Re: [Flashcoders] Isometic game - zdepth managing for multiple movablecharacters

2007-09-13 Thread Joshua Sera
kirupa.com has a ton of tutorials on Isometric stuff
that I've found very useful.

http://www.kirupa.com/developer/flash/index.htm#Isometry


--- Jobe Makar [EMAIL PROTECTED] wrote:

 Hi Jiri,
 
 I've pasted below the isometric class that I wrote
 for one of my game books. 
 It is a handy class that allows for easy translation
 between screen coords, 
 and iso coords. In addition, it handles tile-based
 dept calculations as 
 well. You asked how do you handle multiple per tile
 - check out the leeway 
 variable in this class. If leeway is set to 5, and
 calculateDepth returns 
 1230, then you can place your item anywhere from
 1230 to 1235. You just have 
 to keep track of which depth is being used.
 
 You don't have to swap depths of every item every
 frame. You just have to 
 swap depths on any items that has just changed
 tiles.
 
 There are two limitations with this technique:
 1) It does the depth calculations based on the size
 of the map. For most 
 uses this is fine. But if your map is like 5000 X
 5000 tiles, then this 
 depth calculation can probably quickly get too high
 for Flash to handle 
 without further modifications.
 2) A sortable item needs to be no bigger than a
 tile. If the base of this 
 item takes up multiple tiles (like a couch, or
 bench, etc) then you need to 
 either slice it up into tile-sized pieces, or change
 the depth approach. The 
 approach that you use if you are not slicing it up
 does require resorting 
 lots of item depths frequently rather than using
 just using unique depths 
 per tile.
 
 //Isometric CLASS
 
 class com.electrotank.world.Isometric {
  private var maxx:Number;
  private var maxz:Number;
  private var theta:Number;
  private var alpha:Number;
  private var sinTheta:Number;
  private var cosTheta:Number;
  private var sinAlpha:Number;
  private var cosAlpha:Number;
  var leeway:Number;
  public function Isometric(x:Number, z:Number) {
   maxx = x;
   maxz = z;
   theta = 30;
   alpha = 45;
   theta *= Math.PI/180;
   alpha *= Math.PI/180;
   sinTheta = Math.sin(theta);
   cosTheta = Math.cos(theta);
   sinAlpha = Math.sin(alpha);
   cosAlpha = Math.cos(alpha);
   leeway = 5;
  }
  public function mapToScreen(xpp:Number, ypp:Number,
 zpp:Number):Array {
   var yp:Number = ypp;
   var xp:Number = xpp*cosAlpha+zpp*sinAlpha;
   var zp:Number = zpp*cosAlpha-xpp*sinAlpha;
   var x:Number = xp;
   var y:Number = yp*cosTheta-zp*sinTheta;
   return [x, y];
  }
  public function mapToIsoWorld(screenX:Number,
 screenY:Number):Array {
   var z:Number = 

(screenX/cosAlpha-screenY/(sinAlpha*sinTheta))*(1/(cosAlpha/sinAlpha+sinAlpha/cosAlpha));
   var x:Number = (1/cosAlpha)*(screenX-z*sinAlpha);
   return [x, z];
  }
  public function setLeeway(value:Number) {
   leeway = value;
  }
  public function calculateDepth(x:Number, y:Number,
 z:Number):Number {
   var x:Number = Math.abs(x)*leeway;
   var y:Number = Math.abs(y);
   var z:Number = Math.abs(z)*leeway;
   var a:Number = maxx;
   var b:Number = maxz;
   var floor:Number = a*(b-1)+x;
   var depth:Number = a*(z-1)+x+floor*y;
   return depth;
  }
 }
 
 
 Jobe Makar
 http://www.electrotank.com
 http://www.electro-server.com
 phone: 252-627-8026
 mobile: 919-609-0408
 fax: 919-882-1121
 - Original Message - 
 From: Jiri Heitlager
 [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, September 11, 2007 8:50 AM
 Subject: [Flashcoders] Isometic game - zdepth
 managing for multiple 
 movablecharacters
 
 
  He guys (and maybe girls),
 
  I have a question that is related to z-depth
 managing in an isometric 
  game, that needs to be made in AS2.
  In the game I basically use one abstract layer
 that holds all the tiles 
  and their information wheter or not a movable
 object is allowed to 'walk' 
  over the tile. Then there is another layer that
 holds all the objects, so 
  that includes a player, a computer controlled
 player and enviormental 
  objects that players cannot walk through being the
 visualization of the 
  first layer.
  Every object gets a z-depth assigned. For the
 players the zdpeth need to 
  be set based on the tile they are at. This way the
 players can walk 
  'around' the enviorment objects. For the z-depth
 calculation I use the 
  tile grid x and y plus the width of the row, this
 generates an unique 
  z-depth number and makes sure that the higher the
 y, the bigger the 
  z-depth , thus objects appear infront of objects
 with a lower y index.
  Here is the problem I am trying to figure out. If
 two movable objects, or 
  even three of them are at the same time on the
 same tile, then the above 
  described z-depth managing will fail. How do I
 deal with that?
 
  Then another question I have is this. Does every
 movable object needs to 
  check/swap z-depth on every frame. Wouldn't that
 be to CPU intensive?
 
  I really hope someone can clear this up for me.
 
  thank you in advance,
 
  Jiri
  ___
  

Re: [Flashcoders] Isometic game - zdepth managing for multiple movablecharacters

2007-09-13 Thread Joshua Sera
A quick clarification on using _y value to control z
depth:

You don't need to make sure no two objects share the
same _y value.

Every object should have some sort of unique ID
between 0 and whatever you're multiplying the Y value
by. In the example, an ID between 0 and 99.

EX:

var limit:Number = 100;

this.swapdepths(this._y * limit + this.id);

This means two objects can have the same _y value
without overwriting each other, depth-wise.

--- Jiri Heitlager [EMAIL PROTECTED]
wrote:

 First off, thanks that you people took the time to
 help me out and thank 
 you Jobe for sending me your class. I appreciate
 that, but would really 
 like to program the game myself from scratch to get
 a full understanding 
 on how games like this are made.
 
 I am reading all the replies and trying to see if I
 am understand them 
 correctly.
 Basically I have two options. Give every movable
 object the depth of the 
 screen _y value and make sure that objects can never
 be on the same _y 
 position.
 Second option.  If the movable objects only move one
 tile at a time, 
 meaning that their screen _y position could
 sometimes be the same, I 
 need to assign for every tile a range of n numbers
 of depth that can be 
 taken. Then check for an available depth within each
 tiles indivudual 
 range of depth , when a movable objects is on a
 tile.
 
 @Danny, could please explain your comment on
 subsorting a bit more. I am 
 not quit sure if I understand it.
 
   However, you can optimise quite a bit
   by sub-sorting - if you know that object 1 is in
 the rear 16 tiles and
   object 2 is in the front 16 tiles, no need to
 check the z-order.
 
 Jiri
 
 Danny Kodicek wrote:
  Every object gets a z-depth assigned. For the
 players the 
  zdpeth need to be set based on the tile they are
 at. This way 
  the players can walk 'around' the enviorment
 objects. For the 
  z-depth calculation I use the tile grid x and y
 plus the 
  width of the row, this generates an unique
 z-depth number and 
  makes sure that the higher the y, the bigger the
 z-depth , 
  thus objects appear infront of objects with a
 lower y index.
  Here is the problem I am trying to figure out. If
 two movable 
  objects, or even three of them are at the same
 time on the 
  same tile, then the above described z-depth
 managing will 
  fail. How do I deal with that?
  
  If this is possible in your game then you'll need
 to either store sub-tile
  positions and z-sort further on those (you could,
 for example, assign ten
  z-slots per tile to ensure that you have more
 space) or randomly choose one
  to be in front of the other (if there's only one
 position per tile, then it
  doesn't matter which one gets drawn in front).
  
  Then another question I have is this. Does every
 movable 
  object needs to check/swap z-depth on every
 frame. Wouldn't 
  that be to CPU intensive?
  
  Depends how you do it. If there's only a few
 movable objects, this shouldn't
  be particularly hard on the machine - Flash isn't
 the fastest thing in the
  world, but it's fast enough for that. However, you
 can optimise quite a bit
  by sub-sorting - if you know that object 1 is in
 the rear 16 tiles and
  object 2 is in the front 16 tiles, no need to
 check the z-order.
  
  Danny
  
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Re: [Flashcoders] FMS 2 multiplayer game

2007-08-22 Thread Joshua Sera
You're running into the same latency problems I did
when I tried to do a real-time game in Flash.

The movement's fine, you're correcting for latency
burps fine, but events like someone else stealing the
ball is unpredictable.

I can steal the ball from someone else, bu running
halfway down the field away from everyone, and have
the ball disappear and reappear next to someone else's
icon.

The ball-theft event is incredibly time-sensitive, so
it's very important that people know when and where it
happens.

If you manage to find a workaround to this, post it on
the list, because I really don't think it can be
worked around without using UDP packets, and Flash
doesn't support that, and none of the 3rd party
projector apps allow you enough control over the
packet to make UDP hole punching work, which is what
you need to get past firewalls.


--- Norman Cousineau [EMAIL PROTECTED] wrote:

 
 I recently made a multi-player soccer game prototype
 based on FMS 2.
 The purpose was to test latency...to see how well
 each player keeps up to where they're supposed to be
 on the field.
 
 To see for yourself, the url is:
 www.soccer.datasfaction.com
 
 
 To get the multiplayer effect, open multiple browser
 windows.  That will add players.
 
 If you can't connect, it could be due to a firewall,
 or too many people connected.
 
 Feel free to email comments to me.
 
 Regards,
 Norm C
 
 
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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
Are you trying to do a real-time game? Because I've
been playing around with real-time games with Flash
and Java myself in the last month or so, and so far,
my conclusion is that it's not workable.

The big reason being that Flash can't handle UDP
packets. TCP/IP is just way too slow to deal with
real-time updates, even if you do have a ton of
bandwidth, because of how many packets get dropped,
and TCP/IP's guarantee that packets arrive in order.
UDP is connectionless, and has no control of when, or
if the packet arrives, meaning less overhead, and less
latency.

There are 3rd party projectors that have UDP
functionality, but then you have to worry about
firewalls.

To get past the firewalls, you can use UDP hole
punching, but that requires a level of control over
the packet that none of the projector apps offer, so
basically, if you want to do anything real-time, do it
in C++, or Java.

--- Mick G [EMAIL PROTECTED] wrote:

 I'm after a little theory here from people who have
 created multi-player
 games before.
 
 I have a java socket-server in place and all the
 functionality of the game
 working fine. I just need a way to synchronize the
 game (as best as I can).
 
 What I'm trying to do is restart a new game every 3
 minutes.  I have a way
 to get the server-time from the java socket server
 as a way of getting a
 constant time, but there is an inconsistency in when
 this time is received
 (sometimes it takes half a second or even a second
 from when it leaves the
 server to when it hits the client. This causes a
 difference at times of up
 to 2 seconds for different users.
 
 Any suggestions on how to handle this?
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Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
So I'm assuming you want synchronization because if
it's off, then more or less of the users scribbles
could be erased when the screen clears, so different
people would wind up seeing different things.

Each message from the client to the server could have
a unique ID(something incrementing so you know which
message comes before which), and when the server fires
the clear screen event, it could also tell the client
which two IDs the clear event occurred between.

This would require the client to keep a buffer of
positions so that it could reconstruct what the user
had drawn after the screen clear, but that shouldn't
be too memory-intensive.

--- Mick G [EMAIL PROTECTED] wrote:

 It doesn't have to be constant perfect timing.
 
 Basically it more of a casual multi-user
 scribble-pad. I only need
 synchronization to automatically clear the canvas
 every 5 minutes. That's
 the only thing that needs to be in sync and it can
 have a second inaccuracy
 but not much more.
 
 It's working OK now when I get the server time and
 just make it do the
 canvas clear on exactly every 3rd minute, there's
 just about a 2-3 second
 difference and I'm hoping to get that a little more
 accurate somehow.
 
 
 On 8/8/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
 
  Are you trying to do a real-time game? Because
 I've
  been playing around with real-time games with
 Flash
  and Java myself in the last month or so, and so
 far,
  my conclusion is that it's not workable.
 
  The big reason being that Flash can't handle UDP
  packets. TCP/IP is just way too slow to deal with
  real-time updates, even if you do have a ton of
  bandwidth, because of how many packets get
 dropped,
  and TCP/IP's guarantee that packets arrive in
 order.
  UDP is connectionless, and has no control of when,
 or
  if the packet arrives, meaning less overhead, and
 less
  latency.
 
  There are 3rd party projectors that have UDP
  functionality, but then you have to worry about
  firewalls.
 
  To get past the firewalls, you can use UDP hole
  punching, but that requires a level of control
 over
  the packet that none of the projector apps offer,
 so
  basically, if you want to do anything real-time,
 do it
  in C++, or Java.
 
  --- Mick G [EMAIL PROTECTED] wrote:
 
   I'm after a little theory here from people who
 have
   created multi-player
   games before.
  
   I have a java socket-server in place and all the
   functionality of the game
   working fine. I just need a way to synchronize
 the
   game (as best as I can).
  
   What I'm trying to do is restart a new game
 every 3
   minutes.  I have a way
   to get the server-time from the java socket
 server
   as a way of getting a
   constant time, but there is an inconsistency in
 when
   this time is received
   (sometimes it takes half a second or even a
 second
   from when it leaves the
   server to when it hits the client. This causes a
   difference at times of up
   to 2 seconds for different users.
  
   Any suggestions on how to handle this?
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RE: [Flashcoders] CDATA Html Text not working

2007-07-24 Thread Joshua Sera
Flash doesn't actuall support the CDATA tag. It sort
of does, but all 's and 's get replaced with lt;'s
and gt;'s.

When you stick it in a text field, it correctly
interprets the HTML entities, which leads to you
getting HTML tags where they shouldn't be.

--- Chris W. Paterson [EMAIL PROTECTED] wrote:

 here is the snipit of code:
 

local.obCredits[this.firstChild.childNodes[i].firstChild.childNodes[j].nodeName]
 =

this.firstChild.childNodes[i].firstChild.childNodes[j].childNodes;
 
 local.obCredits  --- This is passed as an object
 later to a Class.
 

[this.firstChild.childNodes[i].firstChild.childNodes[j].nodeName]
  --- this loops the node names
 and places them as properties of the local.obCredits
 object, one of them being the content
 

this.firstChild.childNodes[i].firstChild.childNodes[j].childNodes;---
 this is how I am trying to
 access the content of that node.
 
 First off, I'm guessing I should use .nodeValue? 
 Will that give me the entire node with
 ![CDATA[]]?  Is it even possible to read the
 html value for html text?
 
 Thanks so much!
 -Chris
 
 --- Danny Kodicek [EMAIL PROTECTED] wrote:
 
XML:
   content![CDATA[Blah blah a 
   href=somelink.comsomeLink/a b some bold
 text /b]]/content
   
   The problem is the XML Node is not reading as a
 string and 
   the html text field reads the node as a literal
 string 
   instead of html text. I mean it prints something
 like Blah 
   blah a href=somelink.comsomeLink/a b
 some bold text 
   /b in my text field.
   
   AS:
   var tt:TextField = 
  

m.createTextField(txt,m.getNextHighestDepth(),0,0,0,0);
   tt.autoSize = true;
   tt.selectable = false;
   tt.embedFonts = true;
   tt.antiAliasType = advanced;
   tt.html = true;
   tt.htmlText = local.ob.content; // myXml value 
  
  How are you getting this local.ob.content?  That's
 the key issue, really.
  Have you tried a trace() of this value?
  
  My guess is that you're including the [CDATA bit
 of the field, which means
  you're telling the field to render the text
 literally, which is exactly what
  it's doing.
  
  Danny
  
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[Flashcoders] Why is the CS3 IDE intercepting keypresses?

2007-07-23 Thread Joshua Sera
Why the devil is the IDE intercepting keypresses whike
I'm testing a movie? Like, if I test movie, then hit
Z, instead of sending that keypress to the movie, it
thinks, Oh, The user's testing a movie, he must want
to select the zoom tool! and selects the zoom tool.
Is this some fancy new feature? How do I turn it off?

Also, if anyone knows how to turn off the alpha fade
transitions on the toolbar/panels when you give focus
to the IDE, please let me know.


  

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Re: [Flashcoders] Why is the CS3 IDE intercepting keypresses?

2007-07-23 Thread Joshua Sera
BREATHE

Thanks. Very helpful.

--- Helmut Granda [EMAIL PROTECTED] wrote:

 On 7/23/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
 
  Why the devil is the IDE intercepting keypresses
 whike
  I'm testing a movie? Like, if I test movie, then
 hit
  Z, instead of sending that keypress to the movie,
 it
  thinks, Oh, The user's testing a movie, he must
 want
  to select the zoom tool! and selects the zoom
 tool.
  Is this some fancy new feature? How do I turn it
 off?
 
 
 
 First take a deep breath...
 then.. while you are previewing your movie, on your
 menu select
 ControlDiable Keyboard Shorcuts
 
  Also, if anyone knows how to turn off the alpha
 fade
  transitions on the toolbar/panels when you give
 focus
  to the IDE, please let me know.
 
 
 
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Re: [Flashcoders] Backend compiled Java or scripted PHP?

2007-07-19 Thread Joshua Sera
You have to worry much less about Memory leaks, and
syntactically, the language is simpler than C++, so
saying that it's become more complicated than C++ is
total bull.

Still, they're just different beasts. I'd rather write
most web apps in PHP, but you could never write your
own server in PHP either. PHP is really just about
doing things with HTML. The filesystem, image
manipulation, and other functions are secondary to
that.

Java is meant for applications, which means that you
can make it mangle HTML, but it takes longer.

You could never write a server in PHP, but if you
wanted to throw a simple XML file at a Flash
application, Java would be total overkill. 

--- Weldon MacDonald [EMAIL PROTECTED] wrote:

 I've been using ActionScript for a while now, but my
 next project will
 require a lot more server side work. In the past
 I've used PHP, but
 only in a pidgin kind of way. alternatively, I have
 some Java skills,
 though not specifically for the web. Either way I
 have to spend some
 time developing an appropriate skill level, the
 question becomes,
 which skills.
 
 The times I've used PHP, it seemed straight forward
 enough, and from
 what I've read Java is a little trickier to
 implement on the web
 (correct?). On the other hand, PHP is a pretty
 specific niche whereas
 Java has a much wider usefulness (correct?)
 
 There are a lot of strong opinions out there.
 
 Andreessen: PHP succeeding where Java isn't
 http://news.com.com/2100-1012-5903187.html?tag=tb
 
 and  in response,
 
 How they can compare PHP with Java at all? (most
 people who are
 praising PHP are either bad programmers or they are
 not programmers at
 all)

http://news.com.com/5208-1012_3-0.html?forumID=1threadID=10712messageID=78718start=0
 
 PHP is faster to develop, java is faster to run, or
 is that runs faster?
 PHP is harder to maintain, and Java has more tools
 ...etc...
 
 What's a guy to beloieve? Any opin... any more
 opinions?
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Re: [Flashcoders] Standalone projectors and UDP

2007-07-18 Thread Joshua Sera
That's probably a very good thing for me to check, or
at the very least a good thing to keep in mind when
other people come to me asking why my game doesn't
work later on.

I've actually managed to get UDP traffic through NAT
now, with no port forwarding, tricks, or hacks on the
client side. The downside, is that I've only managed
to do this through Java. It seems like MDM Zinc might
not be formatting their packets in the same way. I
think it doesn't fill in the sending IP, or sending
port fields. There also seems to be problems keeping a
TCP/IP connection open, and sending UDP packets at the
same time. I'll do some more research and try SWF
Studio next.

Anyway, the final thing I used was called UDP Hole
Punching, and there's a really good wikipedia article
about it.

--- Jim Ault [EMAIL PROTECTED] wrote:

 One aspect of UDP to check is the max packet size
 handled by your equipment.
 Different computers and routers have varying limits,
 and the failure is
 silent.
 
 This means that you should test the
 firewall/equipment with very small
 packets to see if there is a connection, then
 increase the size to find the
 limit.
 
 Vonage uses UDP and many stock data feeds as well,
 largely due to the speed.
 I don't know the specifics, but there should be
 something out there that
 gives recommended packet sizes.
 
 Jim Ault
 
 



 

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RE: [Flashcoders] Standalone projectors and UDP

2007-07-16 Thread Joshua Sera
Thanks for the links. I'm pretty sure it's not a
crossdomain.xml, or security sandbox problem tho.

One thing to clarify: I'm using MDM Studio right now.
I might be using SWF Studio later, but in both cases,
just to use their UDP functionality.

This is a client/server application. The server is
receiving packets fine, I have port forwarding set up
appropriately on the server end. The client's firewall
is stopping UDP traffic.

Because it's a game, I want as little setup on the
client side as possible. The client shouldn't care
about port forwarding, proxies, and whatnot. The
server can do a ton of configuration for all I care,
but the client shouldn't have to do anything beyond
knowing where the server is.

--- Palmer, Jim [EMAIL PROTECTED] wrote:

 
 I usually solve this by setting up a proxy on a host
 accepting data from flash apps through a known
 port. Case in point, if you utilize port 80 or port
 443, they're commonly completely open through normal
 firewalls. I'd then setup either a kernel level
 proxy on Linux (if serving out of that) or setup a
 mod_proxy declaration through an Apache webserver. 
 
 kernel proxy:

http://www.overset.com/2007/07/13/simple-flash-remoting-proxy-through-linux/
 
 Apache proxy:

http://www.overset.com/2007/03/19/clustered-flash-remoting-through-coldfusion-redirection-problems/
 
 You could also use the kernel proxy for using odd
 ports like DNS port.
 
 I would think the most likely port to be fully open
 for TCP/UDP traffic would be HTTPS on 443.
 
 Hope this helps some...
 
 --
 Jim Palmer ! Mammoth Web Operations
 
  -Original Message-
  From: [EMAIL PROTECTED]
 
 [mailto:[EMAIL PROTECTED]
 Behalf Of Joshua
  Sera
  Sent: Monday, July 16, 2007 10:10 AM
  To: flashcoders@chattyfig.figleaf.com
  Subject: Re: [Flashcoders] Standalone projectors
 and UDP
  
  
  I'm curious to see what kind of luck you guys have
  with this. It'd be really cool if you could email
 me
  when you guys test from behind a firewall, just to
  tell me whether it was successful or not.
  
  Anyway, I actually started out using TCP/IP for
 this,
  but found (just like many game programmers before
 me)
  that it was way too slow for real-time games.
  (Although right now I'm still using TCP/IP for
 sending
  control info to the server) For animation
 purposes, a
  dropped packet just means a skipped frame, and a
  skipped frame here and there is no big deal.
 TCP/IP's
  guarantee that packets will get delivered in order
  means re-sending packets over and over, which
 leads to
  huge latency.
  
  It's possible to get UDP data through a firewall,
  Counterstrike does it, Skype does it, all
 multiplayer
  FPSes do it. I just have to figure out how to do
 it
  with a standalone projector.
  
  Skype's technique here:
  http://www.heise-security.co.uk/articles/82481
  
  --- John Grden [EMAIL PROTECTED] wrote:
  
   all tests were local, we actually hadn't tried
 it
   with an external server /
   firewall situation
   
   On 7/15/07, Joshua Sera
 [EMAIL PROTECTED]
   wrote:
   
Did you have problems getting the UDP packets
   through
firewalls? That's what I'm getting stuck on
 now.
   
   
--- John Grden [EMAIL PROTECTED] wrote:
   
 We did use ScreenweaverHX with UDP with Red5
 for
   a
 multiplayer game
 (paperworld3d) and the intial tests worked
 well
 (speed-wize)

 On 7/15/07, Joshua Sera
   [EMAIL PROTECTED]
 wrote:
 
  Hi, I'm developing a multi-player game in
   Flash as
 a
  personal project, and I'm curious if
 anyone
   else
 knows
  of any standalone projectors besides MDM
 Zinc
 support
  UDP packets?
 
  Zinc seems to be having some issues with
   memory
 leaks.
  (Not my application, but Zinc itself.)
 Also,
   it
 seems
  like it's having some problems with AS2,
 and
 attaching
  movies. (I don't THINK it's my code, as
 the
   parts
 in
  question have been in pretty regular use
 since
   AS2
  came out, but I'm not totally sure.)
 
  If I could use a different projector
   application,
 I
  could pin things down more easily, plus
 the
   memory
  leak (600 megs in an hour or so) makes me
   nervous.
 
 
 
 
 
 

   
   
  
 

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[Flashcoders] Standalone projectors and UDP

2007-07-15 Thread Joshua Sera
Hi, I'm developing a multi-player game in Flash as a
personal project, and I'm curious if anyone else knows
of any standalone projectors besides MDM Zinc support
UDP packets?

Zinc seems to be having some issues with memory leaks.
(Not my application, but Zinc itself.) Also, it seems
like it's having some problems with AS2, and attaching
movies. (I don't THINK it's my code, as the parts in
question have been in pretty regular use since AS2
came out, but I'm not totally sure.)

If I could use a different projector application, I
could pin things down more easily, plus the memory
leak (600 megs in an hour or so) makes me nervous.



 

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Re: [Flashcoders] Standalone projectors and UDP

2007-07-15 Thread Joshua Sera
Did you have problems getting the UDP packets through
firewalls? That's what I'm getting stuck on now.


--- John Grden [EMAIL PROTECTED] wrote:

 We did use ScreenweaverHX with UDP with Red5 for a
 multiplayer game
 (paperworld3d) and the intial tests worked well
 (speed-wize)
 
 On 7/15/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
 
  Hi, I'm developing a multi-player game in Flash as
 a
  personal project, and I'm curious if anyone else
 knows
  of any standalone projectors besides MDM Zinc
 support
  UDP packets?
 
  Zinc seems to be having some issues with memory
 leaks.
  (Not my application, but Zinc itself.) Also, it
 seems
  like it's having some problems with AS2, and
 attaching
  movies. (I don't THINK it's my code, as the parts
 in
  question have been in pretty regular use since AS2
  came out, but I'm not totally sure.)
 
  If I could use a different projector application,
 I
  could pin things down more easily, plus the memory
  leak (600 megs in an hour or so) makes me nervous.
 
 
 
 
 
 


  Need Mail bonding?
  Go to the Yahoo! Mail QA for great tips from
 Yahoo! Answers users.
 

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Re: [Flashcoders] Papervision 3D technique

2007-07-12 Thread Joshua Sera
Yeah, that pretty much looks like what's going on to
me.
A coworker came up with a similar technique that's in
use on a few sites, but it wasn't taken anywhere near
to Papervision's level, what with the phong shading
and the like.

--- Hans Wichman [EMAIL PROTECTED]
wrote:

 Hi Joshua,
 
 can I conclude from the demo its cutting up and
 skewing? (even though I
 brutely simplify whats happening with this
 statement:))
 
 greetz
 JC
 
 
 On 7/12/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
 
  Actually, this demo made it pretty apparent what
  they're doing. Pretty cool.
 
  http://www.papervision3d.org/demos/LinearMapping/
 
 
  --- Joshua Sera [EMAIL PROTECTED] wrote:
 
   So how does Papervision3D actually work? Are
 they
   just
   using a big BitmapData object, and using
 existing 3D
   techniques to render to that, or are they
   skewing/chopping movieclips into triangles?
  
   Basically, are they using ingenious hacks, or
 have
   they just written a software renderer?
  
  
  
  
 
 


   Moody friends. Drama queens. Your life? Nope! -
   their life, your story. Play Sims Stories at
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[Flashcoders] Papervision 3D technique

2007-07-11 Thread Joshua Sera
So how does Papervision3D actually work? Are they just
using a big BitmapData object, and using existing 3D
techniques to render to that, or are they
skewing/chopping movieclips into triangles?

Basically, are they using ingenious hacks, or have
they just written a software renderer?


   

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Re: [Flashcoders] Papervision 3D technique

2007-07-11 Thread Joshua Sera
Actually, this demo made it pretty apparent what
they're doing. Pretty cool.

http://www.papervision3d.org/demos/LinearMapping/


--- Joshua Sera [EMAIL PROTECTED] wrote:

 So how does Papervision3D actually work? Are they
 just
 using a big BitmapData object, and using existing 3D
 techniques to render to that, or are they
 skewing/chopping movieclips into triangles?
 
 Basically, are they using ingenious hacks, or have
 they just written a software renderer?
 
 



 Moody friends. Drama queens. Your life? Nope! -
 their life, your story. Play Sims Stories at Yahoo!
 Games.
 http://sims.yahoo.com/  
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RE: [Flashcoders] Turn image around effect?

2007-06-28 Thread Joshua Sera
Awesome. That's a nice technique.


--- Jesse Graupmann [EMAIL PROTECTED] wrote:


http://www.reflektions.com/miniml/template_permalink.asp?id=344
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 On Behalf Of Peter Geller
 Sent: Thursday, June 28, 2007 11:29 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Turn image around effect?
 
 Hi list,
 
  
 
 can somebody give me an answer how this turn around
 effect was made when
 you click on the speech bubble?
 http://www.ja-ik-doe-mee.be/
 
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Re: [Flashcoders] Mouse Velocity?

2007-06-21 Thread Joshua Sera
Well yeah. If you're doing a verlet integration-style
thing where all you store about a particle is it's
last position, and it's current position, and you're
not using a constant time step, you have to do that.
Storing the last 5 updates is a seperate thing. 

This is just to overcome the difference in time
between the interval firing and the mouse moving. If
the mouse is updated every 10 milliseconds, and your
interval fires every 7, you're going to get intervals
where the mouse position hasn't changed.

The solutions, really, are to slow down your interval,
or just average things.


--- Ron Wheeler [EMAIL PROTECTED]
wrote:

 Would you not eliminate the whole problem by keeping
 track of the time 
 that the previous position was taken along with its
 coordinates and use 
 that to calculate the time between the readings and
 divide that into the 
 distance?
 Then you do not care if the set interval or on enter
 frame come at 
 equally spaced intervals.
 
 Ron
 
 Joshua Sera wrote:
  It's indeed a setInterval problem, as the interval
 and
  mouse movement won't necessarily match up.
 
  onMouseMove can also be a problem, as you'll wind
 up
  with a lot of readings going straight
  up/down/right/left, rather than in the direction
  you're moving.
 
  What I've done for this problem is to average the
  mouse movement over 5 or so updates to get a more
  accurate reading. Demo here:
 
  http://www.yourmomsa.com/springexp/springexp2.swf
 
  Pick the guy up by the wheel to toss him.
 
 
  --- eric e. dolecki [EMAIL PROTECTED] wrote:
 

  I am calculating mouse velocity, but every now
 and
  then you get a 0 for
  velocity eventhough its not 0 (setInterval prob I
  suspect).  Any better
  approach?
 
  var MouseX;
  var MouseY;
 
  function determineVelocity():Void
  {
  MouseX = _root._xmouse
  MouseY = _root._ymouse
  setTimeout( calc, 9 );
  };
 
  setInterval( determineVelocity, 20 );
 
  function calc():Void
  {
  var newMouseX:Number = _root._xmouse;
  var newMouseY:Number = _root._ymouse;
 
  var deltaX = Math.abs(MouseX - newMouseX)
  deltaY = Math.abs(MouseY - newMouseY)
  dist = Math.sqrt((deltaX * deltaX) + (deltaY
 *
  deltaY))
  velocity = dist*31; // 31 = fps
  trace( velocity );
  };
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Re: [Flashcoders] Mouse Velocity?

2007-06-20 Thread Joshua Sera
It's indeed a setInterval problem, as the interval and
mouse movement won't necessarily match up.

onMouseMove can also be a problem, as you'll wind up
with a lot of readings going straight
up/down/right/left, rather than in the direction
you're moving.

What I've done for this problem is to average the
mouse movement over 5 or so updates to get a more
accurate reading. Demo here:

http://www.yourmomsa.com/springexp/springexp2.swf

Pick the guy up by the wheel to toss him.


--- eric e. dolecki [EMAIL PROTECTED] wrote:

 I am calculating mouse velocity, but every now and
 then you get a 0 for
 velocity eventhough its not 0 (setInterval prob I
 suspect).  Any better
 approach?
 
 var MouseX;
 var MouseY;
 
 function determineVelocity():Void
 {
 MouseX = _root._xmouse
 MouseY = _root._ymouse
 setTimeout( calc, 9 );
 };
 
 setInterval( determineVelocity, 20 );
 
 function calc():Void
 {
 var newMouseX:Number = _root._xmouse;
 var newMouseY:Number = _root._ymouse;
 
 var deltaX = Math.abs(MouseX - newMouseX)
 deltaY = Math.abs(MouseY - newMouseY)
 dist = Math.sqrt((deltaX * deltaX) + (deltaY *
 deltaY))
 velocity = dist*31; // 31 = fps
 trace( velocity );
 };
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Re: [Flashcoders] Grid / Math - getting neighbouring positions

2007-06-17 Thread Joshua Sera
The easy way to do this is like so.

So you have a square at x,y, and you want to get all
the squares n squares away.

Get squares
  x+n, y
  x-n, y
  x+n, y+n
  x-n, y+n
  x+n, y-n
  x-n, y-n
  x, y+n
  x, y-n

I suspect you want to do this for your version of that
whale-ey thing though, so what you actually want to do
is a bit different.

First off, to find out which grid square a point fits
into (this being the center of where your user is
looking):

You need the height and width of your grid squares.

Take your point (x, y)

Your point fits into grid square
[Math.floor(x/squareWidth),
Math.floor(y/squareHeight)]

Apply this by figuring out where on the big picture
your person is looking.

After that, move left and up by half the screen width,
and height, then right and down by the same amount,
and you have the ranges of squares to get in order to
display that part of the image.





--- Jiri Heitlager | dadata.org [EMAIL PROTECTED]
wrote:

 Please I really need help on this on, I am cracking
 my head over it. 
 Bresenham algo is also not the way to go, because it
 is for circle's and 
 to complex!
 I can only get one ring, arggg
 
 If I go one ring further then it results in many
 double values, 
 calculate allready when doing the first ring.
 
 Here is the code..
 
 var row = 0;
 var c:Number = 3;
 var ring:Number = 1;
 //take start pos [2,2]
 var x:Number = 2;
 var y:Number = 2;
 //
 while (rowc) {
  for (var i:Number = 0; ic; i++) {
  var rowID:Number = (x-ring)+i;
  var colID:Number = (y-ring)+row;
  if (rowID0 || colID0 /* || (rowID == sR
  colID == sC)*/) {
  continue;
  }
  trace('['+colID+','+rowID+']');
  }
  row++;
 }
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Re: [Flashcoders] open an .exe from swf across http

2007-06-13 Thread Joshua Sera
If you're doing this on your own server, you could
have Flash call a php page with a shell_exec function
on it.

What are you trying to do anyway?

--- Matt Muller [EMAIL PROTECTED] wrote:

 Anyone know any hacks?? No it cant be a projector.
 
 cheers
 
 MaTT
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Re: [Flashcoders] seamless audio loops

2007-05-30 Thread Joshua Sera
Try importing the audio as a .wav. I've run into
similar problems with MP3s since the dawn of time, and
this seems to help.

--- nik crosina [EMAIL PROTECTED] wrote:

 Hi Guys,
 
 We are having problems with seamlessly looping audio
 in Flash - is
 there a special way of doing this? We are using mp3
 and even thought
 eh audio is perfect (tested in other apps) we can't
 get it to loop
 properly without gap!
 
 Thanks,
 
 Nik
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Joshua Sera
That game's actually not as simple as you might think,
unless you already have the math background (verlet
integration/swept circle hit tests/camera or viewport
systems) to replicate what this game does. If you
don't already know the math/algorithms for what I'm
talking about, you'll want to google them.

The author might be using Flash's hitTest() method for
collision detection, but I kind of doubt it.


--- Pedro Kostelec [EMAIL PROTECTED] wrote:

 hi flash coders
 First of all scuse me for my English
 I'm quite new in flash and I want to create a game
 like this one in this
 website:
 http://www.teagames.com/games/tgmotocross3/play.php
 of course not so complicated, bcouse it would be my
 1st flash file
 I was trying to do a motorbike riding on some ground
 with the hitTest()
 function, but It just doesn't work  becouse the
 ground is a curved line and
 the bike just get stright it when the ground grown
 up.
 If someone knows a good tutorial for such things,
 please help me.
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Joshua Sera

--- gareth gwyther [EMAIL PROTECTED] wrote:
 btw Apps are easy to create.
 Games are evil in comparison.
 
They're both hard, but in different ways. Apps have a
low, almost linear learning curve, but the time axis
is huge.

Games have a steep curve, but once you have the math
down, you can kick out almost anything relatively
quickly.

I've done both, and what it comes down to is that I'd
rather do applications/websites for a living, and
occasional games for a hobby. That way, I'm constantly
challenged (in a fun, moderately challenging way) by
all the new things one has to learn in an
application/business context, and I don't get burned
out by having to do dead-simple games all the time.

Plus, when I do want to do a hyper-complex game that
would cost a team of professionals thousands of
thousands of dollars to do and a lot of time, I can do
it on my own time, and when the game fails to
materialize for whatever reason, there's no client to
tell that you spent their money on beer and comics.

Anyway, the most dead-simple game I can think of to
learn some game programming basics if probably
Asteroids. There's practically no physics beyond
simple inertia to worry about, since you dont have to
worry about rock/rock collisions, just ship/rock, and
bullet/rock collisions, and there's no AI.

The next most simple might be Pang, or Buster Bros:
http://en.wikipedia.org/wiki/Buster_Bros

It has similar mechanics to Asteroids, but you add
gravity, and bouncing. Plus, if you want to get more
complicated, you add swept-circle collisions, (google
it) and some of what it takes to make a platform game.

Lastly, since you (the original poster) is 15, you
definitely want to make sure you've got a lot of math
experience, since modern and professional game
programming requires a lot. Trig's important, calculus
is good for physics and whatnot, and check linear
algebra for 3D stuff.




   
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Re: [Flashcoders] AS3 Mouse suggestions?

2007-05-17 Thread Joshua Sera
That's a hard problem since you have no direct control
over the mouse, other than hiding and showing it.

I probably wouldn't hide the mouse in this case, since
mouse movement and player movement aren't 1 to 1. That
way people can see if they're moving the mouse out of
the game area. It's uglier, but it might be necessary.

That said, if you want to tie the player directly to
the mouse, I would look into line-circle intersection
algorithms, or swept-circle to circle collision
detection. Every update, you draw a line from the
previous player position to the new position. If it
intersects a mushroom, store the previous position,
find the first point of intersection, and stick the
player there.

Next update, go from the stored previous position to
the current mouse position, check for intersection,
etc. etc. until there's no intersection, then stick
the player on the cursor again.


--- Martin Scott Goldberg [EMAIL PROTECTED] wrote:

 Hey all, back again. 
 
 I'm doing a remake of centipede, and am looking for
 suggestion on the
 mouse tracking routine (in as3).
 
 The enivronment:  The player is of course at the
 bottom of the screen, and
 can only move up a specific distance.  He may be
 blocked by mushrooms in
 this area as well.
 
 Speficially, I have two ways of player motion with
 the mouse I've tried
 and neither one is 100% accurate:
 
 1) Set the player graphic equal to the mouse
 reading:
 
 
thePlayer.x = this.mouseX;
thePlayer.y = this.mouseY;
 
This is the same as thePlayer.startDrag(), just
 chose to go this route.
Player tracks the mouse motion perfectly this way
 of course.
Then the code checks for mushroom collision,
 which stops the player
motion.
 
The issue I'm having is, whenever the player
 comes in contact with
a mushroom in the lower player movement area,
 it's supposed to stop
dead, forcing the player to move around it.  With
 this method though,
it stops for a second, but then skips over the
 mushroom once the mouse
moves past it.  Likewise, it creates a sticking
 at the upper, lower
right, and left boundries since it sits there
 until the mouse enters
back in to the player zone.
 
 2) Record previous mouse motion in x and y, and
 compare it to current.  If
its moving right, move the player right 1 place. 
 Mouse moving left,
moving player left one space, etc.:
 
if (previousMouseX  this.mouseX)
{
   thePlayer.x += playerSpeed;
}
else
{
   thePlayer.x -= playerSpeed;
}
 
And similar for y direction.  Now, this code
 works perfect with the
mushroom obstruction dectection.  But I'm having
 the opposite issue
from the first code: The mouse tracking makes it
 harder to move in a 
straight line, and the mouse moves out of the
 stage very quickly,
being out of proportion to the rate of the player
 motion.  Upping the
playerSpeed of course doesn't help, that just
 makes the player graphic
jump around to quick.
 
 If anyone on this list that's played around with
 these types of issues
 before has an suggestions, I'd greatly appreciate
 it.
 
 
 
 Marty
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[Flashcoders] Thoughts about circular references and memory leaks

2007-05-13 Thread Joshua Sera
So if the Garbage collector delete classes with no
references to them immediately, but waits to do the
more expensive check to see if the class has no
references from the root, then with your classes that
you know will have circular references, would it be a
good idea to write a dispose method that does a for in
loop on the instance, and deletes everything it can
find?

In other words, when you don't need an object, you
just delete it, or make all references to it null, but
if your object contains an object that has a reference
to the original object, then there's still a
reference. So you just include a method in the
contained classes that delete all their references,
and a method in the containing class that does the
same thing, so if you do everything right, when you
call that method, it takes care of eliminating all
it's references, and gets cleaned up more quickly.



 

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Re: [Flashcoders] Memory Leaks

2007-05-09 Thread Joshua Sera
Look into the BitmapData memory leak issue.

http://www.gskinner.com/blog/archives/2005/10/major_flash_pla.html

Failing that, look for circular references, or unused
objects that you never delete.

--- Michael Trim [EMAIL PROTECTED] wrote:

 Hi Flashcoders,
 
 What techniques do list members use for tracking
 down memory leaks in AS2?
 
 It's a problem with repetitive functions called by
 setInterval events.
 
 It's slow and cumulative but if you leave it on you
 can see the PF and Mem Usage, creep up. 
 
 Can anyone out there share any of their tips, I'm
 tearing my hair out here, 
 
 Thanks,
 
 Michael
 
 
 
 
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Re: [Flashcoders] drawing with mouse / pen

2007-05-01 Thread Joshua Sera
The drawing part's easy. For closing off the circle,
just do what Flash does for the endFill() method, just
connect the last point in the polygon you're creating
with the first.

The for selecting the right answer, it's a point in
polygon problem.

Now that I think about it, create an empty movie clip,
do a beginFill(0,0) in the new clip, follow the mouse
to draw, on release, endFill(), then do a hitTest with
the center point of each answer and the movieclip you
just created.

If there's two center points that hit your clip, kill
it and make the user draw again.



--- nik crosina [EMAIL PROTECTED] wrote:

 Hi,
 
 I am working on a project that would possibly
 require the user to
 select an answer from a quiz by circling it with the
  mouse. Has
 anyone of you done something similar before - we
 want the user to
 roughly draw around the object, not necessary join
 the ends of the
 lines. I am thinking of providing a kind of doughnut
 shaped area into
 which the user has to draw.
 
 But how would I track the movement of the mouse in
 the right way?
 
 Thanks,
 
 Nik
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Re: [Flashcoders] [FlashGameCoders] Persistent Game AI for Off-screen baddies

2007-04-27 Thread Joshua Sera
Separate your display code from your game logic.

One thing that I see frequently is people inheriting
directly from movie clips for their game objects. This
is bad because it encourages overuse of inheritance,
and makes display/game logic separation harder.

Usually, I'll have my game object as separate items,
with their own x and y properties, then a viewport
object for determining where you're looking. To
determine what gets displayed, I'll check to see if
the game object is within half a screen distance from
the viewport, and if it is, and not already displayed,
I'll attach a new movieclip, and position it relative
to the screen center by the distance from the viewport
to the game object.




--- James Marsden [EMAIL PROTECTED] wrote:

 Hello all,
 
 When building a game where collision detection for
 enemies is important 
 (such as a scrolling tile game), how do you create
 persistent AI for an 
 enemy when it's off-screen?
 
 For example, walking away from the enemy causes it
 to be removed from 
 the game area, but the enemy needs to keep wandering
 around the world in 
 virtual terms, so the player can't easily tell where
 the enemy is going 
 to be when returning to the same area. How do you
 maintain that 
 interaction for the enemy, or is it not done like
 that because it's too 
 processor intensive?
 
 Any tips or pointers to resources would be much
 appreciated.
 
 Thanks!
 
 James
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RE: [Flashcoders] Wave effect

2007-04-27 Thread Joshua Sera
One thing you're doing right is that you're not using
an easing function to move the center of magnification
to the mouse pointer. I looked at that mandchou site,
and it's really not good from a usability standpoint.

OSX's magnification feature is directly tied to the
pointer, which means that you don't have to chase
icons down, which is something that you don't even
have to know anything about usability to know to
avoid.

The thing causing that awkward pop on your version is
that you're using the distance from the icon to the
pointer to know when to magnify or not. This distance
shrinks or grows depending on how big the icon is,
which leads to weird feedback.

Also, if you have a mac handy, turn on magnification
on the dock. Notice that when you mouse over the dock,
the icons move away from the magnified icons in both
directions, whereas in your example, they only move
away form the magnified ones downwards.

Really, if you want that effect, follow OSX's example,
and not mandchou's.



--- Parvaiz Patel [EMAIL PROTECTED] wrote:

 Hi Guys,
 
 Actually I want to achieve the smoothness of that
 menu (created in
 http://www.mandchou.com/) 
 
 I am developing an application for my client in
 which everything is
 loaded dynamically from MS-SQL server via ASP.Net
 frame work into flash.
 
 
 Here is the URL which is in the first stage of
 development. 

http://dev.mohawkind.com/vp/LeesVirtualPortfolio.html
 
 Here I use XML to communicate with database via
 asp.net
 
 The script I use on each dynamically loaded
 thumbnails to enlarge when
 mouse come closer is the following:
 
 
 
 onClipEvent (mouseMove) {
 dist = Math.sqrt(Math.pow(Math.abs(_xmouse), 2)
 +
 Math.pow(Math.abs(_ymouse), 2));
 if (dist=_root.menutriggerdist) {
 currscale = (1 - dist /
 (_root.menumultiplier *
 _root.menutriggerdist)) * (_root.menumaxscale -
 100);
 this._xscale = currscale;
 this._yscale = currscale;
 } else {
 this._xscale = 100;
 this._yscale = 100;
 } // end else if
 }
 /
 
 
 _root.menutriggerdist = 40;
 _root.menumaxscale = 580;
 _root.menumultiplier = 1.50E+000;
 
 
 /
 
 guys, please help me to make this smoother.
 
 Thanks very much.
 PP
  
  
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 On Behalf Of Gustavo
 Duenas
 Sent: Friday, April 27, 2007 8:52 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Wave effect
 
 I tell you marcelo, I've seen it every whereEven
 one with that  
 idea won in thewfa.com, course not exactly at the
 mac is, but the  
 spirit is in it.
 
 
 Regards
 
 Gustavo Duenas
 On Apr 27, 2007, at 10:49 AM, Marcelo de Moraes
 Serpa wrote:
 
  Very well made site btw... inspiring! I liked the
 mac dock effect even
  though it's said to be the new fashion among
 designers.
 
  On 4/27/07, Robert Brisita [EMAIL PROTECTED]
 wrote:
 
  This is MAC only. :) That's funny.
 
  Michael Stuhr wrote:
   Parvaiz Patel schrieb:
   Hi,
  
   Anybody knows how to create the wave effect
 shown in
   (http://www.mandchou.com/) at the bottom for
 dynamically loaded  
  images.
   Pls let me know.
  
   Thanks  regards,
   PP
  
   This is MAC only.
  
  
   micha
  
  
  
  
  
  
   *sorry couldn't resist.
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 Gustavo Duenas
 Creative Director
 LEFT AND RIGHT SOLUTIONS LLC
 1225 W. Beaver St. Suite 119
 Jacksonville, Fl.  32204
 904 . 2650330
 www.leftandrightsolutions.com
 
 
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Re: [Flashcoders] Curves question for math gurus

2007-04-25 Thread Joshua Sera
A bezier curve would be one way to go about it.

Flash's curveTo method uses a quadtratic curve though,
so using a cubic curve won't give you an accurate
curve.

If you know that the two endpoints of the curve are
always going to have an equal x or y value, the you
can just use the quadratic formula, and get the right
Y value.

If the endpoints are arbitrary, it's a bit more
complicated. Bezier curves take a number from 0 to 1
and give you a point along the curve. Plugging 0 into
the formula gives you the first endpoint, 1 gets you
the last, and anything else gives you something in
between.

This means you're going to have to figure out where
along the curve your MC is closest to, which involves
some vector math.

If you want, I can draw out the way I'd approach it.


--- leolea [EMAIL PROTECTED] wrote:

 
 Hi, thanks for your reply!
 
 My curve isn't exactly a circle. Here's what my
 animated curve would look
 like: 

http://pages.videotron.com/poubou/flash/cannes01.html
 
 
 The curve is drawn using the drawing API:
 example:
  mc.moveTo(0,0);
  mc.curveTo(400,900,0,800);
 
 So, I know the 3 bezier points that define my curve:
 startpoint = 0,0
 middlepoint = 400,900
 endpoint = 800,0
 
 With those values in hand, how can I apply them to
 your function:
  f(x) = A*x + x^2
 
 
 Do I make any sense?
 
 
 
 
 On 4/25/07 3:50 PM, Jobe Makar
 [EMAIL PROTECTED] wrote:
 
  Hi,
  
  Your typical funciton looks something like this in
 math books:
  
  f(x) = A*x + x^2 //just an example
  
  Where f(x) is essentially 'y'. So, you just need
 the equation that defines
  your curve. The curve in your jpg appears to be a
 circle.
  
  y = sqrt(x^2 + r^2) //where r is the radius
  
  That actually yields + or - and you just pick what
 fits your situation best.
  So, you pump in an x and get you 2 y's. Pick the
 best y and use it.
 
 
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Re: [Flashcoders] Curves question for math gurus

2007-04-25 Thread Joshua Sera
Actually, you're right. if your endpoints will never
move, you can still use a quadratic bezier.

The percentage would be

(mc._x - firstpoint.x)/(lastpoint.x - firstpoint.x)

Since you're using curveTo, you already have all the
points you need for the formula Here's a function for
you:

import flash.geom.Point;

function getPoint(first:Point, last:Point,
control:Point, ratio:Number):Point {
  var pReturn:Point = new Point();
  var b:Number = 1-ratio;
  pReturn.x = (b*b*first.x) + (2*ratio*b*control.x) +
(ratio*ratio*last.x);
  pReturn.y = (b*b*first.y) + (2*ratio*b*control.y) +
(ratio*ratio*last.y);
  return pReturn;
}

first if the first point in your curve, last is the
last, control is the point specified by the first two
arguments in the curveTo method.

This will give you the closest point on the line to
your MC's position. If you only want to snap if the MC
is within a certain distance, just check the
difference of the ys of your mc's position, and the
returned point.


--- leolea [EMAIL PROTECTED] wrote:

 On 4/25/07 5:31 PM, Joshua Sera
 [EMAIL PROTECTED] wrote:
 
  If you know that the two endpoints of the curve
 are
  always going to have an equal x or y value, the
 you
  can just use the quadratic formula, and get the
 right
  Y value.
 
 The two endpoints will never move. The middlepoint
 will be the only one
 moving.
 
 So now I just need the quadratic formula ... I
 googled quadratic formula
 and I couldn't figure it out nor translate it to my
 Flash needs.
 
 Like I said, I'm (almost) totally math impaired !
 
  If the endpoints are arbitrary, it's a bit more
  complicated. Bezier curves take a number from 0 to
 1
  and give you a point along the curve. Plugging 0
 into
  the formula gives you the first endpoint, 1 gets
 you
  the last, and anything else gives you something in
  between.
  
  This means you're going to have to figure out
 where
  along the curve your MC is closest to, which
 involves
  some vector math.
  
 
 Since I know the _x position of MC, in order to
 figure out where the MC is
 along the curve... Can't I use its _x percentage:
 
  MC._x / (lastpoint.x - firstpoint.x)
 
 Just curious, but I don't think I need this since my
 two endpoints will not
 move.
 
  If you want, I can draw out the way I'd approach
 it.
 
 Of course I'd be more than happy to see that.
 
 
 
 
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Re: [Flashcoders] double clicking on swfs to click button

2007-04-10 Thread Joshua Sera
Sounds like you're using a mac.

If you are, that's an OS issue. The mac makes you give
focus to the window before it starts passing mouse
events to whatever's in the window. You can't do a
whole lot about it.

--- nik crosina [EMAIL PROTECTED] wrote:

 Hi,
 
 Probably a silly question but I am building a site
 at the moment with
 an animated Navigation bar, what happens is that in
 order to click on
 a button to go to a different page, you have to
 first click on the swf
 to make it active, THEN click again to actually
 click the button.
 
 Also, without first clicking on it, no roll overs
 work in the swf.
 
 What is it I am doing wrong?!
 
 Thanks,
 
 -- 
 Nik C
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Re: [Flashcoders] basic flash games development issues

2007-04-08 Thread Joshua Sera
I'd look into using SharedObject for high scores.

Why do you need to display PDFs? Instructions?
Disclaimers? If they're instructions for the games,
you can try importing them into the library.
Alternately, if that gives you troubles, import them
into Illustrator, then export them as .swfs. Then you
can integrate them into the games themselves which is
much better usability-wise.

Really though, having the games link to PDFs isn't
such a hot idea.

--- nik crosina [EMAIL PROTECTED] wrote:

 Hi,
 
 I am putting together a quote for a client who needs
 to have a number
 of games developed for a DVD. I am new to games dev
 and running Flash
 from disks so my questions are now:
 
 Are there any special issues relating to putting
 (existing) games onto
 disks? How would we keep high scores, etc. Can Flash
 write to disks
 when run from a DVD?
 
 I am planning to use Zinc to run the swf in, which
 raises some
 questions regarding the needed compatibility: The
 interface of the
 thing will need to display also PDF files, something
 I never had to do
 in Flash. Is this possible and can they be displayed
 inside4 Flash or
 only opened externally with existing / installed
 Acrobats (or Acr.
 Readers)?
 
 Are there any viable alternatives to Zinc?
 
 All the above *needs* to run on Win 98, XP and
 Vista, and the client
 would be in 7th heaven if we can get it to work on
 Mac and Linux OSs.
 Are there any issues we could encounter or reasons
 why this would not
 work/ I am thinking along the lines of players not
 being available for
 any of the above platforms, or implementing things
 differently on
 different platforms.
 
 Is there a ball park guide line how long the
 development of a simple
 'point and shoot/avoidance' game would take under
 the above
 restrictions?
 
 I hope this is not too OT, thanks for any responses.
 
 Nik C
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Re: [Flashcoders] simple code- should work but is not.

2007-04-03 Thread Joshua Sera
On frame 21, trace(wine back
btn:+wine_mc.wineback_btn);

This will tell you

1) If the playhead actually DOES reach frame 21
2) If the button in question is actually where you
think it is.

Frequently simple problems like this are because
you've forgotten to put a symbol where you thought you
put it, or because you have the wrong scope.

--- Thomas Collins [EMAIL PROTECTED] wrote:

 Hi all,
 
 this is my first post on flashcoders. i think this
 is a simple fix and
 everything is basic, so i can't figure out why it
 isn't working.
 
 my code on the root timeline in the actions layer
 (frame 21) is simply:
 
   ** stop();
 
 wine_mc.wineback_btn.onPress = function() {
trace(hello);
 }
 
 might anyone know why my wineback_btn is not
 registering the onPress?
 
 i know for sure that my playhead reaches frame 21
 where the code is.
  instance names are specified.
 
 any help would be much appreciated.
 
 thanks in advance.
 
 i've uploaded the .fla in case you want to take a
 closer look.
 
 http://download.yousendit.com/73F37C700CEE66C5
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Re: [Flashcoders] Flash and levels

2007-03-27 Thread Joshua Sera
Levels suck, try to avoid them.

Anyway, I did this, and it worked:

stop();
loadMovieNum(blank.swf, 5);
this.onEnterFrame = function() {
if (_level5 != undefined) {
if (_level5.getBytesTotal() ==
_level5.getBytesTotal()) {
var tmp = _level5.createEmptyMovieClip(foo, 10);
trace(tmp);
delete this.onEnterFrame;
}
}
}

My guess is that you're trying to create a clip on
level 5 before it's fully loaded, and so it's failing.



--- James Tu [EMAIL PROTECTED] wrote:

 Is there a way to createEmptyMovieClip on a level
 other than _level0?
 
 I tried doing this:
 var tmc = _level5.createEmptyMovieClip(foo, 10);
 trace(tmc);  //gives me undefined
 
 I also tried to load a blank .swf into _level5 and
 then creating a  
 movieclip on _level5 and that didn't work either.
 
 
 -James
 
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Re: [Flashcoders] OT - Installing PHP, MySQL?

2007-03-22 Thread Joshua Sera
I've installed them on a few of my own machines at
home, and it's not difficult at all.

Installing in on IIS was actually a bit easier than
installing it on Apache.

--- Dave Mennenoh [EMAIL PROTECTED] wrote:

 Anyone have any experience in this area? We're
 developing a Flash site for a 
 new client, who keeps all their own web servers
 in-house. They are MS house 
 using .net and such. They are setting up a new
 server just for their new 
 site, and since they are not familiar with PHP or
 MySQL (which is what we 
 develop with) they are asking us to install them.
 They will give us remote 
 access to the server...
 
 How hard / not-hard is it to install PHP and MySQL
 on a remote server? 
 Anything to be weary of? Is it something I should
 just skip attempting and 
 hire an IT guy to do it?
 
 
 Dave -
 Head Developer
 www.blurredistinction.com
 Adobe Community Expert
 http://www.adobe.com/communities/experts/ 
 
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Re: [Flashcoders] Detecting embedded domain?

2007-03-13 Thread Joshua Sera
var domain:String = _root.url.split(/)[2];
if (domain != SI.com) {
displayLogo();
}

--- Perdue, Blake [EMAIL PROTECTED] wrote:

 Building a video player that can be embedded in a
 web page. We'd like to
 be able to detect what domain the page the player is
 embedded on lives.
 If the domain is not ours (eg, SI.com), we'd like to
 display a logo; if
 it is ours, we don't want to display the logo.
 
  
 
 Does anyone know how to detect what the domain is
 for a page that the
 SWF is embedded on?
 
  
 
  
 
 Blake Perdue  |  212.522.1292  |  AIM: blakepCNN 
 
  
 
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Re: [Flashcoders] trig? calculus? put me out my misery

2007-03-12 Thread Joshua Sera
Here's the vector math solution:

Get the vector from the mouse to the MC:

var vToMouse:flash.geom.Point = new
flash.geom.Point();
vToMouse.x = MC._parent._xmouse - MC._x;
vToMouse.y = MC._parent._ymouse - MC._y;

Normalize the vector. This means you set the length of
the vector to 1.

var vectorLength:Number =
Math.sqrt(Math.pow(vToMouse.x, 2),
Math.pow(vToMouse.y, 2));
vToMouse.x /= vectorLength;
vToMouse.y /= vectorLength;

Now, since multiplying a vector by a number means that
you're multiplying the length of that vector by that
number, you can multiply our vector by enough distance
to send it off-screen. Let's say 400 pixels.

vToMouse.x *= 400;
vToMouse.y *= 400;

Lastly, add the vector back to the position of the MC
to the the offscreen position

var vOffScreen:flash.geom.Point = new
flash.geom.Point();

vOffScreen.x = MC._x + vToMouse.x;
vOffScreen.y = MC._y + vToMouse.y;

Now you can use a tween class, or whatever to send the
MC off screen.


--- Kurt Dommermuth [EMAIL PROTECTED] wrote:

 Hi all,
 
 I have what I initially thought was simple problem,
 but I've been racking 
 my brains, searching the web and I just don't get
 it.
 
 I have a movieclip that the user can rotate .
 
 When they click the movieclip shoots off in the
 direction it's pointing.
 
 It's goes off the stage and simply stops.
 
 the speed is fixed.  there is no gravity.
 
 How do I determine the _x and _y value somewhere off
 stage?
 
 I'd appreciate any help.  even if someone could let
 me know what to search for.
 
 thank you!
 
 Kurt
 
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[Flashcoders] Flash + SWFObject + innerHTML + IE7 problem

2007-03-05 Thread Joshua Sera
Here's the situation:

I've got a div, within which is a bunch of content.
I'm passing the contents of that div to a SWFObject
using document.getElementById(content).innerHTML
using Flashvars.

Everything works hunky-dory in Firefox, but the .swf
gets nothing in IE7. Is this a result of IE7's
stricter security?


 

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Re: [Flashcoders] Flash + SWFObject + innerHTML + IE7 problem

2007-03-05 Thread Joshua Sera
Yup. I'm doing that, but that's not working either.

It's also not working in Safari. ARGH!


--- T. Michael Keesey [EMAIL PROTECTED] wrote:

 I haven't had that problem.
 
 Make sure you escape your data, since SWFObject
 doesn't do this automatically:
 
 function getInnerCode(id) {
   var element = document.getElementById(id);
   return escape(element.innerHTML.toString());
 }
 
 On 3/5/07, Joshua Sera [EMAIL PROTECTED]
 wrote:
  Here's the situation:
 
  I've got a div, within which is a bunch of
 content.
  I'm passing the contents of that div to a
 SWFObject
  using document.getElementById(content).innerHTML
  using Flashvars.
 
  Everything works hunky-dory in Firefox, but the
 .swf
  gets nothing in IE7. Is this a result of IE7's
  stricter security?
 
 
 
 


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RE: [Flashcoders] simple math question...

2007-03-02 Thread Joshua Sera
For an arbitrary registration point, use

var b:Object = mc.getBounds(mc._parent);
var offset:Object = {x:(mc._x - b.xMin, y:instance._y
- b.yMin)};

then

mc._x =  (_root.xmouse - mc._width/2) - offset.x;
mc._y =  (_root.ymouse - mc._height/2) - offset.y;


--- Karina Steffens [EMAIL PROTECTED] wrote:

 If your mc's reg point is top left:
  mc._x =  _root.xmouse - mc._width/2
  mc._y =  _root.ymouse - mc._height/2
 
 if it's centered you need not bother about the
 width/2 etc, but if it's
 somewhere else, you'll need to change it or do other
 calcualtions.
 
 Karina
 
  -Original Message-
  From: [p e r c e p t i c o n]
 [mailto:[EMAIL PROTECTED] 
  Sent: 01 March 2007 23:57
  To: flashcoders
  Subject: [Flashcoders] simple math question...
  
  good people,
  
  how do i move a moviClip to center itself at
 (_xmouse, 
  _ymouse)...i have the onPress part down...i just
 need to 
  center it on those coordinates
  
  thanks
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Re: [Flashcoders] determining which object is displayed at agivenpoint

2007-02-07 Thread Joshua Sera
The only case in which depth would be identical for
two movieclips is if they both were contained in
different parent movieclips.

In that case, check the parent's depth, and use that
to resolve the conflict. If both of those are the
same, continue going up until the conflict is
resolved.

--- Vishal Kapur [EMAIL PROTECTED] wrote:

 It looks like you spent some time on this response,
 I really
 appreciate that.  As I mentioned in my first mail,
 depth, _visible and
 _alpha are the properties I'm checking right now to
 resolve conflicts.
  So my code looks very similar to your code below. 
 This works
 sometimes, but I've run into cases where there are 2
 movieclips for
 which hitTest() is true, _visible is true, _alpha is
 100, and the
 depths are identical.  One of the movieclips is
 obscured behind the
 other; there must be some way to distinguish them. 
 Are there any
 other properties on movieclips (maybe hidden ones)
 that might be of
 use?  The Flash runtime must be doing this
 internally for onRollOver
 event firing; anyone know how this works?
 
 Thanks,
 Vishal
 
 
 
 On 2/7/07, Karina Steffens [EMAIL PROTECTED]
 wrote:
  Ok, I see your problem, so lets think what else
 you can do with the hitTest
  approach...
  First of all, you can set the shape flag to true,
 so that the hit test will
  only return true if there's something there (as
 opposed to the entire
  bounding rect).
  Then you can test for _alpha (you might want to
 test for _visible also),
  thus eliminating invisible buttons, such as your
 big rectangle that obscures
  the rest.
 
  Finally, checking for different depths - I
 recently discovered that if you
  loop through a clip, it starts at the highest
 depth, even on the same layer:
  for (var i in _root) {
  trace(i +   +_root[i].getDepth());
  }
 
  $version
  clip3 -16379
  clip2 -16381
  clip1 -16383
 
  So now you know which one has the highest depth:
 clip3, which also comes
  first in the loop.
  At this point, you can break the loop. If you need
 to go deeper, you can
  then recurse within that clip, and see if it has
 any child mcs, which one of
  those scores the highest hitTest and if that one
 has any children - etc.
 
  Here's some quickdirty code:
 
  for (var i in _root) {
  trace(i +   +_root[i].getDepth());
  }
 
  _root.onEnterFrame = function() {
  for (var i in this) {
  var clip = this[i];
  if (!(clip instanceof MovieClip))
 {
  continue;
  }
  if (clip._alpha == 0 ||
 clip._visible == 0) {
  continue;
  }
  if (clip.hitTest(_root._xmouse,
 _root._ymouse, true)) {
  trace(clip);
  break;
  }
  }
  };
 
  On the timeline, I placed three circular clips
 overlapping eachother, so
  that clip1 is at the lowest depth and clip3 at the
 highest. I made clip3
  invisible by setting it's alpha to 0.
 
  After moving my mouse over the clips, starting
 from the third, the trace
  result was:
 
  $version
  clip3 -16379
  clip2 -16381
  clip1 -16383
  _level0.clip2
  _level0.clip2
  _level0.clip2
  _level0.clip2
  _level0.clip2
  _level0.clip2
  _level0.clip2
  _level0.clip1
  _level0.clip1
  _level0.clip1
 
  Each time the trace picked out the highest visible
 part of a clip, thus
  resolving any conflicts.
 
  Hope this helps to point you in the right
 direction.
  Karina
 
 
   -Original Message-
   From: Vishal Kapur [mailto:[EMAIL PROTECTED]
   Sent: 07 February 2007 20:29
   To: Flashcoders mailing list
   Subject: Re: [Flashcoders] determining which
 object is
   displayed at agivenpoint
  
   To respond to the recent activity on this
 thread:
   Erik, the core functionality that I need really
 does need to
   be comprehensive and fairly generic: so, given
 any 3rd party
   swf which I don't have a priori knowledge of,
 determine which
   object is currently underneath the mouse.  It
 needs to work
   for any movieclip or TextField object.  It's
 proprietary so I
   can't really disclose why I need it.
   You mention that implementing this would be
 process
   intensive: this is ok to start.  The way I would
 like to
   tackle this problem is to get it working
 functionally, and
   worry about performance later.
  
   Karina, Jason, the approaches you are suggesting
 of looping
   through all the movieclips and calling hitTest()
 on each one
   is exactly what my first approach was (see my
 first email in
   this thread).  The problem is that very often
 multiple
   movieclips will return hitTest()==true for a
 given mouse
   position (clips at different depths, clips
 obscuring others,
   etc).  That's what I meant by 2 conflicting
 objects in my
   first mail.  I'm trying to find an algorithm to
 resolve conflicts.
  
   There is another approach which Erik mentioned,
 which is to
   define/override the onRollOver 

Re: [Flashcoders] text length difference

2007-02-02 Thread Joshua Sera
When you enable html in a textfield, Flash adds a
bunch of formatting in HTML. If you trace the htmlText
property of the textbox in question, you'll get
something like:

TEXTFORMAT LEADING=2P ALIGN=CENTERFONT
FACE=Times New Roman SIZE=8 COLOR=#00
LETTERSPACING=0 KERNING=0BThis is a
test/B/FONT/P/TEXTFORMAT

If you trace the text property of that same textfield,
it won't count the HTML tags, so you'll get a number
less than what you'd expect from a string with HTML
formatting.

Lastly, when you enclose a string in the CDATA tag, it
converts things to HTML entities, which can confuse
things even more.

--- PR Durand [EMAIL PROTECTED] wrote:

 Hi list!
 
 I have a text in a value, the text length is 502, I
 fill my htmlText 
 with it, the htmlText.length is 651.
 
 Now I get the same text content from an xml file,
 within a CDATA node.
 trace (myNode.nodeValue.length)   // outputs 502, ok
 
 I pass it through a localConnection to another
 flash, then I trace it
 trace (receivedText.length) // outputs 502, still ok
 
 I fill my html enabled textfield with my content :
 myTF.htmlText = receivedText;
 trace (myTF.htmlText.textLength);  // Outputs 762
 !!!
 
 
 what are those 111 new caracters??? they don't
 appear, but make my 
 scroller appear :(
 
 any idea please?
 ++
 PiR
 
 
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Re: [Flashcoders] sort 2d array

2007-02-01 Thread Joshua Sera
Just as a fun thing to do on the side, I'd try
researching priority queues, which were designed for
exactly this sort of problem.

They get used a lot in pathfinding algorithms for
games, which probably makes them doubly relevant.

--- [EMAIL PROTECTED] wrote:

 
 
 Hello,
 
 Can anybody tell me how to sort the following array
 based upon the second
 value
 within each array item
 
 myArray:Array = [
 [20,40],[20,10],[30,15],[30,35],[40,100],[1000,1]];
 
 this should be something like
 
 [[1000,1], [20,10], .
 
 Faster the better cos its for a game and gets called
 a lot of times.
 
 
 regards
 
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Re: [Flashcoders] Q: offset x,y in StartDrag()

2007-01-30 Thread Joshua Sera
Just use localToGlobal to convert the coordinates from
one space to another, then position the root movieclip
before you call startDrag().

--- [EMAIL PROTECTED] wrote:

 Hi
 I have a nested MovieClip with an onPress handler.
 OnPress I create a mirror copy of this nested
 MovieClip but in _root and initiate a
 StartDrag(false) on this MovieClip.
 
 The problem is this mc ( in _root ) is offset from
 the Mouse position by the x,y coordinates of the
 nested MovieClip.
 
 How can I update the x,y coordinates of the _root mc
 so that it 
 
 1-initially mimics the exact position of the nested
 MC
 and
 2-follows the mouse using StartDrag
 
 
 Hope this makes sense...I'm wondering if I should
 even try simulating a StartDrag using Mouse
 listeners and converting local to global
 coordinates.
 
 Any help appreciated.
 
 
 
 [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] Q:Preloader when TOTAL size of assets not known

2007-01-25 Thread Joshua Sera
What I'd probably do with this is not worry about
total amount loaded over total amount.

Instead, I might worry about percentage loaded for
each image, then average all the percentages.


--- [EMAIL PROTECTED] wrote:

 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
 
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  - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] passing url variables to flash movie

2007-01-24 Thread Joshua Sera
You need to pass the variables in the GET query to
flashvars in the object tag. You'll have to use
JavaScript to write out the object tag, and insert the
variables in the right place.


--- Gustavo Duenas [EMAIL PROTECTED]
wrote:

 Hi Guys, I'm really concerned for this, Iknow this
 might be easy for  
 you, but I'm knocking my head against the wall.
 This is the code in the action script:
 
 
 var video1 = nbc6;
 var video = _root.video;
 if (video1 = video){
   tellTarget(this.videoLoader){
   gotoAndPlay(2);
   }
 }
 
 
 and this is the link in the text message:
 
 fullpage.html?video=nbc6
 
 I'd appreciate your help.
 
 
 
 Thanks
 
 
 Gustavo Duenas
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Re: [Flashcoders] Problem with BitmapData

2007-01-06 Thread Joshua Sera
An additional problem I've run into in Flash 9, is
that sometimes the player won't even look for the
crossdomain.xml file on the server you have the images
on if you're JUST loading images. If you're still
having trouble, force the player to look for the file
by creating an XML object, and having that object load
the crossdomain file.

--- William Smith [EMAIL PROTECTED] wrote:

 Thanks you very much. I think I'll just migrate the
 code to flash 9.
 
 On 1/5/07, Zeh Fernando [EMAIL PROTECTED] wrote:
 
   Ok so I'm having problems with the bitmap data
 class. I am creating a
   marquee of images and duplicating them using the
 draw method. This works
   fine locally, but when uploaded it does nothing.
 I figure it has
  something
   to do with the fact the I have all my media on a
 separate server, but I
   thought I had all the security settings right to
 have it work. I have
  the
   domain allowed in the security settings. I have
 the cross domain policy
   file
   in place on the media server and loaded. Any
 ideas? Right now I have it
   jury
   rigged using the load clip method, but if
 someone leaves their browser
  on
   the page the flash with just eat bandwidth.
 
  It won't work. Even with all security, policy
 files and whatnot in
  place, you can't .draw content from a movieclip
 into a BitmapData if the
  movieclip has an image loaded from another server;
 it will render as
  white images instead. Same with remotely loaded
 video.
 
  You need to either:
 
  1. Have the loaded images on the same server as
 the SWF;
  2. Have a server proxy script on the SWF server
 that loads the images
  from the remote server and passes them to the SWF
 (so the SWF only
  loads from the original server);
  3. Have a proxy SWF on the remote server that
 loads the images, grabs
  the data, then passes it to the original SWF. This
 SWF needs to set
  .allowDomain to the original server so it can use
 the data.
  4. Use AS3 (Flash 9), as this has been fixed under
 the new VM.
 
 
  Zeh
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Re: [Flashcoders] MultiLanguage Character support

2007-01-05 Thread Joshua Sera
Tahoma works for Windows machines too. Again, you have
to use device fonts, or else your swf is going to be
HGE.


--- Rey Peralta [EMAIL PROTECTED] wrote:

 I'm currently working on a mini application that
 will be importing all it's text from an XML source.
 It needs to work in multiple languages, including
 English, Spanish, French, Italian, Russian, Hebrew,
 Japanese, Chinese, and Korean. This combination of
 characters makes for an interesting problem. I don't
 think there is one font that includes all those
 characters!?!?
 
 Any advice on how to ensure the display of all
 characters? The designer chose to go with Univers
 Condensed, but it does not include all the chars I
 need to display. Should I use _sans or is there
 another option available to me. 
 
 I'm building this using Flash Pro 8, and will
 publish to Flash 7.
 
 Thanks!
 
 -r
 
 
 
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[Flashcoders] Chinese characters in mailto: link

2006-12-26 Thread Joshua Sera
I'm trying to use chinese characters in the body of a
mailto: link, but all I'm getting is garbage.

I'm getting them from an XML file. Flash is reading
them fine, and displaying them fine in a text box.

getURL(mailto:[EMAIL PROTECTED]subject=blabody=+chineseTextHere,
_blank);

gets me a line of garbage.

Has anyone had any experience with this problem?

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