Re: [Flashcoders] RGB tinting using the colorMatrixFilter()

2007-05-10 Thread Mike Mountain

not sure I made myself clear - given a desaturated greyscale image I need to
be able to tint it to an RGB value - so black stays black, white stays white
and rgb=128,128,228 (50% grey) is the actual colour - with all the shade in
between. I need to be able to do this by using code like this:

[as3]
   trace(composite startTime:+getTimer());
   // tint
   var matrix:Array = new Array();
   matrix = matrix.concat([r1, r2, r3, r4, r5]);
   matrix = matrix.concat([g1, g2, g3, g4, g5]);
   matrix = matrix.concat([b1, b2, b3, b4, b5]);
   matrix = matrix.concat([a1, a2,a3, a4, a5]);
   var tintFilter = new ColorMatrixFilter(matrix);
[/as3]

so how do I work out the r's g's and b's in the matrix?

Cheers

Mike
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Re: [Flashcoders] RGB tinting using the colorMatrixFilter()

2007-05-10 Thread Mike Mountain

never mind, using colorTransform instead - much easier, but had to adapt
some other stuff. Would seem I can't have a single solution using
colorMatrix - nevermind.

Cheers

M
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[Flashcoders] RGB tinting using the colorMatrixFilter()

2007-05-09 Thread Mike Mountain

Hey guys

I'm working with greyscale images - assume neutral colour temperature is 50%
grey. These are shaded from white to black, white representing light, black
shading, and all the variable shades in between etc.

I need to tint the greyscale bitmapData to produce a shaded coloured image
using the colorMatrixFilter() from an RGB or Hex value.

so if the whole image was 50% grey (ie. r=128, g=128, b=128) it should
become r=256,g=0,b-0 - black should stay black, white should stay white but
the colours in between should be shades of red.

Anyone got a clue how I can do this?

Cheers

Mike
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[Flashcoders] Using a flex2 swc in Flash CS3

2007-05-01 Thread Mike Mountain

How do I go about using a flex 2 SWC library in Flash CS3? I tried dropping
it into the components directory but no joy

Anyone help?

Cheers

M
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[Flashcoders] [JOB] Flash developer rqd - Leeds, UK

2007-04-23 Thread Mike Mountain

 *Full time Flash Developer rqd - Leeds UK*We have a position open for the
following role:

The company: Dubit limited
Location: Leeds, UK
http://www.dubitlimited.com
Salary to be decided on experience
The role will be fulltime and on site - no telecommuting, sorry guys.
___

Interactive Developer

This role involves collaborating closely with our producers, designers and
application developers. The unique focus of the interactive developer is the
end-user experience which is what brings design and technology together to
create applications that excel on all levels. That is also why you are
closely involved in all phases of a project. From the conceptual phase, to
prototyping, development and quality assurance, your creativity and
knowledge influence the big picture as well as the
smallest details of any project.

Responsibilities

• Use your understanding of interaction to create user friendly and
innovative interactive experiences
• Ensure that all interface elements are beautifully implemented up to the
last pixel
• Create complex Flash components, interaction and animation
• Bridge the work of application developers and designers
• Follow standards and structures established within the company

Qualifications

• You must have extensive knowledge of: Flash / Actionscript / XML / Eclipse
/ Photoshop
• You have a good understanding and experience with: Usability /
Accessibility
• Professional programming practices (OOP, SVN...) Complex code and
framework structures and patterns
• You have a high skillset working in your field and demonstrated that in
previous projects.
• You have a resume and a portfolio that clearly demonstrate your abilities
for this position.

email:[EMAIL PROTECTED]

Please make the subject of your email, Job - Flash developer

No Agencies please.

Thanks

Mike
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Re: [Flashcoders] The great CS3 Swindle

2007-03-29 Thread Mike Mountain

In the days of electronic distribution this kind of business practice
stinks. Why do they do it, because they know they can get away with it  -
can we afford to boycott the release in europe? They know in most cases we
can't.

It's more than taking liberties, it's daylight robbery.
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Re: [Flashcoders] The great CS3 Swindle

2007-03-29 Thread Mike Mountain

Some cunning American could buy a load of the boxed product and legitimately
put them on ebay with a markup, sell them to the European market and both
parties would be better off

There's no law against selling second hand software overseas is there?
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Re: [Flashcoders] The great CS3 Swindle

2007-03-29 Thread Mike Mountain

For those prices it would literally be cheaper to fly out to the US to buy
it.

Adobe has FUBAR'd these prices - we demand an explanation - but who from?

On 3/29/07, Ian Thomas [EMAIL PROTECTED] wrote:


It's a ridiculous situation that, sadly, seems to be true of a lot of
software.

But it's particularly bad in this case.

Here's some full list prices, using today's exchange rate.

CS3 Design Premium  UK: £1655.58 (=$3256.69)US:
$1799.00Markup: 181%
CS3 Design Standard  UK: £1051.62 (=$2068.64)US: $1199.00
Markup: 172%
CS3 Master Collection UK: £2313.58 (=$4551.04)US: $2499.00
Markup: 182%
CS3 Production Premium UK: £1655.58 (=$3256.69)US: $1699.00Markup:
191%
CS3 Web Premium  UK: £1404.12 (=$2762.04)US: $1599.00
Markup: 172%
CS3 Web Standard  UK: £828.38   (=$1629.51)US: $999.00
Markup: 163%
Flash CS3 Pro UK: £574.58   (=$1130.25)US: $699.00
 Markup: 161%

That's one hell of a shipping cost.

*wonders who to write to at Adobe*

Ian

On 3/28/07, Joe Wheeler [EMAIL PROTECTED] wrote:
 Has anyone checked out the international prices on CS3?

 I can hardly believe how badly the UK is getting fleeced.

 I'm upgrading from CS1 Creative Suite and Studio 8 to CS3 Design
Premium. In
 the US that's $599.00 dollars, but in the UK pounds it works out to
£703.82.
 Take the exchange rate into account and UK customers are paying...


 1,384.51 USD!!!

 Sales tax in the UK is 17.5% but the Adobe price hike is a whopping 231%
- W
 T F?

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Re: [Flashcoders] The great CS3 Swindle

2007-03-29 Thread Mike Mountain

Thanks for the response John, please don't take this personally, - but I
suspect the legitimate reason is because we can, I find it hard to believe
that Adobe HQ doesn't have the necessary muscle to enforce a RRP bracket on
its international sales offices. Anyhow - not all companies have this
pricing structure. Take Valves STEAM online distribution channel. Last time
I looked there was only one price.

If I buy my product electronically then I can see no reason whatsoever for
the whopping differences - a company can only take the 'P' out of it's
customers for so long before we look elsewhere. I know for certain that the
only product I can afford to upgrade at the moment is Flash Pro - I'll be
using existing software or looking elsewhere for the rest. Then once I'm out
of the upgrade cycle I won't feel any compulsion to keep upgrading and will
feel less loyal to the product and much more likely to look at alternatives
(ahem MICROSOFT ahem).

Hell - if Flashdevelop gets the much touted Flexible WYSWIG Flex editor then
I may not even upgrade Flash Pro..

May I suggest you have the equivalent of an electronic region/version -
where you can only get support and upgrades electronically and the price
tracks the US equivalent with appropriate country specific tax adjustments
applied. It's just plain dumb of someone in Adobe to think that your loyal
European customers wouldn't do the maths. And if the UK sales office is
responsible then we want names, I wonder if any missing revenue from US
sales to European customers being diverted would make them pay attention -
if so we're all chartering a jet and want them to wave us goodbye at the
airport.

Yes - my goat has been well and truly got.

M



On 3/29/07, John Dowdell [EMAIL PROTECTED] wrote:


Mike Mountain wrote:
 For those prices it would literally be cheaper to fly out to the US to
buy
 it.
 Adobe has FUBAR'd these prices - we demand an explanation - but who
from?

For what it's worth, I had been pushing before launch for better
information about the reasons for regional pricing disparities, but I
did not succeed at doing so.

I suspect there are reasonable explanations, because Macromedia, Adobe,
and most other software houses show similar differences across national
boundaries, but I don't yet know the authoritative reasons myself, sorry.

(My suspicion is that it's due to decisionmaking being both at the
central and at the regional level... I think each region is responsible
for its own prices and these are shaped, but not dictated, by the main
office, so there's no single owner of pricing worldwide... that's just
my best current guess of why I haven't been able to gain traction in
getting this documented, though.)

What I'm doing now is trying to collect similar reactions for my
partners, to show that this is indeed a frequently-asked question, and
one that deserves a definitive explanation on the Adobe site. (The
FlashCoders web archive is not viewable to non-subscribers, so I'm
snipping threads to give a flavor of the whole.)

So... my apologies for the confusion. I think it's definitely a
legitimate question, and one that I'm working to get addressed.

tx,
jd




--
John Dowdell . Adobe Developer Support . San Francisco CA USA
Weblog: http://weblogs.macromedia.com/jd
Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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RE: [Flashcoders] ISOMETRIC GAME ENGINE

2007-03-14 Thread Mike Mountain
http://oos.moxiecode.com/

You may find something here...

M


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RE: [Flashcoders] fauxpenGL library for AS2

2007-03-12 Thread Mike Mountain
As Michael said - there's Papervision - may I suggest you join the mailing list 
and try and integrate your OBJ loader - it would be very useful.
 
Cheers
 
M



From: [EMAIL PROTECTED] on behalf of Max Kaufmann
Sent: Mon 12/03/2007 16:25
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] fauxpenGL library for AS2



I've been tooling around with mimicking openGL in AS2.  Here's a demo:

http://www.mentalpicture.net/misc/



Currently implemented:

3D Transformation Matrix Stack

OBJ File Loader

Wireframe renderer



Are there similar projects out there?



Max Kaufmann

Flash Developer

SilverTree Media

http://www.silvertreemedia.com http://www.silvertreemedia.com/ 

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RE: [Flashcoders] Text as you type

2007-03-08 Thread Mike Mountain
From the live docs:
http://livedocs.adobe.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp
htm?context=LiveDocs_Partsfile=2734.html

Hth

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Adrian Lynch
 Sent: 08 March 2007 14:31
 To: Flashcoders
 Subject: [Flashcoders] Text as you type
 
 I need to mimic the Flash IDE static text tool.
 
 Not the placement of where the text field will go but the way 
 the box expands when you type, to a limit, and the way it 
 expands down when you hit return. The user will also be able 
 to change font and font size just to add to the complexity.
 
 Does anyone have any examples of this in action?
 
 Adrian Lynch
 http://www.halestorm.co.uk/
 http://www.adrianlynch.co.uk/
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RE: [Flashcoders] simulating airbrush + calligraphy brush

2007-02-28 Thread Mike Mountain
A clever way to approach this would be to save the path information as a
vector, but to apply the airbrush effect in a bitmap along the path -
this way you can assign different brushes to the path after it's been
drawn, undo points etc.

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Guntur N. Sarwohadi
 Sent: 28 February 2007 10:23
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] simulating airbrush + calligraphy brush
 
 Thanks for the replies,
 
 Yeah I was thinking the same about system chugging with lots 
 of vectors to handle.. I think I'm more to the BitmapData 
 solution, since it is much cleaner (adding pixels to the 
 single BitmapData instead of having lots ad lots of MCs). Thanks Danny
 
 Guntur N. Sarwohadi
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RE: [Flashcoders] simulating airbrush + calligraphy brush

2007-02-28 Thread Mike Mountain
This may actually sort itself out - if you're recording the vector as
it's drawn (brush mode), a quick stroke will yield less points than a
slow stroke - a slow stroke would yield a lot of clustered points which
will translate to a higher accumulation of 'paint' in the given area.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Danny Kodicek
 Sent: 28 February 2007 13:24
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] simulating airbrush + calligraphy brush
 
   A clever way to approach this would be to save the path 
  information as a vector, but to apply the airbrush effect 
 in a bitmap 
  along the path - this way you can assign different brushes 
 to the path 
  after it's been drawn, undo points etc.
 
 That sounds like a good idea - although you might have to 
 include time information too if you want to be able to make 
 the airbrush thicker when you move more slowly
 
 Danny
 
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RE: [Flashcoders] simulating airbrush + calligraphy brush

2007-02-28 Thread Mike Mountain
Just want to be clear - you're not placing bitmaps - but writing bitmap
data, so once the line is drawn (you'd represent it somehow as a vector
preview) you create some bitmapData which encompasses the line and brush
width, then you'd copy from your brush bitmap into the new bitmap along
the length of the spline.

Using this technique you could vary things like scatter, velocity,
wetness, pressure etc according to how fast the stroke was brushed. 

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Guntur N. Sarwohadi
 Sent: 28 February 2007 16:28
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] simulating airbrush + calligraphy brush
 
 yeah.. i usually just use lineTo in a loop while the mouse is 
 pressed.. no curveTo as i thought it's unnecessary.
 
 so I just need to place the bitmaps after the lineTo? is that 
 all? if I need to stretch the bitmap, say from the last point 
 to the current, is that possible? or by just placing the 
 bitmaps per point will suffice?
 
 Guntur N. Sarwohadi
 
 On 2/28/07, Danny Kodicek [EMAIL PROTECTED] wrote:
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 
   Guntur N. Sarwohadi
   Sent: 28 February 2007 14:56
   To: flashcoders@chattyfig.figleaf.com
   Subject: Re: [Flashcoders] simulating airbrush + calligraphy brush
  
apply the airbrush effect in a bitmap along the path - this way 
you can assign different brushes to the path after it's been
   drawn, undo
points etc.
  
  
   mmm.. love the idea... but, what do you mean by placing bitmaps 
   along a path? did you mean it will also stretch or just show for 
   every vertex of the path? can you give me pseudo-code of 
 how to do 
   this?
 
  Depends how you want to do it, but the simplest is to work 
 with a spline.
  One method is to take one brush point every few moments and 
 turn this 
  path into a Catmull-Rom spline. Then you can draw as many 
 points along 
  the spline as you like. A quick guide to catmull rom 
 splines is here:
  http://www.mvps.org/directx/articles/catmull/, but in essence:
 
  function catmullPoint (p0, p1, p2, p3, t) { // where p0 to p3 are 
  points, and t is the fraction of the distance between
  p1 and p2
  return 0.5 * (2*p1 + t*(p2 - p0) + t*t*(2*p0 - 5*p1 + 4*p2 - p3) + 
  t*t*t*(-p0 + 3*p1 - 3*p2 + p3)) }
 
  So if you have a list of points p0, p1, ... , pN, then you 
 can draw as 
  many points along the spline as you like.
 
  Flash uses quadratic bezier curves in the drawing API and cubic 
  beziers in the actual application - a cubic bezier and a 
 Catmull-Rom 
  spline are essentially the same thing but with different 
 parameterizations.
 
  Danny
 
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RE: [Flashcoders] simulating airbrush + calligraphy brush

2007-02-28 Thread Mike Mountain
http://www.quasimondo.com/archives/000572.php

I think someone beat you to it. Complete with source code:

http://www.quasimondo.com/scrapyard/BitmapExporter.zip

How lucky is that!

M


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[Flashcoders] Flash IDE thinks standard #include .as file is a class file

2007-02-16 Thread Mike Mountain
I've been working on an as file for some time - it's used as an
#include, it isn't a class (although it's part of a project which has
classes), just a means for me to tidy away some pretty rudimentary
timeline code from designers. Everything was working fine but now the
IDE won't validate the code - even though there's nothing wrong with it
- it keeps spitting out errors:
ActionScript 2.0 class scripts may only define class or interface
constructs.
Blah
Copy the code into a brand new as file, click the tick, works fine -
save it out with a filename, click the tick, breaks.
I've deleted my ASO files and still no joy - even if I comment out all
the code it still bloody complains.
Anyhow, anyone shed any light on this? - Or how to fix it, I think it
start when I put some imports in the file by mistake.
Cheers
M





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RE: [Flashcoders] Flash IDE thinks standard #include .as file is aclass file

2007-02-16 Thread Mike Mountain
Nope, that was my initial thoughtand there never has been - doesn't
matter what I save it as now, it still breaks. 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Andrei Thomaz
 Sent: 16 February 2007 12:06
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Flash IDE thinks standard #include 
 .as file is aclass file
 
 is there a class with the same name of the .AS file?
 
 
 []'s
 andrei
 
 
 On 2/16/07, Mike Mountain [EMAIL PROTECTED] wrote:
 
  I've been working on an as file for some time - it's used as an 
  #include, it isn't a class (although it's part of a project 
 which has 
  classes), just a means for me to tidy away some pretty rudimentary 
  timeline code from designers. Everything was working fine 
 but now the 
  IDE won't validate the code - even though there's nothing 
 wrong with 
  it
  - it keeps spitting out errors:
  ActionScript 2.0 class scripts may only define class or interface 
  constructs.
  Blah
  Copy the code into a brand new as file, click the tick, 
 works fine - 
  save it out with a filename, click the tick, breaks.
  I've deleted my ASO files and still no joy - even if I 
 comment out all 
  the code it still bloody complains.
  Anyhow, anyone shed any light on this? - Or how to fix it, 
 I think it 
  start when I put some imports in the file by mistake.
  Cheers
  M
 
 
 
 
 
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  Tel: 01964 672000
  Fax: 01964 671102
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 views of the 
  sender and not necessarily those of the company. It is private and 
  confidential and may be legally privileged. It is intended 
 solely for 
  those authorised to receive it. If you are not the intended 
 recipient 
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  action taken in reliance on its contents is strictly prohibited and 
  may be unlawful. If you have received this email in error, please 
  telephone us immediately on
  01964 672000 or email a reply to highlight the error and 
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  no responsibility for. Any attachments have been 
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  transmission; however, recipients are strongly advised to carry out 
  their own virus checking as ECM Systems Ltd do not warrant 
 that such 
  attachments are virus-free. Please note that this email has been 
  created in the knowledge that Internet email is not a secure 
  communications medium. We advise that you understand and 
 observe this lack of security when emailing us.
 
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  The information contained within this email expresses the 
 views of the 
  sender and not necessarily those of the company.
  It is private and confidential and may be legally privileged. It is 
  intended solely for those authorised to receive it. If you 
 are not the 
  intended recipient you are hereby notified that any disclosure, 
  copying, distribution or action taken in reliance on its 
 contents is 
  strictly prohibited and may be unlawful. If you have received this 
  email in error, please telephone us immediately on 01964 672000 or 
  email a reply to highlight the error and then delete it from your 
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  which ECM Systems Ltd have no control over and can accept no 
  responsibility for. Any attachments have been virus-checked before 
  transmission; however, recipients are strongly advised to carry out 
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 that such 
  attachments are virus-free.
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  Internet email is not a secure communications medium.
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 security when 
  emailing us.
 
 
 
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[Flashcoders] MM tween object in a class, tweening prop not working

2007-02-15 Thread Mike Mountain
OK, this works outside the class:
myJP=new Object()
myJP.n=0;
t1 = new Tween(myJP, n, func, oldnum, numTo, duration, true);
myJP.n tweens just fine.
But if I put it inside a class a cannot tween n , I can tween any
property of an MC etc.
myJP is instantiated as an object and myJP.n is set to 0 in the
constructor - they both exist when the tween is called - which makes me
wonder if this is a scoping issue?
Anyhow, regardless, how do I fix it?
Cheers
M







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RE: [Flashcoders] MM tween object in a class, tweening prop not working

2007-02-15 Thread Mike Mountain
Never mind, sorted it - had scoped a setinterval incorrectly. The mc's
props tweening correctly was a red herring.

M


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RE: [Flashcoders] Trace: level of details?

2007-02-12 Thread Mike Mountain
Word of warning, I'm not the only person to experience problems in IE
with the Movieclip loader class under certain caching conditions:

http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/w
whelp.htm?context=LiveDocs_Partsfile=2538.html

Cheers

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Holth, Daniel C.
 Sent: 12 February 2007 13:03
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Trace: level of details?
 
 
 If you are using the MovieClipLoader class you could call an 
 onLoadError event.  It seems to work well, but you still get 
 the Error opening URL... message under your custom error message.
 
 __mclListener = new Object();
 __mcl = new MovieClipLoader();
 
 
 __mclListener.onLoadError = function(target_mc:MovieClip, 
 errorCode:String, httpStatus:Number) {
 trace( mclListener.onLoadError());
 trace( ==);
 trace( errorCode:  + errorCode);
 trace( httpStatus:  + httpStatus); }
 
 __mcl.addListener(__mclListener);
 __mcl.loadClip(long_url_of_jpg, holder_mc);
 
 
 Traces out:
 
  mclListener.onLoadError()
  ==
  errorCode: URLNotFound
  httpStatus: 0
 Error opening URL Error opening URL file:///.long_url_of_jpg
 
 
 I tried putting it in a try-catch loop with no better 
 results.  One could possibly write a custom class that would 
 throw errors though.
 
 Hope that helps!
 -Dan


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RE: [Flashcoders] finding out which fonts are embeddedinaswfatruntime?

2007-02-08 Thread Mike Mountain
 It's out of my control - our IT bods are aware of the situation.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Steven Sacks | BLITZ
 Sent: 07 February 2007 18:43
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] finding out which fonts are 
 embeddedinaswfatruntime?
 
 Mike, your signature needs an editor.  :)
 
 
 


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RE: [Flashcoders] finding out which fonts are embedded in a swf atruntime?

2007-02-07 Thread Mike Mountain
 No takers? I guess it just isn't doable then.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 06 February 2007 12:30
 To: Flashcoders mailing list
 Subject: [Flashcoders] finding out which fonts are embedded 
 in a swf atruntime?
 
 
 Say I wanted to list out all the fonts that have been 
 embedded in my swf, and which chars are embedded and other 
 associated attributes in the swf itself - is there anyway 
 dynamically to do this? (Obviously without keeping a manual 
 track of them all)
 
 Cheers
 
 M


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RE: [Flashcoders] finding out which fonts are embedded in aswfatruntime?

2007-02-07 Thread Mike Mountain

 why can't you use the size report that you can generate on 
 publish??? it shows all the fonts in-use in your movie.

The key words are at runtime - imagine some of these are third party
swfs.


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RE: [Flashcoders] finding out which fonts are embeddedinaswfatruntime?

2007-02-07 Thread Mike Mountain
I'll add my name to that list - but does AS3 improve things any? Not
really played with embedding fonts in AS3 - surely we may be able to do
some bytecode trickery like those talented chaps are doing with sound?

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Danny Kodicek
 Sent: 07 February 2007 14:41
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] finding out which fonts are 
 embeddedinaswfatruntime?
 
   Hi,
  
  I actually don't know how to do it, but i just wanted to say that i 
  think is time for Adobe to improve A LOT everything related 
 to shared 
  fonts.
 
 Very much agreed. We've reached the situation where we tried 
 every single variation on the shared font, and none of them 
 did what we needed, so we've had to embed the font 
 information in every one of our movies. The key feature that 
 we lacked was the ability to create a new textfield using the 
 shared font in a clean and easy way. (The closest we got to 
 it was to embed a shared movieclip that included a textfield 
 with the font embedded; unfortunately even this didn't work 
 because of the lag in loading these movies). Also, the 
 ability to use a font from a movie loaded with attachMovie in 
 the parent movie.
 
 Danny


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RE: [Flashcoders] determining which object is displayed at a givenpoint

2007-02-06 Thread Mike Mountain
 What he's saying is that _droptarget will tell you exactly what is at
the top under the users mouse - but in order to use it you have to use
startDrag to fool it in to working. Maybe you could drag an invisible
clip around or something.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Vishal Kapur
 Sent: 06 February 2007 16:03
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] determining which object is 
 displayed at a givenpoint
 
 I don't understand what you're suggesting.  The user is not 
 dragging the movieclip.
 
 The idea is to write a function with a signature like:
 function getObjectAtPoint(xmouse:Number, ymouse:Number):Object


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[Flashcoders] Basic flash sudoku

2007-02-05 Thread Mike Mountain
Hi
Anyone got a basic offline flash sudoku game fla I can borrow to try a
proof of concept on a windows CE device? I need to test performance and
so far it isn't looking promising so I really don't want to go to all
the trouble to write one for it to fall over. I see there's one on
IFBIN, which is free and open but I can't connect to that through the
company firewall. So if anyone can help out I'd be most grateful.
Just to reiterate, it's only for testing purposes -  we may then write
our own.
Cheers
M



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[Flashcoders] Works in IDE - not in projector

2007-02-02 Thread Mike Mountain

I have some code that works fine in the IDE but not in the projector.

All swfs are published to AS2 flash 8, there are no external domain
issues or other security problems

I'm not evaluating something in a trace statement as far as I can see.

Anything else I should be looking at? The code really is too big to post
in its entirety.

Cheers

M




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RE: [Flashcoders] Works in IDE - not in projector

2007-02-02 Thread Mike Mountain
 Never mind, the problem has now miraculously fixed itself

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 02 February 2007 12:18
 To: Flashcoders mailing list
 Subject: [Flashcoders] Works in IDE - not in projector
 
 
 I have some code that works fine in the IDE but not in the projector.
 
 All swfs are published to AS2 flash 8, there are no external 
 domain issues or other security problems
 
 I'm not evaluating something in a trace statement as far as I can see.
 
 Anything else I should be looking at? The code really is too 
 big to post in its entirety.
 
 Cheers
 
 M
 




ECM Systems Ltd, Ellifoot Park, Burstwick, East Yorkshire HU12 9DZ

Tel: 01964 672000   
Fax: 01964 671102

Registered in England no. 01646471 

The information contained within this email expresses the views of the sender 
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[Flashcoders] Algo's to change the ordering of arrays

2007-01-17 Thread Mike Mountain
I'm looking for some simple algo's to change the ordering of an array
which represents squares in a grid:

In the first instance I want to translate from

0 3 6
1 4 7
2 5 8

Existing Array=new Array(0,3,6,1,4,7,2,5,8)

To:

0 1 2 
7 8 3
6 5 4

(0,1,2,7,8,3,6,5,4)

Ideally I'd want a whole bunch of these to produce pretty patterns by
changin a particular MC's property in the grid. I'm thinking there must
be stuff like this already out there - but I'm not even sure what I
should be googling!

But I want this to be scaleable for any grid, x by y represented by an
array.


Anyhow - any help would be greatly appreciated.

Ta

Mike







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RE: [Flashcoders] Copy negative pixels from a movie clip using draw()

2007-01-10 Thread Mike Mountain
I had the same problem a while ago, here was my final solution
[as]
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.Matrix;
//
function staticCloneMC(target, mc, padding) {
var bounds = mc.getBounds(mc);
var offset_y = padding;
var offset_x = padding;
bounds.height = bounds.yMax-bounds.yMin;
bounds.width = bounds.xMax-bounds.xMin;
var w = bounds.width+offset_x;
var h = bounds.height+offset_y;
bounds.x = bounds.xMin-offset_x/2;
bounds.y = bounds.yMin-offset_y/2;
var lvl = target.getNextHighestDepth();
var clip = target.createEmptyMovieClip(dupe_+mc._name+_+lvl, lvl);
var holder = clip.createEmptyMovieClip(holder, 1);
clone_bitmap = new BitmapData(w, h, true, 0x);
holder.attachBitmap(clone_bitmap, 1, auto, true);
clone_bitmap.draw(mc, new Matrix(1, 0, 0, 1, bounds.x*-1, bounds.y*-1));
holder._x = bounds.x;
holder._y = bounds.y;
clip._x = mc._x;
clip._y = mc._y;
clip.bitmap=clone_bitmap
return clip;
}
function animCloneMC(target, mc, padding) {
var lvl = target.getNextHighestDepth();
var clip = target.createEmptyMovieClip(dupe_+mc._name+_+lvl, lvl);
var holder = clip.createEmptyMovieClip(holder, 1);
clip.mc = mc;
clip.padding = padding;
clip.onEnterFrame = function() {
var bounds = this.mc.getBounds(this.mc);
var offset_y = this.padding;
var offset_x = this.padding;
bounds.height = bounds.yMax-bounds.yMin;
bounds.width = bounds.xMax-bounds.xMin;
var w = bounds.width+offset_x;
var h = bounds.height+offset_y;
bounds.x = bounds.xMin-offset_x/2;
bounds.y = bounds.yMin-offset_y/2;
clone_bitmap = new BitmapData(w, h, true, 0x);
holder.attachBitmap(clone_bitmap, 1, auto, true);
clone_bitmap.draw(mc, new Matrix(1, 0, 0, 1, bounds.x*-1, 
bounds.y*-1));
holder._x = bounds.x;
holder._y = bounds.y;
};
clip._x = mc._x;
clip._y = mc._y;
clip.bitmap=clone_bitmap
return clip;
} 
[/as]

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Niclas Åberg
 Sent: 10 January 2007 13:50
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Copy negative pixels from a movie clip 
 using draw()
 
 Hi all,
 
 I'm using the BitmapData.draw method, and I've bumped into a 
 problem. I need to copy all the pixels from a movie clip, 
 including the pixels which are on negative coordinates. I've 
 only succeeded copying the ones on positive coordinates. Has 
 anyone experienced the same thing, and, maybe, have a solution?
 
 I got the basic code from Livedocs, written by Andreas Weber (of this
 list?) code below. How would I modify it to accept negative pixels?
 
 Thamks,
 
 Niclas
 
 ---8---
 
 // 'snapshot'
 
 import flash.display.BitmapData;
 
 // create a clip with visual content
 original = this.createEmptyMovieClip(orig, 
 this.getNextHighestDepth()); original.opaqueBackground = 
 0xFF; original.lineTo(100,100);
 
 // create a BitmapData object with the same size var 
 myBitmapData:BitmapData = new BitmapData(original._width, 
 original._height);
 
 // attach the Bitmap to a clip so that it will be rendered on 
 screen var copy:MovieClip = this.createEmptyMovieClip(cop, 
 this.getNextHighestDepth()); copy.attachBitmap(myBitmapData, 
 this.getNextHighestDepth()); copy._x = 300;
 
 // take a 'snapshot'
 myBitmapData.draw(original);
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[Flashcoders] Bitmap data convert luminosity to alpha

2007-01-10 Thread Mike Mountain
So I want to to the blacks to alpha's in my bitmap data - the darker it
is, the more transparent I want it - how do I go about solving this
problem.

I'm throwing stuff in threshold but so far I'm having no joy at all.

Cheers

M



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The information contained within this email expresses the views of the sender 
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[Flashcoders] Textformat size ignores anything over 96

2007-01-09 Thread Mike Mountain
Anyone know how to format text to above  96px high using the texformat
object - it seems to just ignore them.
Cheers
M







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Tel: 01964 672000   
Fax: 01964 671102

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The information contained within this email expresses the views of the sender 
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RE: [Flashcoders] Textformat size ignores anything over 96

2007-01-09 Thread Mike Mountain
Is this documented anywhere? Is Adobe aware? What a stupid limitation. Thanks 
for sharing the code.

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Marcelo Volmaro
 Sent: 09 January 2007 12:53
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Textformat size ignores anything over 96
 
 You can´t. I had to develop an application that needed text 
 sizes bigger than that, and i had to create a special text 
 field in where if the size was bigger than 96px (in fact the 
 limit is on the line of the 80px, that´s why i use 81 in the 
 function), i scaled up (by for example 200%) the text field 
 and place the text scaled down (by 50% in this case).
 
 The function i use to find the scale is:
 
 private function calcFSize(pSize:Number, pDiv:Number):Number {
  pDiv = pDiv || 1;
  if ((pSize / pDiv)  81) return pDiv;
  return calcFSize(pSize, ++pDiv);
 }
 
 
 and you use it like:
 
 var fontSize = 384;
 
 var perc = calcFSize(fontSize); //fontSize is the size in 
 pixels of the font.
 textformat.size = fontSize/perc;
 textfield._xscale = textfield._yscale = perc * 100;
 
 
 Regards,
 
 
 On Tue, 09 Jan 2007 07:36:38 -0300, Mike Mountain 
 [EMAIL PROTECTED] wrote:
 
  Anyone know how to format text to above  96px high using 
 the texformat 
  object - it seems to just ignore them.
  Cheers
  M
 
 
 
 
 
 
 
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RE: Fw: [Flashcoders] Switching sound between boxes and headphones

2007-01-05 Thread Mike Mountain

 There's only one internet. :) 

I just the other day got... an Internet...It's not a big truck. It's a
series of tubes. And if you don't understand those tubes can be filled
and if they are filled, when you put your message in, it gets in line
and it's going to be delayed by anyone that puts into that tube enormous
amounts of material, enormous amounts of material.

:p



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RE: [Flashcoders] Drag on a specific angle

2007-01-05 Thread Mike Mountain
So y=mx+c doesn't give good results?  

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Merrill, Jason
 Sent: 05 January 2007 15:42
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Drag on a specific angle
 
 We investigated this recently.  We found the easiest thing to 
 do was create the drag interaction on a clip which has the 
 standard horizontal orientation, and then rotate that clip.  
 Constraining it to a sloped line was possible, but very tough 
 to get smooth. 
 
 Jason Merrill
 Bank of America
 Learning  Organizational Effectiveness
  
  
  
  
  
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RE: [Flashcoders] Drag on a specific angle

2007-01-05 Thread Mike Mountain

 Much like y = mx + b when determining the slope of a line. I 
 think that was algebra... :)

Exactly - except we always did mx+c at school

To put it in laymens terms on a standard graph the eqn for a slope of
line is:

y=mx+c

where
y=y value
m=gradient of line
x=x value
c=intersect of line on y axis (ie, if x=0 what is y);

Using this basic principle you could limit an MC to a slope based on the
_xmouse value.

I'll see if I can knock up a quick n dirty example later.

Hth

Mike



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RE: [Flashcoders] Drag on a specific angle

2007-01-05 Thread Mike Mountain
OK this is untested but:

[as]
function limitToSlope(mc, grad, start, end) {
if(_xmousestart.x  _xmouseend.x){ 
mc._y = grad*_xmouse+start.y;
mc._x=_xmouse
}
}
function drag(){
start=new Object()
start.x=point1._x
start.y=point1._y;
end=new Object()
end.x=point2._x
end.y=point2._y
grad=(start.y-end.y)/(start.x-end.x);
limitToSlope(dragme_mc, grad, start, end)
}
onMouseMove=drag;
[/as]

You'd need to mc's called point1 and point2 to define the start and end
points of the line, and an MC called dragme_mc which will move with the
_xmouse...

It should show enough to prove a point... Run with it if you want to.

Cheers

M



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RE: [Flashcoders] Drag on a specific angle

2007-01-05 Thread Mike Mountain
Tested, slight change:
[as]
function limitToSlope(mc, grad, start, end) {
if(_xmousestart.x  _xmouseend.x){ 
mc._y = (grad*(_xmouse-start.x))+start.y;
mc._x=_xmouse
}
}
function drag(){
start=new Object()
start.x=point1._x
start.y=point1._y;
end=new Object()
end.x=point2._x
end.y=point2._y
grad=(start.y-end.y)/(start.x-end.x);
limitToSlope(dragme_mc, grad, start, end)
}
onMouseMove=drag;
[/as]



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RE: [Flashcoders] Fisix Engine Release

2006-12-19 Thread Mike Mountain
Whilst we're on the subject, I cam across this the other day:

http://www.cove.org/ape/

It's the evolution of Flade, for AS3 - looks promising and I've not seen
much publicity for it.

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Chris Hill
 Sent: 18 December 2006 20:13
 To: Flashcoders mailing list
 Subject: [Flashcoders] Fisix Engine Release
 
 On behalf of Oz, and also because its a really great project:
 
 Hello,
 
 I'm sending out this email to let people know about the 
 release of a new AS3.0 physics engine aimed at game 
 developers. The Fisix Engine is available to download over at 
 www.fisixengine.com. You can also check out some engine demos 
 on the site and take advantage of the tutorials and 
 documentation as well as the wiki and discussion board.
 
 Best,
 Oz
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RE: [Flashcoders] Attaching bitmap data to arbitary coords

2006-12-15 Thread Mike Mountain
Fantastic, don't know how I missed this. 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of John VanHorn
 Sent: 15 December 2006 04:33
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Attaching bitmap data to arbitary coords
 
 http://chattyfig.figleaf.com/pipermail/flashcoders/2006-July/1
69819.html
 
 On 12/12/06, Mike Mountain [EMAIL PROTECTED] wrote:
 
  Charles
 
  I'm well aware of both those methods, but they still won't let you 
  position the bitmap data anywhere other than with the registration 
  point at TL or positively offset from the TL.
 
  Cheers
 
  M
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 
   Charles Parcell
   Sent: 11 December 2006 17:30
   To: Flashcoders mailing list
   Subject: Re: [Flashcoders] Attaching bitmap data to 
 arbitary coords
  
   You can of course use copyPixels() as well.
  
   http://livedocs.macromedia.com/flash/8/main/1948.html
  
   Charles P.
  
  
   On 12/11/06, Charles Parcell [EMAIL PROTECTED] wrote:
   
Yeah, I think you are looking for the draw() method of 
 BitmapData.
   
http://livedocs.macromedia.com/flash/8/main/1950.html
   
See the comments as well.
   
Charles P.
   
   
   
On 12/10/06, Martin Jonasson [EMAIL PROTECTED] wrote:

 This is what i use in i a project of mine:

 var myMatrix:Matrix = new Matrix(); 
 myMatrix.rotate(clip._rotation * 0.0174532925199433); var 
 translateMatrix:Matrix = new Matrix(); 
 translateMatrix.translate(clip._x, clip._y); 
 myMatrix.concat(translateMatrix);
   myBitmapData2.draw(clip, myMatrix)

 (this is stolen straight from my code, with nothing added
   to make it
 more understandable, but it should be rather self explanatory)


 Mike Mountain skrev:
  Consider the following, Flash 8:
 
  var w=200
  var h=200
  holder=this.createEmptyMovieClip (bmp1, 
  this.getNextHighestDepth()); var bmpData1:BitmapData = new 
  BitmapData(w, h, true, 0x);
   bmp1.attachBitmap(bmpData1, 2,
  auto, true);
 
  This will attach the bitmapdata so it's top left is 
 situated 
  at the
 reg
  point of the mc, how do I attach it, or later move it
   so the reg
  point of the MC is situated at any point I wish,
   without using nested MC's?
 
  The problem being I want to make an exact bitmap 
 copy of the 
  contents
 of
  an MC, which could have it reg point set anywhere - and
   I want the
  new copy to inherit the same registration point, but
   like I said
  before - without having to resort to nested MC's -
   surely this is
  possible and I'm missing something blindingly obvious?
 
  Cheers
 
  M
 
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RE: [Flashcoders] Attaching bitmap data to arbitary coords

2006-12-15 Thread Mike Mountain
For future search purposes here's a litlle AS3 function to clone a
snapshot of any mc into a new mc:
[as3]
//
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.Matrix;
//
function cloneMC(mc, padding){  
var bounds:Object = this.getBounds(mc);
var offset_y:Number =padding
var offset_x:Number =padding
var w:Number = bounds.width +offset_x
var h:Number = bounds.height +offset_y
bounds.x=bounds.x-offset_x/2
bounds.y=bounds.y-offset_y/2
var holder:Bitmap=new Bitmap()  
var bitmap:BitmapData = new BitmapData(w, h, true, 0x);
holder.bitmapData=bitmap
this.addChild(holder)
holder.name=mc.name+this.getChildIndex(holder);
bitmap.draw(mc, new Matrix(1,0,0,1,bounds.x*-1,bounds.y*-1));
holder.x= bounds.x+mc.x;
holder.y=  bounds.y+mc.y;
return holder
}
mcCopy=cloneMC(test_mc,100);
[/as3]

You can supply the function with a padding argument which will place a
margin of transparent pixels around your new MC - this is useful for
applying fx to the image at a later point in time.

Still couldn't get the reg point in exactly the same spot for both MC's
especially with text so I gave up as I don't need it for my purposes -
but if someone wants to add to it then go ahead.

Hope it's useful to someone.

Cheers

M
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RE: [Flashcoders] AS2 OOP Class Structure for simple pong type game

2006-12-13 Thread Mike Mountain
I generally group my collisions test in movieclips

Take the brick for example:

brickHolder_mc.redBricks
brickHolder_mc.greenBricks
brickHolder_mc.yellowBricks

I hit test against brickHolder_mc first, if this is succesful I dip down
into the child mc's and break out when I get a positive.

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of slangeberg
 Sent: 13 December 2006 16:13
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] AS2 OOP Class Structure for simple 
 pong type game
 
 Have you actually implemented an event system like this in 
 games? It seems like a good idea, but for some reason I 
 always thought this approach would introduce unnecessary 
 latency, but now I'm not sure why!
 
 -Scott
 
 On 12/13/06, Pete Miller [EMAIL PROTECTED] wrote:
 
  Another possible strategy is for the ball to fire off an 
 event every 
  time it crosses certain vertical location thresholds.  The target 
  objects could then listen for the event which matches their 
 vertical 
  location to test for a collision.
 
  For example, when the ball descends to the row containing 
 the paddle, 
  it fires that event, and the paddle, receiving it, tests 
 for collision.
  When the ball ascends to the first row of bricks, those bricks each 
  test for collsion.  This might be a performance improvement over 
  testing every object in the system all the time.
 
  P.
 
   -Original Message-
   From: [EMAIL PROTECTED] 
   [mailto:flashcoders- [EMAIL PROTECTED] On 
 Behalf Of Holth, Daniel C.
   Sent: Wednesday, December 13, 2006 9:43 AM
   To: Flashcoders mailing list
   Subject: RE: [Flashcoders] AS2 OOP Class Structure for 
 simple pong
  type
   game
  
  
   That would be one way.  Although it is rather limiting.  I'm 
   assuming that the ball will bounce whenever it hits an object.
  
   Perhaps create an array of bounceObjects[];
  
   function addBounceObject(obj:Object):Number{
return bounceObjects.push(obj); }
  
   Then you could create your hit tracker.
  
   function checkCollisions(){
var len:Number = bounceObjects.length;
// Loop through and check all objects hitting the ball
for(var i:Number = 0; i  len; i++){
// Check each object hit ball
if(this.hitTest(bounceObjects[i])){
  
this.bounce(); // Bounce the ball
bounceObject[i].onHitByBall();
}
}
   }
  
   Have your onEnterFrame functions run checkCollisions every time.
  That
   way you check for hits against the paddle, bricks etc.
  
  
   The bounceObject[i].onHitByBall() would execute a 
 function in that 
   objects code that would say what to do when it was hit 
 by a ball.  
   In
  the
   instance of a paddele do nothing, a brick - destory it!
  
  
   -Dan
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] 
 Behalf Of Paul 
   Steven
   Sent: Wednesday, December 13, 2006 8:26 AM
   To: 'Flashcoders mailing list'
   Subject: RE: [Flashcoders] AS2 OOP Class Structure for 
 simple pong
  type
   game
  
  
   Thanks for the reply Dan
  
   Not quite sure how the Ball references the Paddle or 
 alternatively
  the
   CollisionController references the ball and paddle.
  
   My Game class creates the Ball and Paddle as follows:
  
   mcPaddle = new Paddle(mcReference, paddle_mc, 50, 100, 289);
  
   var vBall_Object = new Ball(mcReference, ball_mc, 100, 
 160, 240); 
   arrBallObjects.push(vBall_Object);
  
   If I wanted to give the Ball a reference to the paddle, 
 would I do 
   something like this? (see last parameter)
  
   var vBall_Object = new Ball(mcReference, ball_mc, 100, 
 160, 240, 
   mcPaddle);
  
   Thanks
  
   Paul
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
  Holth,
   Daniel C.
   Sent: 13 December 2006 14:14
   To: Flashcoders mailing list
   Subject: RE: [Flashcoders] AS2 OOP Class Structure for 
 simple pong
  type
   game
  
  
   I would make the ball responsible for checking if it 
 collides with
  the
   paddle because the ball's behavior/state will change - not the
  paddle's,
   nor
   does the state of the 'game' really change.
  
   An alternative would be to create a CollissionControler.as that 
   does
  all
   your hit testing for you.  This may become useful when 
 you add the
  bricks
   or
   other objects that need to check for collisions.
  
   -Dan
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] 
 Behalf Of Paul 
   Steven
   Sent: Wednesday, December 13, 2006 8:02 AM
   To: 'Flashcoders mailing list'
   Subject: [Flashcoders] AS2 OOP Class Structure for 
 simple pong type
  game
  
  
   I am creating a simple pong / breakout / arkanoid game 
 in AS2 and 
   not sure how best to deal with the classes.
  
   So far I have a Game.as class, a Paddle.as class and a 
 Ball.as 

RE: [Flashcoders] Attaching bitmap data to arbitary coords

2006-12-12 Thread Mike Mountain
Charles

I'm well aware of both those methods, but they still won't let you
position the bitmap data anywhere other than with the registration point
at TL or positively offset from the TL.

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Charles Parcell
 Sent: 11 December 2006 17:30
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Attaching bitmap data to arbitary coords
 
 You can of course use copyPixels() as well.
 
 http://livedocs.macromedia.com/flash/8/main/1948.html
 
 Charles P.
 
 
 On 12/11/06, Charles Parcell [EMAIL PROTECTED] wrote:
 
  Yeah, I think you are looking for the draw() method of BitmapData.
 
  http://livedocs.macromedia.com/flash/8/main/1950.html
 
  See the comments as well.
 
  Charles P.
 
 
 
  On 12/10/06, Martin Jonasson [EMAIL PROTECTED] wrote:
  
   This is what i use in i a project of mine:
  
   var myMatrix:Matrix = new Matrix();
   myMatrix.rotate(clip._rotation * 0.0174532925199433); var 
   translateMatrix:Matrix = new Matrix(); 
   translateMatrix.translate(clip._x, clip._y); 
   myMatrix.concat(translateMatrix); 
 myBitmapData2.draw(clip, myMatrix)
  
   (this is stolen straight from my code, with nothing added 
 to make it 
   more understandable, but it should be rather self explanatory)
  
  
   Mike Mountain skrev:
Consider the following, Flash 8:
   
var w=200
var h=200
holder=this.createEmptyMovieClip (bmp1, 
this.getNextHighestDepth()); var bmpData1:BitmapData = new 
BitmapData(w, h, true, 0x); 
 bmp1.attachBitmap(bmpData1, 2, 
auto, true);
   
This will attach the bitmapdata so it's top left is situated at 
the
   reg
point of the mc, how do I attach it, or later move it 
 so the reg 
point of the MC is situated at any point I wish, 
 without using nested MC's?
   
The problem being I want to make an exact bitmap copy of the 
contents
   of
an MC, which could have it reg point set anywhere - and 
 I want the 
new copy to inherit the same registration point, but 
 like I said 
before - without having to resort to nested MC's - 
 surely this is 
possible and I'm missing something blindingly obvious?
   
Cheers
   
M
   
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[Flashcoders] Attaching bitmap data to arbitary coords

2006-12-07 Thread Mike Mountain
Consider the following, Flash 8:

var w=200
var h=200
holder=this.createEmptyMovieClip(bmp1, this.getNextHighestDepth());
var bmpData1:BitmapData = new BitmapData(w, h, true, 0x);
bmp1.attachBitmap(bmpData1, 2, auto, true);

This will attach the bitmapdata so it's top left is situated at the reg
point of the mc, how do I attach it, or later move it so the reg point
of the MC is situated at any point I wish, without using nested MC's?

The problem being I want to make an exact bitmap copy of the contents of
an MC, which could have it reg point set anywhere - and I want the new
copy to inherit the same registration point, but like I said before -
without having to resort to nested MC's - surely this is possible and
I'm missing something blindingly obvious?

Cheers

M

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RE: [Flashcoders] Attaching bitmap data to arbitary coords

2006-12-07 Thread Mike Mountain
Without going into the complexities of what I'm trying to do, just
assume that's a no go for now... I just want to know if it's possible or
not in order to avoid trying to bodge it.

A related issue is if I bitmapData.draw(mc) then I can only draw in the
parts of the mc that are below left of the reg. point - what use is
that? Hence why I thought I must be missing something?

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Danny Kodicek
 Sent: 07 December 2006 11:16
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Attaching bitmap data to arbitary coords
 
  
  var w=200
  var h=200
  holder=this.createEmptyMovieClip(bmp1,
  this.getNextHighestDepth()); var bmpData1:BitmapData = new 
  BitmapData(w, h, true, 0x); bmp1.attachBitmap(bmpData1, 2, 
  auto, true);
  
  This will attach the bitmapdata so it's top left is situated at the 
  reg point of the mc, how do I attach it, or later move it 
 so the reg 
  point of the MC is situated at any point I wish, without 
 using nested 
  MC's?
  
  The problem being I want to make an exact bitmap copy of 
 the contents 
  of an MC, which could have it reg point set anywhere
  - and I want the new copy to inherit the same registration 
 point, but 
  like I said before - without having to resort to nested 
 MC's - surely 
  this is possible and I'm missing something blindingly obvious?
 
 Why is it 'resorting' to nested MCs? It's only a one-level nest. 
 
 Danny
 
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RE: [Flashcoders] Boids algorithm in as2 or as3?

2006-12-07 Thread Mike Mountain
Hi John

I did an AS1 version ages ago - but I don't even know if I still have
the source - your best bet would probably to look for a Java or
Processing version then convert that

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of John Grden
 Sent: 07 December 2006 16:42
 To: Flashcoders mailing list; flexcoders@yahoogroups.com
 Subject: [Flashcoders] Boids algorithm in as2 or as3?
 
 I've seen several entries about people who've toyed with it, 
 but no posts with actual code.
 
 has anyone done the 3D conversion?  any links to 2d or 3d 
 source would be much appreciated ;)
 
 thanks very much,
 
 oh and \m/
 
 --
 [  JPG  ]
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RE: [Flashcoders] Flash8: Duplicate Movie problem

2006-11-27 Thread Mike Mountain
Whichever way you want to do it, in flash 8 you need to instantiate t

Try adding:

var t= line.getNextHighestDepth(); 

To the begging of this

line._y += 4;
line.duplicateMovieClip(tope+t, t);
if(line._y  75) {
stop();
}

Or:

var t=0;

To the beginning of the original

Cheers

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Ricardo Portilho
 Sent: 27 November 2006 09:01
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Flash8: Duplicate Movie problem
 
 Hello,
 
 I am trying to use a simple duplicate movie in Flash8 AS2, it 
 works fine in FlashMX, but I can´t to translate it into AS2, Flah8:
 
 movie clip Duplicate Line
 
 Frame 1:
 //obs: line is the mc instance name
 
 setProperty(line, _y, getProperty(line, _y)+4); 
 duplicateMovieClip(line, tope, t); t = t+1; if 
 (getProperty(line, _y)75) {  stop(); }
 
 Frame 2 :
 
 gotoAndPlay(1);
 
 //end
 
 thank you in advance,
 Ricardo
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RE: [Flashcoders] Flash8: Duplicate Movie problem

2006-11-27 Thread Mike Mountain
Sorry

var t= this.getNextHighestDepth(); 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 27 November 2006 15:15
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Flash8: Duplicate Movie problem
 
 Whichever way you want to do it, in flash 8 you need to 
 instantiate t
 
 Try adding:
 
 var t= line.getNextHighestDepth(); 
 
 To the begging of this
 
 line._y += 4;
 line.duplicateMovieClip(tope+t, t);
 if(line._y  75) {
 stop();
 }
 
 Or:
 
 var t=0;
 
 To the beginning of the original
 
 Cheers
 
 M
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of 
  Ricardo Portilho
  Sent: 27 November 2006 09:01
  To: flashcoders@chattyfig.figleaf.com
  Subject: [Flashcoders] Flash8: Duplicate Movie problem
  
  Hello,
  
  I am trying to use a simple duplicate movie in Flash8 AS2, it works 
  fine in FlashMX, but I can´t to translate it into AS2, Flah8:
  
  movie clip Duplicate Line
  
  Frame 1:
  //obs: line is the mc instance name
  
  setProperty(line, _y, getProperty(line, _y)+4); 
  duplicateMovieClip(line, tope, t); t = t+1; if 
  (getProperty(line, _y)75) {  stop(); }
  
  Frame 2 :
  
  gotoAndPlay(1);
  
  //end
  
  thank you in advance,
  Ricardo
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RE: [Flashcoders] Widescreen displays

2006-11-15 Thread Mike Mountain
It depends on your display really. If you can code your apps to be
liquid, using Stage properties to turn off scaling and aligning to to
left then it should work in any res.

Problem comes in the differences between plasmas and LCD's and HD ready
plasmas

Your average LCD will have a true widescreen Pixel aspect ration (as
will most HD ready plasmas) - whereas most other plasmas will display at
1024x768.

If you want a one size fits all approach then your best bet is to
implement a _level0 squasher and produce all your work in widescreen
16:9 - then if you need to author for a stretched 1024x768 plasma - you
can pre squash your flash content in code on the _root which will then
be restretched on the plasma to give true aspect ratio on a stretched
pixel display.

Hope you get my gist, it's tricky to explain.

Cheers

Mike 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of eric dolecki
 Sent: 14 November 2006 14:52
 To: Flashcoders mailing list
 Subject: [Flashcoders] Widescreen displays
 
 In the age of widescreen television and flat panels, is 
 anyone on this list deploying fullscreen stuff that is 
 flexible in its display?
 
 I'm just curious and was about to roll up a little class to 
 handle the 2 aspect ratios.
 
 - e.
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[Flashcoders] Shapeflag Hit test with non standard text antialialsing fails.

2006-11-15 Thread Mike Mountain
Just a quick heads up, if you set your static text in an MC to anti
alias anything other than for animation then a hittest shapeflag test
against it will treat it as a bounding box, rather than a shape. Took me
bloody ages to figure out what was going wrong.

Smells like a bug to me.

Cheers

M


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[Flashcoders] List items of differing row height

2006-11-09 Thread Mike Mountain
List items of differing row height - is this possible in the list
component?

Cheers

M
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[Flashcoders] Accordion Pains!

2006-11-08 Thread Mike Mountain
Don't use components often, so excuse the ignorance. And I have RTFM'd
and googled.

Can't find anyway of setting the state of the Accordion Panel (ie. Which
one subpanel is open) using AS?

Anyone? Bueller?

Cheers

M
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RE: [Flashcoders] Accordion Pains!

2006-11-08 Thread Mike Mountain
Ah, thanks, case of wood for trees - I thought this was a read only prop
to tell you which one was selected.

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Peter Brouwers
 Sent: 08 November 2006 10:46
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Accordion Pains!
 
 From the help file ;-)
 
 
 Accordion.selectedChild
 Availability
 Flash Player 6 (6.0.79.0).
 
 Edition
 Flash MX Professional 2004.
 
 Usage
 accordionInstance.selectedChild
 
 
 Description
 Property; the selected child (of type UIObject) if one or 
 more children exist; undefined if no children exist. 
 
 If the accordion has children, the code 
 accordionInstance.selectedChild is equivalent to the code 
 accordionInstance.getChildAt(accordionInstance.selectedIndex). 
 
 Setting this property to a child causes the accordion to 
 begin the transition animation to display the specified child.
 
 Changing the value of selectedChild also changes the value of 
 selectedIndex.
 
 If the accordian has children, the default value is 
 accordionInstance.getChildAt(0). If the accordion doesn't 
 have children, the default value is undefined.
 
 
 
 Groet,
 
  
 
 Peer 
 
 http://www.weiqi.nl
 
 http://www.weiqi.nl/blog
 
 http://www.schoolvoordetoekomst.nl
 
  
 
 mobiel: 06 36 13 45 56
 werk:073 62 00 274
 
 
 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens 
 Mike Mountain
 Verzonden: woensdag 8 november 2006 11:33
 Aan: Flashcoders mailing list
 Onderwerp: [Flashcoders] Accordion Pains!
 
 Don't use components often, so excuse the ignorance. And I 
 have RTFM'd and googled.
 
 Can't find anyway of setting the state of the Accordion Panel 
 (ie. Which one subpanel is open) using AS?
 
 Anyone? Bueller?
 
 Cheers
 
 M
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 Disclaimer:
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 elke aansprakelijkheid uit voor eventueel in of als bijlage 
 bij deze e-mail voorkomende onjuiste, onvolledige of door 
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RE: [Flashcoders] Easy to learn and use 3d program

2006-10-27 Thread Mike Mountain
Cinema 4D by Maxon is both simple to use and very powerful

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Johan Nyberg
 Sent: 27 October 2006 08:50
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Easy to learn and use 3d program
 
 Hi, I'm looking for an easy to learn and use 3d program to 
 create content for Flash. What are your suggestions? I want 
 to do fairly simple animations, but I need something that are 
 a bit more complex than say, Xara3d.
 
 --
 Varmfrontsgatan 1
 128 34 Skarpnäck
 070 - 407 83 00
 08 - 37 16 73
 
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RE: [Flashcoders] Zinc issues

2006-10-24 Thread Mike Mountain
Zinc fixed this issue a few releases back, sounds like you're using an
old build - ours works fine with SVN now...

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Stan Vassilev
 Sent: 23 October 2006 20:42
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Zinc issues
 
 We just purchased a license for Zinc since we had to quickly 
 pick a 3rd party projector with file load/save for a project.
 I'm using it with flex 2 framework / flash 9.
 
 It's kinda a letdown, first thing, it has a bad conflict with 
 TortoiseSVN which caused it to crash right on startup. After 
 researching a bit, Zinc installs old DLL-s which TSVN coughs up with.
 
 SWFStudio had the same kind of issue but they fixed it in 
 recent builds. If I knew, I'd buy it instead of Zinc.
 
 The control over dialogs and features is terrible. They do 
 support AS3, which we need since it's Flex 2 project. But 
 it's spotty at best. 
 To save binary files we had to take a ByteArray and convert 
 it to a huge HEX string for Zinc to understand. This is of 
 course slow, even in AS3.
 
 The Open dialog works, but amusingly the Save dialog doesn't! 
 No matter what we tried, it just won't open or do anything at 
 all. And since the open dialog doesn't check for file 
 existence or anything, now we save files with the open 
 dialog, as weird as it sounds.
 
 I'm writing here to ask if someone of you have dealt with 
 those issues in Zinc and have workarounds, fixes, 
 tricks/hacks etc. I'm contacting Zinc support too, but from 
 what I see on their forums, they don't seem willing to answer 
 to other people asking about the same issues.
 
 Regards, Stan Vassilev
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RE: [Flashcoders] Flash Projectors - mProjector vs. Zinc

2006-10-18 Thread Mike Mountain
The problem I found with Director is you have to go out and buy a bunch
of Xtras to really achieve anything notable.

Have you considered ScreenweaverHX?

M
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of slangeberg
 Sent: 17 October 2006 17:58
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Flash Projectors - mProjector vs. Zinc
 
 Peter,
 
 I had considered Director, as we have that here.
 
 What did you find in Director that was lacking in these other 
 projector tools?
 
 Scott
 
 On 10/17/06, Blumenthal, Peter [EMAIL PROTECTED] wrote:
 
 
 
  I know there's a *big* difference in price, but lately I've been 
  coming back around to using Director for Flash based apps that need 
  decent OS level capability...
 
  Pete
 
  This email may contain confidential material.  If you were not an 
  intended recipient, please notify the sender and delete all copies.
  We may monitor email to and from our network.
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 -- 
 
 : : ) Scott
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RE: [Flashcoders] simple gotoAndPlay :: Am I losing my mind?

2006-10-11 Thread Mike Mountain
Are you using MoveClipLoader within IE? If so it's listeners behave
eratically with different content caching settings - this could be the
problem, your main swf would think the content was loaded in and ready,
when in fact it wasn't.

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Serge Jespers
 Sent: 11 October 2006 14:22
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] simple gotoAndPlay :: Am I losing my mind?
 
 It's getting worse... :-/
 
 It works like it should inside the IDE. But not in a browser.
 Now you could think that my main.swf is causing this swf to 
 mess up but I'm doing the exact same thing with another swf 
 and that one works perfect...
 
 The troubled swf is being loaded with a MovieClipLoader and I 
 just play it once it's loaded in.
 
 I think I'm just going to build this file from scratch 'cause 
 other than a  messed up file, I can't come up with anything 
 that may cause this... :-/ 
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RE: [Flashcoders] flv not playing in IE with Flash 9

2006-10-06 Thread Mike Mountain
http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_04157

Does this help? 

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Ammon Lauritzen
 Sent: 06 October 2006 00:01
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] flv not playing in IE with Flash 9
 
 On 10/5/06, John Dowdell [EMAIL PROTECTED] wrote:
  If you can't see other SWF in that browser, then that's a clue.
 
 Sigh. And here I was wasting my time trying to be polite to 
 you. YES I could see other SWF's in that browser. Sheesh.
 
 Anyways. Resolution to the problem has been achieved. In 
 stead of hard coding the flv into the swf, we're passing it 
 in as an argument when instantiating it from the html. And it works.
 
 There seems to be an issue with directory locations. The flv 
 was trying to load relative to the swf, NOT the html file. So 
 why this happens in flash 9 for IE, I don't know, nor do I 
 care any more at this point. But the incident has been logged 
 for future reference when we encounter the bug again.
 
 Ammon
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RE: [Flashcoders] Flash Player 9 FullScreen Mode

2006-10-05 Thread Mike Mountain
Doesn't work in win ie 6.0.2 for me 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Radley Marx
 Sent: 05 October 2006 05:24
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Flash Player 9  FullScreen Mode
 
 
 
 
 bwah ha ha ha ha.
 
 Mac. OSX. Full screen didn't happen.
 
 mac wulez!
 
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RE: [Flashcoders] Google code search

2006-10-05 Thread Mike Mountain
Already loving

http://krugle.com/ 

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of slangeberg
 Sent: 05 October 2006 16:02
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]; Flashcoders 
 mailing list; flexcoders@yahoogroups.com
 Subject: [Flashcoders] Google code search
 
 Not sure how many have seen this yet, but I'd be intrigued to 
 see what kinds of good stuff people might turn up. As it is, 
 I'm not even real sure where to start!:
 
 http://news.zdnet.com/2100-3513_22-6122819.html?part=rsstag=f
 eedsubj=zdnn
 
 
 : : ) Scott
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RE: [Flashcoders] Projector Wrapper

2006-10-03 Thread Mike Mountain
I'd be rather worried if Nicolas didn't want to promote it. The
difference being Screenweaver HX is open and free - a comparison would
certainly be very interesting.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Steven Sacks | BLITZ
 Sent: 02 October 2006 19:00
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Projector Wrapper
 
  Would be interesting to compare with recently released 
 Screenweaver HX 
  (http://haxe.org/swhx).
 
 ...says one of the authors of Screenweaver HX.  Being a shill 
 doesn't work unless you use a different name.  ;) 
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RE: [Flashcoders] Projector Wrapper

2006-10-03 Thread Mike Mountain
Screenweaver HX does just work with the SWF. It just means you can
extend it's capabilities with haXe if you wanted. 

From the blurb:

the System layer : written in haXe and using the Neko API, you can
access the local filesystem, databases, network sockets... You can also
easily extend its capabilities by writing your own DLL.

the Flash layer : written in haXe or any other technology capable of
producing SWF, you can use this layer to display the graphical
interface, handle user interactions, play sound and video...

It's only downside as far as I can see is that it's not very user
friendly, no pretty gui etc.

M



 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Derek Vadneau
 Sent: 03 October 2006 15:30
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Projector Wrapper
 
 I'd be rather worried if Nicolas didn't want to promote it.
 Except that the original poster was asking for opinions and 
 getting an opinion from someone who develops one of the 
 products is not as useful.
 
 Besides, getting a little off the original request.
 
 I don't use haxe nor mtasc so for me I would prefer 
 something that just works based on the swf or the projector.
 
 
 Derek Vadneau
 
 
 
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RE: [Flashcoders] Projector Wrapper

2006-10-03 Thread Mike Mountain
OK got to get this out of my system - I've been itching to post it for months 
but 'held my tongue', alas no more:
 
Steven you're obviously a talented guy, but my God you have an attitude - is 
noone allowed to have a different opinion to you? You don't discuss, you object 
constantly, shoot down, or just plane dismiss out of hand other peoples ideas 
and opinions unless they follow your train of thought. It isn't polite.
 
Please now accept my most humble apologies for posting that - completely out of 
character on my behalf but something (as aforementioned) I needed to get out of 
my system 
 
I too suffered with the original Screenweaver - but as of yet have not tried 
screenweaver HX on anything more than a fleeting demo, so will not pass 
judgement, or comment by posting a list of faults on a previous version.
 
I'm sure mProjector is really brilliant, the db's, the bees knees,  I can feel 
myself baked in it's golden rays as it bends over to tie its shoelaces (and if 
you haven't got a free copy by now Steven they really aren't watching this list 
properly.)
 
Competition is healthy and to be encouraged As I read it Nicolas was proposing 
that as Screenweaver is free, then it would undoubtdly do no harm 
whatsoever to give it a go and see if it does what the original post required. 
Apparently he was a little to succinct with his suggestion, a four page 
diatribe may well stand him in better stead next time.
 
Keep on with the good flash man.
 
Mike



From: [EMAIL PROTECTED] on behalf of Steven Sacks | BLITZ
Sent: Tue 03/10/2006 19:08
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Projector Wrapper



Promoting it is one thing, but his post was not a promotional post, but
more that of a call to action from an impartial party, which he is not.

I don't think Screenweaver being open and free makes it better
considering Screenweaver before it was open and free was, simply put,
bad.  Here are some facts about Screenweaver.

It was extremely buggy,
had features that simply did not work,
was unstable and would crash without warning and with no notification,
had issues with ATI cards when Microsoft Outlook was open,
had issues where the CPU usage would spike to 99% and never release
making Windows (and the SW app) unresponsive requiring a task manager
force quit,
had a terrible API for doing the most simple things (something like
15-20 lines of code to make a system tray icon compared to ONE line of
code in mProjector,
had many functions required 5+ arguments, which reflects poor planning)

And the list goes on and on.

I wouldn't recommend trusting anything that was based on such bad code
unless it was completely rewritten from scratch, which I'm not sure it
was.

Contrary to that, mProjector has always been rock solid and well thought
out and has had asynchronous support since the beginning while all other
wrapper developers could not figure how to do it for years.  Let me
stress that - for years nobody knew how the author of mProjector
provided asynchronous support despite their best efforts, and there was
plenty of effort from all the wrapper developers.

Now that the facts are out of the way, it's time for my opinions.

I invite anyone to share a negative experience they had with mProjector
(I've never seen or heard a single one), but you can search the archives
and there are plenty of developers in the community who have had plenty
of negative experiences with Screenweaver.  Other wrappers like
SWFStudio and Zinc, while not as solid as mProjector, were far more
stable than Screenweaver.  I would trust any wrapper except Screenweaver
to handle functionality that mProjector doesn't have.

IMO, the reason Screenweaver was made open source is because it was a
mess and the only way to clean it up was to invite other coders to get
involved and help fix all its problems.  I'm all for open source, but
the original Screenweaver code was so bad, I can't bring myself to rely
on it. 

All this being said, major companies trust mProjector as their wrapper
of choice for mass deployment.  Companies like The Weather Channel,
DirecTV, Fox Interactive, Earthlink, and Turner Broadcasting.  I think
the paltry $199 (or $300 for both platforms) is worth the peace of mind
of owning the most solid, well-built, best API, easiest to use Flash
wrapper on the market.
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RE: [Flashcoders] Mac Flash Projector Question

2006-09-29 Thread Mike Mountain
MDM Zinc may do the trick? 

http://www.multidmedia.com/ 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Matthew Bargar
 Sent: 29 September 2006 15:50
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Mac Flash Projector Question
 
 Hi-
 A client has asked us to change the Version information 
 that a user sees when he/she does Get Info on a Mac Flash 
 projector.  Currently it says something like 8.0 r22 (c) 
 Macromedia, Inc. but the client would like to show their own 
 info in that space.  On the PC we used Versiown 
 (http://www.goldshell.com/versiown/main.htm) but nothing 
 we've tried on the Mac has worked.  We've tried FileExaminer 
 and Super GetInfo, as well as a hex editor for that special 
 old-school charm.  Any ideas?  Thanks!
 -Matt
 ---
 Matthew Bargar
 Senior Developer
 sixredmarbles
 One Alewife Center, Suite 210
 Cambridge, MA 02140
 
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[Flashcoders] Why isn't my listener firing?

2006-09-28 Thread Mike Mountain
[AS]

import mx.transitions.Tween;
import mx.transitions.easing.*;
//
var transListener:Object = new Object();
transListener.allTransitionsInDone = function(evt):Void  {
// direction value of 0
trace(evt.type+ triggered);
};
mc.addEventListener(allTransitionsInDone, transListener);
mx.transitions.TransitionManager.start(mc, {type:mx.transitions.Zoom,
direction:0, duration:1, easing:mx.transitions.easing.Bounce.easeOut});

[/AS]

I culled the above code form a couple of web sites from a google search
- I'm trying to find out how to detect when a transisition using the
transition manager has finished - the code is pretty much identical but
it doesn't seem to fire off.

It may be a case of wood for the trees but I can't see why it isn't
working.

Anyone help?

Cheers

M

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RE: [Flashcoders] Why isn't my listener firing?

2006-09-28 Thread Mike Mountain
Never mind, having a thicko day

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 28 September 2006 09:57
 To: Flashcoders mailing list
 Subject: [Flashcoders] Why isn't my listener firing?
 
 [AS]
 
 import mx.transitions.Tween;
 import mx.transitions.easing.*;
 //
 var transListener:Object = new Object(); 
 transListener.allTransitionsInDone = function(evt):Void  {
   // direction value of 0
   trace(evt.type+ triggered);
 };
 mc.addEventListener(allTransitionsInDone, transListener); 
 mx.transitions.TransitionManager.start(mc, 
 {type:mx.transitions.Zoom, direction:0, duration:1, 
 easing:mx.transitions.easing.Bounce.easeOut});
 
 [/AS]
 
 I culled the above code form a couple of web sites from a 
 google search
 - I'm trying to find out how to detect when a transisition 
 using the transition manager has finished - the code is 
 pretty much identical but it doesn't seem to fire off.
 
 It may be a case of wood for the trees but I can't see why 
 it isn't working.
 
 Anyone help?
 
 Cheers
 
 M
 
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RE: [Flashcoders] MC not pressed

2006-09-27 Thread Mike Mountain
Untested but what about something like this:

[as]

var btns = new Array(mc0_btn, mc1_btn, mc2_btn, mc3_btn, mc4_btn,
mc5_btn);
function scaleUp(mc) {
mc._xscale = mc._yscale=150;
}
function scaleDown(mc) {
mc._xscale = mc._yscale=50;
}
function hiliteButton(btn_num, transFuncOn, transFuncOff) {
var l = btns.length;
for (var i = 0; il; i++) {
if (i == btn_num) {
transFuncOn(btns[i]);
}
else {
transFuncOff(btns[i]);
}
}
}
var l = btns.length;
for (var i = 0; il; i++) {
btns[i].idx = i;
btns[i].onPress = function() {
hiliteButton(this.idx, scaleUp, scaleDown);
};
}
[/as] 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Laurent CUCHET
 Sent: 20 September 2006 18:03
 To: Flashcoders mailing list
 Subject: [Flashcoders]  MC not pressed
 
 There is a lot of mc but I take to explain the case :
 They are name A_mc, B_mc and C_mc
 
 If I press one clip its scale get 300.
 How can I do in the same time get 50 to the other not pressed ?
 
 A_mc.onPress = B_mc.onPress = C_mc.onPress = function() {
 this._xscale = this._yscale = 300;
 };
 
 Thank you very much
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[Flashcoders] Using a swf as an animated texture in direct X

2006-09-20 Thread Mike Mountain

Anyone know if it's possible to use an animated swf as a texture for a
directX object?

Cheers

M
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RE: [Flashcoders] Find item in array

2006-09-19 Thread Mike Mountain
 It's a hell of a lot easier to 
 read than the fastest for loop syntax.
 
 for (var i = myArray.length; --i -(-1); ) {}
 

Actually that would be:

var l =  myArray.length;
for (var i = l; --i -(-1); ) {}

Then you're not looking up the length on every iteration..

:p

M
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RE: [Flashcoders] Find item in array

2006-09-19 Thread Mike Mountain
you live and learn.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Fumio Nonaka
 Sent: 19 September 2006 14:38
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Find item in array
 
 Unlike to evaluation of a condition, the initial value should 
 be evaluated only once anyway.
 
 for (var i = initialValue(); icondition(); i++) {} function 
 initialValue() {
   trace(initial value is evaluated);
   return 0;
 }
 function condition() {
   trace(condition is evaluated);
   return 3;
 }
 // [Output]:
 initial value is evaluated
 condition is evaluated
 condition is evaluated
 condition is evaluated
 condition is evaluated
 _
 Mike Mountain wrote:
  var l =  myArray.length;
  for (var i = l; --i -(-1); ) {}
  
  Then you're not looking up the length on every iteration..
 --
 Fumio Nonaka
 mailto:[EMAIL PROTECTED]
 http://www.FumioNonaka.com/
 My bookshttp://www.FumioNonaka.com/Books/index.html
 Flash communityhttp://F-site.org/
 
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RE: [Flashcoders] Hex to HSB

2006-09-18 Thread Mike Mountain
I'm doing this in flash 9, the hex to rgb conversion is sweet and plenty fast 
enough, it's when I throw in the HSB conversion that is bogs down. It has to be 
done pixel by pixel as the type of transform depends on the input value of each 
individual pixel.
 
[We're doing tilemap adjustments for a large screen made up of LED panels (so 
small res, think 340 by 122 pxls) so we have to do both Gamma and Colour 
correction.]
 
M



From: [EMAIL PROTECTED] on behalf of David Rorex
Sent: Fri 15/09/2006 23:47
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Hex to HSB



No, pretty much the way hsb -- rgb works, you need to have the numbers
separate. You could probably create some awkward transform that tries really
hard not to break them up, but it would end up being a lot more complicated,
and not worth it.

Besides, going from 0xRRGGBB to 0xRR, 0xGG, 0xBB is very fast (just 3 ANDs
and 2 bitshifts).

// takes a color in the form 0xRRGGBB returns an object with the fields r,
g, and b
function hex2rgb(c:Number):Object
{
return {
   r:(c16)0xff,
   g:(c8)0xff,
   b:c0xff
  };
}

// takes an object with fields r, g, and b, returns a color in the form
0xRRGGBB
function rgb2hex(c:Object):Number
{
return (c.r16) | (c.g8) | (c.b);
}

and then here's a quick test:

var c = hex2rgb(0xabcdef);
trace(r=0x+c.r.toString(16)+ g=0x+c.g.toString(16)+
b=0x+c.b.toString(16));
trace(color=0x+rgb2hex(c).toString(16));


then, assuming your rgb2hsv and hsv2rgb functions take an object as input,
you could do:

// read in hsv from a pixel
var hsv:Object = rgb2hsv(hex2rgb(bmp.getPixel(x,y)));

// transform hsv.h, hsv.s, hsv.v, etc
hsv.h /= 2;
hsv.s = 50;
hsv.v = Math.random()*100;

// put back our transformed pixel
bmp.setPixel(x,y,rgb2hex(hsv2rgb(hsv)));

--

Now, this is all theoretical, but I don't think flash 8 is fast enough to do
this calculation on a real-time video of any decent size. flash 9 might be
able to handle it.

But if you just want to do some color transforms, i'd suggest looking at the
built in transform classes instead of trying to do it yourself
pixel-by-pixel. These should be much faster, because the transform code will
be native, instead of in actionscript. They are pretty flexible, you can do
a lot with them.

-David R


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[Flashcoders] Hex to HSB

2006-09-15 Thread Mike Mountain
Anyone got a quick and dirty hex to HSB and back converter algo -
without having to convert to RGB first?

Cheers

M

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RE: [Flashcoders] How to get the URL of the page that a moiveis embedded on?

2006-09-15 Thread Mike Mountain
trace(this._url)

Have I missed something?

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Jim Berkey
 Sent: 15 September 2006 12:12
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] How to get the URL of the page 
 that a moiveis embedded on?
 
 http://www.mochibot.com/
 
 *** REPLY SEPARATOR  ***
 
 On 9/14/2006 at 1:45 PM Jeff Mastropietro wrote:
 
 I need a 100% effective way to get the URL of the page that a flash 
 movie is embedded in.  It cannot rely on JavaScript.  Any ideas?  We 
 are trying to track the pages that are embedding our flash movies.
 
 Thanks,
 Jeff
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RE: [Flashcoders] Hex to HSB

2006-09-15 Thread Mike Mountain
Thanks, but I was hoping this would be possible without having to
convert to RGB first - I basically want to do pixel by pixel colour
transform on a copy of a video whilst it's being played so it needs to
be ultra efficient.

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of eka
 Sent: 15 September 2006 12:18
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Hex to HSB
 
 Hello :)
 
 you can find this tool in my OpenSource framework VEGAS (with 
 this extension
 ASGard)
 
  http://osflash.org/vegas
 
 # Color tools in asgard.colors package :
 
 http://svn1.cvsdude.com/osflash/vegas/AS2/trunk/src/asgard/colors/
 
 # HSV to RGB in ColorHSV class
 
 http://svn1.cvsdude.com/osflash/vegas/AS2/trunk/src/asgard/col
 ors/ColorHSV.as
 
 
 EKA+ :)
 
 
 
 
 
 2006/9/15, Mike Mountain [EMAIL PROTECTED]:
 
  Anyone got a quick and dirty hex to HSB and back converter algo - 
  without having to convert to RGB first?
 
  Cheers
 
  M
 
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RE: [Flashcoders] Convert Regular Number back to Hex value?

2006-09-15 Thread Mike Mountain
toString(16)

Cheers

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Merrill, Jason
 Sent: 15 September 2006 13:01
 To: Flashcoders mailing list
 Subject: [Flashcoders] Convert Regular Number back to Hex value?
 
 Similar to Mike's thread, is there a function out there 
 someone has written to convert a regular numerical value back 
 to its equivalent hex value?  
 
 For example:
 
 var myColor:Number = 0xff6600;
 myText_txt.text = myColor //shows converted to 16737792, but 
   //need it to 
 display as ff6600
 
 Thanks,
 
 Jason Merrill
 Bank of America
 Learning  Organization Effectiveness - Technology Solutions 
  
  
  
  
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RE: [Flashcoders] Hex to HSB

2006-09-15 Thread Mike Mountain
OK - seeing as you asked so nicely
 
Instead of splitting it up into 3 different components R, G and B then doing a 
calculation on each of these in turn to find H S and B ,applying some transform 
on H and B and then turning these back into R G and B - then in turn combining 
this to find a flash friendly hex value - I'd like to know if it's possible to 
go 
 
Hex - Hsb - transform - Hex
 
or to find HSB from hex do I have to split out the RGB components?
 
Any clearer?
 
M



From: [EMAIL PROTECTED] on behalf of Ammon
Sent: Fri 15/09/2006 17:07
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Hex to HSB



Mike Mountain wrote:
 Thanks, but I was hoping this would be possible without having to
 convert to RGB first - I basically want to do pixel by pixel colour
 transform on a copy of a video whilst it's being played so it needs to
 be ultra efficient.

I'm sorry... but explain to my how a hex number of the form 0xRRGGBB
isn't _already_ an RGB value? :P

Ammon
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RE: [Flashcoders] taking color out of a jpg in flash

2006-09-12 Thread Mike Mountain
http://www.senocular.com/flash/source.php?id=0.169

Googled desaturate flash 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Stanford Vinson
 Sent: 12 September 2006 10:53
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] taking color out of a jpg in flash
 
 I want to load in a jpg/gif and then take all its color out 
 leaving it in gray scale. Is this possible using new 
 functions in flash 8 ... like copybitmap  or anything? Has 
 anyone tried this?
 
 All the best,
 
 Stanford
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RE: [Flashcoders] Accessing a file on the local hard drive?

2006-09-12 Thread Mike Mountain
From what I can see of the tweenies one it does upload the photo - it
just takes care of the where from bit with the text:

Create a folder on your c drive called temp and save the file here,
naming it me.jpg

I assume this triggers a php script or something similar to upload it
from that location when Play is pressed.

Pretty rubbish solution really. 

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Muzak
 Sent: 12 September 2006 13:22
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Accessing a file on the local hard drive?
 
 If a Flash application (on the web) would have access to your 
 harddrive, Adobe would be out of business in no time.
 That goes for any web application really..
 
 Muzak
 
 - Original Message -
 From: Mark Burvill [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, September 12, 2006 10:44 AM
 Subject: Re: [Flashcoders] Accessing a file on the local hard drive?
 
 
  That's a good idea hadn't thought of that. Mind you, 
 don't think we can use FP8 but worth considering.
 
  I'm still looking for the reason that it doesn't work 
 straight from the hard drive though. Is it a Flash player 
 thing or a service 
  pack thing?
 
 
 
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RE: [Flashcoders] Synchronizing multiple flvs

2006-09-06 Thread Mike Mountain
If the tiles were small enough this could be something you could do with
bitmapData - ie. Copying the image data from a master video (offstage)
into each of the tiles as it's played. Or you could just mask multiple
copies of the same flv, but I suspect there would be bigger overheads
with this technique.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Jeff Gomes
 Sent: 06 September 2006 16:46
 To: Flashcoders mailing list; flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Synchronizing multiple flvs
 
 
 Would the tiles be contiguous and stationary with 
 instantaneous jumps from one position to another, or do their 
 positions have to animate from one location to another?
 
 At 08:38 9/6/2006, Christopher Whiteford wrote:
 I am looking to find out if anyone has experience in 
 splitting an FLV 
 into multiple parts and then playing them back whereas the 
 the timing 
 is seamless?
 
 The reason I ask is I need to create a picture tile game 
 which is easy 
 enough but the client came back with this where 15 tiles playing the 
 same flv broken into different pieces need to be unscrambled and the 
 result would be one big video.
 
 Any help would be greatly appreciated.
 
 CW
 ...
 
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RE: [Flashcoders] TextFormat Font Face = 'Wingdings' or 'Webdings'

2006-08-31 Thread Mike Mountain

Jason

The only way I can ever get the dings fonts to display in a dynamic tf
is by embedding them - even if they are on the users system. I assume
this is something to do with the dings family being a symbol font.

M

 He suggested I trace the font on the textfield, which is not 
 the same thing, and I was responding to that comment. It's 
 tracing Wingdings on the textfield's TextFormat.font, it's 
 just not rendering Wingdings on the screen.
 
 Jason Merrill
 Bank of America
 Learning  Organization Effectiveness - Technology Solutions 
  
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RE: [Flashcoders] Flash/Actionscript Coding conventions

2006-08-24 Thread Mike Mountain
Surely this is just a matter of using a fully featured IDE to develop
your code in - if you use Flashdevelop for instance you can block
comment/uncomment any lines/lines using // syntax from the  edit menu
with comment line, or with keyboard shortcuts - this will not conflict
with block comments /**/ and therefore you will no longer have a
problem. Life once more is wonderful.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Steven Sacks | BLITZ
 Sent: 24 August 2006 02:19
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] Flash/Actionscript Coding conventions
 
  why does adding block comments to your code ruin it?
 
  I still don't understand how Javadoc makes your process suffer.
 
 From my first post:
 Commenting like that in your code makes it completely 
 impossible to easily and completely comment out blocks of 
 code using /* */ because they have their */ inside their 
 comments.  Believe it or not, this is a very important tool 
 in debugging.
 
 If somebody wrote something completely impenetrable and I'm 
 in charge of implementing it and it doesn't work, guess what? 
  I rewrite it or I make them fix it.
 
 I'm not saying documentation isn't important, I'm saying 
 mucking up your code with documentation in Actionscript by 
 using Javadoc's requirements is counterproductive to Flash 
 development.  If Javadoc let me use line comments instead of 
 block comments I would have no issue.
 
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RE: [Flashcoders] DataGrid woes

2006-08-22 Thread Mike Mountain
I swear I saw a sortable datagrid on IFBIN - can't check at the mo' as
my work proxy won't allow access - but it is definetely dooable

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Chris Hill
 Sent: 19 August 2006 01:50
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] DataGrid woes
 
 I'm in a real bind, with no real solution. I'm using the 
 DataGrid, which I've used before, but the problem is that 
 multiple selection and re-ordering seems to be unbelievably 
 broken. I've never used these features, and I've googled just 
 about every possibility to shed light on the subject and 
 found nothing. I guess that noone out there has created a 
 data grid and tried to make it sortable?
 
 I've got a datagrid. Users ideally would be able to select 
 multiple rows a la shift-click. Then they click either 'move 
 down' or 'move up', which modifies the data provider, sets 
 the grid's data provider, then sets the selectedIndices to 
 what it was before. This results in terrible graphical 
 glitches, and its also reporting the wrong number of lines.
 
 I'd preferably at this point either:
 
 A: Find some magic fairy dust to fix the DataGrid
 B: Find some replacement component that does what the 
 DataGrid does, but does not suck.
 
 If i don't do that then I have to:
 
 C: Write my own DataGrid, which is fine, and I need to do it 
 anyway, but not right now if I can help it.
 
 Thanks
 Chris
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RE: [Flashcoders] Special characters?

2006-08-22 Thread Mike Mountain
 [as]
for (i=288; i=318; i++) {
var val = String.fromCharCode(i);
trace(val);
}
[/as]

Any good?

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Steven Loe
 Sent: 22 August 2006 16:40
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Special characters?
 
 How does one access characters in a font that are beyond the 
 standard ascii 127 characters? I'm about to start working 
 with a custom font that has icons in the outer reaches of the 
 key map. The icons are in locations 288 - 318. 
 
 Any ideas how to get these characters?
 
 Thanks in advance,
 
 Steven
 
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RE: [Flashcoders] MovieClip loader IE Caching bug

2006-08-18 Thread Mike Mountain
Can't remember where I found it, I just googled AS2 qlod loaderClass I
think...

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Ryan Potter
 Sent: 17 August 2006 17:43
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] MovieClip loader IE Caching bug
 
 I ran into the same problem yesterday.  Just looked all over 
 for an as2 version of qload and I am not coming up with it.  
 Would you mind posting a link?
 
 Thanks.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: Thursday, August 17, 2006 2:29 AM
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] MovieClip loader IE Caching bug
 
 OK I've narrowed it down to when IE is set to never check 
 or automatic for page update checking in the settings - I 
 can't believe there's so little information out there on such 
 a serious bug. I had to completely scrap using the MovieClip 
 Loader, fortunately there's a few
 AS2 conversions of qlod which slotted neatly in.
 
 I wonder if flash 9 will have similar problems with its Loader events?
 
 M
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On 
 Behalf Of Mike 
  Mountain
  Sent: 16 August 2006 15:58
  To: Flashcoders mailing list
  Subject: [Flashcoders] MovieClip loader IE Caching bug
  
  I don't do too much online work to be honest so I've only 
 just found 
  this out - but I cannot believe Adobe haven't fixed this bug.
  http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/com
  mon/html/w
  whelp.htm?context=LiveDocs_Partsfile=2538.html
  
  Using listeners for the movieclip loader, events only fire 
 the first 
  time the swf is loaded, if it's cached in ie then the 
 listeners don't 
  fire!
  
  How fundamentally flawed is this!?!
  
  Is their an elegant workaround or do I really have to use the 'old'
  onEnterFrame bytesLoaded v bytesTotal comparision?
  
  OMG Arrgh! Etc.
  
  M
  
  
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RE: [Flashcoders] MovieClip loader IE Caching bug

2006-08-18 Thread Mike Mountain
 
http://chattyfig.figleaf.com/pipermail/flashcoders/2005-February/132366.
html

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 18 August 2006 09:09
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] MovieClip loader IE Caching bug
 
 Can't remember where I found it, I just googled AS2 qlod 
 loaderClass I think...
 
 M 
 
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RE: [Flashcoders] Best way to learn OO Analysis and Design withActionScript

2006-08-18 Thread Mike Mountain
I find the hardest thing to get my head around is the absurd amount of
Jargon involved in OOP - for what are essentially simple concepts. I
really wish we wouldn't perpetuate the practice of trying to make
ourselves important by using such a verbal smokescreen. Once you get
past the copious amounts of conceptual diarrohea the actual fundamentals
are fairly easy to understand. I know it's easier to define concepts
using singular terms, but it would seem that OOP tends to go overboard
with this a hell of a lot. OOP dictionary anyone? This is componounded
by other concepts being explained within the bounds of this jargon -
One question inevitably leads to many more.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Britton
 Sent: 18 August 2006 15:33
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Best way to learn OO Analysis and 
 Design withActionScript
 
 I second James' recommendation of Headfirst Design Patterns.  
 I also recommend downloading an Enterprise Architect trial 
 http://www.sparxsystems.com/ or Poseidon 
 http://gentleware.com/index.php and learning some UML.  It 
 helps me to step outside of the code and focus on the logic 
 behind the business decisions.  Understanding sequence 
 diagrams (user clicks button, event is passed to manager, 
 etc) first can help you sketch out class diagrams that 
 eventually turn into really scalable systems.  Then later, 
 people can wade right in and add to it.
 
 Most important: try not to learn everything at once.  Give 
 your brain time to wrap around small chunks of new info.
 
 My .02
 
 
 Mike
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RE: [Flashcoders] Best way to learn OO Analysis andDesign withActionScript

2006-08-18 Thread Mike Mountain
it's crucial to be in sync with specialist language and concepts

Completely agree, but Jargon in any industry is always a barrier to
effective communication between the initiated and the uninitiated,
whether it is intentional or not. I just find that the OOP literati can
sometimes be a little too keen when it comes to overcomplicating
things for the sake of good OOP. And this includes the abundance of
interchangeable jargon, for patterns, techniques and basic concepts. And
yes sometimes believe it or not I think (especially on forums and blogs
etc.) that some of this comes down to a basic good old fashioned I know
more oop than you do dick measuring competition. Once initiated into
this clique it then gives us a warm feeling to perpetuate the problem by
showing everyone just how complicated we can make the simplest of things
seem. Its Societies problem, not just OOP developers if that's any
consolation!

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of James Marsden
 Sent: 18 August 2006 16:23
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Best way to learn OO Analysis 
 andDesign withActionScript
 
 I used to have a problem with this too, hating the 'verbal 
 smokescreen' 
 as you put it, but it's crucial to be in sync with specialist 
 language and concepts in order to cut through 
 misunderstanding between peers. I don't think it's about 
 making ourselves more important, but making sure you're able 
 to communicate complex ideas quickly.
 
 I'm a Fine art graduate, and there's no environment worse 
 than that for absurdly long winded conceptual bullshit - at 
 least OOP concepts actually lock people's understandings together!
 
 J
 
 
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RE: [Flashcoders] OT: Flashmaps - anybody used it before?

2006-08-17 Thread Mike Mountain
There's also this free google map component:

http://www.afcomponents.com/map_google/ 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of David Rorex
 Sent: 17 August 2006 04:48
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] OT: Flashmaps - anybody used it before?
 
 FYI, Yahoo Maps also provides maps in flash, and they have a 
 developer site, and free API and everything. I didn't look at 
 flashmaps much, but they may work for you.
 
 -David R
 
 On 8/16/06, Anggie Bratadinata [EMAIL PROTECTED] wrote:
  One of my prospective clients want to have flash app with 
 US map. My 
  partner found this nice tools, www.flashmaps.com and I'm 
 wondering if 
  you guys have some experience with it.
 
  note:
  this message is cross-posted to Flashnewbie list, hope you 
 wouldn't mind.
 
  --
  Anggie Bratadinata
  Web|Graphic|Flash
  Jl. Raya Langsep 21
  Malang - East Java
  I N D O N E S I A
  http://design.ibshastautama.com
 
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RE: [Flashcoders] MovieClip loader IE Caching bug

2006-08-17 Thread Mike Mountain
OK I've narrowed it down to when IE is set to never check or
automatic for page update checking in the settings - I can't believe
there's so little information out there on such a serious bug. I had to
completely scrap using the MovieClip Loader, fortunately there's a few
AS2 conversions of qlod which slotted neatly in.

I wonder if flash 9 will have similar problems with its Loader events?

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Mountain
 Sent: 16 August 2006 15:58
 To: Flashcoders mailing list
 Subject: [Flashcoders] MovieClip loader IE Caching bug
 
 I don't do too much online work to be honest so I've only 
 just found this out - but I cannot believe Adobe haven't 
 fixed this bug.
 http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/com
 mon/html/w
 whelp.htm?context=LiveDocs_Partsfile=2538.html
 
 Using listeners for the movieclip loader, events only fire 
 the first time the swf is loaded, if it's cached in ie then 
 the listeners don't fire!
 
 How fundamentally flawed is this!?!
 
 Is their an elegant workaround or do I really have to use the 'old'
 onEnterFrame bytesLoaded v bytesTotal comparision?
 
 OMG Arrgh! Etc.
 
 M
 
 
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[Flashcoders] AS3 bitmapdata lock/unlock

2006-08-16 Thread Mike Mountain
Just messing around converting some double buffering AS2 routines to AS3
when I stumbled upon lock() and unlock() - does this make double
buffering unnecessary? I'm not noticing any immediate speed differences
between my routine using double buffering and my test with
lock()/unlock().

Cheers

M
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RE: [Flashcoders] AS3 bitmapdata lock/unlock

2006-08-16 Thread Mike Mountain
That's how I read it, just wondered if anyone had done any real
performance comparisions - my test is fairly simple.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Meinte van't Kruis
 Sent: 16 August 2006 10:43
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] AS3 bitmapdata lock/unlock
 
 from the AS3 reference:
 
 Locks an image so that any objects that reference the 
 BitmapData object, such as Bitmap objects, are not updated 
 when this BitmapData object changes.
 To improve performance, use this method along with the 
 unlock() method before and after numerous calls to the 
 setPixel() or setPixel32() method.
 
 
 With this in mind, it does seem to function like a double 
 buffering mechanism, since you can actually alter bitmapdata 
 before showing it on screen, therefor avoidoing the image to 
 show while processing it.
 
 -Meinte
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RE: [Flashcoders] AS3 bitmapdata lock/unlock

2006-08-16 Thread Mike Mountain
Hi Ralph

If you're feeling generous I'd be interested in seeing the source for
those comparisons

Cheers

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Hauwert, Ralph
 Sent: 16 August 2006 11:16
 To: Flashcoders mailing list
 Subject: RE: [Flashcoders] AS3 bitmapdata lock/unlock
 
 Actually doublebuffering or pageflipping routines could 
 easily use these functions for optimizations. The thing is, 
 that as soon as you swap out one bitmapdata for another (or 
 the holder bitmap class), you lock it anyway.
 
 The lock function on itself does not replace the functions of 
 a double / triple / frame buffer or a pageflipping routine. 
 But you could easily intergrate these functions.
 
 I've did some speed comparisons; lock and unlock make a great 
 deal of difference in speed; if you are writing a large 
 amount of pixels, rectangles; be sure to lock first.
 
 Ralph.
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[Flashcoders] MovieClip loader IE Caching bug

2006-08-16 Thread Mike Mountain
I don't do too much online work to be honest so I've only just found
this out - but I cannot believe Adobe haven't fixed this bug.
http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/w
whelp.htm?context=LiveDocs_Partsfile=2538.html

Using listeners for the movieclip loader, events only fire the first
time the swf is loaded, if it's cached in ie then the listeners don't
fire!

How fundamentally flawed is this!?!

Is their an elegant workaround or do I really have to use the 'old'
onEnterFrame bytesLoaded v bytesTotal comparision?

OMG Arrgh! Etc.

M


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RE: [Flashcoders] OT: Blitz Labs Xray

2006-08-16 Thread Mike Mountain
Hi John - once more, heaps of praise for this app - it truly is a
lifesaver.

Can I be cheeky and ask if there's any chance of a standalone version of
the flex one? Zinc wrapped maybe?

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of John Grden
 Sent: 16 August 2006 16:39
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] OT: Blitz Labs Xray
 
 http://labs.blitzagency.com/?cat=8
 
 Also, that other link to the xray interface is to an older 
 version now.  It was current until this morning and I just 
 tried to FTP to it and the password's changed etc.
 
 So, use this one
 
 http://www.rockonflash.com/xray/flex/Xray.html
 
 I plan on keeping it there for a while.
 
 On 8/16/06, Merrill, Jason [EMAIL PROTECTED] wrote:
 
  Thanks John!  You've always been very responsive.  I would have 
  contacted you/Blitz directly, but the site didn't have any e-mail 
  addresses listed or other contact information.
 
  How about a link to the help docs also?
 
  Thanks!
 
  Jason Merrill
  Bank of America
  Learning  Organization Effectiveness - Technology Solutions
 
 
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED] 
 [mailto:flashcoders- 
  [EMAIL PROTECTED] On Behalf Of John Grden
  Sent: Wednesday, August 16, 2006 11:23 AM
  To: Flashcoders mailing list
  Subject: Re: [Flashcoders] OT: Blitz Labs Xray
  
  Sorry Jason, I should have posted to the lists-
  
  Blitz moved their servers to a provider ( I will keep 
 them safe from
  scrutiny) and that provider swore up and down that our 
 backups were
  safe
  shold there be a problem.  THere was a problem and the 
 backups were
  being
  done.
  
  So, we had to restore in some other fasion (don't ask me how, I 
  didn't
  do
  it) and now all of the id's are changed.  I've been 
 trying to update
  the
  links, but there are a ton of them.
  
  Anyway, everything you need is right here:
  
  interface:
  http://www.osflash.org/xray#interface_v2.0_-_6.1.2006
  
  connector (1.6)
  http://www.osflash.org/xray#connectors_8.11.2006
  
  I just put the lastest interface out there this morning for the
  1.6connector.
  
  Thanks for your help Jason,
  
  jpg
  
  On 8/16/06, Merrill, Jason 
 [EMAIL PROTECTED] wrote:
  
   Excuse the semi-OT:
  
   Blitz Labs seems to have turned their site into a blog 
 basically,
  and in
   so doing, have broken many of the links.  All the 
 download links 
   do
  not
   work on their site - at least the ones related to Xray - I'm 
   trying
  to
   get XRay installed for Flash debugging - does anyone 
 have all the 
   components required to run Xray they can send me in a 
 zip offlist?
  
   Or even an older version of Xray?
  
   Thanks.
  
  
  
   Jason Merrill
   Bank of America
   Learning  Organization Effectiveness - Technology Solutions
  
  
  
  
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  --
  [  JPG  ]
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 -- 
 [  JPG  ]
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RE: [Flashcoders] print question

2006-08-11 Thread Mike Mountain
Have you thought of perhaps loading the swf into an MC offstage and
using the printjob class to print that. And googling first is just plain
courtesy man. Otherwise the quality of the forums decline and all the
people who would've had the answer to your problem move on elsewhere.

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Flash guru
 Sent: 11 August 2006 14:24
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] print question
 
 Alright apparentlymy question was stupid, but no one has yet 
 to answer it, and yes i have read the pringjob class and 
 nothing i read would lead me to believe i can print an 
 external swf with it.
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RE: [Flashcoders] Calling functions in sequence

2006-08-09 Thread Mike Mountain
You can also store references to functions in an array and call them from the 
array.

FuncArr= []
FuncArr[0]=func0
FuncArr[1]=func1

// call func 1

FuncArr[1]()

// call a load of funcs in sequence
Var len=FuncArr.length
For(var i=0; ilen; i++){
FuncArr[i]()
}

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Andreas Rønning
 Sent: 09 August 2006 15:11
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Calling functions in sequence
 
 I might be mistaken, but:
 
 function doAll(){
   func1();
   func2();
   func3();
   func4();
 }
 
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RE: [Flashcoders] AS3 scripting, first try - some Q's

2006-07-28 Thread Mike Mountain
 
 Hi Mike,
 
 I didnt know FlashCoders was a place to get one's code 
 reviewed for silly mistakes in logic.  Hence I just cleared 
 your way from thinking its an AS3 problem. Anyways glad to 
 know you figured it out.

You're right, it's not and I did think it was an AS2 - AS3 translation
problem, it wasn't, great, but it wouldn't have hurt too much to just
post what the problem actually was as well would it?

 And for your second question, I had already replied to it.

Hadn't seen this, looked back through the archive and found it now, for
some reason it wasn't being grouped in the same subject. I had actually
tried this approach - but it seemed to effect the whole document, not
individual mc's - will revisit.

Ta

M
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RE: [Flashcoders] AS3 scripting, first try - some Q's

2006-07-28 Thread Mike Mountain
Well my frustration was stoked by the vague error messages being churned
out by the compiler. But no sweat.

M 


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Supriya
 Sent: 28 July 2006 09:40
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] AS3 scripting, first try - some Q's
 
 Well, I was trying to make a light moment. Hope you saw the 
 smiley in the answer.
 Again this is also a light moment :) . Chill out buddy :)
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[Flashcoders] Decompiler for AS3

2006-07-28 Thread Mike Mountain
We're discussing on the HaXe mailing list whether it would be possible
to decompile from Flash 8/AS2  swfs to Haxe, then (when the support is
added) recompile to Flash9/AS3 swfs to help speed up AS2 to AS3
conversion.

Obvious stumbling block at the moment is nothing decompiles to HaXe, but
as a related issue Ralf Bokelberg wondered if it would even be possible
to decompile a Flash 9 swf at all?

Anyone (Burak?)

M




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