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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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  • substrings and multiple 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. The counters are set to 2,200,000.00, just to see if the numbers are populating. Ex A is the one I'm trying to fix. Ex A the one I want to fix //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 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. 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); }

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  • AS3 Accessing Variables of Parent Class From Child

    - by TheDarkIn1978
    i'm trying to assign a parent's variable from the parent's child //Parent public class Main extends Sprite { public var selectedSquare:Sprite; public function Main() { //inits and adds new Square child class to display list } ... ------- //Child public function dragSquare(evt:MouseEvent):void { Sprite(parent).selectedSquare = this; //evil doesn't work! parent.addChild(this); this.startDrag(); } i'm receiving this error, but i'm casting parent from displayObjectContainer to a Sprite so i have no idea why it's not working. 1119: Access of possibly undefined property selectedSquare through a reference with static type flash.display:Sprite.

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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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  • 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 Accessing Functions/Vars From Outside Of Class

    - by TheDarkIn1978
    how can i call public functions or vars of a sprite class from another class (or frame script)? i keep getting 1061: Call to a possibly undefined method (function i'm trying to call) through a reference with static type flash.display:Sprite. //Framescript var a:Sprite = new customRect(); addChild(a); a.getSide(); //.as file package { import flash.display.Sprite; public class customRect extends Sprite { public var side:Number; private function customRect() { var box:Sprite = new Sprite(); box.graphics.beginFill(); box.graphics.drawRect(0, 0, 200, 200); box.graphics.endFill(); side = box.width; } public function getSide():void { trace(side); } } }

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  • Actionscript 3 svg XML parsing bug?

    - by Mahir
    Hey I get two different results when using the for each loop below. As far as I can tell there's no difference aside from attributes in the two XML literals. for each (var pathXML:XML in svg.path) { // do stuff... trace(pathXML.@stroke) } // This one works, the loop iterates once over the single path element... var svg:XML = <svg> <path stroke="#00FF00" /> </svg> // This one doesn't, the loop just exits. var svg:XML = <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="612px" height="792px" viewBox="0 0 612 792" enable-background="new 0 0 612 792" xml:space="preserve"> <path fill="#FFFFFF" stroke="#000000" d="M160.333,372.444c0,0,17.778-115.555,60-63.333s27.778-106.666,78.889,40" /> </svg>

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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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  • 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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  • ActionScript Basic Question

    - by TheDarkIn1978
    i've only ever created external .as files that extended a class such as sprite. now i just want to create one that doesn't extend anything and call it from a frame script. package { public class Test { public function Test(val:Number, max:Number) { trace(val, max); } } } from my frame script of an .fla that is in the same folder as Test.as, i'll write this: Test(50, 100); this produces the following error: 1137: Incorrect number of arguments. Expected no more than 1.

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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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  • 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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  • 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 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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  • 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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  • 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 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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  • 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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  • 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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  • TypeError: Error #1009 Actionscript 3 help.

    - by matt_t
    I am extremely frustrated. I'm following a tutorial and mimicing it on my own. I've been able to sort out most of the errors so far but this one has me stumped. I have tried replacing all of the class files with the tutorial specimen ones but i still get the error. TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.senocular.utils::KeyObject/construct() at com.senocular.utils::KeyObject() at com.asgamer.basics1::Ship() at com.asgamer.basics1::Engine() Now, not really understanding the error properly I paste dumped the files online for you to look at. Ship class: textbin.com/78z35 Engine class: textbin.com/32b24 KeyObject class: textbin.com/p2725 As the error still occured when using the specimen class files I really have no idea where to begin. I will gladly try out any suggestions (although later on, i'm tired now ;). Thanks very much.

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