RE: [Flashcoders] loadermax load issue? [UPDATE]

2010-12-07 Thread Jack Doyle
You meant estimatedBytes, not bytesLoaded, right? 

And you're using the latest version of LoaderMax? (http://www.LoaderMax.com)

Feel free to shoot me a sample FLA that reproduces the problem anytime and
I'll take a peek. 

Jack

-Original Message-
From: allandt bik-elliott (thefieldcomic.com) [mailto:alla...@gmail.com] 
Sent: Tuesday, December 07, 2010 6:29 AM
To: Flash Coders List
Subject: Re: [Flashcoders] loadermax load issue? [UPDATE]

hi jack

just a quick update - we've tried turning the auditing off and setting the
bytesLoaded but neither has fixed the issue

we're going to try editing the headers of the xml

best
a

On 7 December 2010 11:43, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 hey jack - thanks for the response

 the xml that is being loaded is dynamically generated so we're going to
try
 turning the filesize auditing off to see if that fixes the problem - we're
 also going to change the http headers on the dynamic file to output a
proper
 filesize.

 It seemed to occur in a specific combination (swfobject and firefox).

 I'll get back to you - if there is an actual bug / fix, i'll file it on
 your site

 best
 a

 On 6 December 2010 17:16, Jack Doyle j...@greensock.com wrote:

 No need to avoid going straight to GreenSock - there are dedicated forums
 for these types of questions at http://forums.greensock.com and I try to
 be
 very active there.

 Anyway, I don't remember ever hearing of a LoaderMax queue simply not
 completing except if it contains a VideoLoader that is between version
 1.73
 and 1.75 (those versions exposed a Flash bug in a particular scenario -
 long
 story - but it was worked around as of version 1.76). Your code didn't
 show
 any VideoLoaders, though, so I suspect something else is going on.

 I'd love to see a sample FLA that demonstrates the problem (the simpler
 the
 better, no need to see your production files). That'd really help in
terms
 of troubleshooting.

 And of course make sure you're using the latest version.
 http://www.greensock.com/loadermax/

 I'm sure we can get to the bottom of this once I see the sample file(s).

 Jack

 PS The loading twice thing sounds related to file size audits - please
 see
 the explanation at http://www.greensock.com/loadermax-tips/#10


 -Original Message-
 From: allandt bik-elliott (thefieldcomic.com) [mailto:alla...@gmail.com]
 Sent: Monday, December 06, 2010 5:15 AM
 To: Flash Coders List
 Subject: [Flashcoders] loadermax load issue?

 hey all

 just wanted to run something by you guys before i went to greensock.
We've
 started using LoaderMax in house and we're starting to get some weird
load
 errors (or lack thereof)

 we're adding everything into the queue manually, setting event listeners
 and
 starting the queue and everything seems to load twice but the following
 behaviour occurs:

 the queue starts
 several progress events occur
 then the application fails to get a complete event.

 we're getting no load errors, or any flash errors - the loader just fails
 to
 complete.

 here is the code
 [code]
 _queue = new LoaderMax( { name:dataQueue, onProgress:onQueueProgress,
 onComplete:onQueueComplete, onError:onQueueError } );

 _queue.append( new SelfLoader(this, { name:self } ) );
 _queue.append( new CSSLoader(  cssPath, { name:cssStyle } ) );
 _queue.append( new XMLLoader(xmlPath, { name:xmlData, noCache:false } )
 );

 _queue.load();
 [/code]

 be interested to see if this has happened to anyone else

 best
 a



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RE: [Flashcoders] loadermax load issue?

2010-12-06 Thread Jack Doyle
No need to avoid going straight to GreenSock - there are dedicated forums
for these types of questions at http://forums.greensock.com and I try to be
very active there. 

Anyway, I don't remember ever hearing of a LoaderMax queue simply not
completing except if it contains a VideoLoader that is between version 1.73
and 1.75 (those versions exposed a Flash bug in a particular scenario - long
story - but it was worked around as of version 1.76). Your code didn't show
any VideoLoaders, though, so I suspect something else is going on. 

I'd love to see a sample FLA that demonstrates the problem (the simpler the
better, no need to see your production files). That'd really help in terms
of troubleshooting. 

And of course make sure you're using the latest version.
http://www.greensock.com/loadermax/

I'm sure we can get to the bottom of this once I see the sample file(s). 

Jack

PS The loading twice thing sounds related to file size audits - please see
the explanation at http://www.greensock.com/loadermax-tips/#10


-Original Message-
From: allandt bik-elliott (thefieldcomic.com) [mailto:alla...@gmail.com] 
Sent: Monday, December 06, 2010 5:15 AM
To: Flash Coders List
Subject: [Flashcoders] loadermax load issue?

hey all

just wanted to run something by you guys before i went to greensock. We've
started using LoaderMax in house and we're starting to get some weird load
errors (or lack thereof)

we're adding everything into the queue manually, setting event listeners and
starting the queue and everything seems to load twice but the following
behaviour occurs:

the queue starts
several progress events occur
then the application fails to get a complete event.

we're getting no load errors, or any flash errors - the loader just fails to
complete.

here is the code
[code]
_queue = new LoaderMax( { name:dataQueue, onProgress:onQueueProgress,
onComplete:onQueueComplete, onError:onQueueError } );

_queue.append( new SelfLoader(this, { name:self } ) );
_queue.append( new CSSLoader(  cssPath, { name:cssStyle } ) );
_queue.append( new XMLLoader(xmlPath, { name:xmlData, noCache:false } ) );

_queue.load();
[/code]

be interested to see if this has happened to anyone else

best
a



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RE: [Flashcoders] Zooming

2010-09-14 Thread Jack Doyle
If you're a Club GreenSock member, the transformAroundPoint can make this
pretty simple to integrate into a tween. For example:

var center:Point = new Point(275, 200);
TweenLite.to(mc, 1, {transformAroundPoint:{point:center, scaleX:3,
scaleY:3}});

That would scale mc's scaleX/scaleY to 3 and use the center point as
though it's where your object's registration point is. You can affect
rotation too if you want. There's an interactive example of
transformAroundPoint in the Plugin Explorer at http://www.TweenLite.com

Alternatively, you could wrap your object in a Sprite and offset its
position internally so that the Sprite's registration point is where things
should scale from on your image, and then tween the scaleX/scaleY of the
Sprite. Or do the math to figure out where your image's registration point
would end up after scaling it from wherever the focal point is and tween the
x/y/scaleX/scaleY together. 

Or use the camera suggestions others have offered. 

Sorry, hope that didn't overwhelm you with options :)

Jack

-Original Message-
From: Lehr, Theodore [mailto:ted_l...@federal.dell.com] 
Sent: Monday, September 13, 2010 11:14 AM
To: Flash Coders List
Subject: [Flashcoders] Zooming

Is there anyway to zoom into a mc and make sure a certain point on an object
(just an image converted to a mc in this instance) is always in the center?




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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Jack Doyle
No need to use a Timer. Wouldn't it be as simple as this?:

var targets:Array = [mc1, mc2, mc3];
var positions:Array = [0, 100, 200];
var stagger:Number = 0.2;
for (var i:int = 0; i  targets.length; i++) {
TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger});
}

If you need to control the entire sequence as a whole (pause(), resume(),
reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a
TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max,
check out the brief video at http://www.greensock.com/timeline-basics/. But
again, a simple loop along with the delay special property should be all you
need for most situations. 

Jack


-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] 
Sent: Thursday, September 09, 2010 1:43 PM
To: Flash Coders List
Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, allTo an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 
 


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RE: [Flashcoders] Create your own t-shirt

2010-08-04 Thread Jack Doyle
This may be helpful for allowing interactive
selecting/scaling/rotating/moving: 
http://www.greensock.com/transformmanageras3/ 

There's an AS2 flavor as well. Both accommodate scaling multiple selections
even if each object is rotated at a different angle. Transformations can be
exported and imported as XML to make it easy to save and reload the state.

I know several t-shirt making apps use it. Good luck.

Jack

-Original Message-
From: Karl DeSaulniers [mailto:k...@designdrumm.com] 
Sent: Wednesday, August 04, 2010 9:27 AM
To: Flash Coders List
Cc: Flash Coders List
Subject: Re: [Flashcoders] Create your own t-shirt

Well, I did say I'd purchase it.
But I hear your point. I know how to do all those things, but needed  
this in somewhat of a hurry and was seeing if I could find a fish  
instead of congering one out of mid air. So to speak. But thank you  
for your response. No harm no foul.

Best,
Karl

Sent from losPhone

On Aug 4, 2010, at 8:55 AM, Merrill, Jason
jason.merr...@bankofamerica.com 
  wrote:

 Does anyone know where I might find an AS2 (preferably) or AS3
 create your own t-shirt tutorial or any advice on one that is made  
 and
 for sale?

 Does your t-shirt maker also have to have sharks and lasers?

 I had no luck on google, but I may not be searching for the right  
 key
 phrase.

 Try this search:  Flash Tutorial T-Shirt Maker Sharks Lasers

 Seriously though, you're thinking about this the wrong way - looking  
 for
 an EXTREMELY specific example.  You need to not think about the  
 specific
 result you want (because it's extremely unlikely you'll find a  
 tutorial
 on it), and instead ask questions and find tutorials on knowledge gaps
 in Actionscript and Flash related to the problem you are trying to
 solve.  For example:

 How do I detect when two graphics are overlapping?
 How would I go about allowing the user to draw on the screen?
 How can I send graphics to a printer?
 Is there a tutorial out there on loading XML?
 etc.

 By asking for a tutorial very specific to your project, it seems like
 you just want something to show you everything you should do for your
 project, instead of learning the Flash/Actionscript things you need to
 learn to tackle any project.  So I would advise you to learn to fish
 instead of ask for a fish.  Sorry if that sounds harsh, I don't mean  
 it
 to be - it's just the best advice I can give you.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)


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RE: [Flashcoders] Tweener still in development

2010-06-25 Thread Jack Doyle
Yeah, regarding the BetweenAS3 demo, they tweened Sprites with TweenMax but
Points with BetweenAS3. Sprites use 12.6 times more memory and require about
2.2 times more processing power to update x and y properties! Very
misleading.

As for the comment about GTween being stricter and more object oriented,
that's a common misperception due to the fact that many folks like to use
the static to() and from() methods in TweenLite/Max to avoid gc chores.
TweenLite/Max are equally object oriented, though - you can use this syntax:

var myTween:TweenLite = new TweenLite(mc, 1, {x:100, y:200});
myTween.play();
myTween.currentTime = 0.5;
myTween.reverse();
...etc.

Speed tests are available at http://www.greensock.com/tweening-speed-test/
or do your own.

But like Steven said, for most use cases speed won't be the biggest factor.
Other things should be considered like syntax, documentation, support,
reliability, file size, architecture, and features. 

Happy tweening.

Jack

-Original Message-
From: Steven Sacks [mailto:flash...@stevensacks.net] 
Sent: Thursday, June 24, 2010 3:37 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweener still in development

If I recall correctly, one of his points was that they used Vectors in 10
for 
theirs and Arrays in 9 for Greensock's for their comparison, which is
obviously 
biased.



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RE: [Flashcoders] Infinitely Looping Image

2010-04-26 Thread Jack Doyle
You're mixing Tween and TweenLite code. You've got an event listener set up
for a TweenEvent.MOTION_FINISH but TweenLite doesn't dispatch events
(TweenMax does though), and you didn't define your cloudTween variable.

The easiest thing to do would be to use TweenMax and its repeat property,
setting it to -1 for infinite:

TweenMax.to(parent_container2, 50, {x:-1000, repeat:-1});

Or you could use TweenLite's onComplete special property to call restart()
on your TweenLite instance, like:

var cloudTween:TweenLite = new TweenLite(parent_container2, 50, {x:-1000,
onComplete:repeatCloudTween});
function repeatCloudTween():void {
cloudTween.restart();
}

Make sure you're using v11: http://www.greensock.com/v11/ 

Jack



-Original Message-
From: John Singleton [mailto:johnsingleton...@yahoo.com] 
Sent: Monday, April 26, 2010 9:02 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Infinitely Looping Image

Hi;
I would like to have a background image of clouds loop infinitely.Here's my
code:
 
function BigPic():void 
{
parent_container2 = new MovieClip();
var square:Sprite = new Sprite();
parent_container2.mask = square;
addChild(square);
square.graphics.lineStyle(3,0x065566);
square.graphics.beginFill(0xff);

square.graphics.drawRoundRect(22, 22, 966, 146, 20);

square.graphics.endFill();
addChild(parent_container2)
var path:String = images/clouds.png;
var 
req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.load(req);

loader.addEventListener(IOErrorEvent.IO_ERROR, 
function(e:IOErrorEvent):void{ trace(e) });  

loader.contentLoaderInfo.addEventListener(Event.COMPLETE, BigPicLoaded);
}
 
function BigPicLoaded(evt:Event):void
{
var 
loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var 
displayObject:DisplayObject = loaderInfo.content;

displayObject.width = 2000;
displayObject.height = 150;
displayObject.x = 20;
displayObject.y = 20;
parent_container2.addChild(displayObject);
//
TweenLite.to(parent_container2, 50, {x:-1000});

cloudTween.addEventListener(TweenEvent.MOTION_FINISH, restartAnimation);
}

function restartAnimation(oEvent:Event):void
{
cloudTween.start();
}
 
But it ain't working. Ideas?
TIA,
John



  


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RE: [Flashcoders] ASDoc third party libraries

2010-04-14 Thread Jack Doyle
You might want to check out SourceMate for Flash Builder 4 - it has an ASDoc
tool that makes it relatively simple to include/exclude classes (one click
can exclude a whole package). http://www.elementriver.com/sourcemate/

Although it sounds like you're not a Flash Builder 4 guy, so that may not
help much. 

Also, for the record, the GreenSock downloads have included a .swc file for
a while. Not that it solves your problem, but I noticed it mentioned earlier
in the thread so I figured I'd clarify. 

Jack

-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] 
Sent: Tuesday, April 13, 2010 5:13 PM
To: Flash Coders List
Subject: RE: [Flashcoders] ASDoc  third party libraries

 asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget

comps.ScreenWidget

Thanks, I've tried that all different ways substituting in
com.greensock.TweenLite - no luck.  Here is a sample class that imports
Greensock's TweenLite class which in tests I cannot get ASDoc to exclude
TweenLite.  If anyone knows how to get this class documented in ASDoc
without compiler errors, I'm all ears.

package  
{
import flash.display.Sprite;
import com.greensock.TweenLite
/**
 * ...
 * @author Jason Merrill
 */


public class Main extends Sprite
{
private var _mySprite:Sprite;
/**
 * Constructor
 * @param duration the duration of the animation
 */ 
public function Main(duration:Number) 
{
TweenLite.to(_mySprite, duration, {x:10, y:10 }
);
}

}

}


Jason Merrill 

Bank of  America  Global Learning 
Learning  Performance Solutions

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






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Tuesday, April 13, 2010 5:48 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ASDoc  third party libraries

One last one, maybe to redeem myself, lol :)

/

Excluding classes
All of the classes specified by the doc-classes, doc-sources, and doc- 
namespaces options are documented, with the following exceptions:

If you specified the class by using the exclude-classes option, the  
class is not documented.
If the ASDoc comment for the class contains the @private tag, the  
class is not documented.
If the class is found in a SWC, the class is not documented.
In the following example, you generate output for all classes in the  
current directory and its subdirectories, except for the two classes  
comps\PageWidget and comps\ScreenWidget.as:

asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget  
comps.ScreenWidget

Note that the excluded classes are still compiled along with all of  
the other input classes; only their content in the output is suppressed.

If you set the exclude-dependencies option to true, dependent classes  
found when compiling classes are not documented. The default value is  
false, which means any classes that would normally be compiled along  
with the specified classes are documented.

For example, you specify class A by using the doc-classes option. If  
class A imports class B, both class A and class B are documented.

/
From:  http://livedocs.adobe.com/flex/3/html/help.html? 
content=asdoc_3.html

GL,

Karl



A man who says he just doesn't know will never know, but a man who  
says he thinks he can know, eventually will.



On Apr 13, 2010, at 4:39 PM, Karl DeSaulniers wrote:

None taken.

Karl


On Apr 13, 2010, at 4:23 PM, Merrill, Jason wrote:

My file that calls ASDoc class??  Can you explain?  ASDoc is a
documentation compiler that comes with the Flex SDK.  Not a class.

Again, have you used ASDoc or are you just guessing?  I DO appreciate
the help, but I am thinking you know less about ASDoc than I do - no
offense. :)


Jason Merrill

Bank of  America  Global Learning
Learning  Performance Solutions

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






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Tuesday, April 13, 2010 5:05 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ASDoc  third party libraries

Well, I must admit it is a theory more so. Probably a better solution
than that.

Is it possible that in your file that calls ASDoc, where it goes to
actually call the ASDoc class,
having conditional statements add the 

RE: [Flashcoders] double barrelled TweenMax instances

2010-04-06 Thread Jack Doyle
I tested your code locally and it worked fine - I suspect there's something
else going on in your file that's causing the problem. There is absolutely
no functional difference between using the static to() method and creating
an instance with new TweenMax(). Some prefer a static to() call because
they don't want to keep track of the instance or null references to it for
gc purposes while others like the object-oriented new TweenMax() syntax.
Pick whatever you like. And those tweens won't cancel each other out in your
example either.

Could you send me an example FLA that demonstrates the problem (off-list of
course)? Feel free to post the question in the forums at
http://forums.greensock.com as well. I'm sure we can get this figured out. 

Jack


-Original Message-
From: Mendelsohn, Michael [mailto:michael.mendels...@fmglobal.com] 
Sent: Monday, April 05, 2010 12:41 PM
To: Flash Coders List
Subject: [Flashcoders] double barrelled TweenMax instances

Hi list...

I'm trying to call a function twice in a row, and have some TweenMax
instances fire up.  They aren't firing. I thought it would have to do with
the way I'm instancing the TweenMax objects, instead of calling the static
to method, but that doesn't seem to be it.  I still suspect that instances
are somehow cancelling each other out.  Example 2 works, and they're
instance with the static to method.  But, the issue is, I'd like to reduce
the amount of code I have down to one private function.

Any advice is appreciated,
- Michael M.

// not working, TweenMax doesn't get fired at all...
///

enable(buttonBack, .2, .9, 2, false);
enable(buttonNext, 1, 1, 0, true);

private function enable(t:Sprite, a:Number, s:Number, b:Number,
e:Boolean):void{
var tween1 = new TweenMax(t.getChildAt(0), .5, {alpha:a, scaleX:s,
scaleY:s, blurFilter:{blurX:b,blurY:b,quality:2}, ease:Sine.easeOut});
var tween2 = new TweenMax(t.getChildAt(1), .5, {alpha:a, scaleX:s,
scaleY:s, blurFilter:{blurX:b,blurY:b,quality:2}, ease:Sine.easeOut});
t.buttonMode = e;
var addOrRemove:String =
(e==true)?addEventListener:removeEventListener;

t[addOrRemove](MouseEvent.CLICK, dispatchProceedEvent);
var v:Boolean =
(t==buttonBackEnabled)?buttonBackEnabled:buttonNextEnabled;
v = e;  
}

// this works all instances of TweenMax fire properly...
///

TweenMax.to(buttonBack.getChildAt(0), .5, {alpha:.2, scaleX:.9, scaleY:.9,
blurFilter:{blurX:2,blurY:2,quality:2}, ease:Sine.easeOut});
TweenMax.to(buttonBack.getChildAt(1), .5, {alpha:.2, scaleX:.9, scaleY:.9,
blurFilter:{blurX:2,blurY:2,quality:2}, ease:Sine.easeOut});
buttonBack.buttonMode = false;
buttonBack.removeEventListener(MouseEvent.CLICK, dispatchProceedEvent);
buttonBackEnabled = false;
TweenMax.to(buttonNext.getChildAt(0), .5, {alpha:1, scaleX:1, scaleY:1,
blurFilter:{blurX:0,blurY:0,quality:2}, ease:Sine.easeOut});
TweenMax.to(buttonNext.getChildAt(1), .5, {alpha:1, scaleX:1, scaleY:1,
blurFilter:{blurX:0,blurY:0,quality:2}, ease:Sine.easeOut});
buttonNext.buttonMode = true;
buttonNext.addEventListener(MouseEvent.CLICK, dispatchProceedEvent);
buttonNextEnabled = true;




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RE: [Flashcoders] Infinite Loops

2009-11-18 Thread Jack Doyle
First of all, you don't need to keep re-activating the AutoAlphaPlugin - you
can just do that once in your SWF. It doesn't hurt anything to re-activate
it multiple times, but it definitely doesn't help.

Regarding the infinite loop, please make sure you're using the latest
version of the GreenSock code - there was a bug a couple weeks ago that
could cause an infinite loop in a specific scenario, but it has since been
fixed (sorry about any inconvenience that caused). http://www.TweenLite.com

There are certainly other things that could cause infinite loops that have
nothing to do with the tweening code, but it's tough to know without seeing
how/where you're calling the functions, what the rest of your code looks
like, etc. 

Jack

-Original Message-
From: beno - [mailto:flashmeb...@gmail.com] 
Sent: Wednesday, November 18, 2009 9:25 AM
To: Flash Coders List
Subject: [Flashcoders] Infinite Loops

Hi;
I have the following code. All the functions go in infinite loops *except*
the first one, which is strange to me, since both it (hatAndFace, and both
eyeball1 and eyeball2) all use the same greensock codes, yet the latter two
repeat ad infinitum the alpha tween. Why is this? How do I control it such
that it only plays once? I thought putting a stop(); at the end would do
the trick, but no :(
TIA.
beno

package
{
 import flash.display.MovieClip;
 import com.greensock.*;
 import com.greensock.plugins.*;
 import com.greensock.easing.*;
 public class Main extends MovieClip
  {
  public function Main():void
{
  }
  public function hatAndFace():void
{
var mcHatAndFaceInstance:mcHatAndFace = new mcHatAndFace();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcHatAndFaceInstance);
mcHatAndFaceInstance.x = 350;
mcHatAndFaceInstance.y = 100;
mcHatAndFaceInstance.alpha = 0;
TweenLite.to(mcHatAndFaceInstance, 2, {autoAlpha:1});
  }
  public function eyeball1():void
{
var mcEyeballInstance1:mcEyeball = new mcEyeball();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcEyeballInstance1);
mcEyeballInstance1.x = 380;
mcEyeballInstance1.y = 115;
mcEyeballInstance1.alpha = 0;
TweenLite.to(mcEyeballInstance1, 2, {autoAlpha:1});
  }
  public function eyeball2():void
{
var mcEyeballInstance2:mcEyeball = new mcEyeball();
TweenPlugin.activate([AutoAlphaPlugin]);
addChild(mcEyeballInstance2);
mcEyeballInstance2.x = 315;
mcEyeballInstance2.y = 115;
mcEyeballInstance2.alpha = 0;
TweenLite.to(mcEyeballInstance2, 2, {autoAlpha:1});
  }
  public function rightHand():void
{
var mcHandInstance1:mcHand = new mcHand();
addChild(mcHandInstance1);
mcHandInstance1.x = 400;
mcHandInstance1.y = 200;
  }
  public function leftHand():void
{
var mcHandInstance2:mcHand = new mcHand();
addChild(mcHandInstance2);
mcHandInstance2.x = 800;
mcHandInstance2.y = 200;
  }
 }
}



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RE: [Flashcoders] Re: time based smooth animation w/ GTween. HELP!

2009-09-14 Thread Jack Doyle
Hey Isaac. What exactly are you trying to accomplish with the
renderTime(10)? Your example tween was only 1 second long, so where does the
10 come from? If you want to skip to a certain time in a TweenMax tween,
make sure you're using the latest v11 (http://blog.greensock.com/v11beta/)
and just set the currentTime property like myTween.currentTime = 10 would
make it go to the 10-second point. Or use the currentProgress property
(always between 0 and 1 where 0.5 is halfway finished) like
myTween.currentProgress = 0.5. Don’t use renderTime() - use the currentTime,
currentProgress, totalTime, or totalProgress getters/setters. The
convenience of these getters/setters is that they can easily be tweened for
advanced effects.

And there's an easier way to accomplish your repeatReverse() functionality.
Just use the yoyo and repeat features like:

var plantaTween:TweenMax = new TweenMax(planta, 1, {y:414, repeat:1,
yoyo:true, ease:Sine.easeInOut});

That'll repeat it once and since yoyo is true, it'll play forward the first
time through and backwards the second time through. 

Full ASDoc documentation is at http://www.greensock.com/as/docs/tween/

Again, make sure you've got v11: http://blog.greensock.com/v11beta/. Feel
free to use the forums at http://forums.greensock.com for these types of
questions. I try to be pretty active in responding there.

Jack

PS For the record, TweenLite/Max does NOT use a Timer to drive updates. It's
ENTER_FRAME driven which is generally optimal for many reasons (I won't bore
you with an explanation here). You can have any tween base its timing on
frames instead of time if you prefer (new in v11) by setting useFrames:true.

-Original Message-
From: Isaac Alves [mailto:isaacal...@gmail.com] 
Sent: Monday, September 14, 2009 9:04 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Re: time based smooth animation w/ GTween. HELP!

Hey Joel, so, I´m giving a try with TweenMax.

as far as I understood, tweenmax´s default timing mode is set to time
based , not frame.
how can I change then the renderTime? I-ve tried to do so but no success.

var plantaTween:TweenMax = new TweenMax(planta, 1, {y:414, onComplete:
repeatReverse, immediateRender:true, ease:Sine.easeInOut});

//  TweenMax.renderTime(10);
// this doesn´t work, how should I set it ?

function repeatReverse():void
{
plantaTween.reverse();
}

thanks!

--
Grant has now merged forces with Jack Doyle, author of TweenLite, TweenMax
and TweenGroup. The syntax is almost identical and I think you'll have an
easier time achieving the effect you want. A tweens pulse can be updated
via a setInterval, use of a Timer object, based on the milliseconds a flash
movie has been running (getTime) or Enter_Frame events. Enter_Frame has
proven to be the most reliable but due to differences in computer speed and
network conditions none of them are bullet proof. TweenLite, I believe uses
a combination of enter_frame and a Timer where the pulse is updated via
enter_frame and the Timer object is then used to determine exactly which
frame of the tween is to be rendered. This means if for some reason the
flash movie lags, you may see a jump in animation in order to complete in
the time you've allotted. You do not have to specify this when using
TweenLite but keep in mind your movies framerate, the distance of the tween
and the amount of time you are allowing for the tween to finish all factor
in to the smoothness of playback.

On Fri, Sep 11, 2009 at 10:48 AM, Isaac Alves isaacal...@gmail.com wrote:

 Hello!

 I would like to create a time based and very smooth animation with
 GTween (or another one).
 But I´m used to GTween , though.

 here is my code:

 var plantaTween = new GTween(planta, 1.5, {y: 414}, {delay: 0.8,
 reversed: true, reflect: true, repeat: 999, ease:Quartic.easeInOut});

 I´ve read the following examples in Gtween´s documentation and
 somewhere else but i can-t quite understand it ..

 GTween.timingMode = GTween.TIME;

 at http://www.gskinner.com/blog/archives/2008/08/gtween_a_new_tw.html

 should I use:
  plantaTween.timingMode = GTween.TIME;
 or:
  GTween.timingMode = GTween.TIME; ?

 What does the latter exactly means? it doesn´t do nothing. maybe cause
 the default timeInterval property is 25ms. how do i set it ?

 the first one throws a reference error Error #1056:

 and i-ve seen this also at the documentation
 http://www.gskinner.com/libraries/gtween/docs/

 Implementation
 public static function get timeInterval():uint
 public function set timeInterval(value:uint):void

 Implementation
 public static function get timingMode():String
 public function set timingMode(value:String):void

 but cannot figure out how to implement it...

 help ! thanks !





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RE: [Flashcoders] re: gotoStopAndWait

2009-08-05 Thread Jack Doyle
Senocular explained it well here:
http://www.kirupa.com/forum/showthread.php?p=2113726#post2113726


-Original Message-
From: Mario Gonzalez [mailto:ma...@wddg.com] 
Sent: Tuesday, August 04, 2009 1:31 PM
To: Flash Coders List
Subject: [Flashcoders] re: gotoStopAndWait

(I think there was a problem when i sent my initial email so resending)

Hey list,

Here's a problem i've had to lesser or greater degrees for pretty much 
ever. I'm sure everyone's come across it.
Depending on what's going on, on the site, or especially if it's during 
the application initialization.

Here's an example scenario,

You have 10 different illustrated pants for a character in a MovieClip, 
each mapped to a different label.
Based on the database information, you load the proper 'pants' swf, then 
switch to the variation of it based on the frame label using gotoAndStop.
However when you try to access, pants.getChildByName('thing') you 
receive null.

Sometimes the assets are just not ready yet, period case closed.

I've tried different solutions to this problem on different projects, 
ranging from
-moving asset initialization function (sometimes just not an option)
-creating a FrameDelay class,
-creating enterframe listener checking then killing itself once the 
asset is accessible,
- and shamefully even sometimes having to use setTimeout with 250 ms 
when the site was live and there was no time for elegant work arounds
--

I'm aware of how the flash player works, that it needs a step sometimes 
to process the assets in the frame.
Does anyone have a kind of magic bullet solution or workaround for this 
or in general i'm interested in hearing how you guys have dealt with 
this problem.
--

Mario Gonzalez
http://www.onedayitwillmake.com



__ Information from ESET NOD32 Antivirus, version of virus signature
database 4305 (20090804) __

The message was checked by ESET NOD32 Antivirus.

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RE: [Flashcoders] Dynamically setting color and adding a glow [Flash 8 AS2]

2009-05-20 Thread Jack Doyle
The color transform (setRGB()) affects the entire MovieClip including all 
filters. There are two options that come to mind that would accomplish what 
you're after:

1) Wrap your objTileColor MovieClip in another MovieClip. Then you can 
tint/color the inner clip and apply the glow to the wrapper.

2) Use a ColorMatrixFilter instead of setRGB(). This may not give you exactly 
the same effect and it's a bit more difficult to work with, but it does allow 
you to alter the color without affecting the glow (just make sure you stack the 
effects in the proper order)

Personally, option #1 seems the easiest/cleanest.

Jack

-Original Message-
From: Paul Steven [mailto:paul_ste...@btinternet.com] 
Sent: Wednesday, May 20, 2009 6:36 AM
To: 'Flash Coders List'
Subject: [Flashcoders] Dynamically setting color and adding a glow [Flash 8 AS2]

I am trying to dynamically set the color and apply a glow to a movie clip as 
follows however one seems to overwrite the other. Anyone know why this is not 
working and how to fix it? My code is as follows:


function setGameBackgroundColourAndGlow(passedHexColour:Number):Void {

var objTileColor = new Color(gameBgMC);
objTileColor.setRGB(passedHexColour);

var myGlowFilter:GlowFilter = new GlowFilter ();

myGlowFilter.color = 0x003366;  
myGlowFilter.blurX = 10;
myGlowFilter.blurY = 10;
myGlowFilter.strength = 0.6;
myGlowFilter.quality = 3;   
myGlowFilter.inner = true;  
myGlowFilter.knockout = false;  

gameBgMC.filters = [myGlowFilter];  

}






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RE: [Flashcoders] Tween a matrix transformation

2009-05-01 Thread Jack Doyle
You could do this:

var matrix:Matrix = mc.transform.matrix;

TweenLite.to(matrix, 1, {a:1.5, b:0.2, c:0.2, d:1.5, tx:100, ty:100,
onUpdate:applyMatrix, onUpdateParams:[mc, matrix]});

function applyMatrix($mc:DisplayObject, $matrix:Matrix):void {
$mc.transform.matrix = $matrix; //for changes in the matrix to take
effect, it must be re-applied.
}

Jack

-Original Message-
From: Mendelsohn, Michael [mailto:michael.mendels...@fmglobal.com] 
Sent: Friday, May 01, 2009 9:31 AM
To: Flash Coders List
Subject: [Flashcoders] Tween a matrix transformation

Hi list...

I'm trying to think of the best way to tween a sprite that's been
transformed, with all 6 props of its matrix property having been altered.  I
use TweenLite a lot...should I write 6 lines of code, one for each matrix
property? 

Any suggestions for the most optimal way to tween a matrix transform?

Thanks,
- Michael M.




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RE: [Flashcoders] Dynamically generate blend colors

2009-05-01 Thread Jack Doyle
Here's a function that you can feed a start hex color, end hex color, and
however many steps you want, and it'll generate an Array with hex values for
that many steps:

--

function getHexSteps($start:uint, $end:uint, $steps:uint):Array {
var startVals:Object = {r:$start  16, g:($start  8)  0xff,
b:$start  0xff};
var changeVals:Object = {r:($end  16) - startVals.r, g:(($end 
8)  0xff) - startVals.g, b:($end  0xff) - startVals.b};
var hexSteps:Array = [];
var spacing:Number = 1 / ($steps - 1);
var changeFactor:Number;
for (var i:int = 0; i  $steps; i++) {
changeFactor = i * spacing;
hexSteps[i] = ((startVals.r + (changeFactor * changeVals.r))
 16 | (startVals.g + (changeFactor * changeVals.g))  8 | (startVals.b +
(changeFactor * changeVals.b)));
}
return hexSteps;
}

--

For example, getHexSteps(0xFF, 0xFF, 8) would return an Array that
has 8 steps total, going from red to blue:
[0xff, 0xda0024, 0xb60048, 0x91006d, 0x6d0091, 0x4800b6, 0x2400da,
0xFF]

So a simple use case that builds 30-pixel blocks across the stage, one for
each step would look like:

var colors:Array = getHexSteps(0xFF, 0xFF, 8);
var s:Sprite;
for (var i:int = 0; i  colors.length; i++) {
s = new Sprite();
s.graphics.beginFill(colors[i], 1);
s.graphics.drawRect(0, 0, 30, 30);
s.graphics.endFill();
addChild(s);
s.x = i * s.width;
}

Hope that helps.

Jack


-Original Message-
From: natalia Vikhtinskaya [mailto:natavi.m...@gmail.com] 
Sent: Friday, May 01, 2009 7:38 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Dynamically generate blend colors

Thank you. Yes this class allows to create gradient. But I need code
that allows to have N  MovieClips with blend colors from one to
another.

2009/5/1 Glen Pike g...@engineeredarts.co.uk:
 Have a look at the Greensock Tween classes - they might help.

 natalia Vikhtinskaya wrote:

 Hi to all
 I need dynamically generate blend colors from one color to another.
 For example RGB:
 1Mc 255  255 255
 2?
 3?
 4?
 5?
 6?
 7 136 114 141
 Is there a way to calculate blend colors for 5 steps?
 Thanks you for any help or links.
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RE: [Flashcoders] change the origin of rotation for a movieclip?

2009-01-12 Thread Jack Doyle
Wow. Sorry. I thought that might be helpful. Obviously it wasn't. I should
have given a more thorough answer - after all, this list is for more
advanced developers who don't need things simplified. There are 3 ways I
know of to do something like that (some have already been covered):

1) Wrap it in another DisplayObject/MovieClip, offset it however much you
need so that the new parent's registration point is where you need it on
your object. Then rotate the parent. Upside: it's easy. Down side: You're
screwing with the display list which fires off events like ADDED_TO_STAGE.
It feels like a hack.

2) Use matrix transformations like MatrixTransformer class's
rotateAroundInternalPoint() method. Cleaner in some ways, but in my
experience, it doesn't always give accurate results over time.

3) Determine where the point is internally around which you want to rotate
(according to your DisplayObject's local coordinates). Rotate and then use
localToGlobal() and globalToLocal() to figure out how much it was offset and
move the x/y coordinates to compensate.

Hope that was more helpful.

Jack

-Original Message-
From: Anthony Pace [mailto:anthony.p...@utoronto.ca] 
Sent: Monday, January 12, 2009 2:24 PM
To: Flash Coders List
Subject: Re: [Flashcoders] change the origin of rotation for a movieclip?

How about a real answer?

Jack Doyle wrote:
 There's a new plugin for TweenLite/Max that'll cause transformation
 (rotation/scale) tweens to occur around any point, so it'll be as easy as:

 TweenLite.to(mc, 2, {transformAroundPoint:{point:new Point(100, 100),
 rotation:85}});

 Or if you want to use the center of the object as its origin, you could
 simply do:

 TweenLite.to(mc, 2, {transformAroundCenter:{rotation:80}});

 It works for the scale too, like:

 TweenLite.to(mc, 2, {transformAroundCenter:{scaleX:1.5, scaleY:2,
 rotation:-70}});

 NOTE: The plugin is a membership benefit of Club GreenSock.

 You can see an interactive demo at http://blog.greensock.com/sneak-peek/
 (scroll all the way down in the list of plugins - they're at the bottom -
 click example). For those of you who are wondering what's this 'plugin'
 talk with TweenLite - I didn't know there were any plugins!, it's a new
 feature that's part of a big update I'm rolling out soon. It adds lots of
 flexibility. Read more at the site.

 Jack

 PS There's also TransformMatrixProxy which has been around for a while and
 it'll do something similar and also let you skew things.
 http://blog.greensock.com/transformmatrixproxy/ It's not quite as
convenient
 as a plugin for TweenLite/Max, though.


 -Original Message-
 From: Anthony Pace [mailto:anthony.p...@utoronto.ca] 
 Sent: Saturday, January 10, 2009 6:12 PM
 To: Flash Coders List
 Subject: [Flashcoders] change the origin of rotation for a movieclip?

 How do you change the origin of rotation dynamically? can it be done?  
 or will it always be 0,0

 I was hoping that with the new features of as3 that this I would be able 
 to indicate where I wanted the origin; yet, I am starting to think that 
 I was hoping for too much.



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RE: [Flashcoders] change the origin of rotation for a movieclip?

2009-01-11 Thread Jack Doyle
There's a new plugin for TweenLite/Max that'll cause transformation
(rotation/scale) tweens to occur around any point, so it'll be as easy as:

TweenLite.to(mc, 2, {transformAroundPoint:{point:new Point(100, 100),
rotation:85}});

Or if you want to use the center of the object as its origin, you could
simply do:

TweenLite.to(mc, 2, {transformAroundCenter:{rotation:80}});

It works for the scale too, like:

TweenLite.to(mc, 2, {transformAroundCenter:{scaleX:1.5, scaleY:2,
rotation:-70}});

NOTE: The plugin is a membership benefit of Club GreenSock.

You can see an interactive demo at http://blog.greensock.com/sneak-peek/
(scroll all the way down in the list of plugins - they're at the bottom -
click example). For those of you who are wondering what's this 'plugin'
talk with TweenLite - I didn't know there were any plugins!, it's a new
feature that's part of a big update I'm rolling out soon. It adds lots of
flexibility. Read more at the site.

Jack

PS There's also TransformMatrixProxy which has been around for a while and
it'll do something similar and also let you skew things.
http://blog.greensock.com/transformmatrixproxy/ It's not quite as convenient
as a plugin for TweenLite/Max, though.


-Original Message-
From: Anthony Pace [mailto:anthony.p...@utoronto.ca] 
Sent: Saturday, January 10, 2009 6:12 PM
To: Flash Coders List
Subject: [Flashcoders] change the origin of rotation for a movieclip?

How do you change the origin of rotation dynamically? can it be done?  
or will it always be 0,0

I was hoping that with the new features of as3 that this I would be able 
to indicate where I wanted the origin; yet, I am starting to think that 
I was hoping for too much.





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RE: [Flashcoders] Tweening a Bitmap Blur in combo w/generateFilterRect?

2009-01-09 Thread Jack Doyle
Yep, JC's idea seems very doable. Or look into the upcoming version of
TweenLite/Max which uses a plugin architecture, so you could write your own
little plugin that would accomplish it. http://blog.greensock.com

Jack

-Original Message-
From: Hans Wichman [mailto:j.c.wich...@objectpainters.com] 
Sent: Friday, January 09, 2009 1:19 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening a Bitmap Blur in combo
w/generateFilterRect?

Hi,

how about setting up a couple properties, and tween them using TweenLite,
calling your apply method using TweenLite's onUpdate method?

greetz
JC

On Fri, Jan 9, 2009 at 6:49 PM, Matt S. mattsp...@gmail.com wrote:

 So I'm applying a blur to a bitmap via the code below (a little clunky
 perhaps, this is for testing only), and it's accomplishing my goal,
 which is to blur a bitmap WITHOUT the annoying fuzzing out and fading
 away of the edges. I just want a uniform blur across the whole image.
 The tricky part, though, is that I want to TWEEN the blur, while
 preserving the generateFilterRect effect of having the blur go edge to
 edge evenly. I've looked at all the tween classes but none seem to
 allow for this. Does anyone know of a way to either tween an
 applyFilter for a bitmap, or else accomplish the same effect while
 simply blurring a movieclip or sprite?

 thanks,

 .matt

 var bmd:BitmapData = new BitmapData(157,157);
 bmd.draw(myRoot.testbitmap);
 var bFilter:BlurFilter = new BlurFilter(15.0,15.0,3);
 var filterRect:Rectangle = bmd.generateFilterRect(bmd.rect, bFilter);
 var bmdFinal:BitmapData = new BitmapData(157, 157, true, 0x);
 bmdFinal.applyFilter(bmd, bmd.rect, new Point(0, 0), bFilter);
 var bm:Bitmap = new Bitmap(bmdFinal);



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RE: [Flashcoders] Easing a selection

2008-11-07 Thread Jack Doyle
Just an idea - you could use TweenLite with an onUpdate to do something like:

var frequency:Number = 0.05; //number between 0 and 1 indicating how often your 
function should get called over the course of time

var myObject:Object = {progress:0};
var nextTrigger:Number = frequency;
TweenLite.to(myObject, 5, {progress:1, ease:Strong.easeIn, 
onUpdate:checkProgress});

function checkProgress():void {
if (myObject.progress = nextTrigger) {
myFunction();
nextTrigger = myObject.progress + frequency;
}
}

Then you can swap out the easing equation with whichever one you want. Or build 
a custom ease with something like http://blog.greensock.com/customease/. And in 
the example, the tween lasts 5 seconds, but obviously change that to whatever 
you need.

Warning: The updates are based on the frame rate, so this method does not 
guarantee that the function will get called at precise increments, nor does it 
guarantee that the function will be called a certain number of times, but since 
your stuff doesn't render inbetween frames anyway, I believe it should 
generally produce the results you're after (easing the time between function 
calls). If not, ignore this post - it was just an idea I had off the top of my 
head :)

Jack

-Original Message-
From: Eric E. Dolecki [mailto:[EMAIL PROTECTED] 
Sent: Thursday, November 06, 2008 5:13 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Easing a selection

I use TweenLite daily, but I am not tweening the properties on a
DisplayObject, I am easing the call of methods over time.
I believe that a timer, setting the delay after each call, and based on a
number of times to call might serve me well.

On Thu, Nov 6, 2008 at 5:44 PM, sebastian [EMAIL PROTECTED] wrote:

 Oh do you mean easing? So as it approaches its destination it moves slower
 and slower?

 If so, there are many packages that already do this for you, so no need to
 reinvent the wheel. All you need to do is call it.

 One such package is TweenLite:

 http://blog.greensock.com/tweenliteas3/

 Just set the easing equation to what ever curve you require, there is even
 a little flash app. that lets you pick parameters to copy-paste.

 Peace,

 Seb.


 Eric E. Dolecki wrote:

 I am after tweening events more than the actual position of a selector.
 ie. class.increment(); short pause class.increment(); slightly longer
 pause class.increment(); even longer pause... until stop

 So I would be providing a UI of selected items via visual easing.

 I think I have this nailed down... just wanted to get some other ideas on
 how best to approach it.

 On Thu, Nov 6, 2008 at 4:38 PM, sebastian [EMAIL PROTECTED] wrote:

  Erm, I am not sure I understand; so let me paraphrase:

 You want to scroll one area based on the position of a mouse in another,
 right?

 If so, just measure the bounds [x/y difference] from some center range
 and
 apply a Tween to the area you want to scroll.

 BTW: I would generally always recommend against using timers to apply
 movements; I've seen far too much code written that uses timers
 incorrectly
 and it's a real pain in the *** Stick to simple tween calls; like:
 TweenLite.

 With kind,

 Sebastian.





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RE: [Flashcoders] TweenMax subversion?

2008-09-11 Thread Jack Doyle
No, not *YET*

Sorry. For now, you'll need to snag updates at www.TweenMax.com or
www.TweenLite.com

Jack

-Original Message-
From: allandt bik-elliott (thefieldcomic.com) [mailto:[EMAIL PROTECTED] 
Sent: Thursday, September 11, 2008 10:45 AM
To: Flash Coders List
Subject: [Flashcoders] TweenMax subversion?

Hi - does anyone know if there's a subversion link for TweenMax/Lite please?

ta



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RE: [Flashcoders] Tween multiple rotations

2008-09-11 Thread Jack Doyle
I've never used it, but from what I understand, Fuse is indeed very powerful
in terms of sheer number of features. And in Moses' defense, he recognized
the problems with Fuse (bloat, poor performance) and came out with GoASAP
for AS3 in an effort to have a core lightweight engine that developers could
build their own custom engines on top of. But lots of developers don't want
to mess with building an engine, so it might not be a good fit for everyone.
You could pick up a pre-built one based on GoASAP if you want, though, like
HydroTween. There are several others too.
http://code.google.com/p/goplayground/. Tweener is very powerful as well,
and tons of people use it.

That being said, you may still want to check out TweenLite and/or TweenMax
because:

- They're faster. In some cases by a WIDE margin.
http://blog.greensock.com/tweening-speed-test/
- Obviously TweenLite is lighter weight (about 3k). Fuse is huge.
- AS2  AS3 versions with virtually identical syntax  features
- If you're looking for features (sequencing, Bezier tweening, filter
tweening, pause/resume, event dispatching, timeScale, etc.), check out
TweenMax which does everything TweenLite does plus tons more. Same syntax.
Easy to upgrade. There are several features in TweenMax, in fact, that no
other tweening engine has (that I'm aware of).

I'd encourage you to download several engines and give 'em a shot. You might
be surprised what you prefer after using them for a project or two.
TweenLite comes with TweenMax which can be downloaded here: www.TweenMax.com

Just my 2 cents. Keep the change.

Jack


-Original Message-
From: sebastian [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, September 10, 2008 7:41 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tween multiple rotations

Ooops on the simple solution for a relative rotation [my bad]! Much 
better than my suggestion...
:P

Why Fuse? - Sequencing, passing  writing animation objects.

It is true for small applications, like banners; it's overkill when kbs 
are in dire need. But for web 2.0 application development, a few extra 
kb is insignificant.

Check the last pages of this primer for what sets it apart when building 
complex or dynamic animation sequences:

http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

mind you i am now coding primarily only in AS3... and 'Fuse3: Go' 
doesn't do it for me [why would I want to write my own tweens? isn't 
that the point of using an engine, so i don't have to write my own 
tweens anymore?...]
:P

:)
Seb.

Merrill, Jason wrote:
 On AS3 there isn't as good a package as fuse around [yet?]; 
 
 What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my
projects and had problems in high stress situations.  
 
 Jason Merrill
 Bank of America 
 Instructional Technology  Media 
 Join the Bank of America Flash Platform Developer Community 
 Are you a Bank of America associate interested in innovative learning
ideas and technologies?
 Check out our internal  Innovative Learning Blog  subscribe. 
 
 
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RE: [Flashcoders] Tween multiple rotations

2008-09-10 Thread Jack Doyle
If you want to rotate it 3 full rotations, you could just use a relative
value by putting quotes around the value, like this:

TweenLite.to(my_mc, 1, {rotation:1080});

Or if your amount is in a variable, just cast it as a String, like this:

TweenLite.to(my_mc, 1, {rotation:String(myRotationVariable)});

Is that what you were looking for?

Jack

-Original Message-
From: Glen Pike [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, September 09, 2008 5:14 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Tween multiple rotations

Hi,

I am trying to rotate an object through 1080 (3 * 360) degrees with 
TweenLite.

Does anyone know if I have to join a sequence of 360 tweens together 
to do this, or is there a way of cheating so it just does as you would hope?

Thanks

Glen
-- 

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk




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RE: [Flashcoders] smooth animations? AS3

2008-09-03 Thread Jack Doyle
If you want sub-pixel movement, you must turn smoothing on for the asset,
but there are a few gotchas that I'm aware of:

1) If DisplayObject/MovieClip has any filters applied to it (blur, drop
shadow, etc.), I'm pretty sure it's impossible to get sub-pixel movement. It
will only move on whole pixels which would explain that undesirable effect
you described.

2) If you're animating a TextField with anti-aliasing set to anti-alias for
readability, you'll probably get some visual vibration as it moves.
Obviously bitmap text (no anti-aliasing) won't work well for sub-pixel
movement.

3) In certain scenarios, Flash will not allow smoothing on subloaded assets
from other domains unless you have a crossdomain.xml file in place. It's a
security thing.

If your asset is a raster image in your library, you can simply right-click
on it, choose properties, and select the allow smoothing checkbox. If it's
a BitmapData object, you'll need to enable smoothing when you create it
through code. 

If it's not a raster image, could try creating a BitmapData of your asset,
set smoothing to true, and animate that in order to get the sub-pixel
movement. Not sure it would give you great results, but it's worth a shot.

Hope that helps.

Jack

-Original Message-
From: sebastian [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, September 03, 2008 7:50 PM
To: Flash Coders List
Subject: [Flashcoders] smooth animations? AS3

Hi everyone, so I have a MC I want to move very-very slowly across the 
screen; so that it is subtle. I have the frame rate set to 30fps and any 
increase to the FPS doesn't seem to make much of a difference.

I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation makes 
the image do little 1 pixel jumps that are VERY visible and break the 
effect I am going for [which needs to be extremely subtle].

Am I just stuffed? Or is there a way to achieve very smooth animations 
in Flash/AS3? [short of laying it all out as frames and cross fading! 
which would be ridiculous and over-size the file so not possible]. Maybe 
I just need to turn on something somewhere? I can't remember where if 
that's the case...

Thanks!!

Sebastian.




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RE: [Flashcoders] TweenMax help needed

2008-08-25 Thread Jack Doyle
Absolutely not - I've never heard of (or experienced) any problems with
intervals and TweenMax. I can't imagine anything TweenMax-related that would
cause the problems you described. I'd love to see your code, though. The
reason for the delayedCall() in TweenMax is just convenience. Timing is
synchronized with tweens and you can pause/resume all the delayed calls
(and/or tweens) at once. 

Feel free to send me your code - I'm sure we can figure out what the issue
was.

Jack

-Original Message-
From: Allandt Bik-Elliott (Receptacle) [mailto:[EMAIL PROTECTED]

Sent: Monday, August 25, 2008 12:38 PM
To: Flash Coders List
Subject: Re: [Flashcoders] TweenMax help needed

sweet

i actually found a workaround for my issue - i used the  
TweenMax.delayedCall to run my functions instead of running delay:  
and delayIncrement: and that seemed to fix the problem i had.

On a side note - i was using a setInterval to add pauses in between  
firing the different tweens i was doing (as part of a larger  
animation manager package) and it seemed to have problems doing both  
the tweens and the interval - the numbers i was passing to the  
interval were behaving very strangely - they were behaving like  
seconds rather than milliseconds and the whole interval would fall  
over after a couple of calls (hence me digging into the tweenmax api  
for the delay and delayedCall options). So it would seem that  
TweenMax doesn't play nice with setInterval. Is this a recognised  
issue (and the reason for a delayedCall method)?

a


On 24 Aug 2008, at 16:34, Jack Doyle wrote:

 Sure, you can use delay and delayIncrement together in a  
 TweenMax.allTo()
 call. They work great together.

 Also, I should mention that I'm releasing a pretty significant  
 upgrade to
 the TweenLite/TweenFilterLite/TweenMax family soon. Probably the  
 biggest
 enhancement has to do with a new OverwriteManager class that gives  
 you lots
 of control of how (and if) tweens handle overlaps/conflicts,  
 including an
 AUTO mode that only overwrites individual overlapping properties  
 instead
 of the entire tweens. There are actually 4 modes from which to  
 choose (NONE,
 ALL, AUTO, and CONCURRENT). This means you'll probably never have  
 to type
 overwrite:false again. Keep an eye on http://blog.greensock.com  
 for the
 announcement.

 If anyone would like me to e-mail them when the update is ready,  
 just let me
 know by sending me an e-mail with TweenMax update in the subject.

 Jack


 -Original Message-
 From: allandt bik-elliott (thefieldcomic.com)  
 [mailto:[EMAIL PROTECTED]
 Sent: Friday, August 22, 2008 10:27 AM
 To: Flash Coders List
 Subject: [Flashcoders] TweenMax help needed

 hi folks - i have a quick question

 can anyone tell me if i use delay and delayIncrement in the same  
 TweenMax
 call, will they clash?

 so

 will delayIncrement:0.05 and delay:_delay overwrite each other?
 TweenMax.allTo(aTilesToMove, .2, {_y:nMoveAmount, ease:Quad.easeIn,
 delayIncrement:0.05, overwrite:false, , onStart:nextAnimationFrame,
 onStartParams:[_oAnimationObject]});

 thanks
 a



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RE: [Flashcoders] TweenMax help needed

2008-08-24 Thread Jack Doyle
Sure, you can use delay and delayIncrement together in a TweenMax.allTo()
call. They work great together.

Also, I should mention that I'm releasing a pretty significant upgrade to
the TweenLite/TweenFilterLite/TweenMax family soon. Probably the biggest
enhancement has to do with a new OverwriteManager class that gives you lots
of control of how (and if) tweens handle overlaps/conflicts, including an
AUTO mode that only overwrites individual overlapping properties instead
of the entire tweens. There are actually 4 modes from which to choose (NONE,
ALL, AUTO, and CONCURRENT). This means you'll probably never have to type
overwrite:false again. Keep an eye on http://blog.greensock.com for the
announcement.

If anyone would like me to e-mail them when the update is ready, just let me
know by sending me an e-mail with TweenMax update in the subject. 

Jack


-Original Message-
From: allandt bik-elliott (thefieldcomic.com) [mailto:[EMAIL PROTECTED] 
Sent: Friday, August 22, 2008 10:27 AM
To: Flash Coders List
Subject: [Flashcoders] TweenMax help needed

hi folks - i have a quick question

can anyone tell me if i use delay and delayIncrement in the same TweenMax
call, will they clash?

so

will delayIncrement:0.05 and delay:_delay overwrite each other?
TweenMax.allTo(aTilesToMove, .2, {_y:nMoveAmount, ease:Quad.easeIn,
delayIncrement:0.05, overwrite:false, , onStart:nextAnimationFrame,
onStartParams:[_oAnimationObject]});

thanks
a



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RE: [Flashcoders] urgent TweenMax easing question

2008-08-13 Thread Jack Doyle
Yep, that sounds right. I highly doubt it has anything to do with TweenMax.
Graphics rendering is by FAR the biggest processor drain in almost every
situation. You can test that theory by removing TweenMax from the equation
and just doing a simple ENTER_FRAME loop to move your stuff temporarily and
see if you still hit the slowdown. I suspect you will. 

One idea to improve performance would be to either set cacheAsBitmap = true
or use BitmapData on your broken-apart text to force it to use a bitmap
representation of it which Flash can render much faster than lots of
vectors.

Jack

-Original Message-
From: H [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, August 13, 2008 8:53 AM
To: Flash Coders List
Subject: Re: [Flashcoders] urgent TweenMax easing question

I don't think so. It sounds like your issue has to do with rendering
changing transparent objects on top of one another. This is inherently slow.

On Wed, Aug 13, 2008 at 5:44 AM, allandt bik-elliott (thefieldcomic.com) 
[EMAIL PROTECTED] wrote:

 Hi guys

 I'm having a problem with a TweenMax animation.

 I'm animating a shape (broken apart text) over a transparent png but as
the
 text hits the edge of the png, it slows down. Is there something I can do
 to
 stop this happneing?

 thanks
 a
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RE: [Flashcoders] How do you do this? (animating gradient fillcolours)

2008-07-09 Thread Jack Doyle
LOL. Yeah, I've peeked at the TweenMax source code a _few_ times. 

For those who are interested, Rich did a great intro to TweenLite here:
http://www.learningactionscript3.com/2008/06/06/tweenlite-introduction/

(thanks Rich)

Also, I should mention that the whole TweenLite/Filter/Max family has a new
visible (_visible in AS2) special property for toggling visibility at
the end of the tween, and TweenMax has a new multiSequence() method that
allows each tween in the sequence to have a different target. Oh, and forums
are now online at http://forums.greensock.com. 

And I hope to post some video tutorials later this month, time permitting.

Cheers

Jack

-Original Message-
From: Rich Shupe [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 08, 2008 10:32 AM
To: FlashCoders
Subject: Re: [Flashcoders] How do you do this? (animating gradient
fillcolours)

Hey, Jack... You sound like you know TweenMax pretty well.

(Heh.)

Thanks for the great work!

Rich
http://www.LearningActionScript3.com





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RE: [Flashcoders] How do you do this? (animating gradient fillcolours)

2008-07-09 Thread Jack Doyle
That is odd - never heard of that one before. Let's talk off-list and I'm
sure we can figure out what the problem is. Send me your FLA if you don't
mind, and let me know if you're on a Mac or PC.

If anyone else has any theories, I'd welcome them. 

Jack

-Original Message-
From: Helmut Granda [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, July 09, 2008 3:39 PM
To: Flash Coders List
Subject: Re: [Flashcoders] How do you do this? (animating gradient
fillcolours)

For some odd reason when I run a movie in AS2 I always get the following
warning

Warning: 'gs' has no property '_visible'

latest version of tweenlite... You wont see that on the output panel but it
is written to the flashlog.txt... interesting huh?

On Wed, Jul 9, 2008 at 9:02 AM, Jack Doyle [EMAIL PROTECTED] wrote:

 LOL. Yeah, I've peeked at the TweenMax source code a _few_ times.

 For those who are interested, Rich did a great intro to TweenLite here:
 http://www.learningactionscript3.com/2008/06/06/tweenlite-introduction/

 (thanks Rich)

 Also, I should mention that the whole TweenLite/Filter/Max family has a
new
 visible (_visible in AS2) special property for toggling visibility at
 the end of the tween, and TweenMax has a new multiSequence() method that
 allows each tween in the sequence to have a different target. Oh, and
 forums
 are now online at http://forums.greensock.com.

 And I hope to post some video tutorials later this month, time permitting.

 Cheers

 Jack

 -Original Message-
 From: Rich Shupe [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, July 08, 2008 10:32 AM
 To: FlashCoders
 Subject: Re: [Flashcoders] How do you do this? (animating gradient
 fillcolours)

 Hey, Jack... You sound like you know TweenMax pretty well.

 (Heh.)

 Thanks for the great work!

 Rich
 http://www.LearningActionScript3.com





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-- 
...helmut



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RE: [Flashcoders] How do you do this? (animating gradient fillcolours)

2008-07-08 Thread Jack Doyle
You can use TweenMax's ability to tween hex colors and fire an onUpdate
callback that applies the new values, like this (AS3):

import flash.geom.*
import flash.display.*
import gs.*;

var gradientColors:Object = {left:0xFF, right:0xFF};
var gradientMatrix:Matrix = new Matrix();
gradientMatrix.createGradientBox(100, 100, 0, 0, 0);

function applyGradient():void {
this.graphics.beginGradientFill(GradientType.LINEAR,
[gradientColors.left, gradientColors.right], [1, 1], [0, 255],
gradientMatrix, SpreadMethod.PAD);  
this.graphics.drawRect(0, 0, 100, 100);
}
applyGradient();

TweenMax.to(gradientColors, 2, {hexColors:{left:0x00FF00, right:0x660066},
onUpdate:applyGradient, delay:1});

The same sort of thing can be done in AS2 as well.

You can get TweenMax at www.TweenMax.com

Jack


-Original Message-
From: Ali Drongo [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 08, 2008 3:47 AM
To: Flash Coders List
Subject: Re: [Flashcoders] How do you do this? (animating gradient
fillcolours)

Thanks for your reply allandt, I can see how TweenLite could tween  
the color property of a movie clip but how is the gradient bit achieved?
Cheers,
Ali


On 8 Jul 2008, at 09:39, allandt bik-elliott (thefieldcomic.com) wrote:

 not entirely sure but it sounds like a tweenmax color matrix tween

 take a look at http://blog.greensock.com/

 a

 On Tue, Jul 8, 2008 at 9:20 AM, Ali Drongo  
 [EMAIL PROTECTED] wrote:

 Hiya, how do you think you would do this? Can anyone point me to some
 tutorials or give me a snippet?
 Cheers!
 Ali

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RE: [Flashcoders] Converting simple XML data into Array

2008-06-20 Thread Jack Doyle
This class might be helpful:

http://blog.greensock.com/xmlparseras2/

I believe it does exactly what you're asking.

Jack

-Original Message-
From: ACE Flash [mailto:[EMAIL PROTECTED] 
Sent: Thursday, June 19, 2008 6:46 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Converting simple XML data into Array

hey there, I was using loop to push them into Array

Is there a way to convert this XML file into Array more easily?  like =
 xml as Array?

files
filefile name1/file
filefile name2/file
filefile name3/file
.
/files


var



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RE: [Flashcoders] Tweening Engines for AS3

2008-04-08 Thread Jack Doyle
I know this is an old thread, but I wanted to mention a few things that
might interest a few of you:

1) The entire TweenLite family now does synchronized tweens.

2) TweenLite's big brother, TweenMax, was just released and it adds
support for Bezier tweens, sequencing, hex color tweening, and a bunch more
features. It does everything TweenLite and TweenFilterLite do plus more.

3) In addition to normal Bezier tweening, TweenMax has a bezierThrough
feature that allows you to define points through which you want the bezier
curve to travel (instead of normal control points that simply attract the
curve)

There's an interactive demo that lets you play with the Bezier
functionality, as well as a feature comparison chart for TweenLite,
TweenFilterLite, and TweenMax, and a Bezier speed test all available at
www.TweenMax.com. Of course everything is available in AS2 and AS3.

Cheers!

Jack


-Original Message-
From: Meinte van't Kruis [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 24, 2008 1:51 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

Tweenlite has one lil thingy against it though; tweens aren't synchronised.
It doesn't happen much that this becomes a problem, though I can imagine
projects where people want lots of tweens ending at the same time, which
simply won't happen with lots of objects in TweenLite, other than
that it's pretty sweet.

On Mon, Mar 24, 2008 at 7:20 PM, eric e. dolecki [EMAIL PROTECTED] wrote:

 third TweenLite and TweenFilterLite

 On Mon, Mar 24, 2008 at 1:51 PM, Dave Mennenoh [EMAIL PROTECTED]
 
 wrote:

  I prefer Tweener, and if you've ever used Fuse you'll like it's syntax.
  It's
  also quite small - adds about 8K.
 
  Dave -
  Head Developer
  http://www.blurredistinction.com
  Adobe Community Expert
  http://www.adobe.com/communities/experts/



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RE: [Flashcoders] Flash8 Question - contrast transform

2008-03-31 Thread Jack Doyle
Yep, a BitmapFilter is what you need. 

You might want to check out TweenFilterLite for an easy way to apply (and/or
tween) the filter. It'll also let you adjust saturation, brightness,
colorization, hue, and threshold. 

www.TweenFilterLite.com

The code would look something like:
TweenFilterLite.to(my_mc, 0.5, {colorMatrixFilter:{contrast:2}});

Jack

-Original Message-
From: Pedro Taranto [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 31, 2008 12:17 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Flash8 Question - contrast transform

laurent wrote:
 Hm...I should play with colors again.

 How do we change the contrast or brightness of a color ? using HSV ?? 
 or is there a straight way using colorTransformin AS3 or AS2.

 thx
 L

you should apply some BitmapFilter

--
Pedro Taranto



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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Jack Doyle
You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really doesn't
matter. It can, however, come into play in local memory as tweens are
created. For example, if an instance of Tweener has 8k worth of code driving
it (not that every instance would take 8k in memory - I'm just talking about
the variables/properties/methods stored for each instance) and you create
300 instances, it's that much more that has to get pushed into memory and
chewed on by the CPU verses 3k worth of code. Again, with today's
desktop/laptop processors and Gigabytes of RAM, it's not much of an issue
unless you're working with a LOT of tweens, but in some cases it's
important, especially for mobile devices. Some developers prefer
lightweight, efficient and speedy whereas some would rather trade for a
broader feature set. I'd encourage you to compare the feature sets because
if you need a Tweener-specific feature, your choice is a no-brainer. But
many developers find everything they need and more in TweenLite, so they
feel all warm  fuzzy inside when they get the size and speed benefits too.

When you're driving around town, there ain't much difference between a
Hummer and a Porche. They both get you from point A to B. If you're gonna do
some off-roading, better warm up the Hummer. If you need speed and agility,
get your racing gloves on and hop into the Porsche. :-)

Jack

-Original Message-
From: Dwayne Neckles [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, March 26, 2008 10:29 AM
To: Flash Coders List
Subject: RE: [Flashcoders] Tweening Engines for AS3

Gys

I'm very clear that when doing banners the is the big concern about size.. I
was saying before that I understand that...

I do banners everyday

but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?

Other than banners whats the big deal? Who cares about file sizes.. those
sites on FWA are pretty huge..

Put me on.. I'm just asking 

 Date: Wed, 26 Mar 2008 11:04:30 -0400
 From: [EMAIL PROTECTED]
 Subject: RE: [Flashcoders] Tweening Engines for AS3
 To: flashcoders@chattyfig.figleaf.com
 
 I don't get the big deal either about size.. I mean I really don't...
 
 except for ads maybe that have a tight 30k limit( which needs 
 to be upped)
 
 You add 40k here for some media. 60k there for some code, you're up to
 100k.  If you have download requirements of 100k max in some client
 environments (like we do in some environments), 8k makes a difference.
 
 Jason Merrill
 Bank of America  
 GTO and Risk LLD Solutions Design  Development 
 eTools  Multimedia 



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RE: [Flashcoders] Tweening Engines for AS3

2008-03-25 Thread Jack Doyle
First let me say that Tweener is fantastic, and a lot of people rely on it
for good reason. If quantity of features is your top priority, you should
seriously consider using Tweener.

Let me briefly address a few of the TweenLite-related concerns folks have
mentioned:

SPEED
-
TweenLite's speed advantage isn't only a factor when you're doing hundreds
of simultaneous tweens - it can be important even with a single tween.
Imagine a button that initiates a tween when you rollover it, and the user
rolls their mouse on/off/on/off quickly. Even a slight pause can degrade the
experience. Speed is also critical for mobile devices that have slower
processors, less memory, etc. 

FILE SIZE
-
File size can be a huge factor in certain scenarios, especially for banner
ads. But for those who don't deal with strict file size requirements, it's a
non-issue.

FEATURES

Bezier tweens - Coming soon (well, as soon as I can clear my over-filled
plate) to TweenMax which is a class that extends TweenLite, adding
non-essential features. That way, the base class will remain very lean 
mean, but if you need the extra features and are willing to trade off some
file size and performance, TweenMax will take care of you. 

Rounding numbers - Possible now with TweenLite's onUpdate feature. It does
require some extra steps, though. If it gets added to the base class, every
tween takes a slight performance hit because of the added conditional logic
required just to see whether or not each tween needs rounding. Calling
Math.round() on every frame is expensive in terms of performance too.

Transitions/easing - There aren't fewer transition options in TweenLite. You
can use ANY function as long as it conforms to the standard ease format that
all of Adobe's and Penner's do. Elastic, Strong, Back, etc. are all
available.

You may actually find that there are a few features that the TweenLite
family of classes (TweenLite, TweenFilterLite, and TweenMax) has that
Tweener is missing, but in general, I'd say Tweener is more feature-packed.
It just comes a the price of file size and performance. That's not to say
Tweener performs poorly, though - it depends on the scenario which is why
this speed test might be helpful:
http://blog.greensock.com/tweening-speed-test/

So, again, this isn't a good/bad issue - they're just different tools that
you can choose from to get the job done. TweenLite wasn't built to be
everything to everyone, and I'm pretty sure Tweener wasn't built to be a
super-compact engine that's perfect for banner ads. I'd encourage folks to
give 'em both a shot and see what feels best. 

Tweener: http://code.google.com/p/tweener/
TweenLite: http://www.TweenLite.com

Jack


-Original Message-
From: Cory Petosky [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 24, 2008 1:43 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

TweenLite doesn't have bezier curve support, can't store the duration
in the options object, doesn't support auto-rounding of pixels, and
has significantly fewer transition options. I think TweenLite is great
-- if I ever need to tween 1200 things at once, I'll certainly choose
it -- but these features in Tweener make it a better choice for many
of my projects.

On Mon, Mar 24, 2008 at 1:16 PM, Steven Sacks [EMAIL PROTECTED]
wrote:
 Tweener is proven to be significantly slower than TweenLite, and it's
  almost 300% larger (TweenLite is 3k vs Tweener's 8k).

  I'm not telling you what to do. You're welcome to your preference. I
  prefer to write better, faster, smaller, more efficient code.  Different
  strokes for different folks, I guess.  :)


  Dave Mennenoh wrote:
   I prefer Tweener, and if you've ever used Fuse you'll like it's
   syntax. It's also quite small - adds about 8K.
  
   Dave -
   Head Developer
   http://www.blurredistinction.com
   Adobe Community Expert
   http://www.adobe.com/communities/experts/



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RE: [Flashcoders] Rotate, Scale and _x, _y

2007-08-30 Thread Jack Doyle
Not sure if it'll help, but check out
http://www.greensock.com/ActionScript/TransformManager. It'll let the user
scale, rotate, or move any MovieClip regardless of where its registration
point is. Again, this might not be exactly what you're looking for but you
could at least get some ideas from it.

Jack

-Original Message-
Date: Wed, 29 Aug 2007 08:19:58 +0200
From: julian atienza [EMAIL PROTECTED]
Subject: [Flashcoders] Rotate, Scale and _x, _y
To: flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=UTF-8

Hello everybody.

I'm ending one small project that handle images and make possible to
do zoom, rotate (from 90 degrees to 90 degrees) and move this images
by dragdrop when images are bigger than screen.

I have a problem with rotate. Zooming is easy thus this doesn't change
my _x and _y, but yes my _width and _height. But everytime i rotate,
it changes my _x and _y and is a little confused to make operations
that i used to do like localToGlobal (to know center of screen respect
image and zoom from there), startDrag (to mark limits), and a much
more... there is anyway to rotate without changing _x and _y??? i
tried to copy image with bitmapData and apply a matrix with rotation,
but is the same situation...

I'm using this classes from Darron Schall:
http://www.darronschall.com/weblog/archives/54.cfm

It helps me to move my Dynamic Registration (center of movieclip) and
zoom or rotate from there but... _x (and _x2 in the case) also
change...

any help? thanks in advance...




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RE: [Flashcoders] as3 ColorMatrix class

2007-08-14 Thread Jack Doyle
Seb, there's something very similar built into the TweenFilterLite class
which is available in AS2 and AS3. It lets you tween contrast, hue,
saturation, brightness, colorization, threshold, etc. as well as other
filters like glows, blurs, etc.

www.TweenFilterLite.com (there's a link to the AS3 version)

Jack


-Original Message-
Date: Tue, 14 Aug 2007 16:21:02 +0100
From: quinrou . [EMAIL PROTECTED]
Subject: [Flashcoders] as3 ColorMatrix class
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi all,

I after the AS3 versino of the grant Skinner ColorMatrix class (
http://www.gskinner.com/blog/archives/2005/09/flash_8_source.html ). Has
anyone converted to AS3?

If yes could you share it?

many thanks

Seb



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[Flashcoders] Free Text Metrics class (find x, y, width, height of substrings more)

2007-08-07 Thread Jack Doyle
I noticed some chatter on the list about determining lines in TextFields,
etc., and I thought I'd mention that I just posted a new TextMetrics class
on my blog that'll help figure out:

- x/y coordinates and width/height of each line of text
- x/y coordinates and width/height of any substring (very useful for
positioning things around or on certain strings in a dynamic or input
TextField)
- each line of text (for seeing where the line breaks are)

It's probably overkill for many applications, but it was indispensable on a
recent project I worked on, so I figured I'd pass it along.

There's a visual sample and some brief documentation on the site.

http://www.greensock.com/ActionScript/TextMetrics/

Hope some folks find it useful.

Jack Doyle

PS TweenLite  TweenFilterLite were recently updated as well to make
sequencing more intuitive.


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RE: [Flashcoders] Depth issues...

2007-08-07 Thread Jack Doyle
I ran into the same problems a while back. I created a LevelsManager class
to get around it which you can set to hijack the getNextHighestDepth()
function. That way, you can run one line of code at the beginning of your
application and all your getNextHighestDepth() calls will work regardless of
whether or not there are components on the stage. You can download the small
class file at http://www.greensock.com/ActionScript/LevelsManager.zip. Here
is the primary function I used in that class:

function getNextHighestDepth(mc:Object):Number {
if (mc == undefined) {mc = this};
var maxDepth_num:Number = mc.getNextHighestDepth();
if (maxDepth_num != undefined  maxDepth_num  16000) {
return maxDepth_num;
} else {
maxDepth_num = -1;
var depth_num:Number;
var obj:Object; 
var tf = TextField.prototype;
for (var p in mc) {
obj = mc[p];
if ((typeof(obj) == movieclip || obj.__proto__ ==
tf)  obj._parent == mc) {
depth_num = obj.getDepth();
if (depth_num  maxDepth_num  depth_num 
16000) {
maxDepth_num = depth_num;
}
}
}
return maxDepth_num + 1;
}
}

Jack

-Original Message-
Date: Tue, 7 Aug 2007 17:15:55 +0800
From: Darren Bowers [EMAIL PROTECTED]
Subject: [Flashcoders] Depth issues...
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

I have written a class that simply creates movieclips (grids) on screen. It
draws everything from actionscript so no library items are required.

However, I am passing this class on to developers that will use it as they
see fit. The problem is with the depth management. It seems I am stuck with
forcing the developers not to use any components, otherwise the depth
management is all stuffed up.

If I use getNextHighestDepth(), I can create and destroy movieclips freely
which is fine. Until someone uses a v2 component (like a button), then it
breaks. They will create, but wont destroy because they get an invalid depth
at creation.

If I decide to use the DepthManager class, I have to have at least one v2
component in the library for it to work. The reason i created the class in
the first place was to keep things small and libraryless if i wanted to.

its seems I'm damned if i do and i'm damned if i dont.

Is there any way to detect for components and use the DepthManager class
instead of getNextHighestDepth()?

cheers,
Darren



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

2007-08-06 Thread Jack Doyle
If you're able to store the images in SWF format instead of something like
JPG, you could set up your SWFs so that they're covered with a black
rectangle MovieClip by default and then you flip the _visible property to
false in your application when you load them in. That way, if people try to
look at the SWF from the browser's cache, they'll just see a big black
rectangle but within your app, the photo is visible. 

Just a thought.

Jack

-Original Message-
Date: Mon, 6 Aug 2007 16:17:32 +0200
From: Niels Endlich [EMAIL PROTECTED]
Subject: [Flashcoders] Prevent flash from caching the loaded assets
To: flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain;   charset=US-ASCII

We are making a game in which people have to quess what's on a photo
while viewing it through a little moveable hole. The images will be
loaded from the server. The problem is caching. To cheat is easy...
watch the cached files. Is there a way to prevent flash from caching the
loaded assets or does anyone has an other solution?

Thanks,
 
Niels



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RE: [Flashcoders] AS 2.0 Tweening libraries

2007-07-18 Thread Jack Doyle
To each his own. I've got nothing against Fuse specifically (or any other
tweening engine), but TweenLite might be worth looking at because:

1) It's only about 2K

2) I haven't been able to find a faster tweening engine

3) It's got AS2 and AS3 flavors

4) It has a big brother, TweenFilterLite (5K total), that handles tweening
filters like blurs, drop shadows, etc. including ColorMatrixFilter effects
like colorization, hue, saturation, contrast, etc.

5) Despite being only 2K, it has a ton of functionality built-in (tween
multiple properties, build in delays, onComplete and onStart callbacks, pass
any number of parameters, automatically overwrite conflicting tweens, tween
color, volume, arrays of numbers, etc.)

6) It doesn't rely on prototype alterations, so it should compile cleanly in
various environments

7) The syntax is pretty darn simple (Tweener users should be right at home)

Again, I'm not saying TweenLite is better than any other tweening engine
out there (I'm admittedly biased). You asked about benefits in other
packages, and the response to TweenLite has been very positive so I thought
I'd mention it.

www.TweenLite.com
www.TweenFilterLite.com

Jack Doyle


-Original Message-
Date: Wed, 18 Jul 2007 09:48:27 -0400
From: Alan MacDougall [EMAIL PROTECTED]
Subject: [Flashcoders] AS 2.0 Tweening libraries
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

So, coming off the enterFrame() tween discussion, a lot of people 
mentioned various tweening libraries. I still use Fuse, which has proven 
extremely capable for my purposes; are there any pressing flaws in Fuse, 
or benefits in the other packages, that might convince me to change?



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[Flashcoders] RE: preloading images from xml

2007-06-13 Thread Jack Doyle
You could try using the PreloadAssetManager class at
http://www.greensock.com/ActionScript/PreloadAssetManager 

Jack


-Original Message-
Date: Wed, 13 Jun 2007 16:17:42 +0100
From: Poole, Simon [EMAIL PROTECTED]
Subject: [Flashcoders] re: preloading images from xml
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain;   charset=ISO-8859-1

Hi

Im having an issue with the following code. It is tracing the individual
thumbnail images correctly with the onLoadProgess function, but will only
display the percent loaded and loadbar for the last image (image 10), once
this one has preloaded, all the other images then appear correctly.

I would like it to preload all 10 images, displaying the percent and loadbar
for all 10.

The thumbnails images are buttons for a flv video player.

Ive been trying to fix this for ages and can sort it, its doing my head in!

Any help would be greatly appreciated.

Ty

s

/

var newClip:MovieClip =
vidbutn.holder_mc.createEmptyMovieClip(thumbie+(i+1),
this.getNextHighestDepth());
var myLoader:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();

myListener.onLoadProgress = function (target:MovieClip,
bytesLoaded:Number, bytesTotal:Number):Void {
trace(target + .onLoadProgress with  + bytesLoaded +  bytes of 
+ bytesTotal);
vidbutn.holder_mc.infoField =
Math.floor(bytesLoaded/bytesTotal*100)+%;
if (bytesLoaded != bytesTotal) {
vidbutn.holder_mc.loadBar._yscale =
Math.floor(bytesLoaded/bytesTotal*100);
/*return;*/
}
if(bytesLoaded == bytesTotal) {
vidbutn.holder_mc.gotoAndPlay(2);
}
}
myListener.onLoadInit = function (target:MovieClip):Void {
//trace (target + .onLoadInit);
}
myLoader.addListener(myListener);
myLoader.loadClip(myRoot+thumbPath+thumbList[i], newClip);

/




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[Flashcoders] Lightweight Tweening Engine Update (AS2 AS3)

2007-06-11 Thread Jack Doyle
Tweening. We all do it. Most of us have learned to avoid Adobe's Tween class
in favor of a more powerful, less code-heavy engine (Tweener, Fuse, MC
Tween, etc.). Each has its own strengths  weaknesses. A few years back, I
created TweenLite because I needed a very compact tweening engine that was
fast and efficient (I couldn't afford the file size bloat that came with the
other tweening engines). It quickly became integral to my work flow. I
figured others might be able to benefit from it, so I released it publicly.
Over the past few years, I received a lot of positive feedback. 

Since then, I've added new capabilities while trying to keep file size way
down (2-3k). TweenFilterLite extends TweenLite and adds the ability to tween
filters including ColorMatrixFilter effects like saturation, contrast,
brightness, hue, and even colorization but it only adds about 3k to the file
size. Same syntax as TweenLite. As of last week, there are AS2 and AS3
versions of both of the classes ready for download. All this for the low,
low price of...kidding. They're free for the taking.

TweenLite: http://www.tweenlite.com (has link to AS3 version)
TweenFilterLite: http://www.tweenfilterlite.com (has link to AS3 version) 

See the site for a list of all the features. I even built a sample SWF that
demonstrates a few of the features and writes the associated code for you.

I know what you're thinking - if it's so 'lightweight', it's probably
missing a lot of features which makes me nervous about using it as my main
tweening engine. It is true that it doesn't have the same feature set as
the other tweening engines, but I can honestly say that after using it on
almost every project I've worked on over the last few years (many
award-winning flash apps for fortune-500 companies), it has never let me
down. I never found myself needing some other functionality. You can tween
any property (including a MovieClip's volume and color), use any easing
function, build in delays, callback functions, pass arguments to that
callback function, and even tween arrays all with one line of code. You very
well may require a feature that TweenLite (or TweenFilterLite) doesn't have,
but I think most developers will use the built-in features to accomplish
whatever they need and appreciate the streamlined nature of the class(es).

Just last week, I stumbled upon the Tweener class from Zeh Fernando, Nate
Chatellier, and others (they did a great job by the way) which is remarkably
similar syntax-wise, so if you're a Tweener user, it should be very easy to
get your brain around using TweenLite.

And for the record, I'm not AT ALL saying that TweenLite is better than
any of the other tweening engines out there (no hate mail please). I'm just
sharing my personal experience and making my code available in the hopes
that it'll make some other folk's lives a little easier. Also for the
record, my day job (Interactive Flash designer/developer) along with my
wife  two sons keep me plenty busy, so I may not have time to personally
answer every feature request or plea for help. I just set up a Google group
that can facilitate discussions  allow users to help each other though
(there's a link to it on my site). 

Happy tweening.

Jack Doyle


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[Flashcoders] RE: Any good XML api out there?

2007-05-03 Thread Jack Doyle
Here's an AS2 class that'll load and parse your XML file into almost exactly
what you're asking for:
http://www.greensock.com/ActionScript/XMLParser

Instead of root[track[n][artist]] from your example, it would be simply
track[n].artist

Jack Doyle


-Original Message-
Date: Thu, 03 May 2007 16:15:02 +0200
From: Johan Nyberg [EMAIL PROTECTED]
Subject: [Flashcoders] Any good XML api out there?
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Hi, what I need is basically a class that puts all the data in an 
associative array, or numeric, depending on if I'm storing values for 
individual nodes, or a mothernode.

Now I find there is a lot of looping going on every time I have to parse 
a XML, and XPath seems more like the thing you want to use if you're 
looking for specific data inside the XML - I just want to put all the 
data in an Array or Object...

For example:
root

track
name/name
artist/artist
/track

track
name/name
artist/artist
/track

/root

I would like it like this: root[track[n][artist]]

Regards,

/Johan



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[Flashcoders] RE: The best way to monitor load progress of multiple swfs?

2007-05-02 Thread Jack Doyle
This AS2 class will handle preloading multiple SWFs and/or FLVs and/or
images and report on the total progress:
http://www.greensock.com/ActionScript/PreloadAssetManager

Documentation  examples are on the site. I think you'll find it pretty easy
to implement.

Enjoy.

Jack Doyle

-Original Message-
Date: Wed, 2 May 2007 10:09:43 +0100
From: Alistair Colling [EMAIL PROTECTED]
Subject: [Flashcoders] The best way to monitor load progress of
multipleswfs?
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed

Hi there, I am trying to figure out the best way to monitor the load  
progress of swfs that are loading into each other. There are 20 swfs  
(of different sizes) that load into my main movie and I plan on  
loading my main movie into a holder so I can monitor the progress of  
it's download using movie clip loader class. I am fine using the  
Movie Clip Loader class to monitor the progress of one SWF  
downloading but I'm not sure how to approach checking the total  
progress of multiple SWFs.
Previously I've created an object that holds all of the movies like  
this:

var loadChecker:Object = new Object();
loadChecker.copyProperties = true;
loadChecker.checkServer = false;
loadChecker.howToPlay = false;
loadChecker.chat_mc = false;

each swf has this code that registers with the loadChecker object  
that it has loaded:

_root[loadChecker][this._name] = true;

and then a function that is triggered from a 3 frame looping MC  
checks if the movies are loaded:

function checkLoaded():Boolean {
var tmpBoo:Boolean = true;
for (var k in _root.loadChecker) {
if (!_root.loadChecker[k]) {
tmpBoo = false;
}
}
_root.moviesLoaded = true;
return tmpBoo;
}

If someone would suggest the best way so I can monitor the progress  
of the loading of all SWFs so I can make a preloader that will show  
the progress of all SWFs that have to load that would be really good.  
Just a point in the right direction would be great :)
Thanks,
Ali



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RE: [Flashcoders] Video delivery process ...

2007-04-04 Thread Jack Doyle
You can preload FLVs with the NetStream and even see how big the FLV file is
as long as you've encoded it properly so that it has MetaData. I know that
if you do your compression in Sorenson Squeeze it'll inject the MetaData for
you, and I think most other tools do the same automatically.

Check out the PreloadAssetManager class which will handle all the preloading
for you including reporting the percent loaded:
http://www.greensock.com/ActionScript/PreloadAssetManager

Jack

-Original Message-
Date: Wed, 4 Apr 2007 12:56:36 +1000
From: Stephen Ford [EMAIL PROTECTED]
Subject: [Flashcoders] Video delivery process ...
To: flashcoders@chattyfig.figleaf.com
flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=iso-8859-1

Hi,How do I preload video when the target player is 7?.The delivery
technique I'm using is progressive download.Should I be using a proxy SWF to
load an external FLV (because the Video class in Flash doesn't have anyway
of polling the size of an external FLV, or how much of that FLV is loaded -
unless I'm missing something).Thanks.


**



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RE: [Flashcoders] Preloading FLV with NetStream

2007-04-04 Thread Jack Doyle
The PreloadAssetManager class simply preloads your assets into your
browser's cache; it is not meant to be used for playback or managing your
FLVs once they're preloaded. There's nothing special that you need to do in
order to access the preloaded FLVs - just call them as you normally would
either using a NetStream object of your own or an FLVPlayback component or
whatever. The user's browser will be smart enough to used the cached FLVs
instead of going out to the web and downloading them again.

You might want to search the Flash Help files for NetStream or FLVPlayback.

Jack

-Original Message-
Date: Wed, 04 Apr 2007 10:59:02 -0400
From: leolea [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Preloading FLV with NetStream
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII


Preloading works super fine! Thank you very much for this class.

I am preloading a bunch of FLVs. Once they get at 100%, how do I access them
using a NetStream object (or other) ?

(I need to implement something that initates the playback of the first one,
when it reaches the end I must start the second one, so on...)


On 4/3/07 6:42 PM, Jack Doyle [EMAIL PROTECTED] wrote:

 Yep, you can preload FLVs with the NetStream. Check out the
 PreloadAssetManager class which will handle it all for you:
 http://www.greensock.com/ActionScript/PreloadAssetManager
 
 Jack
 
 -Original Message-
 Date: Tue, 03 Apr 2007 16:04:35 -0400
 From: leolea [EMAIL PROTECTED]
 Subject: [Flashcoders] Preloading FLV with NetStream
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=US-ASCII
 
 Hi,
 
 Is it possible, using the NetStream object, to preload a FLV.
 
 I have multiple FLV videos that I need to play back-to-back smoothly. I
want
 all of them to be preloaded so that when I start playback it doesn't
buffer
 or lag in any way.
 
 I can't seem to find a way so my next alternative would be to use SWF with
 MovieClipLoader. I'd like to avoid that.
 
 Thanks




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RE: [Flashcoders] Preloading FLV with NetStream

2007-04-03 Thread Jack Doyle
Yep, you can preload FLVs with the NetStream. Check out the
PreloadAssetManager class which will handle it all for you:
http://www.greensock.com/ActionScript/PreloadAssetManager

Jack

-Original Message-
Date: Tue, 03 Apr 2007 16:04:35 -0400
From: leolea [EMAIL PROTECTED]
Subject: [Flashcoders] Preloading FLV with NetStream
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII

Hi,

Is it possible, using the NetStream object, to preload a FLV.

I have multiple FLV videos that I need to play back-to-back smoothly. I want
all of them to be preloaded so that when I start playback it doesn't buffer
or lag in any way.

I can't seem to find a way so my next alternative would be to use SWF with
MovieClipLoader. I'd like to avoid that.

Thanks




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RE: [Flashcoders] ColorMatrix

2007-03-27 Thread Jack Doyle
The TweenFilterLite class I just released does exactly what you're looking
for.
http://www.greensock.com/ActionScript/TweenFilterLite

Jack

-Original Message-
Date: Tue, 27 Feb 2007 16:53:50 +0200
From: misa [EMAIL PROTECTED]
Subject: [Flashcoders] ColorMatrix
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Hello flash coders,

I need some help with color transformations. I want to change dynamicly 
the hue of a MC with a transition/tween, something like fading from one 
image to another with different colors. I tried both G. Skinner's and M. 
Klingman's colorMatrix class, but the tweening they use is bound to some 
object. In G.S's demo there's a scroll bar, and in M.K's he uses two 
images. I want to use one of their classes but be able to transform the 
color of one MC just with a function: onSomeEvent ... { tweenHue for 
myMC from thisHUE to newHUE }.

Thanks in advance

**



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RE: [Flashcoders] Free AS2 Filter Tweening Engine - TweenFilterLite

2007-03-27 Thread Jack Doyle
The Color Picker was the handy work of Alessandro Crugnola,
http://www.sephiroth.it/file_detail.php?id=147

Very nice job.

-Original Message-
Date: Tue, 27 Mar 2007 08:40:22 -0400
From: Merrill, Jason [EMAIL PROTECTED]
Subject: RE: [Flashcoders] Free AS2 Filter Tweening Engine -
TweenFilterLite
To: flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=us-ascii

Hey cool - where did you get the color picker - did you make it or is
there a free class out there available?  I've been looking for a good AS
2 color picker.  I made my own, and it works OK, but it's slightly
buggy.

Jason Merrill
Bank of America  
GTO Learning  Leadership Development
eTools  Multimedia Team




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RE: [Flashcoders] Image resizer that maintains ratio

2007-03-26 Thread Jack Doyle
This might be overkill, but feel free to use the TransformManager and/or
TransformItem class(es) available at
http://www.greensock.com/ActionScript/TransformManager. You can just set the
constrainScale_boolean property to true. 

Jack Doyle


-Original Message-
Date: Mon, 26 Mar 2007 13:08:09 +0100
From: Adrian Lynch [EMAIL PROTECTED]
Subject: [Flashcoders] Image resizer that maintains ratio
To: Flashcoders flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]

Any examples out there?

I've got as far as resizing a user supplied image and am about to work on
the ratio remaining fixed. Just thought I'd throw this out there as I think
it may be tricky.

Ta.

Adrian

***



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[Flashcoders] Free AS2 Filter Tweening Engine - TweenFilterLite

2007-03-26 Thread Jack Doyle
For those of you using the TweenLite tweening engine, I just released the
TweenFilterLite class which extends TweenLite, adding the following
capabilities:
- Tween filters like Blurs, Glows, DropShadows, and Bevels
- Tween ColorMatrixFilter effects like colorization, hue, saturation,
brightness, contrast, and threshold 

I tried to make it extremely easy to use, and I created an interactive
sample that demonstrates a lot of the features and even generates the code
for you.

http://www.greensock.com/ActionScript/TweenFilterLite

It's free. This isn't a sales pitch; I just thought some of you FlashCoders
out there could benefit from the time I poured into this. I'm grateful for
the community of experts out there who take time from their valuable day to
answer questions from me and many others.

If you haven't checked out the lightweight (2kb) TweenLite tweening engine,
have a look: http://www.greensock.com/ActionScript/TweenLite

Cheers.

Jack Doyle




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[Flashcoders] NetStream Bug? FLVs with no audio won't pause(false)

2007-03-21 Thread Jack Doyle
Anyone else run into this problem?

If I call a NetStream's pause() function and pass a value of FALSE, it's
supposed to unpause it. However, if I do so after a few milliseconds on an
FLV that's encoded without any audio, the pause(false) does the exact
opposite! If I run the same code on an FLV that has audio, it works
perfectly!

I encoded lots of different ways in Sorenson Squeeze and with the Quicktime
exporter using various codecs and bitrates, but nothing solves the problem.
The only way to fix it is to call a pause(true) immediately before calling
pause(false). 

I've set up an interactive test file so you can see exactly what I'm talking
about. It has a sample FLA, two FLVs (one with audio, one without), and the
original WMV video. Just click the buttons to see the behavior. Download the
1.9MB file at:
http://www.greensock.com/NetStream_Bug.zip

I know you're thinking why would you want to call pause(false) if you're
already playing the NetStream, butwell...it's a long story and you'll
just have to trust me.

Like I said, I figured out a way around it, but I'm sending this e-mail out
for two reasons:
1) Maybe you guys can find an error in my code (not that the code is the
least bit complex, but I've been known to miss the obvious)
2) Maybe someone else has run into the same problem and would be helped by
the simple hack I'm using

Here's some sample code (not what I'd use in my application - just a
simplified version to show the bug):

var _nc:NetConnection = new NetConnection();
_nc.connect(null);
var _ns:NetStream = new NetStream(_nc);
video_obj.attachVideo(_ns);
_ns.play(without_audio.flv); 
var delayInterval_num:Number = setInterval(resume, 200);

function resume():Void {
//_ns.pause(true); //Uncomment this line and it'll work again.
Shouldn't have to though.
_ns.pause(false);
clearInterval(delayInterval_num);
}

Jack Doyle



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[Flashcoders] RE: Q:Dynamically Scale a MovieClip by dragging

2007-02-02 Thread Jack Doyle
For those of you who downloaded my TransformManager class yesterday/today, I
found a small bug and uploaded a new version (4.1).
http://www.greensock.com/ActionScript/TransformManager. Shoot me an e-mail
with TransformManager in the subject if you'd like me to keep you posted
about future updates. 

Thanks for all the positive comments! They make the time  effort I dumped
into it much more worthwhile.

Jack Doyle

-Original Message-
Date: Fri, 2 Feb 2007 09:14:11 -0600
From: slangeberg [EMAIL PROTECTED]
Subject: Fwd: [Flashcoders] RE: Q:Dynamically Scale a MovieClip by
dragging
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Some indispensable AS code, here. Nothing like people opening their hearts
to the community, by sharing important code like this!

-Scott

-- Forwarded message --
From: Jack Doyle [EMAIL PROTECTED]
Date: Feb 1, 2007 7:55 PM
Subject: [Flashcoders] RE: Q:Dynamically Scale a MovieClip by dragging
To: flashcoders@chattyfig.figleaf.com

To interactively scale/rotate/move any MoveClip in an intuitive way at
runtime in a manner similar to modern-day graphics applications like
Photoshop and Illustrator, feel free to use my TransformManager class:

http://www.greensock.com/ActionScript/TransformManager/

There's an interactive sample there. I put a lot of time into attempting to
making it user-friendly and relatively intuitive, but I haven't tested it
extensively yet so your comments/suggestions are welcome. It should handle
just about any MovieClip regardless of where the registration point is, etc.

Hope it helps.

Jack Doyle



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RE: [Flashcoders] Q:Preloader when TOTAL size of assets not known

2007-01-25 Thread Jack Doyle
You can use my PreloadAssetManager class for this sort of thing:
http://www.greensock.com/actionscript/preloadassetmanager/

Basically, it reads in just enough of each asset to figure out the total
size then dumps it and moves onto the next one until it has the total size
of all of the assets (could be images, SWFs, or FLVs), then loads each of
them completely. All you've gotta do is create an instance, tell it the URLs
of the assets to preload, and then you can poll its percentLoaded_num
property to update your progress bar on screen. There's some brief
documentation at the url above. Hope it helps.

Jack Doyle

-Original Message-
Date: Thu, 25 Jan 2007 13:15:48 -0800
From: [EMAIL PROTECTED]
Subject: [Flashcoders] Q:Preloader when TOTAL size of assets not known
To: flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi
Using a XML config file to load in a number of image assets.
i was wondering what approach is best taken when you want to create some
type of a 'percent loaded' display, not knowing the combined total size of
all assets...

Is there an easy solution to this without 'faking' it or hardcoding the
total size?

Perhaps using PHP on the back end?

Thanks

[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'



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Re: [Flashcoders] Which Data Structure is good for this?

2006-12-12 Thread Jack Doyle
I think Steven has already sent you the XML2AS code which is great. You
could also try the XMLParser class I wrote which is similar but adds a few
features. You can basically throw your XML document at it and it'll spit
back an object with properties  arrays that follow the naming convention
from your original XML document which makes it a lot easier to get at the
data (in my opinion at least). It'll retain your hierarchy too.

Snag it at:
http://www.greensock.com/ActionScript/XMLParser

Hope it helps. 

Jack

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Sascha
 Sent: Monday, December 11, 2006 7:54 PM
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] Which Data Structure is good for this?
 
 I would be interested in recommendations about what kind of data 
 structure is best used in the following situation.
 I'm loading in a XML file with a typical recursive structure, then the 
 data from it should be parsed into a data storage object and this data 
 should be accessible globally through the application. The XML file 
 has a structure like this:
 
 resourceList
   display type=1
   displayProperties
   property name=foo value=doo/
   property name=fee value=faa/
   /displayProperties
   displayObjects
   object id=1 file=foo/etc/file.xml/
   object id=2 file=foo/etc/file2.xml/
   object id=3 file=foo/etc/file3.xml/
   /displayObjects
   backgrounds
backgrounds id=125 file=foo/etc/bg.png/
   / backgrounds
   /display
   data
   dataTypes
   property name=foo value=doo/
   property name=fee value=faa/
   /dataTypes
   /data
   etc
   somethingElse
   property name=foo value=doo/
   / somethingElse 
   /etc
 
 ... The XML is being extended by the time but it retains the shown 
 hierarchical structure. I want to be able to keep a similar structure 
 in memory but I don't want to keep it as an XML object. I was thinking 
 about using a custom object and populate it with HashMaps but then the 
 hierarchy would be too flat.
 I would appreciate it if somebody could give me some suggestions what 
 kind of data structure is a good choice for this as I don't have much 
 experience with trees, lists and other more complex structures.
 
 Thanks a lot,
 Sascha



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RE: [Flashcoders] Loading library movie clips sequentially?

2006-11-30 Thread Jack Doyle
I ran into the same problem with the popular tweening engines like Fuse kit.
Awesome features, but I just couldn't afford the overhead  bloat, so I
built TweenLite which adds only about 2k to your file and has all the
essentials. You can build in a delay for any tween which allows you to
sequence things. Snag the class at:

http://www.greensock.com/actionscript/tweenlite/

I certainly can't claim it's the ideal solution in all cases, but maybe
someone will find it helpful.

Also, regarding your sequential preload issue, I wrote a class for that too.
It does allow you to prioritize an asset anytime and it has several other
features you may find useful. Check it out at:

http://www.greensock.com/actionscript/PreloadAssetManager/

Good luck.

Jack Doyle


-Original Message-
Date: Wed, 29 Nov 2006 10:37:58 -0500
From: Merrill, Jason [EMAIL PROTECTED]
Subject: RE: [Flashcoders] Loading library movie clips sequentially?
Bestway todo this?
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID:
[EMAIL PROTECTED]

I have found a major issue with the Fuse kit - it's huge and has huge
overhead.  It's a great set of classes, does some neat things, don't get
me wrong, but I found that using it in code-intensive app brought it
down and made it unusable.  I switched back to the built-in Tween and
Transition classes in the same application and using the
onMotionFinished event and such things went back to normal.  I only
respond  because you were asking for the best way to do this.  - this
was just my experience.  

Jason Merrill
Bank of America 
Learning  Organizational Effectiveness

-Original Message-
Hello,

Here is the scoop: I have 36 movie clips in my library that get placed
on stage via actionscript...

Long story short, I would like to load each clip one at a time, for
example: movie_clip-01 fully loads and animates into position, then
movie_clip-02 loads and animates into position, (...), and finally
movie_clip-36 loads and animates into position. Basically, I want to
break-up the load across time, vs. doing it all at the beginning.

Just wondering if the above idea makes sense? Is it standard to do
that type of loading from the library at runtime, or should I be working
with 36 external swf files?

Anyone seen any tutorials and/or example files on the web that cover
this type of loading?

Any tips/suggestions/links/rtfm's (with page #) ya'll can send my way
would be kick-butt! :)

Sorry if noob question... I am just now getting back into Flash after
a 2-year hiatus.

Many thanks in advance.
Cheers,
Micky



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RE: [Flashcoders] AS Tweening. Approach to prevent tween

2006-11-03 Thread Jack Doyle
I'm not sure about other tweening engines, but the one I wrote (TweenLite)
automatically overwrites tweens that affect the same object/MovieClip to
prevent collisions unless you flag it not to. I found that I almost always
needed it to overwrite existing tweens, so I made that the default behavior
but like I said, you have the ability to change that if you need to. See the
documentation at the top of the class file for instructions. 

You can snag the class at:
http://www.greensock.com/ActionScript/TweenLite/

Good luck!

Jack Doyle

-Original Message-
Message: 8
Date: Fri, 3 Nov 2006 16:39:52 +
From: Kevin Cannon [EMAIL PROTECTED]
Subject: [Flashcoders] AS Tweening. Approach to prevent tween
clashing?
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=UTF-8; format=flowed

Hi All,

I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession. If one item is still tweening you can end up
with unpredictable results.

Does anyone have any advise on what approach I can take to avoid that.
I'm real trouble figuring out what specifically is causing the
problem, even though I understand the general problem.

Has anyone any advice,

Thanks,

- Kevin



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RE: [Flashcoders] xml parsing problem

2006-10-27 Thread Jack Doyle
You might want to try using my XMLParser class. It translates the XML into
ActionScript-friendly arrays/objects. 

http://www.greensock.com/ActionScript/XMLParser.zip

Jack Doyle

-Original Message-
Date: Thu, 26 Oct 2006 22:13:50 -0400
From: Bill Pelon [EMAIL PROTECTED]
Subject: [Flashcoders] xml parsing problem

I'm having trouble grabbing the right value from a node any help would be
awesome.. I can't figure out where to increment as I'm going through my loop
for the sub items.

node structure below 
NetworkLeftnav

mainItem name=main item name goes here url=url goes here window=_self

open=true

subItem
textsub item name goes here/text
urlsub item URL goes here/url
window_self/window
/subItem

subItem
textsub item name goes here # 2/text
urlsub item URL # 2/url
window_self/window
/subItem

/mainItem

mainItem name=main item 2 url=main item url #2 window=_self 
open=false
/mainItem

/NetworkLeftnav

AS below 

onClipEvent(load){
function ExpandData(turbo){
var turboItem = turbo.firstChild.childNodes; var subItem =
turbo.firstChild.firstChild.childNodes;
trace(number of main section nodes + turbo.firstChild.childNodes.length);
// main section count
for (var i = 0; i  turboItem.length; i++){
  var turbo = turboItem[i];
// running through main nodes
  mainNavName = turbo.attributes.name;
  mainNavUrl = turbo.attributes.url;
  mainNavWindow = turbo.attributes.window;
  mainNavOn = turbo.attributes.open; // set to true or false

trace(mainNaveName =  + mainNavName);
trace(mainNaveURL =  + mainNavURL);
trace(mainNaveWindow =  + mainNavWindow); trace(mainNaveOn =  +
mainNavOn);

  if( turbo.childNodes.length =1){
   trace(this node has subcontent);
   trace(number of subcontent nodes = + turbo.childNodes.length);

turboChild = turbo.firstChild.firstChild;
trace( );
trace(total times to loop =  + turbo.childNodes.length);


   for (var n = 0; n  turbo.childNodes.length; n++){
trace(Subcounter incremental value =  + n);

/ THESE NEED TO BE INCRIMENTED

trace(turboChild.firstChild.nodeValue); // returns sub item name
trace(turboChild.nextSibling.firstChild.nodeValue); // returns sub item
URL
trace(turboChild.nextSibling.nextSibling.firstChild.nodeValue); //
returns sub itemWindow
   }
 }
 trace( );
  }

}

var turbo = new XML();
turbo.ignoreWhite = true;
turbo.onLoad = function(success){
 if (success) ExpandData(this);
 else trace(Error loading XML file);
}
turbo.load(netnav.xml);  // what my xml is called that is posted above
stop(); } 




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[Flashcoders] RE: LoadVars to XML object

2006-10-17 Thread Jack Doyle
This may be overkill, but feel free to use the XMLParser class I wrote which
handles a bunch of stuff related to getting XML into and out of Flash
without all the headaches. For example, you can:

- Throw any object at the objectToXML() function and it'll translate it into
XML.

- Use the load() function to load any XML document, parse it into intuitive
ActionScript-friendly objects/arrays, and call a function of your choice
when it's finished.

- Use the sendAndLoad() function to (you'll never guess...) send an object
or XML to a server-side script and get the results, parsing them into
ActionScript-friendly objects/arrays and calling a function of your choice
when it's finished.

Download the class and a simple example at:
http://www.greensock.com/ActionScript/XMLParser.zip

Hope it's helpful.

Jack Doyle


-Original Message-
Date: Tue, 17 Oct 2006 12:16:51 -0400
From: Chip Moeser [EMAIL PROTECTED]
Subject: [Flashcoders] LoadVars to XML object

Hello All,
I am trying to convert the return string of a loadvars to an XML  
object. Does anyone know a simple way of doing this?
Thanks!




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[Flashcoders] RE: Find point after rotation

2006-10-04 Thread Jack Doyle
Pick up a copy of Foundation ActionScript Animation: Making Things Move!
by Keith Peters. Best $26.39 (at Amazon.com) you'll ever spend. The answer
to your question (and a bunch more you never knew you had) is in that book. 

Jack

--
Date: Wed, 4 Oct 2006 16:55:45 -0500
From: Jason C Reynolds [EMAIL PROTECTED]
Subject: [Flashcoders] Find point after rotation

Hi, having some math problems... hoping someone can help

Lets say I have a rectangle (height  width). I need to know the bottom
middle point. That would be point(clipWidth / 2, clipHeight).
But I am having a hard time keeping track of this point after I rotate that
clip. If I rotate the clip 40 degrees (clip._rotation = -40), where on the
stage is that bottom middle point now?

I have searched the forums, and came up with alot of finding the angles, but
all seem to assume I know 2 points.
Closest I've gotten is using:
x=ClipWidth / 2 + Math.cos(angle)
y=ClipWidth / 2 - Math.sin(angle)

Sorry, I'm s rusty with math and hoping someone can push me in the right
direction. Right now I'm trying to figure out the radius of the 'circle'
that is formed while rotating, but that isn't going anywhere (fast anway).

Thanks for any tips,
Jason




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[Flashcoders] RE: Relationship between data rate and file size doesn't work ?

2006-09-22 Thread Jack Doyle
What software are you using to create your FLVs? I know Sorenson Squeeze has
a setting that allows you to specify a minimum quality level which overrides
any data rate settings (if/when it needs to). So if you set your bit rate
really low, like 50kbps but the minimum quality is set to 95, you'll get a
huge file. 

Jack

-Original Message-

Date: Fri, 22 Sep 2006 12:57:28 -0700 (PDT)
From: David Bellerive [EMAIL PROTECTED]
Subject: [Flashcoders] Flash Video : Relationship between data rate
and filesize doesn't work ?
To: flashcoders@chattyfig.figleaf.com

I don't know if I'm missing something here but what's
the deal with Flash Video data rate and file size?

Here's my understanding on Flash Video encoding:
When I specify 300 kilobits/second for the video data
rate and 50 kilobits/second for the audio data rate, I
should get and FLV file that NEVER goes beyond 350
kilobits/second.

So if I encode a 30 second video with those settings,
I should get and FLV file that weighs 1.28 MegaByte.
If I decide to double the frame size for exemple (from
320x240 to 640x480), I should still get the same file
size (1.28 MegaByte) but the image quality should
obviously be badly affected.

That's not the case.

Can someone please help me shed some light on this
data rate vs. file size dilemma?




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[Flashcoders] RE: Q:Reduce file size of mx.transitions.Tween ??

2006-09-09 Thread Jack Doyle
That's great! Thanks, Rich. Cool site! Is it yours? 

There are several classes I've written that might help others, but I haven't
found the time to write sufficient documentation yet, so I'll work on that
and send 'em your way if you're interested. I've got a handy XML
loader/parser/translater, an FLV video manager, an asset preloading engine,
and even a transformation class that draws a selection box with handles
around any MovieClip and lets the user scale, rotate, and/or move it around
the stage (kinda like you can in modern day graphics applications like Adobe
Illustrator or Photoshop, etc.). If anyone has a pressing need, shoot me an
e-mail and I'll send you a class file sooner rather than later. Otherwise
I'll work on documentation when I find pockets of time (hard for me to come
by lately) and post 'em then. 

Thanks again.

Jack Doyle

-
Message: 1
Date: Fri, 8 Sep 2006 11:34:22 -0700
From: Rich Rodecker [EMAIL PROTECTED]
Subject: Re: [Flashcoders] RE: Q:Reduce file size of
mx.transitions.Tween ??
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com

I added this class to actionscriptclasses.com:
http://www.actionscriptclasses.com/2006/tweenlite/

If you (or anyone else) has any other classes they'd like to share on there,
feel free to sign up and add them.

On 9/8/06, Rich Rodecker [EMAIL PROTECTED] wrote:

 got it, thanks

 On 9/8/06, Count Schemula [EMAIL PROTECTED] wrote:
 
  link worked for me.
 
  I just e-mailed you the .zip file...
 
  On 9/8/06, Rich Rodecker [EMAIL PROTECTED] wrote:
   hey jacki tried downloading that zip but the link doesnt seem to
   lead anywhere?
  
   On 9/7/06, Jack Doyle [EMAIL PROTECTED] wrote:
   
This is exactly why I wrote the TweenLite class. It only adds about
  2k to
your file and has some features that the Tween class doesn't. You
  can
download it at http://www.greensock.com/ActionScript/TweenLite.zip
   
There's some brief documentation at the top of the file, but let me
  know
if
you have any questions. Hope it helps.
   
Jack Doyle
   
 From: [EMAIL PROTECTED]
 Date: 2006/09/07 Thu AM 08:47:29 CDT
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Q:Reduce file size of
mx.transitions.Tween??

 Hi
 Working on a project where file size is important...and the built
  in
mx.transitions.Tween comes in at over 6k.

 Any suggestions to reduce the size?

 Thanks!
 Jim bBachalo
 [e] jbach at bitstream.ca
 [c] 416.668.0034
 [w] www.bitstream.ca
 
 ...all improvisation is life in search of a style.
  - Bruce Mau,'LifeStyle'
 ___




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[Flashcoders] RE: Q:Reduce file size of mx.transitions.Tween ??

2006-09-07 Thread Jack Doyle
This is exactly why I wrote the TweenLite class. It only adds about 2k to
your file and has some features that the Tween class doesn't. You can
download it at http://www.greensock.com/ActionScript/TweenLite.zip

There's some brief documentation at the top of the file, but let me know if
you have any questions. Hope it helps.

Jack Doyle

 From: [EMAIL PROTECTED]
 Date: 2006/09/07 Thu AM 08:47:29 CDT
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Q:Reduce file size of mx.transitions.Tween ??
 
 Hi
 Working on a project where file size is important...and the built in
mx.transitions.Tween comes in at over 6k.
 
 Any suggestions to reduce the size?
 
 Thanks!
 Jim bBachalo 
 [e] jbach at bitstream.ca
 [c] 416.668.0034
 [w] www.bitstream.ca
 
 ...all improvisation is life in search of a style.
  - Bruce Mau,'LifeStyle'
 ___




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[Flashcoders] RE: Better XML parsin

2006-08-21 Thread Jack Doyle
I wrote a class that might be useful to you. Just point it at your XML file
and it'll load it and parse it into Arrays/Objects. See the top of the class
file for some documentation. It can also reverse parse (dump an object back
into XML format).

http://www.greensock.com/ActionScript/XMLParser.zip

This is the first time I'm making it available to the public, so I welcome
comments/suggestions (be kind). It's been working quite well for me for
months.

Jack Doyle

---
Date: Mon, 21 Aug 2006 15:46:24 -0400
From: Flash Mel [EMAIL PROTECTED]
Subject: [Flashcoders] Better XML parsin

Hello everyone,

There has to be a better way to parse XML.  Using for loops seems
antiquated.  Could I do a while loop and cycle through all the
possible nodes?  What else is out there for parsing XML in a cleaner
fashion?

Cheers!

fM



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[Flashcoders] RE: tweening multiple properties simultaneously

2006-08-04 Thread Jack Doyle
For what it's worth, I spent a lot of time creating a TweenLite class that
does exactly what you want (I think). It adds less than half of the Kb to
the SWF compared to other Tweening engines I've worked with (about 2Kb) and
it allows you to very easily tween multiple properties with a single call
like so: 

gs.TweenLite.to(mcClip, 1.5, {_x:120, _y:50, _xscale:70, _yscale:70, ease:
Strong.easeOut});

You can even delay the tween for a set amount of time, have it call a
function when it's done, pass arguments to that function, and more. See the
documentation at the top of the class file for more info.

Download it at:
http://www.greensock.com/ActionScript/TweenLite.zip

I hope it serves you well. This is, by the way, the first time I've made my
little TweenLite class publicly available and I'm hoping it'll prove
valuable for others as well. I'd welcome comments/suggestions (please be
kind).

Jack Doyle


--
Date: Wed, 2 Aug 2006 10:56:12 -0400
From: Matthew Ganz [EMAIL PROTECTED]
Subject: Re: [Flashcoders] tweening multiple properties simultaneously
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=response

thanks for the links.

enrico - i tried scaling first and it didn't work, and rich, i tried the 
TweenExtend class and that also didn't work. i'm still getting the same 
results. the zooming in works but my tweens of the 'x' and 'y' is not 
working anymore.

below is my function. can you see s/thing in the way i'm calculating the 
displacement for 'nX' and 'nY' that may be the cause of the problem?

thanks for lending a hand. very much appreciated.

public function zoomIn(activeState:MovieClip)
 {
  var nX:Number = (Stage.width/2) - activeState._xmouse; // activeState is 
reference to US map mc.
  var nY:Number = (Stage.height/2) - activeState._ymouse;

  // zoom in to the selected state.
  new Tween( activeState, _x, Strong.easeOut, activeState._x, nX, 2, 
true );
  new Tween( activeState, _y, Strong.easeOut, activeState._y, nY, 2, 
true );

  // zoom into the map
  new Tween( activeState, _xscale, Strong.easeOut, activeState._xscale, 
200, 2, true );
  new Tween( activeState, _yscale, Strong.easeOut, activeState._yscale, 
200, 2, true );
 }



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[Flashcoders] Q:missing font styles in fonts menu!!

2006-05-24 Thread Jack Doyle
I've experienced the same problem countless times. I loathe the way Flash
[mis]handles fonts. The only way I've found to sort of get around it is by
opening the font in Fontographer (or something like it), renaming the font
so that instead of Futura with a style of Light, I name the font Futura
Light with no style. Again, this is far from ideal, but after installing
that new font, I was at least able to select it from the Font menu in Flash.


Hope that helps.

Jack Doyle

--
Date: Wed, 24 May 2006 10:40:45 -0400
From: [EMAIL PROTECTED]
Subject: [Flashcoders] Q:missing font styles in fonts menu!!
To: flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi
I'm pulling my hair out over missing font styles in the futura family.
I've re-installed both type 1 and truetype versions of futura but no matter
what I do I only see one version of futura in the fonts menu.
When opening an older flash fla that used futura light, I can't re-map to
the correct font.
Anyone have a similar problem??
Help please!




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[Flashcoders] BitmapData, threshold and copyChannel bug (black pixels)! Help?

2006-03-31 Thread Jack Doyle
I'm applying a threshold() to a BitmapData instance and then using
copyChannel() to copy it's red channel to the alpha channel of a different
BitmapData instance. This is part of a technique I'm using to animate
simulated brush strokes without any kind of tweens (just gradations). Much
easier on the processor. Anyway, I whipped together a simple FLA file that
isolates the problem (no brush strokes, sorry). Download the FLA at:

http://www.greensock.com/threshold_bug.zip

Publish the file and you'll see it work. But that's only because I
implemented a hack on line 31 (copying pixels back in from a stored copy).
Remove line 31 and you'll see the problem immediately. All of the pretty
red/green/blue pixels that have ever been made transparent during the course
of the animation (using the threshold()/copyChannel() technique) turn black
and stay that way! No idea why. Am I doomed to a life of hacks? Is my code
somehow flawed? Help? This project has to be finished in a matter of hours,
so I'd appreciate your prompt responses.

I'd be happy to share the final brush stroke effect with anyone who is
interested once I get it working (I'm close). 

Jack



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[Flashcoders] Re: When singletons go bad

2006-02-20 Thread Jack Doyle
Just curious if this works better for you:

private function MyManager() {
 // constructor
 return getInstance();
}

public static function getInstance() : MyManager{
 if(_myManager == undefined){
 _myManager = new MyManager();
 _myManager.init();
 }
 return _myManager;
}

Sorry, I haven't had the time to follow the whole discussion, but I figured
I'd throw this your way and see if it helps. 

Good luck.

Jack



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[Flashcoders] Re: online export paths to illustrator or eps

2006-02-03 Thread Jack Doyle
You could print to a PDF file and then open the resulting PDF in Illustrator
to access all the vectors, etc. I'm not sure it works in all cases, but it
has worked on several occasions for me. 

Jack



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