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  • I'm trying to make lots of the same object appear randomly on the screen subject to conditions and k

    - by Katsideswide
    Hi! A good friend recommended this site to me, it looks really useful! I'm a bit of a shameless noob at actionscript and after 3 days of tutorials and advice I've hit a brick wall. I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something. I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems: var army:Array; var enemy:Enemy; function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, 100 ); army.push( newEnemy ); addChild( newEnemy ); } function timerEvent(event:Event):void { if (a.getAnalogData(0) ==0 && a.getAnalogData(0) != this.lastposition){ trace("leaf"); var randomX:Number = (Math.random() * 200) + 100; var randomY:Number = (Math.random() * 150) + 50; var newEnemy = new Enemy( randomX, randomY); army.push( newEnemy ); addChild( newEnemy ); } else if (a.getAnalogData(0) == 0) { //don't trace anything } else { //don't trace anything } this.lastposition = a.getAnalogData(0); //afterwards, set the position to be the new lastposition and repeat. } I've imported "import flash.display.MovieClip;" and the code for the Enemy class looks like this: package { import flash.display.MovieClip; public class Enemy extends MovieClip { public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } } } Here's my error. I've tried googling, it seems like a pretty general error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at as3glue_program_fla::MainTimeline/timerEvent() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() I've made sure that the "Enemy" object is exported for AS3. I'm going for something like this when it's programmed in AS2: leafCounter = 0; //set the counter to 0 counter.swapDepths(1000); //puts the counter on top of pretty much anything, unless you make more than 1000 leaves! counter.textbox.text = 0; //shows "0" in the text box in the "counter" movie clip this.onMouseDown = function() { //triggers when the mouse is clicked this.attachMovie("Leaf","Leaf"+leafCounter,leafCounter,{_x:Math.random()*Stage.width,_y:Math.random()*Stage.height,_rotation:Math.random()*360}); //adds a leaf to rthe stage with a random position and random rotation leafCounter++; //adds 1 to the leaf counter counter.textbox.text = leafCounter; //shows that number in the text box } I'm sure it must be a simple error, I can get the logic working when it just traces something on the screen but i can't get it to generate an "enemy" Any help or hints would be really useful! I know this is a bit of a ham-fisted job of altering existing code.

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  • Actionscript 3: Force program to wait until event handler is called

    - by Jeremy Swinarton
    I have an AS 3.0 class that loads a JSON file in using a URLRequest. package { import flash.display.MovieClip; import flash.display.Loader; import flash.net.URLRequest; import flash.net.URLLoader; import flash.events.Event; public class Tiles extends MovieClip { private var mapWidth:int,mapHeight:int; private var mapFile:String; private var mapLoaded:Boolean=false; public function Tiles(m:String) { init(m); } private function init(m:String):void { // Initiates the map arrays for later use. mapFile=m; // Load the map file in. var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, mapHandler); loader.load(new URLRequest("maps/" + mapFile)); } private function mapHandler(e:Event):void { mapLoaded=true; mapWidth=3000; } public function getMapWidth():int { if (mapLoaded) { return (mapWidth); } else { getMapWidth(); return(-1); } } } } When the file is finished loading, the mapHandler event makes changes to the class properties, which in turn are accessed using the getMapWidth function. However, if the getMapwidth function gets called before it finishes loading, the program will fail. How can I make the class wait to accept function calls until after the file is loaded?

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  • How to Open Local File in AS3?

    - by Sean
    Hi, i have some code that looks like this function main9Click(event:MouseEvent):void { var main9URL:URLRequest = new URLRequest("N:\ICT\Nationals\Unit 2\Pages\Cars"); navigateToURL(main9URL, "_self"); } mainBtn6.addEventListener(MouseEvent.CLICK, main9Click); I need to make it open so when you click on that button it opens the file Cheers Sean

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • Updating multiple Sprites - AS3 performance best practices

    - by dani
    Within the container "BubbleContainer" I have multiple "Bubble sprites". Each bubble's graphics object (a circle) is updated on a timer event. Let's say I have 50 Bubble sprites and each circle's radius should be updated with a mathematical formula. How do I organize this logic? How do I update all Bubble sprites within the BubbleContainer? (should I call a bubble.update() function or make a temporary reference to the graphics object?) Where do I put the Math logic? (as static functions?)

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  • Actionscript 3 and nested lists

    - by Hanpan
    Hi, I have the following code in my XML (EDIT:) which I am trying to show in a RichText using htmlText. <ul> <li>List Item 1 <ul> <li>List Item 2</li> </ul> </li> </ul> Unfortunately, Flash doesn't seem to support nested lists, and I am getting output which looks like this: List item 1 List item 2 Where I want the second ul to be indented further. Any ideas would be much appreciated! Cheers

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  • AS3 "Loader" progress immediately goes to 100%

    - by Bart van Heukelom
    If you go to http://moederdagontbijtplacemat.nl/ you will see a progress bar. The application is loading a fairly large SWF from the server using the Loader class. Strangely enough, the progress bar immediately goes to 100% (but the loading still takes a while after that). The code is below, but you'll see it's basically too simple to break. It has worked when the application was on a different server, so I though maybe the new server wasn't sending the size of the large SWF in the http headers. Firebug does show a progress bar though, so that is not the case, the information should be available. It also works when I run the loader swf locally and change the URL (new URLRequest("Placemat.swf")) to the absolute URL of Placemat.swf on the server. var l:Loader = new Loader(); addChild(l); l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, function(e:ProgressEvent) { s.setProgress(e.bytesLoaded/e.bytesTotal); trace(Math.round(100 * e.bytesLoaded/e.bytesTotal), "%"); }); l.contentLoaderInfo.addEventListener(Event.COMPLETE, function() { removeChild(s); }); l.load(new URLRequest("Placemat.swf"));

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  • actionscript swf: why the swf is cached in one web server

    - by Bin Chen
    Hi, I have one swf and a program to load this swf. The swf is put in a server. I encounter a weird problem that if I put this swf in serverA, each time my program will issue a http request to that webserver(with 304 response). But when I move the swf from serverA to serverB, some weird things happen, the progrom will only issue the first time http request, and after that, it didn't send any http request, it looks like it uses the cache in the disk. I wonder is how can I configure serverA make the behavior the same as serverB, as I guess the problem may exists in the http response that make the program not retrieving the swf from serverB any more. Bin

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  • ActionScript rotated sprite's startDrag bounds

    - by TheDarkIn1978
    when assigning a bounds to a draggable sprite, it doesn't seem to take rotation of the sprite into consideration. the code below adds a sprite to the display list, rotates it 45º, and adds a MouseEvent.MOUSE_DOWN event to allow dragging. the startDrag() method's second parameter simply returns the bounds of the stage as a rectangle. however, because of the sprite's rotation, its corners can be dragged past the bounds of the stage. any thoughts? var mySprite:Sprite = new Sprite(); mySprite.graphics.beginFill(0x0000FF, 1); mySprite.graphics.drawRect(0, 0, 200, 200); mySprite.graphics.endFill(); mySprite.rotation = 45; addChild(mySprite); mySprite.addEventListener(MouseEvent.MOUSE_DOWN, dragSprite, false, 0, true); function dragSprite(evt:MouseEvent):void { evt.target.startDrag(false, spriteBounds()); }

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  • Placement coordinates of bitmapData in AS3

    - by TheDarkIn1978
    i've programatically created a vector graphic (rect), repositioned the graphic, and set up an MOUSE_MOVE eventListener to trace color information of the graphic using getPixel(). however, the bitmapData is placed at 0,0 of the stage and i don't know how to move it so that it matches the graphic's location. var coloredSquare:Sprite = new GradientRect(200, 200, 0xFFFFFF, 0x000000, 0xFF0000, 0xFFFF00); coloredSquare.x = 100; addChild(coloredSquare); var coloredSquareBitmap:BitmapData = new BitmapData(coloredSquare.width, coloredSquare.height, true, 0); coloredSquareBitmap.draw(coloredSquare); coloredSquare.addEventListener(MouseEvent.MOUSE_MOVE, readColor); function readColor(evt:Event):void { var pixelValue:uint = coloredSquare.getPixel(mouseX, mouseY); trace(pixelValue.toString(16)); }

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  • regex to parse a iCalendar file in ActionScript

    - by Mac Fly
    Hello, I use a library to parse an iCalendar file, but I don't understand the regex to split property. iCalendar property has 3 different style: BEGIN:VEVENT DTSTART;VALUE=DATE:20080402 RRULE:FREQ=YEARLY;WKST=MO The library uses this regex that I would like to understand: var matches:Array = data.match(/(.+?)(;(.*?)=(.*?)((,(.*?)=(.*?))*?))?:(.*)$/); p.name = matches[1]; p.value = matches[9]; p.paramString = matches[2]; Thanks.

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  • Flash / actionscript 3 sound delay.

    - by Ole
    Hey. Im working on a flash project where I am loading multiple sounds from external files. The problem is that when I play them within my project there is a small delay from when they should be played until they are actually playing. My sounds are very short and are loaded before the project is actually using them. I have looked up the problem online and it looks like the problem is not something that is only happening for me. But, non of the resources I found had any clear ways of fixing this. Some resources say that you can fix this my constantly having a sound playing in the background. I have that but it does not help. I have also looked at the actual sound file in a sound tool and there is a small delay before the sound starts, but it is very very small and should not result in the delay im seeing in my flash project. Does anyone know of a good way to fix it?

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  • strings and textfields, AS3

    - by VideoDnd
    How do I get my text fields to populate correctly and show single digits? Description Each textfield receives a substring. This doesn't limit it's input, because the text fields shows extra numbers. See illustration. Ex A //Tweening method 'could substitute code with Tweener' import fl.transitions.Tween; import fl.transitions.easing.*; //Timer that will run a sec and repeat var timer:Timer = new Timer(1000); //Integer values var count:int = +220000000; var fcount:int = 0; //Events and starting timer timer.addEventListener(TimerEvent.TIMER, incrementCounter); addEventListener(Event.ENTER_FRAME, checkOdometerPosition); timer.start(); //Tween Variables var smoothLoop:int = 0; var originalYPosition:Number = 0; var upwardYPosition:Number = -99; //Formatting String function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //First Digit 'trigger set by using var upwardPosition as a constant' function checkOdometerPosition(event:Event):void{ if (seconds9.y <= upwardYPosition){ var toText:String = formatCount(fcount); //seconds9.firstDigit.text = formatCount(fcount); seconds9.firstDigit.text = toText.substr(9, 9); seconds9.y = originalYPosition; seconds8.firstDigit.text = toText.substr(8, 8); seconds8.y = originalYPosition; seconds7dec.firstDigit.text = toText.substr(7, 7); seconds7dec.y = originalYPosition; seconds6.firstDigit.text = toText.substr(6, 6); seconds6.y = originalYPosition; seconds5.firstDigit.text = toText.substr(5, 5); seconds5.y = originalYPosition; seconds5.firstDigit.text = toText.substr(4, 4); seconds5.y = originalYPosition; seconds3.firstDigit.text = toText.substr(3, 3); seconds3.y = originalYPosition; seconds2.firstDigit.text = toText.substr(2, 2); seconds2.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds0.firstDigit.text = toText.substr(0, 1); seconds0.y = originalYPosition; } } //Second Digit function incrementCounter(event:TimerEvent):void{ count++; fcount=int(count) if (smoothLoop < 9){ smoothLoop++; } else { smoothLoop = 0; } var lolly:String = formatCount(fcount-1); //seconds9.secondDigit.text = formatCount(fcount); seconds9.secondDigit.text = lolly.substr(9, 9); var addTween9:Tween = new Tween(seconds9, "y", Strong.easeOut,0,-222, .7, true); seconds8.secondDigit.text = lolly.substr(8, 8); var addTween8:Tween = new Tween(seconds8, "y", Strong.easeOut,0,-222, .7, true); seconds7dec.secondDigit.text = lolly.substr(7, 7); var addTween7dec:Tween = new Tween(seconds7dec, "y", Strong.easeOut,0,-222, .7, true); seconds6.secondDigit.text = lolly.substr(6, 6); var addTween6:Tween = new Tween(seconds6, "y", Strong.easeOut,0,-222, .7, true); seconds5.secondDigit.text = lolly.substr(5, 5); var addTween5:Tween = new Tween(seconds5, "y", Strong.easeOut,0,-222, .7, true); seconds4.secondDigit.text = lolly.substr(4, 4); var addTween4:Tween = new Tween(seconds4, "y", Strong.easeOut,0,-222, .7, true); seconds3.secondDigit.text = lolly.substr(3, 3); var addTween3:Tween = new Tween(seconds3, "y", Strong.easeOut,0,-222, .7, true); seconds2.secondDigit.text = lolly.substr(2, 2); var addTween2:Tween = new Tween(seconds2, "y", Strong.easeOut,0,-222, .7, true); seconds1.secondDigit.text = lolly.substr(1, 1); var addTween1:Tween = new Tween(seconds1, "y", Strong.easeOut,0,-222, .7, true); seconds0.secondDigit.text = lolly.substr(0, 1); var addTween0:Tween = new Tween(seconds0, "y", Strong.easeOut,0,-222, .7, true); } Ex A has 10 text objects, each with a pair of text fields. It’s move complex than Ex B, because it has a Y animation and pairs of numbers. The text objects are animated to create a scrolling effect. It moves vertically, and has a lead number and a catch up number contained in each symbol. See illustration for more description. The counters are set to 2,200,000.00, just to see if the numbers are populating. Ex B work fine! for example only //STRING SPLITTER COUNTER with nine individual text fields //Timer settings var delay:uint = 1000/100; var repeat:uint = 0; var timer:Timer; timer = new Timer(delay,repeat); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); //Integer values var count:int = 0; var fcount:int = 0; //Format Count function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //Split strings off to individual text fields function incrementCounter(event:TimerEvent) { count++; fcount=int(count+220000000) var toText:String = formatCount(fcount); mytext9.text = toText.substr(9, 9); mytext8.text = toText.substr(8, 8); mytext7dec.text = toText.substr(7, 7); mytext6.text = toText.substr(6, 6); mytext5.text = toText.substr(5, 5); mytext4.text = toText.substr(4, 4); mytext3.text = toText.substr(3, 3); mytext2.text = toText.substr(2, 2); mytext1.text = toText.substr(1, 1); mytext0.text = toText.substr(0, 1); } Here's a link to the files

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  • reset, Tweener, AS3

    - by VideoDnd
    How do I reset my numbers after they count? I want something like an onComplete function. DESCRIPTION My animation advances 120 pixels from it's current position, then flys off the stage. It was looping, and would yoyo to the bottom before advancing. I don't want my numbers yoyoing or flying off the stage. My numbers must move 120 pixels forward each count, then return. NumbersView.as 'the code works, but in a messed up way as described' package { import flash.display.DisplayObject; import flash.display.MovieClip; import flash.utils.Dictionary; import flash.events.Event; import caurina.transitions.Tweener; public class NumbersView extends MovieClip { private var _listItems:Array; private var previousNums:Array; private const numHeight:int = 120; public function NumbersView() { _listItems = new Array(); previousNums = new Array(); //Tweener.init(); var item:NumberImage; for (var i:Number = 0; i < 9; i++) { item = new NumberImage(); addChild(item); item.x = i * item.width; _listItems.push(item); } } public function setTime($number:String):void { var nums:Array = $number.split(""); //trace("$number = " + $number); for (var i:Number = 0; i < nums.length; i++) { if (nums[i] == previousNums[i]) continue; Tweener.removeTweens(_listItems[i]); //newY:int = -numHeight; var newY:int = int(nums[i]) * -numHeight; trace("newY = " + newY); trace("currY = " + _listItems[i].y); /*----------------------PROBLEM AREA, RIGHT HERE------------------------*/ //if (_listItems[i].y < 0) _listItems[i].y = numHeight;// //Tweener.addTween(_listItems[i], { y:newY, time:3 } );// Tweener.addTween(_listItems[i], { y:_listItems[i].y+newY, time:3 } );// } previousNums = nums; } } } Tweener Example http://hosted.zeh.com.br/tweener/docs/en-us/parameters/onComplete.html

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  • Loading Images with Real Screen Resolution (Flash AS3)

    - by yar
    I am loading JPEGs into a Flash presentation using load with a flash.display.Loader and it's working great. The JPEGs are sizing to their native resolution (which is perfect). However, if I maximize the Flash presentation (in the Flash Player), the JPGs do NOT take advantage of the bigger screen. For example, the presentation is 1024x768, and the image is 1280x400. Normally the image shows with a part offscreen in the Flash presentation. However, if I expand the Flash presentation to 1680x1200, the freshly loaded image still goes offscreen. Is there any way to load the jpg (or png, or whatever) to take advantage of the displayed resolution of the Flash presentation? Edit: I realize this question is hard to read, so any help would be appreciated.

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  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

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  • Calculating Text Width In ActionScript And Flex

    - by Joshua
    I'm trying to calculate how WIDE to make my button, based on the text that it will contain, and when I try to google for how to calcuate something as simplistic as the WIDTH OF SOME TEXT, I go cross-eyed just trying to wade through apparently nonsensical esoteric counter-intuitive voodoo. Can anyone out there help simplify for me how I would write a function like this: public function HowWideWouldThisTextBeIfItWereInThisButton(Text:String,Container:Button):int { ... } Thanks in advance.

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  • Actionscript: NetStream stutters after buffering.

    - by meandmycode
    Using NetStream to stream content from http, I've noticed that esp with certain exported h264's, if the player encounters an empty buffer, it will stop and buffer to the requested length (as expected). However once the buffer is full, the playback doesn't resume, but instead jumps ahead, as such- instantly playing the buffered duration in a brief moment, and thusly triggering an empty buffer again.. this will then continue over and over. Presumably when the netstream pauses to buffer, the playhead position continues, and the player is attempting to snap to that position on resume- however given it could take 5 seconds to build a 2 second buffer- it ends up with a useless buffer again.. (this is an assumption) I've attempted to work around this by listening for an empty buffer netstatus event, pausing the stream, and at the same time setting up a loop to check the current buffer length vs the requested buffer length.. and resuming once the buffer length is greater than or equal to the requested buffer.. however this causes problems when there isn't enough of the video remaining.. for example, a 10 second buffer with only 5 seconds remaining, the loop just sits there waiting for a buffer length of 10 seconds when theres only 5 left... You would think that you could simply check which was smaller, the time left or the requested buffer length.. however the times flash gives are not accurate.. If you add the net streams current time index, plus the buffered time, the total is not the entire duration of the movie (when at the end).. it is close but not the same. This brings me back to the original problem, and if there is another way to fix this, clearly flash knows when the buffer is ready, so how can i get flash pause when it buffers, and resume once the buffer is ready? currently it doesn't.. it pauses and then once the buffer is full- it plays the entire buffered content in about .1 of a second. Thanks in advance, Stephen.

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  • FLEX, Actionscript: 2 questions about mouseOver event and image scaling

    - by Patrick
    hi, 1) if I create items in a for loop, is correct to add a new eventListener for each item ? Or should I add only 1 eventListener to the parent ? and call the event through ID ? 2) if I want to scale my item, (a LinkButton with icon image), I noticed that the icon is sometimes resized with delay, so I have a bit of flickering when I trigger the event. Should I not use icons, and set the image in another way ? How can I fix this ? thanks

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  • How to mask image with another image in ActionScript 3.0

    - by Nicola
    Hi Gurus, my issue is this, my users import an image with FileReference and I need to mask it and then send it to server. My problem is this: I'm be able do keep the filereference event and transfer the image data into my canvas. I'm be able to send to server the result of masking. But I'm NOT be able to mask the image that my users have load in my canvas. There are any help/example?? Thanks Nicola

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  • [AS3] BitmapData cut-off

    - by Fristi
    Hello, I am writing a MovieClip rasterizer which rasterizes all the frames in the specified movieclip. Here's the code for rasterizing: for ( var i:int = start; i <= end; i++ ) { //goto the next frame clip.gotoAndStop( i ); //get the bounds bounds = clip.getBounds(clip); //create a new bitmapdata container bitmapData = new BitmapData( transformer.width == -1 ? bounds.width : transformer.width, transformer.height == -1 ? bounds.height : transformer.height, transformer.transparent, transformer.color ); //rotate the clip if (clip.rotation != 0) transformer.rotate( clip.rotation * (Math.PI / 180) ); //scale the clip if (clip.scaleX != 1 || clip.scaleY != 1) transformer.scale( clip.scaleX, clip.scaleY ); //translate the movieclip to its zero point if (transformer.matrix.tx == 0 && transformer.matrix.ty == 0) transformer.translateToZero( bounds ); //draw the bitmap data with the transformers bitmapData.draw( this._source, transformer.matrix, transformer.colorTransform, transformer.blendMode, transformer.clipRect, //new Rectangle(0, 0, bounds.width, bounds.height), transformer.smoothing ); //push the data on the array frames.push( bitmapData ); } Now the result is different - http://i42.tinypic.com/lfv52.jpg - (note the head and left shoe). Anyone knows what the problem is? I've seen people adding 'extra' pixels to their boundary box at the BitmapData constructor, but thats nasty imo.

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  • How to get/obtain Variables from URL in Flash AS3

    - by Leon
    So I have a URL that I need my Flash movie to extract variables from: example link: http://www.example.com/example_xml.php?aID=1234&bID=5678 I need to get the aID and the bID numbers. I'm able to get the full URL into a String via ExternalInterface var url:String = ExternalInterface.call("window.location.href.toString"); if (url) testField.text = url; Just unsure as how to manipulate the String to just get the 1234 and 5678 numbers. Appreciate any tips, links or help with this!

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