Re: [Flashcoders] Creating a scrollable list: adding components tothe scrollpane contents
the problem I think is related to var item = listContainer.createClassObject(symbolName, instanceName, this.getNextHighestDepth(), props); you shoul let DepthManager manage the Depth var item = listContainer.createClassChildAtDepth(symbolName, instanceName, DepthManager.kTop, props); - Original Message - From: Jeroen Beckers [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, September 02, 2006 9:38 AM Subject: Re: [Flashcoders] Creating a scrollable list: adding components tothe scrollpane contents Couldn't you put the list component in a movieclip and add attach the movieclip to the scrollPane (which is a lot easier). Also, what is your 'createUniqueInstanceName()' function ? Matt Bennett wrote: Hello Flashcoders, I'm building a scrollable list, and I keep track of the list items with a Collection. I'm having trouble adding items to it - I think I'm overwriting some instance variables somewhere. In the code below, listContainer is a reference to the contents of a ScrollPane component: var listContainer = scrollPane.content; Here's my function to add a list item: function addListItem(symbolName, props) { // Create the content (instance name: _itemX) var instanceName = this.createUniqueInstanceName(); var item = listContainer.createClassObject(symbolName, instanceName, this.getNextHighestDepth(), props); //add to list items listItems.addItem(item); trace(); trace(debugging addItem); var iterator = listItems.getIterator(); while(iterator.hasNext()) { var thisitem = iterator.next(); trace(this item: +thisitem+; type: +thisitem.className); } trace(); return item; } After adding 3 items, the debug trace looks like this: debugging addItem this item: ; type: undefined this item: ; type: undefined this item: _level0.QUESTION PAD.contentWidget.questionList.scrollPane.spContentHolder._item2; type: View I assumed that I was overwriting an instance name somewhere, but I also traced the contents of listContainer with a for-in loop. This is the output after the first item is added: this item: 2441; type: undefined; text: undefined ...other irrelevant stuff this item: true; type: undefined; text: undefined this item: _level0.QUESTION PAD.contentWidget.questionList.scrollPane.spContentHolder._item0; type: View; text: question 1 And this the output after the second item is added: this item: 2441; type: undefined; text: undefined ...other irrelevant stuff this item: true; type: undefined; text: undefined this item: _level0.QUESTION PAD.contentWidget.questionList.scrollPane.spContentHolder._item1; type: View; text: question 2 So it looks to me like I'm actually overwriting each _itemX instance on listContainer - and hence the references in the Collection become null pointers. Does anyone have any experience with this? Many thanks, Matt. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] working with dynamic images using mysql database
one thing is sure you need some language to go from Flash to MySql and php is one of the most used with it ... so just googling it -) http://www.amazon.com/gp/product/1903450160/104-4304575-8058314?v=glancen=283155 http://www.bigwebmaster.com/PHP/Scripts_and_Programs/Image_Galleries/ João Carlos - Original Message - From: Martin Wood [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Tuesday, August 22, 2006 5:10 AM Subject: Re: [Flashcoders] working with dynamic images using mysql database if you really want to (or have to) load images from the database then you'll need to look at the server language you are using and find out how to send the correct headers then send the image data. Its probably easiest to get it working by displaying the images in a html page first, then just use the working url in your loadMovie call. bhasker u wrote: HI, all I was trying to incorporate a small interface in my flash site where I would like to load 9 thumbnails(images) in 3*3 grid, when ever the mouse moves on to thumbnails should able to show the enlarged view in given space defined beside the thumbs, loading the images from a folder is quite simple but here iam interested to *load images from databse* using mysql. can any one of u plz help me on this. -- Martin Wood http://relivethefuture.com/choronzon ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Best way to learn OO Analysis and Designwith ActionScript
I´ve made several attempts to reduce my OO blindness but I only could find a very sound help with Head First Design Patterns http://www.amazon.com/gp/product/0596007124/104-4304575-8058314?v=glancen=283155 it is Java based, but it doesn´t matter, the style, the examples, it makes you laugh while you learn and even so, it is dense for beginners. - Original Message - From: james [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 5:41 AM Subject: Re: [Flashcoders] RE: Best way to learn OO Analysis and Designwith ActionScript I battled furiously to get my head around Object-Oriented Programming with Actionscript http://www.amazon.com/gp/product/0735711836/sr=8-2/qid=1156121055/ref=sr_1_2/103-4690969-4407040?ie=UTF8 only to find that looking back a lot of the explanations largely added to my confusion. IMHO your recommendation wasn't hard to follow but it did lack depth. To be honest since recommending it I found out there are errors in some code examples, and the site specially made to download corrections: http://www.oopas2.com is not available.at least not on my internet :-) I agree with your statement that any in-depth treatment of the subject of OOA/OOD/OOP will not be written for ActionScript. As I understand it, in a similar way to the motivation for making PHP5 much more Java like (in terms of OOP features) ActionScript 2.0 was made Java like in order that serious development tools such as UML and design patterns could be applied to the language, and so Java/C++/C# developers could easily migrate to using Flash. It makes sense that Flash developers travel that line in the other direction and use some of the resources that Java/C++ coders have, such as design patterns and UML. James ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Possible Challenge: AS 3.0 Compiler :)
Doesn´t haXe www.haxe.org address this issues ? I know is another language but it supports all AS 3.0 classes if I´m not wrong ? - Original Message - From: astgtciv [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Sunday, August 06, 2006 1:33 PM Subject: Re: [Flashcoders] Possible Challenge: AS 3.0 Compiler :) An AS3 SWF compiler, written in AS3 and available at runtime could be useful. E.g., you could then compile a SWF on the fly, put its data into a ByteArray and then load it from there using flash.display.Loader.loadBytes(). This technique could be perhaps used to bypass some Flash 9 limitations: e.g., it seems that (unlike in AS2 with duplicateMovieClip()) you can't completely clone a Sprite with its Graphics object (to which someting is drawn). You could also serialize the resulting swf and send it over a LocalConnection to another swf :) ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] xml Help ?
hi all, I´m trying to build and xml data provider for a tree component, I´m using and recursive approach to get folders and files from some path ( I use zinc extensions and they work fine ) I get to transverse the folders structure, the tree shows all folders, and all files, but all files are being attached to the first folder only .. What I´ve been trying is to pass the last node.firstChild as the node for the next iteration but it doesn´t worl at all . function listFolderContents (path:String, node:XMLNode) { var myFolders:Array = mdm.FileSystem.getFolderList (path); // for (var i = 0; i myFolders.length; i++) { debugArea.text += myFolders[i] + \n; var myNodeFolder:XMLNode = myTreeDP.createElement (node); myNodeFolder.attributes.label = myFolders[i]; myNodeFolder.attributes.url = fullPath; node.appendChild (myNodeFolder); // listFolderContents (myFolders[i], node); } var myFiles = mdm.FileSystem.getFileList (path, *.jpg); for (var j = 0; i myFiles.length; i++) { debugArea.text += path ++ myFiles[j] + \n; var myNodeFile:XMLNode = myTreeDP.createElement (node); myNodeFile.attributes.label = myFiles[j]; myNodeFile.attributes.url = path + myFiles[j]; node.firstChlid.appendChild (myNodeFile); } node = node.firstChild; } any ideas, please ? João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: Re: [Flashcoders] Mtasc Delegate
yes I was compiling with -mx flag ... and I use an injection swf .. I´ll give it a try thanks João Carlos - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, August 05, 2006 3:20 AM Subject: Re: Re: [Flashcoders] Mtasc Delegate Hi, are you compiling in mtasc with the -mx flag? If so, the delegate class will not be compiled into your swf and it will not work. When I work with Mtasc (through FlashDevelop) i find it the easiest to use an injection swf, but i dont know if that is an option for you. If so, create an swf in flash, with : import mx.utils.Delegate; var cls0:Delegate; on the root and export it. Now when you use this swf as injection swf with mtasc you will be able to use the Delegate class. HTH JC On 8/4/06, Chris Allen [EMAIL PROTECTED] wrote: Another approach is to use Steve Webster's Delegate. It's polymorphic with the MM version. Here it is anyway: http://dynamicflash.com/2005/05/delegate-version-101/ You get additional functionality similar to Joey Lott's version too, if you decide you need it. Hope it helps. -Chris On 8/2/06, jcarlos [EMAIL PROTECTED] wrote: thanks Pål I´will check that - Original Message - From: Pål Østerud [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Wednesday, August 02, 2006 6:48 AM Subject: Re: [Flashcoders] Mtasc Delegate Hi João, Mtasc is more strict with variable scope than MM's compiler. If you want to use mtasc on MM's Delegate method you can rename the variable called func inside the dynamically created function in the Delegate.create method (that is two places exactly, and don't touch the line arguments.callee.func). I can't quote MM's sourcecode here due to copyright. Hope that helps. Yours sincerely, Pål Østerud -- From: jcarlos [EMAIL PROTECTED] hi All, I´m having problems using Delegate with MTASC this works fine Flash compiler if (_actionRelease) { container_mc.onRelease = Delegate.create (this, handleRelease); } but doesn´t work with MTASC Any help? Directions ? Thanks in advance João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] grab a bitmap region?
that was my mistake ... to Export for ActionScript the bitmap itself not a bitmap converted to Mc ... thanks - Original Message - From: Charles Parcell [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, August 05, 2006 12:20 AM Subject: Re: [Flashcoders] grab a bitmap region? From http://livedocs.macromedia.com/flash/8/main/1959.html * Juise said on Feb 22, 2006 at 1:34 AM : * Seems that symbol has to be bitmap - loadBitmap cannot get movieclip´s bitmap data. Charles P On 8/3/06, jcarlos [EMAIL PROTECTED] wrote: Does anyone has some links or directions about How to mark an region over loading an image into a bitmapData on the stage and copy parts of it ? I´ve tryed the simplest example from FL 8 reference manual and I didn´t get just to load the image on the stage In the manual ... import flash.display.BitmapData; var linkageId:String = libraryBitmap; var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId); var mc:MovieClip = this.createEmptyMovieClip(mc, this.getNextHighestDepth()); mc.attachBitmap(myBitmapData, this.getNextHighestDepth()); .. as loadBitmap is a static method so I must have inside a class so I did import flash.display.BitmapData; class LoadBitmap { private var _myBitmap:BitmapData ; function LoadBitmap (holder:MovieClip,linkageID:String) { trace( LoadBitmap constructor + holder ++ linkageID); // it works //_myBitmap = new BitmapData(100, 80, true, 0x); // it does not works and I get undefined to _myBitmap //_myBitmap= BitmapData.loadBitmap (linkageID); trace ( _myBitmap ) ; var mc:MovieClip = holder.createEmptyMovieClip (mc, holder.getNextHighestDepth()); mc._x = 0; mc._y = 0; mc.attachBitmap ( _myBitmap, 0); } } and instantiate it in the main timeline var loadBitmap:LoadBitmap = new LoadBitmap(this, myPhoto); Nothing happens What am I doing wrong? in time: myPhoto is there in the Library João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] grabbing screen caps in FL8
Well In the reference manual there is this example for the very start in It draw 2 rectangle as BitmapDat and then copy from one to another . If you suppose that one was the result of client actions you could copy part of it but if you mean to get some file/image at client side, grabbing som part from it or grabbing its screens and then upload to the server Í suppose you are going to need somethink link Zinc ou ScreenWeaver to extend your flash app. import flash.display.BitmapData; import flash.geom.Rectangle; import flash.geom.Point; var bitmapData_1:BitmapData = new BitmapData (100, 80, false, 0x00CC); var bitmapData_2:BitmapData = new BitmapData (100, 80, false, 0x00FF); var mc_1:MovieClip = this.createEmptyMovieClip (mc, this.getNextHighestDepth ()); mc_1.attachBitmap (bitmapData_1, this.getNextHighestDepth ()); var mc_2:MovieClip = this.createEmptyMovieClip (mc, this.getNextHighestDepth ()); mc_2.attachBitmap (bitmapData_2, this.getNextHighestDepth ()); mc_2._x = 101; mc_1.onPress = function () { bitmapData_2.copyPixels (bitmapData_1, new Rectangle (0, 0, 50, 80), new Point (51, 0)); }; mc_2.onPress = function () { bitmapData_1.copyPixels (bitmapData_2, new Rectangle (0, 0, 50, 80), new Point (51, 0)); }; Informit as a lot of usefull start links http://www.informit.com/guides/content.asp?g=flashseqNum=337rl=1 - Original Message - From: keitai guy [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 04, 2006 5:04 PM Subject: [Flashcoders] grabbing screen caps in FL8 hi list - I need to get bitmaps of some flash content (things the user makes client side). i guess this is possible with the new bitmap api. does anyone have tips /examples of this type of thing? thanks! /dc ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] grab a bitmap region?
Does anyone has some links or directions about How to mark an region over loading an image into a bitmapData on the stage and copy parts of it ? I´ve tryed the simplest example from FL 8 reference manual and I didn´t get just to load the image on the stage In the manual ... import flash.display.BitmapData; var linkageId:String = libraryBitmap; var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId); var mc:MovieClip = this.createEmptyMovieClip(mc, this.getNextHighestDepth()); mc.attachBitmap(myBitmapData, this.getNextHighestDepth()); .. as loadBitmap is a static method so I must have inside a class so I did import flash.display.BitmapData; class LoadBitmap { private var _myBitmap:BitmapData ; function LoadBitmap (holder:MovieClip,linkageID:String) { trace( LoadBitmap constructor + holder ++ linkageID); // it works //_myBitmap = new BitmapData(100, 80, true, 0x); // it does not works and I get undefined to _myBitmap //_myBitmap= BitmapData.loadBitmap (linkageID); trace ( _myBitmap ) ; var mc:MovieClip = holder.createEmptyMovieClip (mc, holder.getNextHighestDepth()); mc._x = 0; mc._y = 0; mc.attachBitmap ( _myBitmap, 0); } } and instantiate it in the main timeline var loadBitmap:LoadBitmap = new LoadBitmap(this, myPhoto); Nothing happens What am I doing wrong? in time: myPhoto is there in the Library João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] tweening multiple properties simultaneously
I did some tests here with one rectangle and I think it is related to the mc origin point When one tween scales it, it grows from its left upper corner but the another tween doesn´t know about the changes and make the movement based on the original position. So you have to use onMotionChanged to get each ._width after each scale and then center at the same time João Carlos function moveAndScaling (activeState:MovieClip) { // move it to the center of the stage. var myTweenX:Tween = new Tween (activeState, _xscale, Regular.easeOut, activeState._xscale, 200, 2, true); var myTweenY:Tween = new Tween (activeState, _yscale, Regular.easeOut, activeState._yscale, 200, 2, true); // myTweenX.onMotionChanged = function () { var nX:Number = (Stage.width / 2) - activeState._width / 2; var nY:Number = (Stage.height / 2) - activeState._height / 2; activeState._x = nX; activeState._y = nY; }; } - Original Message - From: Merrill, Jason [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, August 02, 2006 12:09 PM Subject: RE: [Flashcoders] tweening multiple properties simultaneously Haven't followed the thread close, but maybe wrap it up in a static class like this - call your custom function which has all the tweens combined. This is what I do, works for me. Something like this: //file Animate.as in actionscriptclasspath/com/boa/effects/ import mx.transitions.Tween; import mx.transitions.easing.*; class com.boa.effects.Animate{ public static function myFade(clip:MovieClip, time:Number, xscale:Number, yscale:Number):Array{ var a:Object = new Tween(clip, _alpha, Regular.easeIn, 0, 100, time, true); var b:Object = new Tween(clip, _xscale, Regular.easeIn, xscale, 100, time, true); var c:Object = new Tween(clip, _yscale, Regular.easeIn, yscale, 100, time, true); //returnArray is just an array of the tweens //so you can check to see if they are done: var returnArray:Array = new Array(a,b,c) return returnArray; } } //.fla and/or other class usage: import.com.boa.effects.Animate; Animate.myFade(myClip, .5, 50, 50) Jason Merrill Bank of America Learning Organization Effectiveness - Technology Solutions ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Fw: grab a bitmap region?
Does anyone has some links or directions about : How to mark an region over loading an image into a bitmapData on the stage and copy parts of it ? At the same time I´ve tryed the simplest example from FL 8 reference manual and I didn´t get just to load the image on the stage In the manual ... import flash.display.BitmapData; var linkageId:String = libraryBitmap; var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId); var mc:MovieClip = this.createEmptyMovieClip(mc, this.getNextHighestDepth()); mc.attachBitmap(myBitmapData, this.getNextHighestDepth()); .. as loadBitmap is a static method I must have inside a class so I did import flash.display.BitmapData; class LoadBitmap { private var _myBitmap:BitmapData ; function LoadBitmap (holder:MovieClip,linkageID:String) { trace( LoadBitmap constructor + holder ++ linkageID); // it works //_myBitmap = new BitmapData(100, 80, true, 0x); // it does not works and I get undefined to _myBitmap //_myBitmap= BitmapData.loadBitmap (linkageID); trace ( _myBitmap ) ; var mc:MovieClip = holder.createEmptyMovieClip (mc, holder.getNextHighestDepth()); mc._x = 0; mc._y = 0; mc.attachBitmap ( _myBitmap, 0); } } and instantiate it in the main timeline var loadBitmap:LoadBitmap = new LoadBitmap(this, myPhoto); Nothing happens What am I doing wrong? in time: myPhoto is there in the Library Thanks in advance João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Mtasc Delegate
it doesn´t work - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, August 02, 2006 12:30 AM Subject: Re: [Flashcoders] Mtasc Delegate what's the error you get? or does it just simply not work? JPG On 8/1/06, jcarlos [EMAIL PROTECTED] wrote: hi All, I´m having problems using Delegate with MTASC this works fine Flash compiler if (_actionRelease) { container_mc.onRelease = Delegate.create (this, handleRelease); } but doesn´t work with MTASC Any help? Directions ? Thanks in advance João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- John Grden ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Mtasc Delegate
thanks Pål I´will check that - Original Message - From: Pål Østerud [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Wednesday, August 02, 2006 6:48 AM Subject: Re: [Flashcoders] Mtasc Delegate Hi João, Mtasc is more strict with variable scope than MM's compiler. If you want to use mtasc on MM's Delegate method you can rename the variable called func inside the dynamically created function in the Delegate.create method (that is two places exactly, and don't touch the line arguments.callee.func). I can't quote MM's sourcecode here due to copyright. Hope that helps. Yours sincerely, Pål Østerud -- From: jcarlos [EMAIL PROTECTED] hi All, I´m having problems using Delegate with MTASC this works fine Flash compiler if (_actionRelease) { container_mc.onRelease = Delegate.create (this, handleRelease); } but doesn´t work with MTASC Any help? Directions ? Thanks in advance João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Mtasc Delegate
hi All, I´m having problems using Delegate with MTASC this works fine Flash compiler if (_actionRelease) { container_mc.onRelease = Delegate.create (this, handleRelease); } but doesn´t work with MTASC Any help? Directions ? Thanks in advance João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] resize flash stage after the fact.
well by hand I would group all symbols, register the lef margin for the group, modify the document size, and add/subtract the value added/subtracted to the symbols group´s left margin. I think it works, not tested yet. João Carlos - Original Message - From: Matthew Ganz [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Tuesday, July 25, 2006 6:07 PM Subject: [Flashcoders] resize flash stage after the fact. hi. quick question about adding width to an fla and arranging the elements without having to change the registration point of each symbol. you can do this easily in photoshop by choosing the side of the canvas you want the dimensions added to. basically, i'm adding 180 pixels of width and flash ide adds the extra space to the right...when i want it to the left. is there an elegent way to accomplish this? thanks for any helpful tips. matt. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] sequential tweens ?
I think that there is time and occasion for each line of thought If you only want a serie of movements in time the solution proposed by Zeh is great and I tested it and it works fine, better would it be if he upgrade them to AS 2.0 and AS 3.0 -) But that are projects where we want some decision logic tree and solutions like those from Marty and Gerry seems more appropriate, in fact now that I begin to see the the problem clearer What I´d like to have to some suggestions is not to use some package like animationpackage ( it is fine the suggestion from marcelo serpa and I´m using it too) but as a provocative study matter how to develop one simple framework in terms I´ve thought first ( please excuse me if I´m tin the non-sense field here) From the framework´s user point of view he would only push Animation objects in some tree structure. and I begin wondering about to use some TREE to represent it where the nodes at the same level would be the Animation objects to run at the same time and going to low level the animation following the sequence from that node At first sight ( just exploring ideas) the Animation Class would have as properties the Object to be animated the desired Actions (Tween/Transition etc) Array to be applied to the Object Null/Child Animation Objects Array The logic I´d like to implement would the root object starts its job and when finished fire all ( if any ) its children nodes asynchronously and each node would wait the effect end before going down into low leves Does it maky sense ? -) João Carlos - Original Message - From: Martin Wood [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, July 23, 2006 6:29 PM Subject: Re: [Flashcoders] sequential tweens ? Martin, do not take this personally, I don't mean to sound rude or anything, I'm sorry in advance if I do, and your code totally makes logical sense and it's 100% correct, but... WHY would someone need so much code just to produce sequential tweenings? A bunch of specialized functions just to make it work? And then suppose he has an slightly different animation he wants to do at the same time, will he need new functions, or add parameters to those functions, and so long and so forth? Why something so convoluted for something so simple? Simply because the tweening doesn't support delays? :( don't worry i don't take it personally its only programming :) To me it doesn't seem complicated, just a couple of functions, nothing special in either function. If it doesn't fit the requirements, so be it. Sorry for the rant, but really, there's a moment you have to use the best tool for the task - and I don't mean only the easiest. The tweening classes included on Flash are cool and all that, but they're too basic, too raw. Why you'd need dozens of lines just to do something that can be done with one single line in a pretty straightforward way is beyond me. Most of the times I have to build sites, there's so much having to be animated correctly that if I resorted to functions and complex callbacks any time I needed some kind of sequence or delay, my code would be a complete mess and the sequence would be unmaintainable. Now, with delays it's as easy as it gets. It's easier to read, debug, write, change, etc. Don't be sorry, if it upsets you then best to let it out, bottling things up isn't good for the soul :) Anyway, to consider if its easier to change then it really depends on how you want to change it. In some cases yes its undoubtedly easier, in other cases i think it could be harder but I don't know the API of your tweening classes so I cant say. What if i wanted to trigger something when each tween ends? What if i want to perform an action depending on which tween has ended? Each solution has its pro's and con's so its worth understanding the options and the trade offs. Like i said i don't find functions or callbacks complicated, its the bread and butter of programming. The code i showed is an idiom that I've used on a number of occasions, not just for sequencing animations but for various things that need treating in a consequential manner and aren't all necessarily time based. My advice is to still use another solution. MC Tween, laco's, Fuse Kit, it doesn't matter. Any of them will do the trick. Mine too :) I don't know any of the other animation kits so I couldn't vouch for their ease of use, size when installed or performance, but I've heard good things about those you mention. anyway..shop around, its always the way to get the best deal and the solution that fits your needs. Martin. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com
[Flashcoders] sequential tweens ?
Hi All, I need some ideas how to workaround the following situation I have na mc as an holder for some photoStrip this photoStrip has n photos as mcs in it I want to produce some tween over each one BUT the next tween should only begin after the previous has finished as I don´t know how many photos are ther and as I´m using DepthManager class to to set up the photos into the PhotoStrip I begin using for in to trasverse the strip but I´m stucked here with some clever idea about how to chain these tweens, any help,please ? for (var prop in photoStrip) { if (prop != _childCounter) { var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale, Bounce.easeOut, 100, 120, 0.5, true); var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale, Bounce.easeOut, 100, 120, 0.5, true); animPhotoY.onMotionFinished = function() { // would be the next tween something like } } } } I know that inside the the strip the mcs are named as childDepth0 to childDepthN-1 being N the number of photos placed in it I tryed something with a for photoStrip[depthChild + i] but it didn´t work, since the for runs for all values of the control variable not caring about if motionFinished has occurred or not The last idea I had, but it seemed too dirty would be to have an SetInterval checking from time to time if the currente Tween ended and then increment i and clear it after the last tween happen. I need something like an (irch) GOTO or some Design Pattern techinique I do not master at this point. Joao Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] sequential tweens ?
yes .. I think it´s going to work .. I will try - Original Message - From: John VanHorn [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, July 23, 2006 2:00 PM Subject: Re: [Flashcoders] sequential tweens ? i think the setInterval thing would work just fine. you could pass the same time to the interval that you do to the tween. or you could do somehthing like this: //if pics are loaded dynamically, these can be set dynamically var mcNum:Number = 1; var mcMax:Number = 4; function nextTween(){ var theMc:MovieClip = this[mc + mcNum]; var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut, theMc._x, theMc._x - 85, 1, true); theTween.onMotionFinished = function(){ mcNum++; if(mcNum = mcMax){ nextTween(); } } } nextTween(); On 7/23/06, jcarlos [EMAIL PROTECTED] wrote: Hi All, I need some ideas how to workaround the following situation I have na mc as an holder for some photoStrip this photoStrip has n photos as mcs in it I want to produce some tween over each one BUT the next tween should only begin after the previous has finished as I don´t know how many photos are ther and as I´m using DepthManager class to to set up the photos into the PhotoStrip I begin using for in to trasverse the strip but I´m stucked here with some clever idea about how to chain these tweens, any help,please ? for (var prop in photoStrip) { if (prop != _childCounter) { var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale, Bounce.easeOut, 100, 120, 0.5, true); var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale, Bounce.easeOut, 100, 120, 0.5, true); animPhotoY.onMotionFinished = function() { // would be the next tween something like } } } } I know that inside the the strip the mcs are named as childDepth0 to childDepthN-1 being N the number of photos placed in it I tryed something with a for photoStrip[depthChild + i] but it didn´t work, since the for runs for all values of the control variable not caring about if motionFinished has occurred or not The last idea I had, but it seemed too dirty would be to have an SetInterval checking from time to time if the currente Tween ended and then increment i and clear it after the last tween happen. I need something like an (irch) GOTO or some Design Pattern techinique I do not master at this point. Joao Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- John Van Horn [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] sequential tweens ?
Well I made some through the onMotionFinished but your app is fully dependent on all tweens having their opening job done, the app logic gets hidden inside a series of onMotionFinished wich you have to navigate through one by one. For example I´m doing a CD where I have a lot of opening activity and only after it I set the menus and display containers when I did it at first time I had just one function call createCD() and as all actions were sequentially dependents, to understand what the app did it was necessary to go from one function after another till I got the last one I was wondering about some colection or queue scheme where some animators objects ( object to be tweened, tweening properties ) would implement some interface and the complete animation chain would be achived in a FOR IN loop through the collection, am I missing something here ? I´d rather to invest more in code clarity than in some special tricks, even working for some time with OO I still have preference to realize what the app is doing in some structured fashion, maybe I´m overstressing it -) thanks for your time João Carlos - Original Message - From: Zeh Fernando [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, July 23, 2006 1:52 PM Subject: Re: [Flashcoders] sequential tweens ? Hi All, I need some ideas how to workaround the following situation I have na mc as an holder for some photoStrip this photoStrip has n photos as mcs in it I want to produce some tween over each one BUT the next tween should only begin after the previous has finished João, Your best bet would be to use some better tweening engine that allows delays. That way you could fire all your tweens at once without having to worry about setting callbacks or other events when each tween is finished - you just give a increasingly bigger delkay for each photo. Not only this makes some clearer and more straightforward code, but you could even animate it in a way that the photos' tweening time intersect each other, without being dependent on chained events. For this task I'd recommend mc tween, laco's tween, or the fuse kit. Any of them will do what you want, and there's probably a few more that I'm forgetting about. You *could* do it with your onMotionFinished event. You'd need to setup a function that fires the animation, and each photo would have to fire the animation on the next one. It's simple, but it's awkward and counterproductive. And really, this kind of need is something that comes up so frequently when animating an interface that using a class or extension that supports delays instead is your best bet. - Zeh ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] sequential tweens ?
Hi Marcelo you had suggested that to me another time -) I will take a look on them right now -) João Carlos - Original Message - From: Marcelo de Moraes Serpa [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, July 23, 2006 4:19 PM Subject: Re: [Flashcoders] sequential tweens ? Hi João! Have you taken a look at Fuse or animationpackage? It makes sequential tweens much easir and straitghforward... Cheers, - Marcelo. On 7/23/06, jcarlos [EMAIL PROTECTED] wrote: yes .. I think it´s going to work .. I will try - Original Message - From: John VanHorn [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, July 23, 2006 2:00 PM Subject: Re: [Flashcoders] sequential tweens ? i think the setInterval thing would work just fine. you could pass the same time to the interval that you do to the tween. or you could do somehthing like this: //if pics are loaded dynamically, these can be set dynamically var mcNum:Number = 1; var mcMax:Number = 4; function nextTween(){ var theMc:MovieClip = this[mc + mcNum]; var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut, theMc._x, theMc._x - 85, 1, true); theTween.onMotionFinished = function(){ mcNum++; if(mcNum = mcMax){ nextTween(); } } } nextTween(); On 7/23/06, jcarlos [EMAIL PROTECTED] wrote: Hi All, I need some ideas how to workaround the following situation I have na mc as an holder for some photoStrip this photoStrip has n photos as mcs in it I want to produce some tween over each one BUT the next tween should only begin after the previous has finished as I don´t know how many photos are ther and as I´m using DepthManager class to to set up the photos into the PhotoStrip I begin using for in to trasverse the strip but I´m stucked here with some clever idea about how to chain these tweens, any help,please ? for (var prop in photoStrip) { if (prop != _childCounter) { var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale, Bounce.easeOut, 100, 120, 0.5, true); var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale, Bounce.easeOut, 100, 120, 0.5, true); animPhotoY.onMotionFinished = function() { // would be the next tween something like } } } } I know that inside the the strip the mcs are named as childDepth0 to childDepthN-1 being N the number of photos placed in it I tryed something with a for photoStrip[depthChild + i] but it didn´t work, since the for runs for all values of the control variable not caring about if motionFinished has occurred or not The last idea I had, but it seemed too dirty would be to have an SetInterval checking from time to time if the currente Tween ended and then increment i and clear it after the last tween happen. I need something like an (irch) GOTO or some Design Pattern techinique I do not master at this point. Joao Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- John Van Horn [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flash SQL
it seems to be interesting But I didn´t see any Stored Procedure based example Isn´t this SQL open way of dB query not very recommended since it exposes your persistence logic, tables and so on ??? I´m not an n-layers app expert but I found this arguments very often João Carlos - Original Message - From: Tunç Atakan [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Wednesday, July 12, 2006 9:39 AM Subject: RE: [Flashcoders] Flash SQL http://www.netdrims.com/flashsql/ Anybody use this component? I need comment? Thanx... Tunc ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 faster ??
but the faster part should be F9 Player itself, insn´t it ? - Original Message - From: ben farrell [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, July 06, 2006 1:47 PM Subject: Re: [Flashcoders] AS3 faster ?? At my local Adobe user group, we had a Flex 2 demo which of course utilizes the Flash 9 Player and AS3. The presenter had some code that draws fractals on screen. Using Flash 8 AS2, the fractal took around 45 seconds to render. Then he ran the same thing in Flash 9 AS3, and it rendered instantaneously. So it was pretty damn impressive in my book. I can't say that I've run into any daily problems where things don't compile fast enough, so I guess I dont know or really care bout that! ben Patrick Matte wrote: Hi people, they say that AS3 is 10 times faster than AS2 but what does that really means ? Does that mean that my movies will play faster even if I have a few dozens movieclips with graphics flying all over the screen? Or does it just mean that my .swf will be compiling 10 times faster? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 - Missing
But wouldn´t be easier to have composition over extension ? if you have one generic class that has the country movieclip like an property of this class class Country { var mcCountry: MovieClip; var nameCountry:String; function Country( mc: MovieClip, name:String) { .. .. } } - Original Message - From: Meinte van't Kruis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, July 05, 2006 8:17 AM Subject: Re: [Flashcoders] AS3 - Missing I'm not sure if it's entirely impossible to assign one class to multiple movieclips, but if that's true than the easiest way to overcome that problem is make a baseclass 'Country' and have Brazil extends Country. You still have the silly task of assigning all your countries to a different class, but at least your code will be easy to manage. good luck -Meinte On 7/4/06, Marcos Neves [EMAIL PROTECTED] wrote: Is this the place to talk about AS3? If not, where would be? The concept of any movieClip be a class is very powerfull, given the ability to do new ClassName to create a copy of any clip. But the Auto Generated class and the fact that you can´t have two movieclips with the same class is something that is limiting flash capabilities. Example: I have a A world map where each country is a movieclip. And every one will have the same behavior. Before flash 9, what I did is assign a class called Country to each movie clip. This way, I can easy update the behavior of all at the same time. With Flash 9, I can´t assign a class with the same name and can´t specify a base class to the Auto Generated extends. My suggestion is to do something like this: http://neves.bs2.com.br/flex/preview.jpg When ask for AutoGenerate, a check box would enable an different base class, and I would write on the textbox. So a movieClip called Brazil, would have a autoGenerated class called Brazil that extends the class Country, witch would be my base class. I´m shure no one can deny that this feature is essential. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] very basic question: Help?
I want to understand which is the best/right way to concatenate movies which are dependent on serInterval to finish their execution, example this is part of a very simple image slice movement, I can have n slices, but just after the finish of the last one I´d like to know that it has finished and then start another animation for (var i = 0; i nTarjas; i++) { tarja[i] = this.attachMovie (mcTarjas, tarja + i, this.getNextHighestDepth ()); tarja[i]._x = posXInicial + i * deltaX; tarja[i]._y = 0; tarja[i]._alpha = (100 - deltaX) + i; intervalo[i] = setInterval (moveTarja, deltaTime, i, deltaX); } function moveTarja (atual, deltaX) { tarja[atual]._x -= deltaX; if (tarja[atual]._x deltaX * atual) { clearInterval (intervalo[atual]); } } stop (); this code is on the timeline, is not attached to any AS 2 external class I understand the callBack function concept but I don´t realize how to implement it in this situation , like myAnimation.onFinished = function() { // do another thing } thanks for any help João Carlos Brazil ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] generating SWF/FLV ?
HI All, I'd like to know if someone has some ideas about an app usingo nly AS2 that would get an JPG file, record some sound and them export them as SWF ou FLV, to import further im some other app. would it be possible ? -- Joâo Carlos Brazil * * * ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] changing the width of a dynamic text field
I think is something related to the name of your textField, if it was created in the designing or programming mode I got this sample from the ActionScript manual, tested it and it works fine this.createTextField (my_txt, this.getNextHighestDepth (), 10, 40, 160, 120); my_txt.background = true; my_txt.backgroundColor = 0xFF; my_txt.border = true; my_txt.multiline = true; my_txt.type = input; my_txt.wordWrap = true; this.createTextField (width_txt, this.getNextHighestDepth (), 10, 10, 30, 20); width_txt.border = true; width_txt.maxChars = 3; width_txt.restrict = 0-9; width_txt.type = input; width_txt.text = my_txt._width; width_txt.onChanged = function () { my_txt._width = this.text; }; this.createTextField (height_txt, this.getNextHighestDepth (), 70, 10, 30, 20); height_txt.border = true; height_txt.maxChars = 3; height_txt.restrict = 0-9; height_txt.type = input; height_txt.text = my_txt._height; height_txt.onChanged = function () { my_txt._height = this.text; }; João Carlos Santiago - Original Message - From: Phil Glatz [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Wednesday, June 07, 2006 6:55 PM Subject: [Flashcoders] changing the width of a dynamic text field I have a single dynamic text field (pText) I'd like to dynamically change the width of. It is multiline with a border, and other options are off. When I execute the following actionscript: trace('w1:'+pText._width); pText._width=200; trace('w2:'+pText._width); the trace output is: w1:400 w2:375.7 Why isn't the width of the textfield at w2 set to 200? Seems like it should. (I'm prepared for a d'oh and slap to the forehead). ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] callBack for Beginners ?
Hi All, I need help I trying to develop some small app that read a Parameters list from a XML file and then if succeded, read other XML files as specified by the Parameters file and only after these files were read and succeed the app would start, what is usually get with something like this .. 1.. var myParameters:XML = new XML(); 2.. myParametersignoreWhite = true; 3.. myParameters.onLoad = function(success) 4.. { 5.. if ( success) 6..{ 7..// get the Paramenters from myParameters 8..// begin reading other XML files 9..// wait for them to succed 10..// start app 11..} 12.. }; 13.. myParameters.load(parameters.xml); but I´m guessing how to do it in a clean way, because after some files it gets messy and hard to read and mantain, how could I make each XML loading dispatch some special event after it succed to the main app and only after all events of all files occurred it would start it ?? Should the main app be implemented as some kind of OBSERVER pattern where it stays listening to these events ? João Carlos Rio Brazil ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] actionscript injection on root timeline?
Mtasc compiler has a parameter -frame (framenumber) wich sets the injection point. from mtasc.org Additional arguments are the following : a.. -swf file : specify input SWF which contains assets. b.. -cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories. c.. -main : will automaticaly call static function main once all classes are registered. d.. -header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value. e.. -mx : use precompiled MX classes (see section on V2 components below). Some other arguments, for advanced users : a.. -version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features. b.. -v : activate verbose mode, printing some additional informations about compiling process. c.. -out file : change output swf file. d.. -msvc : use Microsoft Visual Studio errors style formating instead of Java style (for file names and lines number). e.. -strict : will use strict compilation mode which require that all variables are explicitely typed. f.. -exclude file : exclude code generation of classes listed in specified file (format is one full class path per line). g.. -trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces. h.. -keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC). i.. -frame f : will export AS2 classes into target frame of swf. j.. -pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:\flash\code\my\app do mtasc -cp c:\flash\code -pack my/app). k.. -group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if you're using -keep or -mx). l.. -wimp : adds warnings for import statements that are not used in the file. m.. -infer : adds type inference for initialized local variables (see below). and those who use MTASC and did not have know about haXe should spend some time and take a look for this language, from www.haxe.org Basicly, what haXe can do is : a.. create Flash SWF files using Flash APIs for Players 6,7,8 and soon 8.5 b.. generate Javascript code using Browser DHTML API, so you can create AJAX web applications c.. generate Bytecode that can be used on the Server side (using an Apache plugin) or packed into standalone executable Each of theses platforms have their own API, but they share the same programming language and the same standard library, so if your classes are pure code (using no platform-specific API) then they can be compiled and used everywhere, depending on your needs. Also, haXe make it easy to interoperate between theses different platforms, by providing common protocol libraries. Please note that it's still possible to use haXe on only one platform if you want for example keep your current working code. João Carlos - Original Message - From: aaron smith [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, May 28, 2006 6:07 AM Subject: [Flashcoders] actionscript injection on root timeline? is it possible to use mtasc to inject code into the root timeline of a already existing swf? the swf is an embeddedvideo. I want to inject some code onto the first frame so I can control it when loaded. thanks ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] MTASC to EXE ?
What is the way, if there is one, for going from MTASC compiled SWF app and an .EXE ? Thanks, João Carlos ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com