[flexcoders] Re: Programmatically create MovieClip frames?

2007-03-30 Thread mtthwnthnyhys
Thanks Jason, Troy, and Paul, for all your help/feedback.

Jason, I can't think of a use case for adding frames to a MovieClip either.  
Unless of course, 
you wanted to have animations that you could control with AS3, but didn't have 
access to 
the Flash CS3 preview.  Though, now that I think about it, it seems like there 
are some 
interesting possibilities for dynamically generated animations.

Imagine a 'community' site that invited users to create their own animated 
avatars... or a 
video game in which the player designs his or her own character... or 
collaborative 
animation project in which different artists are creating different parts, 
maybe even 
individual frames of an animated sequence... or where a lead animator is 
creating the key 
frames, and 'tweeners' are creating the in between frames... you could even 
track and 
control this CVS-like, without having to pass around/merge FLAs.

Maybe these are pretty abstract, I know... I thought of them just now.

The point is, I personally don't WANT to add frames to a MovieClip.  But I 
don't have access 
to the Flash CS3 preview, and so I was wondering if it was possible to generate 
AS3/AVM2 
MovieClips, in some other way.  MovieClip.appendFrame() seems like it'd be 
easier than 
the method Troy describes of creating a custom AnimatedSprite class, which will 
eventually have all or most of the methods of a MovieClip... at least, the 
timeline control 
methods.

Basically, if I were having this problem 20 days from now... I wouldn't be 
having this 
problem.  You're right, I'd just make the MovieClips in Flash CS3, export the 
library into a 
SWC, and use them from there in my Flex app as I wanted.  That would definately 
be the 
easiest way.

Luckily, I foresaw this problem pretty early on in the project, so I have 
plenty of time to 
work on other things while I figure out the best way to handle this... maybe 
the other 
things will even take me until the end of April and I won't have this problem 
at all.  In 
anycase, I appreciate all your help, and offers to help.  If it turns out that 
I need someone 
to make me a SWF with a few blank frames somewhere down the line, I'll 
definately be 
hitting one of you guys up for that.

Other than that, I think we can call this discussion closed.  Unless someone 
has more 
information about it.  Although, and maybe this is a seperate post/question in 
itself, I 
thought I once heard about being able to control/communicate with AVM1Movies 
once the 
new version of Flash came out... I guess that's not happening?

NO DYNAMICALLY ADDING FRAMES TO MOVIE CLIPS!!  Got it.

Thanks all,
//Matt





--- In flexcoders@yahoogroups.com, Troy Gilbert [EMAIL PROTECTED] wrote:

 Okay, how about the simple scenario where you want the playback of a series
 of frames of animation... you know, exactly what a movie clip does? I could
 definitely do this by creating a class that extends sprite and in that class
 keeping an array of shapes (or sprites) and each ENTER_FRAME event moving my
 virtual playhead forward to the next sprite, etc., etc...
 
 And you know what I'd get? A MovieClip! Looks like Adobe already wrote that
 one! ;-)
 
 Seriously, though, the problem is not that you can't programmatically edit a
 MovieClip, it's that Adobe's docs don't make it clear why you wouldn't want
 to do that... because the MovieClip is a much more complicated beast that
 stores tween details, etc., that aren't exposed in the API (details you'd be
 familiar with if you've ever attempt to generate SWF's from scratch in an
 open-source tool like I did back in the Flash 4 days).
 
 The docs describe MovieClips as basically sprites with timelines... which
 would lead one to think, hey, sprite is great, but I need a timeline 'cause
 I got some animation, so I must need a MovieClip! I know this because I
 went down the same route.
 
 What I ended up doing was basically creating an AnimatedSprite class... it
 has a currentFrame property, and list of frames (which, in my case, are
 BitmapData's). Each frame it increments currentFrame and updates its display
 list to include the appropriate bitmapData. Pretty simple stuff...
 
 So, to address the original poster: MovieClip is just a mirage! Think of it
 like its got a scarier name like CompiledSWF and treat it like a blackbox.
 It'll make your life easier.
 
 Troy.
 
 
 On 3/29/07, Merrill, Jason [EMAIL PROTECTED] wrote:
 
 Matt,
 
  So Paul and I discussed our pointless bickering offlist and hugged it
  out.  We're good now.  Both of us however were just wondering about this
  question you have (me, so I could you, him for academic reasons) since we
  ironically agreed offlist neither of us could figure a good use case for
  needing do do this.  Maybe you can explain in more detail what you will do
  with these frames once they are inserted.  But really, we probably should
  move this to a Flashcoding list like Flashcoders.
 
  Jason Merrill
  Bank of America
  GTO Learning  Leadership 

[flexcoders] Re: Programmatically create MovieClip frames?

2007-03-29 Thread mtthwnthnyhys
Jason,

Um, thank you for the feedback?  What do you mean 'some other way?'  For that 
matter, 
what do you mean, 'why would I want to?'  

I'd like to use animations in my application that I don't think would be easy 
to accomplish 
through scripted tweens.  I could create the animations in Flash 8, but then I 
can't control 
them with AS3.  I'd maybe have export each frame from Flash 8.  Import them 
into Sprites 
in my Flex app, and then play them by iterating through the visible property 
of each one 
in a list... some kind of custom SuccessiveSpritePlayer class... seems like a 
lot of work-
around, just to make what amounts to a MovieClip that I can add frames to.

Does anyone have ideas, a trick, anything?

//Matt



--- In flexcoders@yahoogroups.com, Merrill, Jason [EMAIL PROTECTED] wrote:

 Why would you want to?  It seems whatever you're trying to do could be
 accomplished in some other way.
  
 
 Jason Merrill 
 Bank of America  
 GTO Learning  Leadership Development 
 eTools  Multimedia Team 
 
 
  
 
 
 
 
   From: flexcoders@yahoogroups.com
 [mailto:[EMAIL PROTECTED] On Behalf Of mtthwnthnyhys
   Sent: Wednesday, March 28, 2007 3:11 PM
   To: flexcoders@yahoogroups.com
   Subject: [flexcoders] Programmatically create MovieClip frames?
   
   
 
   Hey all,
   
   I have a bit of an odd question. I'm working on a project in
 which I'd like to include some 
   somewhat intricate Flash animations... unfortunately... (sort
 of)... I'm working on one of 
   those new MacBook Pros, with the Intel chip. No Flash 9 AS3
 preview for me.
   
   I'd like to keep moving on the project, but as you probably
 know, Adobe is not shipping 
   (and therefor not making available for download?) the new Flash
 CS3 until the end of April.
   
   So I'm wondering, is it possible to add frames to a
 programmatically created AS3 
   MovieClip, and then populate those frames dynamically? Will
 nextFrame() called on the 
   last frame of a MovieClip still move the playhead?.. or return
 some kind of error?.. or just 
   not do anything?
   
   I'll be experimenting with all this stuff over the next couple
 of days, trying to come up with 
   a solution, but if anyone knows anything I'd appreciate the
 feedback.
   
   Also, if you happen to know that there's no way to do what I'm
 asking... and you happen to 
   have the Flash 9 AS3 preview... would you mind making a few
 empty AS3 MovieClip SWFs? 
   To be safe, I think one each at 7, 14, 21, and 28 frames would
 be great. That's not too 
   much trouble is it?
   
   Okay, infinite thank yous in advance.
   
   //Matthew Anthony Hayes





[flexcoders] Re: Programmatically create MovieClip frames?

2007-03-29 Thread mtthwnthnyhys
Hmm, okay, so, to clarify.  

It's like Paul said.  It's not so much that I WANT to add frames, it's that I'm 
on an Intel Mac, 
and don't have access to the Flash 9 AS3 preview, and so, CANT add frames in 
Flash... at 
least not if I still want control over the MovieClips... even simple control 
like... stop(), or 
gotoAndPlay(), etc... don't work with AVM1MovieClips... which is all I can make 
until I can 
get my hands on Flash CS3... at the end of April.

Does it make more sense now?  

I want to create a set of character animations that represent said character's 
set of states, 
and can smoothly transition to/from one another, or loop over a set of frames 
if no 
transition is necessary.  

Does it make more sense now?

Okay, thanks for helping, for real,
//Matt



--- In flexcoders@yahoogroups.com, Merrill, Jason [EMAIL PROTECTED] wrote:

 You can use the Flash 9 AS3 preview to output AS3 compatible .swf
 animations.  - I guess I don't see what you need the extra frames for?
 Why do you want to add frames?  I guess my feedback was aimed and
 getting you to explain why you need to programatically add frames - I'm
 not following what you're trying to do I guess.  If they are animations
 you cannot easily do with actionscript, then that means you're
 hand-tweening them in Flash or some other tool, and thus would have the
 ability to add frames anyway.  
 
 Jason Merrill 
 Bank of America  
 GTO Learning  Leadership Development 
 eTools  Multimedia Team 
 
 
  
 
 
 
 
   From: flexcoders@yahoogroups.com
 [mailto:[EMAIL PROTECTED] On Behalf Of mtthwnthnyhys
   Sent: Thursday, March 29, 2007 8:11 AM
   To: flexcoders@yahoogroups.com
   Subject: [flexcoders] Re: Programmatically create MovieClip
 frames?
   
   
 
   Jason,
   
   Um, thank you for the feedback? What do you mean 'some other
 way?' For that matter, 
   what do you mean, 'why would I want to?' 
   
   I'd like to use animations in my application that I don't think
 would be easy to accomplish 
   through scripted tweens. I could create the animations in Flash
 8, but then I can't control 
   them with AS3. I'd maybe have export each frame from Flash 8.
 Import them into Sprites 
   in my Flex app, and then play them by iterating through the
 visible property of each one 
   in a list... some kind of custom SuccessiveSpritePlayer class...
 seems like a lot of work-
   around, just to make what amounts to a MovieClip that I can add
 frames to.
   
   Does anyone have ideas, a trick, anything?
   
   //Matt
   
   --- In flexcoders@yahoogroups.com
 mailto:flexcoders%40yahoogroups.com , Merrill, Jason
 jason.merrill@ wrote:
   
Why would you want to? It seems whatever you're trying to do
 could be
accomplished in some other way.


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







From: flexcoders@yahoogroups.com
 mailto:flexcoders%40yahoogroups.com 
[mailto:flexcoders@yahoogroups.com
 mailto:flexcoders%40yahoogroups.com ] On Behalf Of mtthwnthnyhys
Sent: Wednesday, March 28, 2007 3:11 PM
To: flexcoders@yahoogroups.com
 mailto:flexcoders%40yahoogroups.com 
Subject: [flexcoders] Programmatically create MovieClip
 frames?



Hey all,

I have a bit of an odd question. I'm working on a project in
which I'd like to include some 
somewhat intricate Flash animations... unfortunately... (sort
of)... I'm working on one of 
those new MacBook Pros, with the Intel chip. No Flash 9 AS3
preview for me.

I'd like to keep moving on the project, but as you probably
know, Adobe is not shipping 
(and therefor not making available for download?) the new
 Flash
CS3 until the end of April.

So I'm wondering, is it possible to add frames to a
programmatically created AS3 
MovieClip, and then populate those frames dynamically? Will
nextFrame() called on the 
last frame of a MovieClip still move the playhead?.. or return
some kind of error?.. or just 
not do anything?

I'll be experimenting with all this stuff over the next couple
of days, trying to come up with 
a solution, but if anyone knows anything I'd appreciate the
feedback.

Also, if you happen to know that there's no way to do what I'm
asking... and you happen to 
have the Flash 9 AS3 preview... would you mind making a few
empty AS3 MovieClip SWFs? 
To be safe, I think one each at 7, 14, 21, and 28 frames would
be great. That's not too 
much trouble

[flexcoders] Programmatically create MovieClip frames?

2007-03-28 Thread mtthwnthnyhys
Hey all,

I have a bit of an odd question.  I'm working on a project in which I'd like to 
include some 
somewhat intricate Flash animations... unfortunately... (sort of)... I'm 
working on one of 
those new MacBook Pros, with the Intel chip.  No Flash 9 AS3 preview for me.

I'd like to keep moving on the project, but as you probably know, Adobe is not 
shipping 
(and therefor not making available for download?) the new Flash CS3 until the 
end of April.

So I'm wondering, is it possible to add frames to a programmatically created 
AS3 
MovieClip, and then populate those frames dynamically?  Will nextFrame() called 
on the 
last frame of a MovieClip still move the playhead?.. or return some kind of 
error?.. or just 
not do anything?

I'll be experimenting with all this stuff over the next couple of days, trying 
to come up with 
a solution, but if anyone knows anything I'd appreciate the feedback.

Also, if you happen to know that there's no way to do what I'm asking... and 
you happen to 
have the Flash 9 AS3 preview... would you mind making a few empty AS3 MovieClip 
SWFs?  
To be safe, I think one each at 7, 14, 21, and 28 frames would be great.  
That's not too 
much trouble is it?

Okay, infinite thank yous in advance.

//Matthew Anthony Hayes 



[flexcoders] AS3 Browser weirdness!!??

2007-03-20 Thread mtthwnthnyhys
Hey all,

I'm working on some physics/game stuff... not typical Flex area of concern, 
but... well 
eventually I'll be making use of the Flex specific stuff, and for now I want to 
write in in AS3 
and am on a Mac, so no AS3 Preview for me... :(

Anyways, I wrote a little function to try and capture persistent key press... 
as the 
Key.isDown() got deprecated.  It looks like this:

private var l:uint; //left
private var u:uint; //up
private var r:uint; //right
private var d:uint; //down

private function persistKeyDown(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT)
{
l = setInterval(control, 10, event);
}

if(event.keyCode == Keyboard.UP)
{
u = setInterval(control, 10, event);
}

if(event.keyCode == Keyboard.RIGHT)
{
r = setInterval(control, 10, event);
}

if(event.keyCode == Keyboard.DOWN)
{
d = setInterval(control, 10, event);
}

//tFrame.text = keyDown:  + event.keyCode;
}

private function persistKeyUp(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT)
{
clearInterval(l);
}

if(event.keyCode == Keyboard.UP)
{
clearInterval(u);
}

if(event.keyCode == Keyboard.RIGHT)
{
clearInterval(r);
}

if(event.keyCode == Keyboard.DOWN)
{
clearInterval(d);
}

//tFrame.text = keyUp:  + event.keyCode;
}

The control function just applies forces to an object on the screen.  I have 
the seperate 
intervals for each key so that I can catch simultaneous keys being held down... 
is that 
right?  I think I must be doing something wrong, because, though it works fine 
in FireFox, 
it behaves all weird in Safari.

You can check it out here:

http://www.noncehence.com/game/experiments/test05.html

Ideally, the green ball should bounce off the walls and the grey box.  You'll 
have to click 
inside the canvas to give it focus, and you can control the green ball with the 
arrow keys.  
It's actually kind of fun already, but only in FireFox.  In Safari, the green 
ball seems to get 
stuck in one direction or another and magnatize to a wall.

Is there a difference between how keyDown/Up events are dispatched in various 
browsers?  
That doesn't make any sense to me... but then, I don't know why I'm having this 
problem.

If anyone can help, or has other questions for me, please let me know.

Thanks much,
//Matt



[flexcoders] Re: Re: AS3 Browser weirdness!!??... Thanks!!

2007-03-20 Thread mtthwnthnyhys
Hey Troy,

Thanks!  That was totally it!  Fixed the browser problem, and it's way less 
code... 
awesome!

//Matt

--- In flexcoders@yahoogroups.com, Troy Gilbert [EMAIL PROTECTED] wrote:

 Not sure what you're specific problem may be, but to answer the question of
 what to do since there's no Key.isDown()...
 
 I borrowed this from Andre Michelle... works a charm.
 
 private var keyState:Array = new Array();
 
 private function handleKeyDown(event:KeyboardEvent):void
 {
 keyState[event.keyCode] = true;
 }
 
 private function handleKeyUp(event:KeyboardEvent):void
 {
 keyState[event.keyCode] = false;
 }
 
 This takes advantage of the fact that AS3 arrays are sparse (otherwise you
 could just use an Object or Dictionary). Just replace any calls to
 Key.isDown() with keyState[Keyboard.CONSTANT].
 
 Troy.
 
 
 On 20 Mar 2007 05:22:18 -0700, mtthwnthnyhys [EMAIL PROTECTED] wrote:
 
Hey all,
 
  I'm working on some physics/game stuff... not typical Flex area of
  concern, but... well
  eventually I'll be making use of the Flex specific stuff, and for now I
  want to write in in AS3
  and am on a Mac, so no AS3 Preview for me... :(
 
  Anyways, I wrote a little function to try and capture persistent key
  press... as the
  Key.isDown() got deprecated. It looks like this:
 
  private var l:uint; //left
  private var u:uint; //up
  private var r:uint; //right
  private var d:uint; //down
 
  private function persistKeyDown(event:KeyboardEvent):void
  {
  if(event.keyCode == Keyboard.LEFT)
  {
  l = setInterval(control, 10, event);
  }
 
  if(event.keyCode == Keyboard.UP)
  {
  u = setInterval(control, 10, event);
  }
 
  if(event.keyCode == Keyboard.RIGHT)
  {
  r = setInterval(control, 10, event);
  }
 
  if(event.keyCode == Keyboard.DOWN)
  {
  d = setInterval(control, 10, event);
  }
 
  //tFrame.text = keyDown:  + event.keyCode;
  }
 
  private function persistKeyUp(event:KeyboardEvent):void
  {
  if(event.keyCode == Keyboard.LEFT)
  {
  clearInterval(l);
  }
 
  if(event.keyCode == Keyboard.UP)
  {
  clearInterval(u);
  }
 
  if(event.keyCode == Keyboard.RIGHT)
  {
  clearInterval(r);
  }
 
  if(event.keyCode == Keyboard.DOWN)
  {
  clearInterval(d);
  }
 
  //tFrame.text = keyUp:  + event.keyCode;
  }
 
  The control function just applies forces to an object on the screen. I
  have the seperate
  intervals for each key so that I can catch simultaneous keys being held
  down... is that
  right? I think I must be doing something wrong, because, though it works
  fine in FireFox,
  it behaves all weird in Safari.
 
  You can check it out here:
 
  http://www.noncehence.com/game/experiments/test05.html
 
  Ideally, the green ball should bounce off the walls and the grey box.
  You'll have to click
  inside the canvas to give it focus, and you can control the green ball
  with the arrow keys.
  It's actually kind of fun already, but only in FireFox. In Safari, the
  green ball seems to get
  stuck in one direction or another and magnatize to a wall.
 
  Is there a difference between how keyDown/Up events are dispatched in
  various browsers?
  That doesn't make any sense to me... but then, I don't know why I'm having
  this problem.
 
  If anyone can help, or has other questions for me, please let me know.
 
  Thanks much,
  //Matt
 
   
 





[flexcoders] Re: LiveDocs Offline

2007-03-19 Thread mtthwnthnyhys
Yes!!  It seems intermittent though... I get the Flex 2 Language Reference (at 
the moment) 
but not the Programming AS3 book.  Says: Page Does Not Exist.  Later, when I 
reload the 
same page, it'll work fine. WEIRDNESS!

If it helps at all, I'm on one of those new-fangled Intel MacBook Pros, looking 
at the web 
through Safari.  Just hang in there, keep trying.

//Matt


--- In flexcoders@yahoogroups.com, lostinrecursion [EMAIL PROTECTED] wrote:

 Is anyone else experiencing issues accessing LiveDocs for all Adobe 
 technologies today? So far, I am having issues with CF and Flex.
 
 I am receiving page not found errors and strange loading of the docs.
 
 I did a Google and can't believe that if it is the case, we have not 
 been notified somehow.
 
 -LIR