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  • Load images into separate movie clips from a XML, Flash, Actionscript 3.0

    - by James Dunay
    I have an xml image bank, pretty standard, and I have a loader, along with movie clips that I want the images loaded into, the problem that I am running into is I want the images to load into separate movie clips, so I’m using a case statement to specify where they go. However, I can only get them to load into a single movie clip, I assume they are loading ontop of each other and I don’t know how to get them to separate out. I’ll post my code. It doesn’t make any sense to me but if you have any suggestions that would be real great. I can make separate loaders and then just do 1 image per loader, but that just doesn’t sound right to me. var counterNumber:Number = 0; function callThumbs():void{ for (var i:Number = 0; i <3; i++){ thumbLoaded(); counterNumber++; } } function thumbLoaded(){ var photoLoader = new Loader(); switch (counterNumber){ case 1: photoLoader.load(new URLRequest(MovieClip(this.parent).xml.photos.imageOne.image.@url[0])); whole.boxOne.pictureLoader.addChild(photoLoader); trace("1Done"); break; case 2: photoLoader.load(new URLRequest(MovieClip(this.parent).xml.photos.imageTwo.image.@url[0])); whole.boxTwo.pictureLoader.addChild(photoLoader); trace("2Done"); break; } }

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  • AS3: Removing EventListeners without knowing amount or names

    - by DevEight
    Hello! First shortly about how my site works: When a link is clicked it checks if something is already displayed in either the Left or Right side of the screen (the website looks like a book, so I have a left page I want to display information on and a right page). If there is already something showing it hides it and displays the new object, together with this it enables all the buttons within that object (I have separate functions to set up each object). An example of such an EventListener would be: pathTo.Button1.addEventListener(MouseEvent.CLICK, function():void {showText(side, object)}); What I'm trying to do is to remove all the previous set EventListeners without having to create separate functions for removing the links inside every object as well. Shorter version: How do I remove all EventListeners on all objects inside another object? The only variable I want to store is the object containing everything. There are however not always EventListeners within the objects.

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  • Median calculation in ActionScript 3

    - by Gabor Kako
    I have a number array and I'd like to calculate the median. When the array is odd, the calculation is OK, when it's even strange number comes up. private var numbers:String = "2,5,3,4,6,1"; private var array:Array = numbers.split(","); private function getMedian(array:Array):Number { var sortnums:Array = array.sort(Array.NUMERIC); var length:Number = sortnums.length; var mid1:Number; var mid2:Number; var median:Number; if(length % 2 == 0){ mid1 = length / 2; trace("mid1: "+mid1); mid2= ((length - 1) / 2)-0.5; trace("mid2: "+mid2); trace ("mid1: "+sortnums[mid1]+", mid2: "+sortnums[mid2]); median = (sortnums[mid1] + sortnums[mid2]) / 2; }else{ mid1 = (length / 2)-0.5 median = sortnums[mid1] } trace (median); return median; } The result is 21.5, but should be 3.5 mid1 and mid2 are a position in the array. Could somebody help?

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • Actionscript 3 E4X working with MMS values in XML

    - by user150946
    I am building an application using Action script 3 I am retrieving some XML from the web however the node names are mms:Image mms:Results etc my action script compiler is throwing an error becuase it is not expecting to see the semi colon in the node name. How to I access the nodes? thanks

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  • Syncing two AS3 NetStreams

    - by Lowgain
    I'm writing an app that requires an audio stream to be recording while a backing track is played. I have this working, but there is an inconsistent gap in between playback and record starting. I don't know if I can do anything to make the sync perfect every time, so I've been trying to track what time each stream starts so I can calculate the delay and trim it server-side. This also has proved to be a challenge as no events seem to be sent when a connection starts (as far as I know). I've tried using various properties like the streams' buffer sizes, etc. I'm thinking now that as my recorded audio is only mono, I may be able to put some kind of 'control signal' on the second stereo track which I could use to determine exactly when a sound starts recording (or stick the whole backing track in that channel so I can sync them that way). This leaves me with the new problem of properly injecting this sound into the NetStream. If anyone has any idea whether or not any of these ideas will work, how to execute them, or some alternatives, that would be extremely helpful! Been working on this issue for awhile

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  • Disabling repeating keyboard down event in as3

    - by psy-sci
    now I'm trying to make the keyboard events to stop repeating. My idea was to have a true and false condition for when the key is pressed so that it wont repeat if the key is down already. //Mouse Event Over keyCButton.addEventListener(MouseEvent.MOUSE_OVER, function(){gotoAndStop(2)}); //Variable var Qkey:uint = 81; //Key Down Event stage.addEventListener(KeyboardEvent.KEY_DOWN, keydown); var soundplayed = false; function keydown(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true;} } if (this.soundplayed==false){ gotoAndPlay(3); } else {} //Key Up Event stage.addEventListener(KeyboardEvent.KEY_UP, keyup); function keyup(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true; gotoAndStop(1); } } doing this just turns off the key event I think i need to add a "&& keyDown..." to "if (this.soundplayed==true)" but i dont know how to do it without getting errors here is the keyboard player i'm trying to fix http://soulseekrecords.org/psysci/animation/piano.html

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  • Actionscript Enterframe Movement

    - by David
    I am trying to make accelerated movement, but I am running into a problem that, for the life of me, I cannot understand. My class definition: public class Player extends MovieClip { private var stageRef:Stage; private var key:KeyObject; private var acceleration:int = .5; private var curSpeed:int = 0; public function Player(stageRef:Stage) { this.stageRef = stageRef; addEventListener(Event.ENTER_FRAME, enterFrame); key = new KeyObject(stageRef); } public function enterFrame(e:Event) : void { if(key.isDown(key.RIGHT)) { x += 5; } } } This works to move my position in the x direction at a constant rate. However, if I change enterFrame to public function enterFrame(e:Event) : void { if(key.isDown(key.RIGHT)) { x += acceleration; } } No movement occurs. Is there something going on in the event I do not understand? Why is it that I can have x increased by a constant value but not a constant value as defined in a variable in the class? Is it a scope issue?

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  • Moving 2d objects on a 3d plane - AS3

    - by Borkz
    I have a 2d plane rotated on its x axis, with 2d display objects I want to move around on the plane. Its pretty similar to a chess board: http://static.open.salon.com/files/chess011237853612.jpg The board is a rotated rectangle, and the pieces are just 2d display objects. Whats the easiest way to manipulate those objects so they appear to be moving on the board?

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  • How do you detect when the mouse leaves the stage in ActionScript 2?

    - by Theo
    I have the bad luck of having to downport some ActionScript 3 code to ActionScript 2 and I have a problem with detecting when the mouse leaves the stage. In ActionScript 3 there is an event called Event.MOUSE_LEAVE, which can be used to detect when the mouse leaves the stage, but there is no equivalent in ActionScript 2 as far as I can see. How would you best emulate the same functionality? Listening for mouse movement and checking the mouse coordinates against the bounds of the stage doesn't work because the mouse coordinates stop updating when the mouse leaves the stage.

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  • Flash CS4 Actionscript 3.0 --- Make my script loop!

    - by Ross
    Here is my script... all I want to do is have it continuously loop! import fl.transitions.Tween; import fl.transitions.easing.*; yourwebsite_mc.visible=false; var uptodateFadeTween=new Tween(uptodate_mc,"alpha",Strong.easeOut,0,1,3,true); var uptodateRotateTween=new Tween(uptodate_mc,"rotation",Strong.easeOut,360,0,3,true); var uptodateXTween:Tween=new Tween(uptodate_mc,"x",Strong.easeOut,-250,200,3,true); var uptodateDone:Timer=new Timer(3000,1); uptodateDone.addEventListener(TimerEvent.TIMER, timerDoneF); uptodateDone.start(); function timerDoneF(e:TimerEvent):void { var uptodateYTween:Tween=new Tween(uptodate_mc,"y",Strong.easeOut,129,-150,3,true); } var uptodateFlyUp:Timer=new Timer(3500,1); uptodateFlyUp.addEventListener(TimerEvent.TIMER, timerDoneG); uptodateFlyUp.start(); function timerDoneG(e:TimerEvent):void { yourwebsite_mc.visible=true; var yourwebsiteXTween:Tween=new Tween(yourwebsite_mc,"x",Strong.easeOut,-200,450,1.5,true); }

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  • ActionScript Drawing Gradient Line With Transparency

    - by TheDarkIn1978
    i'm attempting to draw a simple gradient line with some transparency, but the portion of the line that receives 0 for the alpha draws black. var lineMatrix:Matrix = new Matrix(); lineMatrix.createGradientBox(500, 1); var line:Sprite = new Sprite(); line.graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); line.graphics.lineGradientStyle(GradientType.LINEAR, [0XFF0000, 0, 0xFF0000], [1, 0, 1], [0, 127, 255], lineMatrix); line.graphics.moveTo(0, 0); line.graphics.lineTo(500, 0); addChild(line); what am i doing wrong?

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  • casting between sibling classes, AS3

    - by felix-gasca
    I have two classes, derivedClassA and derivedClassB which both extend parentClass I'm declaring var o:parentClass and then, depending on what's going on, I want to cast o as either being of type derivedClassA or derivedClassB. Essentially, this: var o:parentClass ... if(shouldUseA) o = new derivedClassA(); else o = new derivedClassB(); o.doSomething(); But it's not working, I'm getting all sorts of errors. Isn't this how class inheritance works? I feel like I'm missing something really fundamental, but I can't figure out what. Am I supposed to be using interfaces instead? Is there another way of doing what I want?

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  • Google maps event problem with flex actionscript

    - by DEH
    I am able to render a google map on a flex canvas. I create the map using the code below and then place markers on it in the onMapReady method (not shown) var map:com.google.maps.Map=new com.google.maps.Map(); map.id="map"; map.key="bla bla"; _mapCanvas.addChild(map); map.addEventListener(MapEvent.MAP_READY,onMapReady); It all works fine. However, if I remove the map and then set _mapCanvas to null, then run exactly the same code again, the onMapReady event does not fire. It is weird, but once a map has been created and deleted, the onMapReady event never seems to fire again. Anyone got any ideas? Thanks.

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  • set and get variables throughout moive - actionscript 3

    - by ed209
    I need to set various variables depending on what a user clicks. Those variables then need to be accessed by other movieclips. The problem is that at the time of clicking, those "other movieclips" don't exist on the timeline yet. What I have done is assign the variable to the parent movieclip, although I guess I could just as easily set them to the root. Then I would grab that value when the relevant clip is initiated. // set - works MovieClip(parent).aMovieClip.someVariable = myVal; // get? - doesn't work getVar = MovieClip(parent).aMovieClip.someVariable; the above doesn't work - what is the correct way to get that value whenever I need it. I guess it's a case of getting and setting global variables

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  • How to pass array via ExternalInterface.call in Actionscript 2.0

    - by Beck
    ExternalInterface.call("create_platform",var1,var2,var3...); I need: ExternalInterface.call("create_platform",mycars); Tried like that: mycars = new Array(); mycars["fast"] = "peugoet 306"; mycars["sporty"] = "citreon saxo"; mycars["old"] = "ford fiesta"; ExternalInterface.call("create_platform",mycars); Javascript shows empty array; Thanks.

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  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

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  • actionscript 3 array question

    - by Naro
    var arr1:Array = new Array(); arr1.push(item1); arr1.push(item2); arr1.push(item3); then arr1 and its elements get passed to other functions is there a way to know the index of an item in the array? GetParentArrayIndex(item2) would give me 1;

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  • Actionscript - Adding EventListener to multiple buttons on stage

    - by Chev
    I have a little problem with adding EventListener to multiple objects on stage. I have above 40 buttons on stage named "Button01","Button02" .. "Button40", and i'm looking for easiest way to add EventListener to all of them. Creating something like Button01.addEventListener(MouseEvent.CLICK, doSomething) Button02.addEventListener(MouseEvent.CLICK, doSomething) .. Button40.addEventListener(MouseEvent.Click, doSomething) (Notice the same function). isn't solution i'm looking for :(. Thanks in advice.

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  • How to translate such AS3 class into C#?

    - by Ole Jak
    So I try to create opensource C# project for slicing FLVs I began with translating of existing project called flvslicer Can any one please help me with translating one of their classes package org.bytearray.video.events { import flash.events.Event; import flash.utils.ByteArray; public final class MergedEvent extends Event { public var time:Number; public var stream:ByteArray; public static const COMPLETE:String = "mergeComplete"; public function MergedEvent(type:String, stream:ByteArray, duration:Number) { super(type, false, false); // base this.stream = stream; this.time = duration; } } }

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  • Learn Actionscript 3.0+Flash Vs. C#

    - by user335932
    I have a background in python and I'm looking for a new language. I am almost only intrested in making games. I have come to 2 languages. C# and Action Script. C# because Microsoft allows you to make Indie XBLA games programmed in C# ONLY. Action Script so I can make flash games for new grounds and ect. What do you think is better to learn in the long run?

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  • Flash AS3: position loaded images from loop based on image height

    - by HeroicNate
    I'm trying to dynamically stack images that are being pulled in via an xml file. Below is what I'm doing, and it almost works. The problem is that it only seems to fire off the event complete function on the very last one, instead of going for all of them. Is there a way to make it run the even.complete function for each image? function aboutfileLoaded(event:Event):void { aboutXML = new XML(aboutTextLoader.data); for(var l:int = 0; l < aboutXML.aboutimages.image.length(); l++) { imageLoader = new Loader(); imageSource = aboutXML.aboutimages.image[l]; if (imageSource != "") { this.imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, aboutimageLoaded); this.imageLoader.load(new URLRequest(imageSource)); //aboutBox.aboutContent.addChild(imageLoader); //imageLoader.y = imageYpos; //imageYpos = imageYpos + 50; } } } function aboutimageLoaded(event:Event):void { aboutBox.aboutContent.addChild(imageLoader); this.imageLoader.y = imageYpos; imageYpos = imageYpos + this.imageLoader.height; }

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