Search Results

Search found 2242 results on 90 pages for 'actionscript'.

Page 11/90 | < Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >

  • ActionScript Measuring Depth

    - by TheDarkIn1978
    i'm having a difficult time understanding how to control the z property of display objects. i know how depth works, but what i don't understand is how i can get the maximum depth, or the number at which the display object just disappears into the background. i assume depth is based on the stage's width and height, and that is why assigning the same depth of the same display object appars mismatched with different stage sizes. so how can i appropriately measure depth?

    Read the article

  • ActionScript - clicking and determining the sprite's class

    - by TheDarkIn1978
    i'd like to add all or most of my mouse events to stage, but in order to do that i need to be able to tell what is the type of the sprite being clicked. i've added two sprites to the display list, one of which is from a class called Square, the other from a class called Circle. var mySquare:Sprite = new Square(); var myCircle:Sprite = new Circle(); addChild(mySquare); addChild(myCircle); now when i click on these sprites, i'd like to know from which class they are from, or which type of sprite it is. //mousePoint returns mouse coordinates of the stage var myArray:Array = stage.getObjectsUnderPoint(mousePoint()); if (myArray[myArray.length - 1] is Sprite) ... so far i know how to do is determine if it IS a sprite display object, but since i'll only be working with sprites i need something more specific. rather than checking "is Sprite", is there a way i can check "is Square" or "is Circle"? if (myArray[myArray.length - 1] is Square)

    Read the article

  • ActionScript Clean Up

    - by TheDarkIn1978
    i want to deallocate a spriteClass from memory and remove it from the display list. when the spriteClass is instantiated, it creates some of it's own sprites with new tweens and tween events and add them as children. i understand that the tween events must be removed in order for the spritClass to become available for garbage collection, and only afterwards should i nullify the spriteClass, but should i also nullify and remove the spriteClass's sprite children and tweens as well, or does it not matter? essentially i'd like to know if by nullifying the spriteClass it automatically removes all of it's added children and new instantiations like tweens, sprites, rects, whatever, or am i responsible for removing them all and otherwise the spriteClass isn't truly null until i do so?

    Read the article

  • Movieclip stacking in Actionscript

    - by Glycerine
    I'm building a game of which the interface is one of the first items to load on screen. Sound button, pause and all the bits - During the game - all manor of things are dynamically added and removed to the stage. Therefore my interface goes behind my game scene. How do I ensure the movieclip always stays on top? Can I override the addChild of my Document Class and every time a new child is added, I restack the interface to the top?

    Read the article

  • ActionScript Measuring 3D Depth

    - by TheDarkIn1978
    i'm having a difficult time understanding how to control the z property of display objects in a 3D space. i know how depth works, but what i don't understand is how i can get the maximum depth, or the number at which the display object just disappears into the background. i assume depth is based on the stage's width and height, and that is why assigning the same depth of the same display object appars mismatched with different stage sizes. so how can i appropriately measure depth?

    Read the article

  • Problem with ActionScript 3.0 button to URL and root movieclip

    - by aarontb
    Okay, so, here's what the problem is. I'm creating a flash site with each page being it's own movieclip and Scene 1 being the menu and other things that stay on the site. I've created a MovieClip called 'HowWorksScene'. The movieclip has 2 buttons that link out to different URLs, however, I'm sure that when 1 of the button scripts work, the same script will work for the other...so here's the problem that I'm having with the Button stop(); VidDemo_btn.addEventListener(MouseEvent.CLICK, video); function video(event:MouseEvent):void { var link:URLRequest = new URLRequest('www.youtube.com'); navigateToURL(link); } Problem is that I cannot GET to that frame to even determine an error. The problem preventing me from getting to this point is a call function. In the "HomePage" movieclip, when the button is pressed to go to the next scene, "Homepage" fades out and flys left then the next frame is 1 frame but activates the next movieclipe "HowWorksScene"...but without errors, it simply goes to frame 17 of "Homepage". I've tried doing _root.gotoAndPlay(17); but get an undefined error. So, I guess my question is: What is the BEST way to direct from within a movieclip to a frame in the parent Scene? I've even tried using gotoAndPlay(17, "Scene 1"); And that still did not work. Please let me know ASAP!

    Read the article

  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

    Read the article

  • ActionScript find LineBreak in XML and count them

    - by Pepe Sanchez
    Hi, i have an XML that has line breaks like this: This is a text that has line breaks im reading that xml in action script.. and trying to count how many linebreaks are in the text. Here is my code.. it returns 0 , it should return 5 for the example. function countBreaks(str:String) : Number { var count:Number = 0; for (var i:Number = 0; i < str.length-1; i++) { if(str.charAt(i)+str.charAt(i+1) eq "\n") count++; } return count; } I appreciate any help :)

    Read the article

  • Increment global variable on click in flash, actionscript 3

    - by msandbot
    Hi, Making a flash page that can cycle through these three images on mouseclick. For some reason the local changes to count are not reflected on the global one. I tried _global but the syntax was odd and gave me errors. How should I implement this? import flash.events.Event; var images:Array = ["images/image.jpg", "images/image2.jpg", "images/image3.jpg"]; var count:int = 0; forward.addEventListener(MouseEvent.CLICK, loadPhoto); function loadPhoto(evt:Event){ if(count>2){ count==0; } trace(count); imageFrame.source = images[count]; count++; }

    Read the article

  • ActionScript Move MovieClip Effects

    - by Ozzy
    Hi all. I have a movieclip. Its current y is 0, and i want to move it to y 100 How im currently doing it is onenterframe { Y += 2 } how would i do it that it starts off slow and ends slow but speeds up in the middle?

    Read the article

  • actionscript 3.0 garbage collection with casalib ?

    - by algro
    I would love to see an actual example how to use the casalib-garbage-collection. I used the destroy method like in the description: casa-lib description If I have a Loader in a Subclass, do I also have to use the CasaLibLoader? Do I have still to care about all Instances/Eventlisteners to do proper garbage collection? If yes, whats the advantage of casalib-garbage-collection? I assumed to call destroy on a Casalib-Sprite and then it would destroy all its subclasses and references, and therefore safe memory. It would be awesome to get an easy instruction. Thanks in advance

    Read the article

  • Passing an ActionScript JPG Byte Array to Javscript (and eventually to PHP)

    - by Gus
    Our web application has a feature which uses Flash (AS3) to take photos using the user's web cam, then passes the resulting byte array to PHP where it is reconstructed and saved on the server. However, we need to be able to take this web application offline, and we have chosen Gears to do so. The user takes the app offline, performs his tasks, then when he's reconnected to the server, we "sync" the data back with our central database. We don't have PHP to interact with Flash anymore, but we still need to allow users to take and save photos. We don't know how to save a JPG that Flash creates in a local database. Our hope was that we could save the byte array, a serialized string, or somehow actually persist the object itself, then pass it back to either PHP or Flash (and then PHP) to recreate the JPG. We have tried: - passing the byte array to Javascript instead of PHP, but javascript doesn't seem to be able to do anything with it (the object seems to be stripped of its methods) - stringifying the byte array in Flash, and then passing it to Javascript, but we always get the same string: ÿØÿà Now we are thinking of serializing the string in Flash, passing it to Javascript, then on the return route, passing that string back to Flash which will then pass it to PHP to be reconstructed as a JPG. (whew). Since no one on our team has extensive Flash background, we're a bit lost. Is serialization the way to go? Is there a more realistic way to do this? Does anyone have any experience with this sort of thing? Perhaps we can build a javascript class that is the same as the byte array class in AS?

    Read the article

  • Actionscript 3 Navigate with Keyboard Between Labels

    - by Sbml
    Hello I need to navigate between labels with arrow keys like a power point presentation. I have an array with labels and a KeyboardEvent. My problem is, if I am in label number four for example and click in arrow click, always goes to first label. So I need help defining my current label to go to the next on key press. My code: import flash.events.KeyboardEvent; var myLabels:Array = [ "label_1", "label_2", "label_3", "label_4"]; var nextLabel:String; var inc:int = 0; stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void { switch(evt.keyCode) { case Keyboard.RIGHT : nextLabel = String(myLabels[inc]); gotoAndStop(nextLabel); inc++; break; } } Thanks

    Read the article

  • Real-time Multiplayer Movement - Flash ActionScript 3 (AS3) - Flash Media Server

    - by Wild Phoenix
    Dear All, I am creating a simple game, where I would like more than one player to be able to connect and play. With regards to a single player game, I am more than comfortable with the coding. I cannot seem to figure out how to connect up more than one player and update their screens when the each player moves. So far I have the players connecting, but I still need to be able update the SharedObject when a player moves, then push it out to the other players. I have searched high and low for a good tutorial / source code to review. Code So Far A tutorial i found so far listened for a click as it was a mouse based movement, then this told the SHaredObject to tell the client (and the others) to update that clients movement. However all of my movement is listend and acted on in the playership class.

    Read the article

  • How to Fake a AsyncToken return in ActionScript 3

    - by Brett
    Using Parsley, I have a service that I access through a [Command(selector='list')] public function getRssFeed( msg:RssEvent ):AsyncToken { return service.list() as AsyncToken; } when I point to the "Real" RssService, everything works as expected. My problem is when I point to the "Mock" RssService. I can't figure out how to fake a AsyncToken with some dummy data return... does anyone knows how to do this ?

    Read the article

  • Actionscript problems with social share encoding

    - by Rittmeyer
    Hi, I'm trying to make some "social share" buttons at my site, but the urls I generate just don't get decoded by this services. One example, for twitter: private function twitter(e:Event):void { var message:String = "Message with special chars âõáà"; var url:String = "http://www.twitter.com/home?status="; var link:URLRequest = new URLRequest( url + escape(message) ); } But when twitter opens up, the message is: Message with special chars %E2%F5%E1%E0 Something similar is happening with Facebook and Orkut (but these two hide the special chars). Someone know why is this happening?

    Read the article

  • Call private method in Flex, Actionscript.

    - by core07
    I need it in FlexUnit to test private methods. Is there any possibility to do this via reflection by using describeType or maybe flexUnit has some build in facility? I dislike artificial limitation that i cannot test private functions, it greatly reduces flexibility. Yes it is good design for me to test private functions, so please do not advise me to refactor my code. I do not want to break the encapsulation for the sake of unit testing.

    Read the article

  • ActionScript Tween Yoyo Stops!

    - by TheDarkIn1978
    i want my tween to yoyo until the program is closed, but for some reason my tween is only "yoyoed" about 10 times before it just stops. is this normal? var myTween:Tween = new Tween(boxSprite, "alpha", Regular.easeInOut, 1, 0.25, 1, true); myTween.addEventListener(TweenEvent.MOTION_FINISH, yoyo, false, 0, true); function yoyo(evt:TweenEvent):void { evt.target.yoyo(); }

    Read the article

  • Some help with basic Sound functions in actionscript 3

    - by danwoods
    Hello all. I'm working on a mp3 player and I'm super new at all things flash so there are lots of questions. Currently I'm getting stuck on the track change. My variable declaration look like this: var index:int = -1; var music:Sound = new Sound(new URLRequest("moe2008-05-24d02t02_vbr.mp3")); var sc:SoundChannel; var isPlaying:Boolean = false; and my change track function looks like this: function changeTrack(newTrack){ sc.stop(); isPlaying = false; music = new Sound(new URLRequest(newTrack)); sc = music.play(); isPlaying = true; index++; } Does anyone see any obvious errors??? Thanks

    Read the article

  • ActionScript 3.0 Getting Size/Coordinates From Loader Content

    - by TheDarkIn1978
    i'm attempting to position a textfield to the bottom left of an image that is added to the display list from the Loader() class. i don't know how to access the width/height information of the image. var dragSprite:Sprite = new Sprite(); this.addChild(dragSprite); var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest("picture.jpg")); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, displayPic, false, 0, true); function displayPic(evt:Event):void { dragSprite.addChild(evt.target.content); evt.target.removeEventListener(Event.COMPLETE, displayPic); } var tf:TextField = new TextField(); tf.text = "Picture Title"; tf.width = 200; tf.height = 14; tf.x //same x coordinate of dragSprite tf.y //same y coordinate of dragSprite, plus picture height, plus gap between picture and text addChild(tf); within the displayPic function, i could assign the evt.target.content.height and evt.target.content.width to variables that i could use to position the text field, but i assume there is a better way?

    Read the article

  • ActionScript Tweening Matrix Transform (big problem)

    - by TheDarkIn1978
    i'm attempting to tween the position and angle of a sprite. if i call the functions without tweening, to appear in one step, it's properly set at the correct coordinates and angle. however, tweening it makes it all go crazy. i'm using an rotateAroundInternalPoint matrix, and assume tweening this along with coordinate positions is messing up the results. works fine (without tweening): public function curl():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle); backCanvas.transform.matrix = internalPointMatrix; } doesn't work properly (with tweening): public function curlUp():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; distanceTween = new Tween(parameters, "distance", None.easeNone, 0, distance, 1, true); angleTween = new Tween(parameters, "angle", None.easeNone, 0, angle, 1, true); angleTween.addEventListener(TweenEvent.MOTION_CHANGE, animateCurl); } private function animateCurl(evt:TweenEvent):void { backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle - previousAngle); backCanvas.transform.matrix = internalPointMatrix; previousAngle = parameters.angle; } in order for the angle to tween properly, i had to add a variable that would track it's last angle setting and subtract it from the new one. however, i still can not get this tween to return the same end position and angle as is without tweening. i've been stuck on this problem for a day now, so any help would be greatly appreciated.

    Read the article

< Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >