'm after:

http://www.quasimondo.com/archives/000573.php

I guess I'll have to translate it and see about trying to make it work for
lines thicker than 1pixel, etc.


On Mon, Jan 25, 2010 at 10:09 AM, Glen Pike g...@engineeredarts.co.ukwrote:

 Damn, sent before I posted the link:
 http://www.quasimondo.com/archives/000571.php


 Eric E. Dolecki wrote:

 No - I am after an AS3 implementation of marching path I think. Like
 marching ants selection (in photoshop), but in rules at any angle.

 On Mon, Jan 25, 2010 at 9:33 AM, ekameleon ekamel...@gmail.com wrote:



 Hello :)

 you want an engine like it ? :

 http://temp.roxik.com/datas/bone/index.html

 The problem in the previous link.. NO SOURCE :(

 For me you must search a framework who implements bones in AS.

 EKA+ :)

 2010/1/25 Eric E. Dolecki edole...@gmail.com



 I'm looking for a class whereby I can visually connect elements (say
 Sprites) with thin rules... kind of like marching ants but in both
 directions, dynamically. Animation inside the rules.

 Has anyone seen anything like that?

 --
 http://ericd.net
 Interactive design and development
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Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 10:59 AM, David Hunter davehunte...@hotmail.comwrote:


 i second this. shape tweens rarely do what you want but shape hints can
 help. you might need to chop it up into lots of layers. sometimes i wonder
 if after all the effort it wouldn't have been simpler to do it by hand-
 frame by frame.
 hope it works out ok.


Thanks.
beno
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[Flashcoders] Quick Question?

2010-01-25 Thread Karl DeSaulniers

Hello List,
Penny for your thoughts.
I recently got the H.O.T. Actionscript 3.0 by Todd Perkins book.
Is this a good resource for migrating from AS2 to AS3?
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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RE: [Flashcoders] Wild Idea. Possible?

2010-01-25 Thread Merrill, Jason
This could be done nicely with free WiiFlash server, a bluetooth dongle,
Papervision3d, and a Nintendo Wiimote (which you would have on you
somewhere) to act as the infared camera.

You'd use some of Johnny Chung Lee's methods, seen here:

http://johnnylee.net/projects/wii/

I would incorporate Papervision3d to change the camera perspective on
the scene, based on the Wiimote's location.  Use WiiFlash to communicate
between Flash and the Wiimote and Bluetooth dongle.


Jason Merrill 

Bank of  America  Global Learning 
Learning  Performance Soluions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)



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Re: [Flashcoders] Quick Question?

2010-01-25 Thread Glen Pike

Hi,

   I have not  used that book, but this is a really useful pocket guide:

   
http://www.adobe.com/devnet/actionscript/articles/as3_migration_cookbook/as3_migration_cookbook.pdf


Glen

Karl DeSaulniers wrote:

Hello List,
Penny for your thoughts.
I recently got the H.O.T. Actionscript 3.0 by Todd Perkins book.
Is this a good resource for migrating from AS2 to AS3?
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] Wild Idea. Possible?

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 12:09 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 This could be done nicely with free WiiFlash server, a bluetooth dongle,
 Papervision3d, and a Nintendo Wiimote (which you would have on you
 somewhere) to act as the infared camera.


Cool. Logged it. Thanks!
beno
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Re: [Flashcoders] Quick Question?

2010-01-25 Thread Karl DeSaulniers

Beautiful...

Thanks Glen,

Best,
Karl


On Jan 25, 2010, at 10:28 AM, Glen Pike wrote:


Hi,

   I have not  used that book, but this is a really useful pocket  
guide:


   http://www.adobe.com/devnet/actionscript/articles/ 
as3_migration_cookbook/as3_migration_cookbook.pdf


Glen

Karl DeSaulniers wrote:

Hello List,
Penny for your thoughts.
I recently got the H.O.T. Actionscript 3.0 by Todd Perkins book.
Is this a good resource for migrating from AS2 to AS3?
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
I've played with the 9-scale, moved everything to a new relationship with
the registration point and shape hints to no avail. It all looks the same :(
It's like it compresses the entire hand as the thumb comes down. I just want
the thumb to come down, not to compress the whole hand:

http://angrynates.com/cart/main.swf

Please advise.
TIA,
beno
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[Flashcoders] AddEventListener

2010-01-25 Thread beno -
Hi;
I have the following line of code in the init:

picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);

and this code further on:

  public function checkFrame3(e:Event):void
  {
 if (e.target.currentFrame == 10)
 {
e.target.removeEventListener(Event.ENTER_FRAME, checkFrame);
picLoader.addEventListener(PictureLoader.ALL_PICS_LOADED, createParticles);
picLoader.loadPics(picURLString);
 }
  }

I copied a bunch of code from flashandmath.com. The above is my own
addition. It doesn't do anything. What I'd like it to do is, when the movie
enters frame 10, activate the code I copied from flashandmath. If I pull out
and replace my above-quoted line of code in the init with the same,
everything works. But I'd like to delay this action for so many frames.
Please advise. All code follows.
TIA,
beno


package
{
   import flash.text.TextField;
   import flash.text.TextFormat;
   import flash.text.TextFieldAutoSize;
   import flash.utils.getTimer;
   import com.dangries.loaders.*;
   import com.dangries.bitmapUtilities.PictureAtomizer;
   import com.dangries.objects.Particle3D;
   import com.dangries.geom3D.*;
   import com.dangries.display.*;
   import flash.filters.BlurFilter;
   import flash.geom.ColorTransform;
   import flash.geom.Rectangle;
   import flash.geom.Point;
   import flash.events.Event;
   import flash.events.ProgressEvent;
   import flash.events.Event;
   import flash.events.MouseEvent;
   import flash.display.MovieClip;
   import com.greensock.*;
   import com.greensock.easing.*;

   public class Main extends MovieClip
   {
  //Import Library Assests
public var picURLString:Array;
public var picLoader:PictureLoader;
public var pic:Array;
public var atomizer:PictureAtomizer;
public var particles:Array;
public var blur:BlurFilter;
public var darken:ColorTransform;
public var board:RotatingParticleBoard;
public var boardRect:Rectangle;
public var filterPoint:Point;
public var p:Particle3D;
public var param:Number;
public var head:HatAndFace;
public var leftEye:Eyeball;
public var rightEye:Eyeball;
public var leftHand:Hand;
public var rightHand:Hand;
public var myPic:picture;
public var myThumb:CloseThumb;

  public function Main()
  {
 init();

  }

  public function init():void
  {
hatAndFace();
eyeball1();
eyeball2();
myRightHand();
myLeftHand();
thePic();
theThumb();
picURLString= [beno.jpg];
picLoader = new PictureLoader();

board = new RotatingParticleBoard(420,340,true, 0x, 160);
board.setDepthDarken(-10,-80, 1.5);
board.makeFrame(2,0x44,1);
board.holder.x = stage.stageWidth/2 - board.width/2;
board.holder.y = stage.stageHeight/2 - board.height/2;
//set the initial rotation:
board.currentQ = new Quaternion(Math.cos(Math.PI/12),
Math.sin(Math.PI/12)/Math.sqrt(2),0,-Math.sin(Math.PI/12)/Math.sqrt(2));
//set the automatic rotation to use while mouse is not dragging:
board.autoQuaternion = new
Quaternion(Math.cos(Math.PI/300),0,Math.sin(Math.PI/300),0);

blur = new BlurFilter(3,3);
darken = new ColorTransform(1,1,1,0.8);
boardRect = new Rectangle(0,0,board.width,board.height);
filterPoint = new Point(0,0);
 //add following code to see arcball silhouette:
/*
var ballOutline:Shape = new Shape();
ballOutline.graphics.lineStyle(1,0x88);
ballOutline.graphics.drawCircle(0,0,board.arcballRad);
ballOutline.x = board.width/2;
ballOutline.y = board.height/2;
board.holder.addChild(ballOutline);
*/

picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);
  }

//Place Head and Hat on stage and fade in
public function hatAndFace():void
{
head = new HatAndFace();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/4;
head.alpha = 0;
addChild(head);
TweenLite.to(head, 2, {autoAlpha:1});
}
 //Place left eye on stage and fade in
public function eyeball1():void
{
leftEye = new Eyeball();
leftEye.x = head.x - 30;
leftEye.y = head.y + 15;
leftEye.alpha = 0;
addChild(leftEye);
TweenLite.to(leftEye, 2, {autoAlpha:1});
}
 //Place right eye on stage and fade in
public function eyeball2():void
{
rightEye = new Eyeball();
rightEye.x = head.x + 30;
rightEye.y = head.y + 15;
rightEye.alpha = 0;
addChild(rightEye);
TweenLite.to(rightEye, 2, {autoAlpha:1});
}

//Place right hand on stage and fade in
public function myRightHand():void
{
rightHand = new Hand();
rightHand.x = head.x + 480;
rightHand.y = head.y + 50;
addChild(rightHand);
rightHand.addEventListener(Event.ENTER_FRAME, checkFrame);
 }
  //Place left hand on stage and fade in
  public function myLeftHand():void
  {
 leftHand = new Hand();
 leftHand.x = head.x - 30;
 leftHand.y = head.y + 50;
 addChild(leftHand);
// leftHand.addEventListener(Event.ENTER_FRAME, checkFrame);
// TweenMax.fromTo(leftHand, leftHand.totalFrames - 1,
{frame:leftHand.totalFrames}, {frame:1});
 TweenMax.fromTo(leftHand, leftHand.totalFrames - 1,
{frame:leftHand.totalFrames}, 

Re: [Flashcoders] Butt-Ugly

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 12:58 PM, Karl DeSaulniers k...@designdrumm.comwrote:

 You may have to break your thumb and hand into two separate things to
 tween.
 Might be easier.


Yeah, good point. Thanks,
beno
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RE: [Flashcoders] AddEventListener

2010-01-25 Thread Nathan Mynarcik
Have you tried tracing to see if that function you added is firing?

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of beno -
Sent: Monday, January 25, 2010 10:57 AM
To: Flash Coders List
Subject: [Flashcoders] AddEventListener

Hi;
I have the following line of code in the init:

picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);

and this code further on:

  public function checkFrame3(e:Event):void
  {
 if (e.target.currentFrame == 10)
 {
e.target.removeEventListener(Event.ENTER_FRAME, checkFrame);
picLoader.addEventListener(PictureLoader.ALL_PICS_LOADED, createParticles);
picLoader.loadPics(picURLString);
 }
  }

I copied a bunch of code from flashandmath.com. The above is my own
addition. It doesn't do anything. What I'd like it to do is, when the movie
enters frame 10, activate the code I copied from flashandmath. If I pull out
and replace my above-quoted line of code in the init with the same,
everything works. But I'd like to delay this action for so many frames.
Please advise. All code follows.
TIA,
beno


package
{
   import flash.text.TextField;
   import flash.text.TextFormat;
   import flash.text.TextFieldAutoSize;
   import flash.utils.getTimer;
   import com.dangries.loaders.*;
   import com.dangries.bitmapUtilities.PictureAtomizer;
   import com.dangries.objects.Particle3D;
   import com.dangries.geom3D.*;
   import com.dangries.display.*;
   import flash.filters.BlurFilter;
   import flash.geom.ColorTransform;
   import flash.geom.Rectangle;
   import flash.geom.Point;
   import flash.events.Event;
   import flash.events.ProgressEvent;
   import flash.events.Event;
   import flash.events.MouseEvent;
   import flash.display.MovieClip;
   import com.greensock.*;
   import com.greensock.easing.*;

   public class Main extends MovieClip
   {
  //Import Library Assests
public var picURLString:Array;
public var picLoader:PictureLoader;
public var pic:Array;
public var atomizer:PictureAtomizer;
public var particles:Array;
public var blur:BlurFilter;
public var darken:ColorTransform;
public var board:RotatingParticleBoard;
public var boardRect:Rectangle;
public var filterPoint:Point;
public var p:Particle3D;
public var param:Number;
public var head:HatAndFace;
public var leftEye:Eyeball;
public var rightEye:Eyeball;
public var leftHand:Hand;
public var rightHand:Hand;
public var myPic:picture;
public var myThumb:CloseThumb;

  public function Main()
  {
 init();

  }

  public function init():void
  {
hatAndFace();
eyeball1();
eyeball2();
myRightHand();
myLeftHand();
thePic();
theThumb();
picURLString= [beno.jpg];
picLoader = new PictureLoader();

board = new RotatingParticleBoard(420,340,true, 0x, 160);
board.setDepthDarken(-10,-80, 1.5);
board.makeFrame(2,0x44,1);
board.holder.x = stage.stageWidth/2 - board.width/2;
board.holder.y = stage.stageHeight/2 - board.height/2;
//set the initial rotation:
board.currentQ = new Quaternion(Math.cos(Math.PI/12),
Math.sin(Math.PI/12)/Math.sqrt(2),0,-Math.sin(Math.PI/12)/Math.sqrt(2));
//set the automatic rotation to use while mouse is not dragging:
board.autoQuaternion = new
Quaternion(Math.cos(Math.PI/300),0,Math.sin(Math.PI/300),0);

blur = new BlurFilter(3,3);
darken = new ColorTransform(1,1,1,0.8);
boardRect = new Rectangle(0,0,board.width,board.height);
filterPoint = new Point(0,0);
 //add following code to see arcball silhouette:
/*
var ballOutline:Shape = new Shape();
ballOutline.graphics.lineStyle(1,0x88);
ballOutline.graphics.drawCircle(0,0,board.arcballRad);
ballOutline.x = board.width/2;
ballOutline.y = board.height/2;
board.holder.addChild(ballOutline);
*/

picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);
  }

//Place Head and Hat on stage and fade in
public function hatAndFace():void
{
head = new HatAndFace();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/4;
head.alpha = 0;
addChild(head);
TweenLite.to(head, 2, {autoAlpha:1});
}
 //Place left eye on stage and fade in
public function eyeball1():void
{
leftEye = new Eyeball();
leftEye.x = head.x - 30;
leftEye.y = head.y + 15;
leftEye.alpha = 0;
addChild(leftEye);
TweenLite.to(leftEye, 2, {autoAlpha:1});
}
 //Place right eye on stage and fade in
public function eyeball2():void
{
rightEye = new Eyeball();
rightEye.x = head.x + 30;
rightEye.y = head.y + 15;
rightEye.alpha = 0;
addChild(rightEye);
TweenLite.to(rightEye, 2, {autoAlpha:1});
}

//Place right hand on stage and fade in
public function myRightHand():void
{
rightHand = new Hand();
rightHand.x = head.x + 480;
rightHand.y = head.y + 50;
addChild(rightHand);
rightHand.addEventListener(Event.ENTER_FRAME, checkFrame);
 }
  //Place left hand on stage and fade in
  public function myLeftHand():void
  {
 leftHand = new Hand();
 leftHand.x = head.x - 30;
 

Re: [Flashcoders] AddEventListener

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 1:12 PM, Nathan Mynarcik nat...@mynarcik.comwrote:

 Have you tried tracing to see if that function you added is firing?


Thank you. I added one at the top of that function and it didn't fire. So
that tells us the problem must be in calling the function:

picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);

The only things I changed here when I copied and pasted this function call
were changing from checkFrame to checkFrame3, and editing the variable
calling the function; namely picLoader. Therefore I presume it must be the
latter that is causing the problem. Why? After all, I but replaced an
addEventListener (which I then put in checkFrame3):

picLoader.addEventListener(PictureLoader.ALL_PICS_LOADED, createParticles);

Please advise.
TIA,
beno


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of beno -
 Sent: Monday, January 25, 2010 10:57 AM
 To: Flash Coders List
 Subject: [Flashcoders] AddEventListener

 Hi;
 I have the following line of code in the init:

 picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);

 and this code further on:

  public function checkFrame3(e:Event):void
  {
 if (e.target.currentFrame == 10)
 {
e.target.removeEventListener(Event.ENTER_FRAME, checkFrame);
 picLoader.addEventListener(PictureLoader.ALL_PICS_LOADED, createParticles);
 picLoader.loadPics(picURLString);
 }
  }

 I copied a bunch of code from flashandmath.com. The above is my own
 addition. It doesn't do anything. What I'd like it to do is, when the movie
 enters frame 10, activate the code I copied from flashandmath. If I pull
 out
 and replace my above-quoted line of code in the init with the same,
 everything works. But I'd like to delay this action for so many frames.
 Please advise. All code follows.
 TIA,
 beno


 package
 {
   import flash.text.TextField;
   import flash.text.TextFormat;
   import flash.text.TextFieldAutoSize;
   import flash.utils.getTimer;
   import com.dangries.loaders.*;
   import com.dangries.bitmapUtilities.PictureAtomizer;
   import com.dangries.objects.Particle3D;
   import com.dangries.geom3D.*;
   import com.dangries.display.*;
   import flash.filters.BlurFilter;
   import flash.geom.ColorTransform;
   import flash.geom.Rectangle;
   import flash.geom.Point;
   import flash.events.Event;
   import flash.events.ProgressEvent;
   import flash.events.Event;
   import flash.events.MouseEvent;
   import flash.display.MovieClip;
   import com.greensock.*;
   import com.greensock.easing.*;

   public class Main extends MovieClip
   {
  //Import Library Assests
 public var picURLString:Array;
 public var picLoader:PictureLoader;
 public var pic:Array;
 public var atomizer:PictureAtomizer;
 public var particles:Array;
 public var blur:BlurFilter;
 public var darken:ColorTransform;
 public var board:RotatingParticleBoard;
 public var boardRect:Rectangle;
 public var filterPoint:Point;
 public var p:Particle3D;
 public var param:Number;
 public var head:HatAndFace;
 public var leftEye:Eyeball;
 public var rightEye:Eyeball;
 public var leftHand:Hand;
 public var rightHand:Hand;
 public var myPic:picture;
public var myThumb:CloseThumb;

  public function Main()
  {
 init();

  }

  public function init():void
  {
 hatAndFace();
 eyeball1();
 eyeball2();
 myRightHand();
 myLeftHand();
 thePic();
theThumb();
 picURLString= [beno.jpg];
 picLoader = new PictureLoader();

 board = new RotatingParticleBoard(420,340,true, 0x, 160);
 board.setDepthDarken(-10,-80, 1.5);
 board.makeFrame(2,0x44,1);
 board.holder.x = stage.stageWidth/2 - board.width/2;
 board.holder.y = stage.stageHeight/2 - board.height/2;
 //set the initial rotation:
 board.currentQ = new Quaternion(Math.cos(Math.PI/12),
 Math.sin(Math.PI/12)/Math.sqrt(2),0,-Math.sin(Math.PI/12)/Math.sqrt(2));
 //set the automatic rotation to use while mouse is not dragging:
 board.autoQuaternion = new
 Quaternion(Math.cos(Math.PI/300),0,Math.sin(Math.PI/300),0);

 blur = new BlurFilter(3,3);
 darken = new ColorTransform(1,1,1,0.8);
 boardRect = new Rectangle(0,0,board.width,board.height);
 filterPoint = new Point(0,0);
  //add following code to see arcball silhouette:
 /*
 var ballOutline:Shape = new Shape();
 ballOutline.graphics.lineStyle(1,0x88);
 ballOutline.graphics.drawCircle(0,0,board.arcballRad);
 ballOutline.x = board.width/2;
 ballOutline.y = board.height/2;
 board.holder.addChild(ballOutline);
 */

 picLoader.addEventListener(Event.ENTER_FRAME, checkFrame3);
  }

 //Place Head and Hat on stage and fade in
 public function hatAndFace():void
 {
 head = new HatAndFace();
 head.x = stage.stageWidth/2;
 head.y = stage.stageHeight/4;
 head.alpha = 0;
 addChild(head);
 TweenLite.to(head, 2, {autoAlpha:1});
 }
  //Place left eye on stage and fade in
 public function eyeball1():void
 

[Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread William Chadwick
I have a menu bar component

 mx:MenuBar id=mainMenu labelField=@label
click={MenuEvent(event)}
 itemClick={MenuItemEvent(event)}

Everytime I create a handler like this:

 private function MenuItemEvent(e:MenuEvent):void

I get a Type was not found or was not a compile-time constant: MenuEvent

But, I've explicitly imported this event:

 import mx.events.MenuEvent;

Am I going mad? What am I doing wrong? I'm using standalone Flex Builder
3.0.2.214193 on Windows XP- not the Eclipse plug-in.

Please help,

William Chadwick
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RE: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread Merrill, Jason
This is a Flex question.  http://tech.groups.yahoo.com/group/flexcoders/



Jason Merrill 

Bank of  America  Global Learning 
Learning  Performance Soluions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of William
Chadwick
Sent: Monday, January 25, 2010 1:01 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] MenuEvent causes 1046 error

I have a menu bar component

 mx:MenuBar id=mainMenu labelField=@label
click={MenuEvent(event)}
 itemClick={MenuItemEvent(event)}

Everytime I create a handler like this:

 private function MenuItemEvent(e:MenuEvent):void

I get a Type was not found or was not a compile-time constant:
MenuEvent

But, I've explicitly imported this event:

 import mx.events.MenuEvent;

Am I going mad? What am I doing wrong? I'm using standalone Flex Builder
3.0.2.214193 on Windows XP- not the Eclipse plug-in.

Please help,

William Chadwick
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Re: [Flashcoders] problem with paths

2010-01-25 Thread sebastian
Hi everyone, thanks for all the advice and suggestions. I'm going to try 
John's replacement suggestion, as this seems very promising!


Thanks!

Sebastian.

John McCormack wrote:

Sorry,

In my application the scores file would have the same name as the SWF 
program, and so progam.swf becomes progamscores.txt


temp=this.loaderInfo.url;// Use the SWF path as 
a source

temp=temp.replace(.swf,scores.txt); // for the scores text file

John

John McCormack wrote:

If I understand this correctly:

html is in directory1
SWF in directory2/flash
SWF is trying to load the XML from directory2/flash/xml/

A SWF knows the directory it was loaded from and so can find the xml 
directory. For example I use this...


var temp:String;

temp=this.loaderInfo.url;// Use the SWF path 
as a source

temp=temp.replace(.swf,scores.txt); // for the scores text file

Also, you could email back to yourself the directories that you find.

If they were prepared to run it, they could help by running Charles' 
web proxy from www.xk72.com/charles

That would help them identify failed loading of files.

John

sebastian wrote:

Thanks Nathan and Dave,

The leading slash was just a typo in my email, but the code doesn't 
start with a leading slash, so that can't be the problem.


It's on an intranet, so an internal website that people like me, who 
are external, can't see or access [and they won't grant me access 
either]. We can't just tell them sorry because they are some huge 
multinational company, and we are a small local agency...


They sent me the path names of where they put the file, and where it 
is being loaded from, so I tried hardcoding the exact path into my AS 
file for the XML file, but it still wont load it.


I know that if I make them test my HTML file that I used, which sits 
in the same folder as the resources, it works for them JUST FINE...


So it is when they try and load it from a different directory on the 
same server that it doesn't.


Something like:

http://theirsite.com/flash

Is being read from:

http://theirsite.com/someotherplace/somesubfolder

Is there something else I need to set, it loads the SWF from:


http://theirsite.com/flash

just fine, but it won't load the XML from:


http://theirsite.com/flash/xml/data.xml

Any other ideas?

Thanks!

Seb.

Nathan Mynarcik wrote:
Is it published on the web? Or is the intranet on a shared drive on 
an internal network? If it is the ladder, your path has to be longer 
than it would be for a webserver.
Best bet would be to trace your butt off until you find the exact 
string you need for the path. Go back and forth about 20 to 30 times 
with them on file versions until they get fed up. Having you do it 
without being able to test is like having you code blindfolded with 
yours hands tied.


--Original Message--
From: sebastian
Sender: flashcoders-boun...@chattyfig.figleaf.com
To: Flash Coders List
ReplyTo: Flash Coders List
Subject: [Flashcoders] problem with paths
Sent: Jan 22, 2010 2:16 PM

Hello flash coders,

Simple question I believe, but I'm having problems with a delivery 
of a flash file.


My flash file loads an external XML and then from the external XML 
it loads images, videos text etc.


It works fine locally and on our test server, however at the 
client's server, which is on an intranet so I can't test or see what 
they see, it doesn't load the XML...


I tried hard coding the paths that they tell me the XML resides in, 
and they promise me that they have kept the file structure intact, 
and they have also informed me that there is no cross domain going 
on... meaning that the flash is being loaded from the same domain 
where the data is being kept.


My question is: how could this not be working? My only guess is that 
the file is being embeded in an HTML file that is NOT in the path of 
where the files are being kept, but then my hardcoded full-paths 
should (?) have resolved this...?


Am I right that I can replace: the load /xml/data.xml with 
http://domainname.com/flash/xml/data.xml; and then load the SWF 
from a directory like: 
http://domainname.com/somsubdirectory/index.html; and get it all to 
load correctly?


Thanks for any insight or thoughts you can offer!

Best,

Seb.
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nat...@mynarcik.com
254.749.2525
www.mynarcik.com

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[Flashcoders] Rotation

2010-01-25 Thread beno -
Hi;
Can someone please give me the general parameters for doing the following:
1) Rotate a hand on its axis;
2) Attach another graphic so that it rotates with the hand as if it were
held by the same.
TIA,
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread Karl DeSaulniers
Put your thumb graphic in one mc and your hand in another and put  
both those into another mc.
Go inside the mc that holds both and select each mc individually and  
set its transform pivot point  to the same destination as the other or
I think you can do this to figure out what the coordinates are to  
apply to your as.
Not sure of the AS equivalent for the transform axis point is. May  
have to google that one.

GL

Karl


On Jan 25, 2010, at 12:21 PM, beno - wrote:


Hi;
Can someone please give me the general parameters for doing the  
following:

1) Rotate a hand on its axis;
2) Attach another graphic so that it rotates with the hand as if it  
were

held by the same.
TIA,
beno
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http://designdrumm.com

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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread Dave Watts
 I have a menu bar component

     mx:MenuBar id=mainMenu labelField=@label
 click={MenuEvent(event)}
                 itemClick={MenuItemEvent(event)}

 Everytime I create a handler like this:

     private function MenuItemEvent(e:MenuEvent):void

 I get a Type was not found or was not a compile-time constant: MenuEvent

 But, I've explicitly imported this event:

     import mx.events.MenuEvent;

 Am I going mad? What am I doing wrong? I'm using standalone Flex Builder
 3.0.2.214193 on Windows XP- not the Eclipse plug-in.

You appear to also have an event handler called MenuEvent assigned to
the click handler of the MenuBar. Also, you don't need bindings for
event handler values. You only need bindings to use AS expressions in
non-event attributes of MXML elements. Finally, it's arguably bad form
to name things other than classes in title case - the convention is to
use camel case for variables and functions.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
http://training.figleaf.com/

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.

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Re: [Flashcoders] Rotation

2010-01-25 Thread Karl DeSaulniers

Look at that fla I sent you.
Choose the transform tool and look at the axis points.
HTH

Karl


On Jan 25, 2010, at 12:32 PM, Karl DeSaulniers wrote:

Put your thumb graphic in one mc and your hand in another and put  
both those into another mc.
Go inside the mc that holds both and select each mc individually  
and set its transform pivot point  to the same destination as the  
other or
I think you can do this to figure out what the coordinates are to  
apply to your as.
Not sure of the AS equivalent for the transform axis point is. May  
have to google that one.

GL

Karl


On Jan 25, 2010, at 12:21 PM, beno - wrote:


Hi;
Can someone please give me the general parameters for doing the  
following:

1) Rotate a hand on its axis;
2) Attach another graphic so that it rotates with the hand as if  
it were

held by the same.
TIA,
beno
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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread William Chadwick
Dave,

I'm following the example here:
http://livedocs.adobe.com/flex/3/langref/mx/controls/MenuBar.html

which has almost identical code:

// Event handler for the MenuBar control's itemClick event.
private function menuHandler(event:MenuEvent):void  {

mx:MenuBar labelField=@label itemClick=menuHandler(event);


Although I always use just plain e for my parameter variable in event
handlers.

Bindings: yeah, you're right.

About the function name- I am following my company's C# standard which has
uppercase names for functions since my company does not have a Flex/AS3
coding standard. What is the convention you refer to called?

But none of your comments seem to get at my real problem, I want to access
the label the user clicks on when they use the menu bar, but I can't use it
because why? My installation is corrupt? I don't understand...

William Chadwick

On 1/25/10, Dave Watts dwa...@figleaf.com wrote:

  I have a menu bar component
 
  mx:MenuBar id=mainMenu labelField=@label
  click={MenuEvent(event)}
  itemClick={MenuItemEvent(event)}
 
  Everytime I create a handler like this:
 
  private function MenuItemEvent(e:MenuEvent):void
 
  I get a Type was not found or was not a compile-time constant:
 MenuEvent
 
  But, I've explicitly imported this event:
 
  import mx.events.MenuEvent;
 
  Am I going mad? What am I doing wrong? I'm using standalone Flex Builder
  3.0.2.214193 on Windows XP- not the Eclipse plug-in.


 You appear to also have an event handler called MenuEvent assigned to
 the click handler of the MenuBar. Also, you don't need bindings for
 event handler values. You only need bindings to use AS expressions in
 non-event attributes of MXML elements. Finally, it's arguably bad form
 to name things other than classes in title case - the convention is to
 use camel case for variables and functions.

 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/
 http://training.figleaf.com/

 Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
 GSA Schedule, and provides the highest caliber vendor-authorized
 instruction at our training centers, online, or onsite.


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RE: [Flashcoders] Rotation

2010-01-25 Thread Nathan Mynarcik
1) Rotate a hand on its axis;
What axis?

2) Attach another graphic so that it rotates with the hand as if it were
held by the same.
Just make another graphic of the hand with the object in it.  Then rotate
it.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of beno -
Sent: Monday, January 25, 2010 12:21 PM
To: Flash Coders List
Subject: [Flashcoders] Rotation

Hi;
Can someone please give me the general parameters for doing the following:
1) Rotate a hand on its axis;
2) Attach another graphic so that it rotates with the hand as if it were
held by the same.
TIA,
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 2:44 PM, Karl DeSaulniers k...@designdrumm.comwrote:

 Look at that fla I sent you.


Where did you send this? Can you re-send it, please?
Thanks,
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread Muzak

I suggest you buy a few books and start learning - basic - stuff rather than 
shooting emails to the list every 5 minutes.



- Original Message - 
From: beno - flashmeb...@gmail.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, January 25, 2010 7:21 PM
Subject: [Flashcoders] Rotation



Hi;
Can someone please give me the general parameters for doing the following:
1) Rotate a hand on its axis;
2) Attach another graphic so that it rotates with the hand as if it were
held by the same.
TIA,
beno


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Re: [Flashcoders] Rotation

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 3:27 PM, Muzak p.ginnebe...@telenet.be wrote:

 I suggest you buy a few books and start learning - basic - stuff rather
 than shooting emails to the list every 5 minutes.


My first book is on its way. I'll still be asking questions, sorry.
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread Karl DeSaulniers

It was a file so I sent it to your email.
Off list

Karl

Check your junk folder maybe?

On Jan 25, 2010, at 1:20 PM, beno - wrote:

On Mon, Jan 25, 2010 at 2:44 PM, Karl DeSaulniers  
k...@designdrumm.comwrote:



Look at that fla I sent you.



Where did you send this? Can you re-send it, please?
Thanks,
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread Henrik Andersson

beno - wrote:

My first book is on its way. I'll still be asking questions, sorry.


Second book, you always have the manual.
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Re: [Flashcoders] Rotation

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 3:42 PM, Henrik Andersson he...@henke37.cjb.netwrote:

 beno - wrote:

 My first book is on its way. I'll still be asking questions, sorry.


 Second book, you always have the manual.


Right. My problem is limited time in front of my computer. Long story, but
finally actually bought a computer (went broke in the Dominican Republic,
etc.). But it's at a friend's office (I live on a boat and haven't been able
to afford a wind generator yet). So I maximize my time online when I have
the chance. Can't very well print out the manual. But a book I can take and
read. I'll be out of this hole as soon as I develop two Flash sites, then I
can cook with gas.
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 3:36 PM, Karl DeSaulniers k...@designdrumm.comwrote:

 It was a file so I sent it to your email.
 Off list


Got it. Thanks :)
beno
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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread Dave Watts
 I'm following the example here:
 http://livedocs.adobe.com/flex/3/langref/mx/controls/MenuBar.html

 which has almost identical code:

            // Event handler for the MenuBar control's itemClick event.
            private function menuHandler(event:MenuEvent):void  {
            
            mx:MenuBar labelField=@label itemClick=menuHandler(event);
            

 Although I always use just plain e for my parameter variable in event
 handlers.

In your code, you have a click handler bound to a MenuEvent function.
There is a MenuEvent event object as well. There can be only one.
Remove the click handler if you simply want to respond to the
itemClick event, which has its own handler.

 About the function name- I am following my company's C# standard which has
 uppercase names for functions since my company does not have a Flex/AS3
 coding standard. What is the convention you refer to called?

I don't know if it has a name, other than the convention followed by
most AS3, Java and C# programmers. Since it's a convention, I'm not
going to waste my time telling you it's the right way to do things, or
that you're doing things the wrong way, but in my own opinion it does
make things easier to follow.

 But none of your comments seem to get at my real problem, I want to access
 the label the user clicks on when they use the menu bar, but I can't use it
 because why? My installation is corrupt? I don't understand...

Again, I'm pretty certain that the cause of your problem is the click
handler attached to your MenuBar.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
http://training.figleaf.com/

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.

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Re: [Flashcoders] Rotation

2010-01-25 Thread Karl DeSaulniers

By and large if you have something that has movable parts,
put the parts in their own MC and then all of them together in one  
and control separately.

As far as I know.

There may be another way suggested.

Karl


On Jan 25, 2010, at 1:49 PM, beno - wrote:

On Mon, Jan 25, 2010 at 3:36 PM, Karl DeSaulniers  
k...@designdrumm.comwrote:



It was a file so I sent it to your email.
Off list



Got it. Thanks :)
beno
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Re: [Flashcoders] Rotation

2010-01-25 Thread beno -
On Mon, Jan 25, 2010 at 3:54 PM, Karl DeSaulniers k...@designdrumm.comwrote:

 By and large if you have something that has movable parts,
 put the parts in their own MC and then all of them together in one and
 control separately.
 As far as I know.


Makes sense. Stick 'em together like Legos.
beno
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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread William Chadwick
Dave,

Thanks!

Not sure what I was thinkin' when I used the Adobe class name MenuEvent as a
custom method name but that was the problem. An embarrassing problem to have
so publicly. But, hey, it's Monday morning!

About the coding conventions, thanks for your comments.  I work for a medium
sized corporation that does software development. We have no official
Flex/ActionScript standards, but I am following my company's published C#
standard. You may have the better standard, but you don't write my paycheck.


My apologies to those of you who didn't want to see MXML in the ActionScript
forum. Technically, my issue was on the AS3 side of things.

Thanks again,
William Chadwick

On 1/25/10, Dave Watts dwa...@figleaf.com wrote:

  I'm following the example here:
  http://livedocs.adobe.com/flex/3/langref/mx/controls/MenuBar.html
 
  which has almost identical code:
 
 // Event handler for the MenuBar control's itemClick event.
 private function menuHandler(event:MenuEvent):void  {
 
 mx:MenuBar labelField=@label
 itemClick=menuHandler(event);
 
 
  Although I always use just plain e for my parameter variable in event
  handlers.


 In your code, you have a click handler bound to a MenuEvent function.
 There is a MenuEvent event object as well. There can be only one.
 Remove the click handler if you simply want to respond to the
 itemClick event, which has its own handler.


  About the function name- I am following my company's C# standard which
 has
  uppercase names for functions since my company does not have a Flex/AS3
  coding standard. What is the convention you refer to called?


 I don't know if it has a name, other than the convention followed by
 most AS3, Java and C# programmers. Since it's a convention, I'm not
 going to waste my time telling you it's the right way to do things, or
 that you're doing things the wrong way, but in my own opinion it does
 make things easier to follow.


  But none of your comments seem to get at my real problem, I want to
 access
  the label the user clicks on when they use the menu bar, but I can't use
 it
  because why? My installation is corrupt? I don't understand...


 Again, I'm pretty certain that the cause of your problem is the click
 handler attached to your MenuBar.


 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/
 http://training.figleaf.com/

 Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
 GSA Schedule, and provides the highest caliber vendor-authorized
 instruction at our training centers, online, or onsite.

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RE: [Flashcoders] Rotation

2010-01-25 Thread Merrill, Jason
 Right. My problem is limited time in front of my computer. Long
story, but finally actually bought a computer (went broke in the
Dominican Republic, etc.). 
But it's at a friend's office (I live on a boat and haven't been able
to afford a wind generator yet). So I maximize my time online when I
have the chance. 
Can't very well print out the manual. But a book I can take and read.
I'll be out of 
this hole as soon as I develop two Flash sites, then I can cook with
gas.

Wow.  Let me quote that last line again:

 I'll be out of this hole as soon as I develop two Flash sites, then I
can cook with gas.

You sure you're not just some long time list guru messing with us?  If
not, I do feel bad for your situation, but you need to be realistic.
You can't rely on this list to teach you everything, especially when you
keep posting questions every few minutes without doing research and
trying things in-between.  We're here to help, but we're not here to
help someone crowd source their project.  Last time, we recommended you
make use of the trace() function liberally, which is basic Flash skills
101, and again, someone had to remind you to use that again today, which
you then did, and you found out some things as to why your code wasn't
working.  Sorry, I'm just saying please be more considerate of the good
members of this list who are trying to help you, you need to do your
part as well.  You asked 2 questions Saturday, then four questions today
- one of them was for a project you're not even working on.  I guess I'm
still a bit annoyed from the last time you peppered the list with all
your code and questions and people raised a stink then. Personally, I
don't like to help people who aren't trying all that hard to help
themselves.  

I copied a bunch of code from flashandmath.com. The above is my own
addition. It doesn't do anything. What I'd like it to do is, when the
movie enters frame 10, 
activate the code I copied from flashandmath. If I pull out and
replace my above-quoted line of code in the init with the same,
everything works. But I'd like to 
delay this action for so many frames.

That's a perfect example where, you're trying to copy work others have
done, without understanding the underlying principles.  Really, you need
some more basic help understanding how Flash works first. 


Jason Merrill 

Bank of  America  Global Learning 
Learning  Performance Soluions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)



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Re: [Flashcoders] Rotation

2010-01-25 Thread Karl DeSaulniers

More like advanced legos, but yeah.

Karl

On Jan 25, 2010, at 2:06 PM, beno - wrote:

On Mon, Jan 25, 2010 at 3:54 PM, Karl DeSaulniers  
k...@designdrumm.comwrote:



By and large if you have something that has movable parts,
put the parts in their own MC and then all of them together in one  
and

control separately.
As far as I know.



Makes sense. Stick 'em together like Legos.
beno
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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread Dave Watts
 Not sure what I was thinkin' when I used the Adobe class name MenuEvent as a
 custom method name but that was the problem. An embarrassing problem to have
 so publicly. But, hey, it's Monday morning!

No need to be embarrassed, people make that kind of mistake all the time.

 About the coding conventions, thanks for your comments.  I work for a medium
 sized corporation that does software development. We have no official
 Flex/ActionScript standards, but I am following my company's published C#
 standard. You may have the better standard, but you don't write my paycheck.

My comments on conventions are nothing more than that - comments. By
all means, follow whatever conventions your company wants you to. Feel
free to tell them that some guy on the internet thinks they're dumb,
though.

 My apologies to those of you who didn't want to see MXML in the ActionScript
 forum. Technically, my issue was on the AS3 side of things.

No need to apologize about that, either. However, most of the people
here are Flash folks, rather than Flex. So, you might not find this
list as helpful overall with Flex-specific questions as you would the
Flexcoders list Jason mentioned. Don't let that stop you from posting
questions here, though.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
http://training.figleaf.com/

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
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[Flashcoders] progressBar component question

2010-01-25 Thread Gustavo Duenas
Hi, I was wondering how can I use the progressbar component to load  
the entire movie instead of a movie loaded inside a movie clip.
Anyone knows or at least knows about a tutorial to point me in?  
because I want to use it to check the progress of loading the entire  
movie, I can do it in as2, but it seems very obscure to do in as3.



I'de appreciate greatly your help friends.


Gustavo

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Re: [Flashcoders] MenuEvent causes 1046 error

2010-01-25 Thread Henrik Andersson

William Chadwick wrote:

My apologies to those of you who didn't want to see MXML in the ActionScript
forum. Technically, my issue was on the AS3 side of things.


I am more bothered by the fact that you called it a forum instead of a 
mailinglist. And I am not very bothered by that either.

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Re: [Flashcoders] progressBar component question

2010-01-25 Thread Henrik Andersson

Set the source property to root.loaderInfo.
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Re: [Flashcoders] progressBar component question

2010-01-25 Thread Gustavo Duenas

stop();
import flash.display.*;


root.contentLoaderInfo.addEventListener (ProgressEvent.PROGRESS,  
plLoading);



function plLoading(event:ProgressEvent) :void {
if(event.bytesLoaded == event.bytesTotal){
gotoAndPlay(2);
}
}

this is what I got , how can I set the source to root.loaderInfo


thanks

Gustavo
On Jan 25, 2010, at 4:54 PM, Henrik Andersson wrote:


Set the source property to root.loaderInfo.
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[Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

I have a bit of an oddity with a sprite alpha.

At alpha=0.0 - invisible
At any other alpha it's full on.

Anyone else seen this?

Things are a bit frantic just now, so I have little time to experiment 
to see what the problem is.


Paul

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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Eric E. Dolecki
You mean at 0.5 it's fully on? Or are you doing alpha = 50 expecting 50%
alpha?

On Mon, Jan 25, 2010 at 6:22 PM, Paul Andrews p...@ipauland.com wrote:

 I have a bit of an oddity with a sprite alpha.

 At alpha=0.0 - invisible
 At any other alpha it's full on.

 Anyone else seen this?

 Things are a bit frantic just now, so I have little time to experiment to
 see what the problem is.

 Paul

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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Pedro Taranto

if you are using AS3, the alpha value range is 0-1
in AS2 its 0-100

--
Pedro Taranto


Paul Andrews wrote:

I have a bit of an oddity with a sprite alpha.

At alpha=0.0 - invisible
At any other alpha it's full on.

Anyone else seen this?

Things are a bit frantic just now, so I have little time to experiment 
to see what the problem is.


Paul

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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

Paul Andrews wrote:

I have a bit of an oddity with a sprite alpha.

At alpha=0.0 - invisible
At any other alpha it's full on.

To clarify - it's full on at 0.05 !

Clearly it's not what we would expect, so I guess there's something else 
going on. Just wondered if anyone else had seen this behaviour.


Paul


Anyone else seen this?

Things are a bit frantic just now, so I have little time to experiment 
to see what the problem is.


Paul

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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Zeh Fernando
1. How much is any other alpha?
2. What is the content of the sprite?



On Mon, Jan 25, 2010 at 6:33 PM, Eric E. Dolecki edole...@gmail.com wrote:

 You mean at 0.5 it's fully on? Or are you doing alpha = 50 expecting 50%
 alpha?

 On Mon, Jan 25, 2010 at 6:22 PM, Paul Andrews p...@ipauland.com wrote:

  I have a bit of an oddity with a sprite alpha.
 
  At alpha=0.0 - invisible
  At any other alpha it's full on.
 
  Anyone else seen this?
 
  Things are a bit frantic just now, so I have little time to experiment to
  see what the problem is.
 
  Paul
 
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

Zeh Fernando wrote:

1. How much is any other alpha?
  

0.05 - it's not the AS2 alpha  1 error.

2. What is the content of the sprite?
  

A coloured rectangle - it's not a problem with non-embedded text.



On Mon, Jan 25, 2010 at 6:33 PM, Eric E. Dolecki edole...@gmail.com wrote:

  

You mean at 0.5 it's fully on? Or are you doing alpha = 50 expecting 50%
alpha?

On Mon, Jan 25, 2010 at 6:22 PM, Paul Andrews p...@ipauland.com wrote:



I have a bit of an oddity with a sprite alpha.

At alpha=0.0 - invisible
At any other alpha it's full on.

Anyone else seen this?

Things are a bit frantic just now, so I have little time to experiment to
see what the problem is.

Paul

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Re: [Flashcoders] progressBar component question

2010-01-25 Thread Gustavo Duenas

I've solved the issue, thanks
now is working
On Jan 25, 2010, at 5:54 PM, Gustavo Duenas wrote:


stop();
import flash.display.*;


root.contentLoaderInfo.addEventListener (ProgressEvent.PROGRESS,  
plLoading);



function plLoading(event:ProgressEvent) :void {
if(event.bytesLoaded == event.bytesTotal){
gotoAndPlay(2);
}
}

this is what I got , how can I set the source to root.loaderInfo


thanks

Gustavo
On Jan 25, 2010, at 4:54 PM, Henrik Andersson wrote:


Set the source property to root.loaderInfo.
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Eric E. Dolecki
huh? Post some code. Everyone is guessing at the vague question at the
moment.

On Mon, Jan 25, 2010 at 7:17 PM, Paul Andrews p...@ipauland.com wrote:

 Zeh Fernando wrote:

 1. How much is any other alpha?


 0.05 - it's not the AS2 alpha  1 error.

  2. What is the content of the sprite?


 A coloured rectangle - it's not a problem with non-embedded text.



 On Mon, Jan 25, 2010 at 6:33 PM, Eric E. Dolecki edole...@gmail.com
 wrote:



 You mean at 0.5 it's fully on? Or are you doing alpha = 50 expecting 50%
 alpha?

 On Mon, Jan 25, 2010 at 6:22 PM, Paul Andrews p...@ipauland.com wrote:



 I have a bit of an oddity with a sprite alpha.

 At alpha=0.0 - invisible
 At any other alpha it's full on.

 Anyone else seen this?

 Things are a bit frantic just now, so I have little time to experiment
 to
 see what the problem is.

 Paul

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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

Eric E. Dolecki wrote:

huh? Post some code. Everyone is guessing at the vague question at the
moment.
  

I'm not sure it's that vague, but still..

Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it 
invisible/almost invisible. Setting the alpha to 0.0 does.


The code is amongst a load of other stuff and I can live without the 
alpha for the moment. If nobody else has seen odd behaviour with Sprite 
alphas, then I have some stupidity in my code and I'll return to it 
later. If you haven't see odd alpha behaviour then no worries.


When life is a little less frantic, I'll check it out with some more tests.

Paul
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Re: [Flashcoders] Rotation

2010-01-25 Thread jared stanley
Beno, there's a list on here called 'flash newbies' or something -
despite the name there are great resources. The level of questions
you're asking are definitely pointed more to that list, please start
posting there I think you and everyone else will have a better
experience.




On Mon, Jan 25, 2010 at 12:12 PM, Karl DeSaulniers k...@designdrumm.com wrote:
 More like advanced legos, but yeah.

 Karl

 On Jan 25, 2010, at 2:06 PM, beno - wrote:

 On Mon, Jan 25, 2010 at 3:54 PM, Karl DeSaulniers
 k...@designdrumm.comwrote:

 By and large if you have something that has movable parts,
 put the parts in their own MC and then all of them together in one and
 control separately.
 As far as I know.


 Makes sense. Stick 'em together like Legos.
 beno
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[Flashcoders] Matrix + BitmapData - what exactly happens?

2010-01-25 Thread jared stanley
Hey list - I have been trying to get the dominant pixel color of an image.

I received this solution from someone, but I'm still not exactly sure what
flash is doing with this:


public static function GetColor(_bmd:BitmapData):uint{

var m: Matrix = new Matrix();
m.scale( 1 / _bmd.width, 1 / _bmd.height);
var colorBmd:BitmapData = new BitmapData(1, 1);
colorBmd.draw(_bmd, m);
var color:uint = colorBmd.getPixel(0,0);
//trace(color)

return color;
}



   - the matrix is scaling down _bmd  to a fraction
   - a 1x1 pixel BitmapData is created
   - the draw() method is drawing a scaled version of the bitmap, 1pixel by
   1 pixel
   - the pixel at 0,0 is selected

My question is how is that color determined? Basically the whole image gets
simplified down to one color by flash, how is that determined?

Ultimately I'm curious as I'd like to be able to get the dominant color and
the average color of an image separately.

Thanks!

Jared
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread jared stanley
whenever I see odd behavior with alpha I assume it has to do with a parent
clip or setting it to 50 instead of .5 - and it usually happens when I'm
feeling frantic on a project.

hth

jared



On Mon, Jan 25, 2010 at 5:01 PM, Paul Andrews p...@ipauland.com wrote:

 Eric E. Dolecki wrote:

 huh? Post some code. Everyone is guessing at the vague question at the
 moment.


 I'm not sure it's that vague, but still..

 Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it
 invisible/almost invisible. Setting the alpha to 0.0 does.

 The code is amongst a load of other stuff and I can live without the alpha
 for the moment. If nobody else has seen odd behaviour with Sprite alphas,
 then I have some stupidity in my code and I'll return to it later. If you
 haven't see odd alpha behaviour then no worries.

 When life is a little less frantic, I'll check it out with some more tests.


 Paul
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

jared stanley wrote:

whenever I see odd behavior with alpha I assume it has to do with a parent
clip or setting it to 50 instead of .5 - and it usually happens when I'm
feeling frantic on a project.
  
LOL, it is frantic and I don't think I did something stupid, though 
you're probably right..

hth

jared



On Mon, Jan 25, 2010 at 5:01 PM, Paul Andrews p...@ipauland.com wrote:

  

Eric E. Dolecki wrote:



huh? Post some code. Everyone is guessing at the vague question at the
moment.


  

I'm not sure it's that vague, but still..

Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it
invisible/almost invisible. Setting the alpha to 0.0 does.

The code is amongst a load of other stuff and I can live without the alpha
for the moment. If nobody else has seen odd behaviour with Sprite alphas,
then I have some stupidity in my code and I'll return to it later. If you
haven't see odd alpha behaviour then no worries.

When life is a little less frantic, I'll check it out with some more tests.


Paul
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Zeh Fernando
What's the content of the sprite?

On Mon, Jan 25, 2010 at 8:30 PM, jared stanley jared.stan...@gmail.comwrote:

 whenever I see odd behavior with alpha I assume it has to do with a parent
 clip or setting it to 50 instead of .5 - and it usually happens when I'm
 feeling frantic on a project.

 hth

 jared



 On Mon, Jan 25, 2010 at 5:01 PM, Paul Andrews p...@ipauland.com wrote:

  Eric E. Dolecki wrote:
 
  huh? Post some code. Everyone is guessing at the vague question at the
  moment.
 
 
  I'm not sure it's that vague, but still..
 
  Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it
  invisible/almost invisible. Setting the alpha to 0.0 does.
 
  The code is amongst a load of other stuff and I can live without the
 alpha
  for the moment. If nobody else has seen odd behaviour with Sprite alphas,
  then I have some stupidity in my code and I'll return to it later. If you
  haven't see odd alpha behaviour then no worries.
 
  When life is a little less frantic, I'll check it out with some more
 tests.
 
 
  Paul
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Paul Andrews

Zeh Fernando wrote:

What's the content of the sprite?
  

A rectangle.

On Mon, Jan 25, 2010 at 8:30 PM, jared stanley jared.stan...@gmail.comwrote:

  

whenever I see odd behavior with alpha I assume it has to do with a parent
clip or setting it to 50 instead of .5 - and it usually happens when I'm
feeling frantic on a project.

hth

jared



On Mon, Jan 25, 2010 at 5:01 PM, Paul Andrews p...@ipauland.com wrote:



Eric E. Dolecki wrote:

  

huh? Post some code. Everyone is guessing at the vague question at the
moment.




I'm not sure it's that vague, but still..

Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it
invisible/almost invisible. Setting the alpha to 0.0 does.

The code is amongst a load of other stuff and I can live without the
  

alpha


for the moment. If nobody else has seen odd behaviour with Sprite alphas,
then I have some stupidity in my code and I'll return to it later. If you
haven't see odd alpha behaviour then no worries.

When life is a little less frantic, I'll check it out with some more
  

tests.


Paul
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Matt S.
Are any blendModes being applied to the Sprite? Or to a Sprite above it?
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[Flashcoders] Re: Matrix + BitmapData - what exactly happens?

2010-01-25 Thread jared stanley
here are some examples of the

previous block of code.

http://lab.freestyleinteractive.com/jared/bitmap/revival.html
http://lab.freestyleinteractive.com/jared/bitmap/heman.html
http://lab.freestyleinteractive.com/jared/bitmap/thundercats.html

it appears that the dominant color is showing, but it is inconsistent(look
at the end frame of the heman vid as an example)

thanks to anyone who can help shed some light on this.

Jared






On Mon, Jan 25, 2010 at 5:28 PM, jared stanley jared.stan...@gmail.comwrote:

 Hey list - I have been trying to get the dominant pixel color of an image.

 I received this solution from someone, but I'm still not exactly sure what
 flash is doing with this:


 public static function GetColor(_bmd:BitmapData):uint{

 var m: Matrix = new Matrix();
 m.scale( 1 / _bmd.width, 1 / _bmd.height);
 var colorBmd:BitmapData = new BitmapData(1, 1);
 colorBmd.draw(_bmd, m);
 var color:uint = colorBmd.getPixel(0,0);
 //trace(color)

 return color;
 }



- the matrix is scaling down _bmd  to a fraction
- a 1x1 pixel BitmapData is created
- the draw() method is drawing a scaled version of the bitmap, 1pixel
by 1 pixel
- the pixel at 0,0 is selected

 My question is how is that color determined? Basically the whole image gets
 simplified down to one color by flash, how is that determined?

 Ultimately I'm curious as I'd like to be able to get the dominant color and
 the average color of an image separately.

 Thanks!

 Jared


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Re: [Flashcoders] Re: Matrix + BitmapData - what exactly happens?

2010-01-25 Thread Juan Pablo Califano
Maybe it's not exactly what you're after, but here's a good method for
extracting a color palette from an image. You could possibly adapt it to
suit your needs or at least get some pointers.

http://blog.soulwire.co.uk/flash/actionscript-3/colourutils-bitmapdata-extract-colour-palette/

Cheers
Juan Pablo Califano

2010/1/25 jared stanley jared.stan...@gmail.com

 here are some examples of the

 previous block of code.

 http://lab.freestyleinteractive.com/jared/bitmap/revival.html
 http://lab.freestyleinteractive.com/jared/bitmap/heman.html
 http://lab.freestyleinteractive.com/jared/bitmap/thundercats.html

 it appears that the dominant color is showing, but it is inconsistent(look
 at the end frame of the heman vid as an example)

 thanks to anyone who can help shed some light on this.

 Jared






 On Mon, Jan 25, 2010 at 5:28 PM, jared stanley jared.stan...@gmail.com
 wrote:

  Hey list - I have been trying to get the dominant pixel color of an
 image.
 
  I received this solution from someone, but I'm still not exactly sure
 what
  flash is doing with this:
 
 
  public static function GetColor(_bmd:BitmapData):uint{
 
  var m: Matrix = new Matrix();
  m.scale( 1 / _bmd.width, 1 / _bmd.height);
  var colorBmd:BitmapData = new BitmapData(1, 1);
  colorBmd.draw(_bmd, m);
  var color:uint = colorBmd.getPixel(0,0);
  //trace(color)
 
  return color;
  }
 
 
 
 - the matrix is scaling down _bmd  to a fraction
 - a 1x1 pixel BitmapData is created
 - the draw() method is drawing a scaled version of the bitmap, 1pixel
 by 1 pixel
 - the pixel at 0,0 is selected
 
  My question is how is that color determined? Basically the whole image
 gets
  simplified down to one color by flash, how is that determined?
 
  Ultimately I'm curious as I'd like to be able to get the dominant color
 and
  the average color of an image separately.
 
  Thanks!
 
  Jared
 
 
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Re: [Flashcoders] Sprite alpha - solved

2010-01-25 Thread Paul Andrews
Right, the Sprite in question was being used as part of a printed report 
- something I rarely do using Flash and I was looking at the generated 
PDF and seeing a lack of transparency.


The flash printjob and it's transparency foibles were at play here, so 
now I know why I was seeing odd transparency behaviour. If I wasn't so 
tired I would have mentioned printing (well that's my excuse, anyway).


Time for sleep - 3.00AM ..

BTW thanks for the heads-up to all those who looked in. Goodnight!
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[Flashcoders] Browser levels??

2010-01-25 Thread Karl DeSaulniers

Hello all you glorious flash peoples,
I feel I am getting closer to all of you as each day passes. Here is  
one for the truly gifted.
Is there any way to tell (from flash) if the current browser window  
is on the top level or in the foreground top most application?

And here is where the gifted part comes in. Can it be done in AS2?
Your helps are always greatly appreciated o omnipotent Mailing list   
(bow).


Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] Re: Matrix + BitmapData - what exactly happens?

2010-01-25 Thread jared stanley
awesome Juan, I think that post has what I'm looking for. thanks for the
reference!

Jared






On Mon, Jan 25, 2010 at 6:53 PM, Juan Pablo Califano 
califa010.flashcod...@gmail.com wrote:

 Maybe it's not exactly what you're after, but here's a good method for
 extracting a color palette from an image. You could possibly adapt it to
 suit your needs or at least get some pointers.


 http://blog.soulwire.co.uk/flash/actionscript-3/colourutils-bitmapdata-extract-colour-palette/

 Cheers
 Juan Pablo Califano

 2010/1/25 jared stanley jared.stan...@gmail.com

  here are some examples of the
 
  previous block of code.
 
  http://lab.freestyleinteractive.com/jared/bitmap/revival.html
  http://lab.freestyleinteractive.com/jared/bitmap/heman.html
  http://lab.freestyleinteractive.com/jared/bitmap/thundercats.html
 
  it appears that the dominant color is showing, but it is
 inconsistent(look
  at the end frame of the heman vid as an example)
 
  thanks to anyone who can help shed some light on this.
 
  Jared
 
 
 
 
 
 
  On Mon, Jan 25, 2010 at 5:28 PM, jared stanley jared.stan...@gmail.com
  wrote:
 
   Hey list - I have been trying to get the dominant pixel color of an
  image.
  
   I received this solution from someone, but I'm still not exactly sure
  what
   flash is doing with this:
  
  
   public static function GetColor(_bmd:BitmapData):uint{
  
   var m: Matrix = new Matrix();
   m.scale( 1 / _bmd.width, 1 / _bmd.height);
   var colorBmd:BitmapData = new BitmapData(1, 1);
   colorBmd.draw(_bmd, m);
   var color:uint = colorBmd.getPixel(0,0);
   //trace(color)
  
   return color;
   }
  
  
  
  - the matrix is scaling down _bmd  to a fraction
  - a 1x1 pixel BitmapData is created
  - the draw() method is drawing a scaled version of the bitmap,
 1pixel
  by 1 pixel
  - the pixel at 0,0 is selected
  
   My question is how is that color determined? Basically the whole image
  gets
   simplified down to one color by flash, how is that determined?
  
   Ultimately I'm curious as I'd like to be able to get the dominant color
  and
   the average color of an image separately.
  
   Thanks!
  
   Jared
  
  
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