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  • AS3: How to get fullscreen and keyboard input?

    - by Tinelise
    Since flash doesn't allow keyboard input while in fullscreen mode I'm wondering if there is a workaround to that? I have a flash that is going to run fullscreen in a browser and needs different kinds of keyboard input. I have read something about AIR, but I don't fully understand it and would like another way if thats even possible. Anybody knows?

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  • as3 loops and event listeners

    - by Ross
    I have an array that returns multidimensional data from an mysql database, when this is collected the createNews function creates the user interface. The problem I am having is the loop is iterating quicker than the ui is being created, is there a way to use event listeners with loops so it only continues after my function has completed its work. Any solutions or ideas are much appreciated; Thanks, R. var t:Array = responds.serverInfo.initialData; for (var i:uint = 0; i < t.length; i++) { var date = t[i][1]; var newstitle = t[i][2]; var story= t[i][3]; var image = t[i][4]; createNews(date, newstitle, story, image); }

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  • using nested arrays by php http_build_query() and recieve them in flash AS3

    - by Mahmoud
    hi, i am having this hard time figuring what is needed to do, i am using URLVariables to send/recieve values between flash and PHP the problem is, i am unable to access nested arrays ( array inside an array ) with flash heres an example: $dgresult = array("total" = $results); echo http_build_query($dgresult,"flf_"); in flash, all i need to do is to use: var variables:URLVariables = new URLVariables(e.target.data); then i can access it with : variables.total the problem now is when i have nested arrays: $dgresult = array("total" = $results); array_push($dgresult,$another_array); http_build_query($dgresult,"flf_"); i can still access variables.total but what about anything that has flf_ ? how is that possible?

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  • navigateToUrl AS3 is not opening a web browser

    - by Ronnie
    I have a textField on my stage named 'adBuy', which when clicked I want to open up my browser with the defined in URL request. However when I click on the 'adBuy' textField on my SWF it opens Coda, the piece of software I'm using to write this small piece of code? I am puzzled. Here is my code: adBuy.defaultTextFormat = adFormat; adBuy.textColor = 0xFF65CB; adBuy.x = 640; adBuy.y = 455; adBuy.text = "Buy Now"; parent.addChild(adBuy); adBuy.addEventListener(MouseEvent.CLICK, buyAdvert); var request:URLRequest = new URLRequest("http://www.google.co.uk"); function buyAdvert(event:MouseEvent):void { navigateToURL(request, "_blank"); trace("link clicked"); } Is there an error in my code, or is this a common problem for which there is an answer?

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  • No mic activity with setLoopBack set to false - AS3

    - by Franky
    Trying to figure out why setloopback needs to be set to true for microphone activity to be detected. The problem is the echo feedback when using a macbook with a built in mic. If anyone has some ideas about this let me know. Right now I'm experimenting with toggling gain, depending on activity to simulate echo reduction. Not optimal though. @lessfame

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  • Flash AS3 Coloring Book - Movieclip only clickable in certain spots (Event Listeners)

    - by kilrizzy
    I am working on a coloring book and have a movieclip (outlines) containing many movieclips that can be changed to whatever color the user has selected. However it seems like some of the movieclips can be clicked anywhere and work great, and others you need to click a certain spot for it to color in. I have an example here: http://jeffkilroy.com/hosted/softee/coloring.html Notice the three sections of the icecream (top, middle, bottom). The middle is clickable from anywhere inside the movieclip, however the top and especially bottom require you to click on specific spots in order for you to activate the event listener. Not sure if it is a depth issue because I would assume if that is the case it would activate at least a different movieclip but it just seems nothing happens at all. Any help would be appreciated, I also have the source located here: Source CS4 Source CS3

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  • 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 :)

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  • 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

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  • Flex AS3 - Creating a dynamic property, and then binding a control to it

    - by Caleb Cittadino
    I am trying to: 1) create a dynamic property 2) bind that property to a label This works great for "sealed properties", but for dynamic properties there doesn't appear to be any event triggered. Are dynamic properties implicityly not bindable? var myObj:MyType = new MyType(); // MyType is dynamic myObj["myDynamicPropertyName"] = "initialized"; BindingUtils.bindProperty(myLabel, "data", myObj, repeatedLabel.name); // myLabel now displays "initialized" myObj["myDynamicPropertyName"] = "changed"; // myLabel still displays "initialized", it should say "changed" !!!

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  • Publish to Facebook Stream in as3

    - by Kid Adiran
    Hi, I am trying to publish to a users stream when they click a share button in my flash app that i have living in a tab on a fan fan. I basically have my swf embedded on a page that has a java script function that calls the facebook share dialogue. Here is what i got so far: // flash embedd <fb:fbjs-bridge/> // share function <script> function publishfeed() { var attachment = {'media':[{'type':'image','src':'http://bit.ly/AJTnf','href':'http://bit.ly/hifZk'}]}; Facebook.streamPublish('', attachment); } In my flash file, I try using this code to get it to pull the javascript funtion, but no luck. function jspopupWindow(event:MouseEvent):void { var request:URLRequest = new URLRequest("javascript:publishfeed()"); navigateToURL(request,"_blank"); } share_btn.addEventListener(MouseEvent.CLICK, jspopupWindow); Can anyone help me, what am i missing? thanks a

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  • Check if song is buffering in AS3

    - by SXMC
    I have the following piece of code: var song:Sound; var sndChannel:SoundChannel; var context:SoundLoaderContext = new SoundLoaderContext(2000); function songLoad():void { song.load(new URLRequest(songs[selected]),context); sndChannel = song.play(); } Now I want to be able to check if the song is buffering or not. Is there a way to do this? Or should I approach it differently? Thanks in advance!

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  • Flash AS3 Mysterious Blinking MovieClip

    - by Ben
    This is the strangest problem I've faced in flash so far. I have no idea what's causing it. I can provide a .swf if someone wants to actually see it, but I'll describe it as best I can. I'm creating bullets for a tank object to shoot. The tank is a child of the document class. The way I am creating the bullet is: var bullet:Bullet = new Bullet(); (parent as MovieClip).addChild(bullet); The bullet itself simply moves itself in a direction using code like this.x += 5; The problem is the bullets will trace for their creation and destruction at the correct times, however the bullet is sometimes not visible until half way across the screen, sometimes not at all, and sometimes for the whole traversal. Oddly removing the timer I have on bullet creation seems to solve this. The timer is implemented as such: if(shot_timer == 0) { shoot(); // This contains the aforementioned bullet creation method shot_timer = 10; My enter frame handler for the tank object controls the timer and decrements it every frame if it is greater than zero. Can anyone suggest why this could be happening? EDIT: As requested, full code: Bullet.as package { import flash.display.MovieClip; import flash.events.Event; public class Bullet extends MovieClip { public var facing:int; private var speed:int; public function Bullet():void { trace("created"); speed = 10; addEventListener(Event.ADDED_TO_STAGE,addedHandler); } private function addedHandler(e:Event):void { addEventListener(Event.ENTER_FRAME,enterFrameHandler); removeEventListener(Event.ADDED_TO_STAGE,addedHandler); } private function enterFrameHandler(e:Event):void { //0 - up, 1 - left, 2 - down, 3 - right if(this.x > 720 || this.x < 0 || this.y < 0 || this.y > 480) { removeEventListener(Event.ENTER_FRAME,enterFrameHandler); trace("destroyed"); (parent as MovieClip).removeChild(this); return; } switch(facing) { case 0: this.y -= speed; break; case 1: this.x -= speed; break; case 2: this.y += speed; break; case 3: this.x += speed; break; } } } } Tank.as: package { import flash.display.MovieClip; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Tank extends MovieClip { private var right:Boolean = false; private var left:Boolean = false; private var up:Boolean = false; private var down:Boolean = false; private var facing:int = 0; //0 - up, 1 - left, 2 - down, 3 - right private var horAllowed:Boolean = true; private var vertAllowed:Boolean = true; private const GRID_SIZE:int = 100; private var shooting:Boolean = false; private var shot_timer:int = 0; private var speed:int = 2; public function Tank():void { addEventListener(Event.ADDED_TO_STAGE,stageAddHandler); addEventListener(Event.ENTER_FRAME, enterFrameHandler); } private function stageAddHandler(e:Event):void { stage.addEventListener(KeyboardEvent.KEY_DOWN,checkKeys); stage.addEventListener(KeyboardEvent.KEY_UP,keyUps); removeEventListener(Event.ADDED_TO_STAGE,stageAddHandler); } public function checkKeys(event:KeyboardEvent):void { if(event.keyCode == 32) { //trace("Spacebar is down"); shooting = true; } if(event.keyCode == 39) { //trace("Right key is down"); right = true; } if(event.keyCode == 38) { //trace("Up key is down"); // lol up = true; } if(event.keyCode == 37) { //trace("Left key is down"); left = true; } if(event.keyCode == 40) { //trace("Down key is down"); down = true; } } public function keyUps(event:KeyboardEvent):void { if(event.keyCode == 32) { event.keyCode = 0; shooting = false; //trace("Spacebar is not down"); } if(event.keyCode == 39) { event.keyCode = 0; right = false; //trace("Right key is not down"); } if(event.keyCode == 38) { event.keyCode = 0; up = false; //trace("Up key is not down"); } if(event.keyCode == 37) { event.keyCode = 0; left = false; //trace("Left key is not down"); } if(event.keyCode == 40) { event.keyCode = 0; down = false; //trace("Down key is not down") // O.o } } public function checkDirectionPermissions(): void { if(this.y % GRID_SIZE < 5 || GRID_SIZE - this.y % GRID_SIZE < 5) { horAllowed = true; } else { horAllowed = false; } if(this.x % GRID_SIZE < 5 || GRID_SIZE - this.x % GRID_SIZE < 5) { vertAllowed = true; } else { vertAllowed = false; } if(!horAllowed && !vertAllowed) { realign(); } } public function realign():void { if(!horAllowed) { if(this.x % GRID_SIZE < GRID_SIZE / 2) { this.x -= this.x % GRID_SIZE; } else { this.x += (GRID_SIZE - this.x % GRID_SIZE); } } if(!vertAllowed) { if(this.y % GRID_SIZE < GRID_SIZE / 2) { this.y -= this.y % GRID_SIZE; } else { this.y += (GRID_SIZE - this.y % GRID_SIZE); } } } public function enterFrameHandler(Event):void { //trace(shot_timer); if(shot_timer > 0) { shot_timer--; } movement(); firing(); } public function firing():void { if(shooting) { if(shot_timer == 0) { shoot(); shot_timer = 10; } } } public function shoot():void { var bullet = new Bullet(); bullet.facing = facing; //0 - up, 1 - left, 2 - down, 3 - right switch(facing) { case 0: bullet.x = this.x; bullet.y = this.y - this.height / 2; break; case 1: bullet.x = this.x - this.width / 2; bullet.y = this.y; break; case 2: bullet.x = this.x; bullet.y = this.y + this.height / 2; break; case 3: bullet.x = this.x + this.width / 2; bullet.y = this.y; break; } (parent as MovieClip).addChild(bullet); } public function movement():void { //0 - up, 1 - left, 2 - down, 3 - right checkDirectionPermissions(); if(horAllowed) { if(right) { orient(3); realign(); this.x += speed; } if(left) { orient(1); realign(); this.x -= speed; } } if(vertAllowed) { if(up) { orient(0); realign(); this.y -= speed; } if(down) { orient(2); realign(); this.y += speed; } } } public function orient(dest:int):void { //trace("facing: " + facing); //trace("dest: " + dest); var angle = facing - dest; this.rotation += (90 * angle); facing = dest; } } }

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  • Flash AS3: automate property assignment to new instance from arguments in constructor

    - by matt lohkamp
    I like finding out about tricky new ways to do things. Let's say you've got a class with a property that gets set to the value of an argument in the constructor, like so: package{ public class SomeClass{ private var someProperty:*; public function SomeClass(_someProperty:*):void{ someProperty = _someProperty; } } } That's not exactly a hassle. But imagine you've got... I don't know, five properties. Ten properties, maybe. Rather then writing out each individual assignment, line by line, isn't there a way to loop through the constructor's arguments and set the value of each corresponding property on the new instance accordingly? I don't think that the ...rest or arguments objects will work, since they only keep an enumerated list of the arguments, not the argument names - I'm thinking something like this would be better: for(var propertyName:String in argsAsAssocArray){this[propertyName] = argsAsAssocArray[propertyName];} ... does something like this exist?

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  • Actionscript 3.0 Play and pause add effect.

    - by Jordan Pagaduan
    layer 1 -- an embeded video layer 2 -- an invisible button **Here is my code in layer 3** stop(); var vid:Boolean = true; function vid_event(event:MouseEvent) { if (vid) { stop(); event.target.gotoAndStop('pause'); vid = false; } else { play(); event.target.gotoAndStop('play'); vid = true; } } vid_btn.addEventListener(MouseEvent.CLICK,vid_event); I already get the play and pause fuction (that's all i need). I just want to add an image to show when the video still not playing in and pause. If the video played the image will disappear and if pause the image will appear. Thank You

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  • AS3: resizing as a result of an eventListener

    - by Jaimie
    Hi everyone, I have coded a map that when a province object is clicked on, it should move to the center of the screen and grow a percentage of the width, along with displaying a number of different things. The problem is that in order for the image to resize it needs to be clicked on twice. It moves, and all of the children display just as they were designed to do, but the resize doesn't work on the first try. Any ideas how to fix this problem? ... menuItem4_mc.addEventListener(MouseEvent.CLICK, onClick); ... public function onClick(mc:MouseEvent):void { menuItem4_mc.width = width * .65; menuItem4_mc.height = height * .7; //brings Ontario To the front of the stage setChildIndex(menuItem4_mc,numChildren - 1); menuItem4_mc.x= 670/2; menuItem4_mc.y= 480/2; ... } Thank you!

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  • AS3 (Pixelfumes Reflection Class)

    - by Mick
    Hi I am using a reflection class in my code. I have stripped it right down to the code below. I have a mc on the stage with an instance name of sand. I have tried all combinations and do not get an error BUT i don't get a reflection either. I have been on the forums for the site but cant find any info. Does anyone have any experience with this plugin please ? import com.pixelfumes.reflect.*; new Reflect({mc:sand, alpha:100, ratio:255, distance:0, updateTime:0.2, reflectionAlpha:100, reflectionDropoff:3.64});

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  • Undocumented AS3 API

    - by grayger
    Recently, I happen to know MovieClip.addFrameScript() which is very useful, otherwise timeline script should be coded in fla. Do you know any other undocumented Actionscript3 API?

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  • Override existing AS3 classes

    - by purga
    For a custom derived class "Vector2" from flash.geom.Point, when trying to override the clone() method (similar to add(), subtract() methods that will return the type itself), it will always complain about incompatible overriding 'cuz the return type has been altered from "Point" to "Vector2". import flash.geom.Point; public class Vector2 extends Point { //Constructor is good public function Vector2(x:Number = 0, y:Number = 0) { super(x,y); } // Error: Incompatible overriding override public function clone():Vector2 //return type has to be "Point" { return new Vector2(this.x , this.y); } } How can we correctly reuse/override the methods provided by the super classes as supposed to create our own one (e.g. : a new clone1() method), or simply we just can't? Thanks.

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  • Flash/ActionScript3 crashes on getPixel/32

    - by Quandary
    Question: The below code crashes flash... Why? The crash causing lines seem to be //var uiColor:uint = bmpd.getPixel(i,j); var uiColor:uint = bmpd.getPixel32(i,j); trace("Color: "+ uiColor); I am trying to take a snapshot of a movieclip and iterate through all pixels in the image and get the pixel's color. import flash.display.BitmapData; import flash.geom.*; function takeSnapshot(mc:MovieClip):BitmapData { var sp:BitmapData = new BitmapData(mc.width, mc.height, true, 0x000000); sp.draw(mc, new Matrix(), new ColorTransform(), "normal"); return sp; } var mcMyClip:MovieClip=new MovieClip() var xxx:cMovieClipLoader=new cMovieClipLoader(); xxx.LoadImageAbsSize(mcMyClip,"http://localhost/flash/images/picture.gif", 500,500) //this.addChild(mcMyClip); function WhenImageIsLoaded() { var bmpd:BitmapData=takeSnapshot(mcMyClip); var i,j:uint; for(i=0; i < bmpd.width;++i) { for(j=0; j < bmpd.height;++j) { //var uiColor:uint = bmpd.getPixel(i,j); var uiColor:uint = bmpd.getPixel32(i,j); trace("Color: "+ uiColor); } } var myBitmap:Bitmap = new Bitmap(bmpd); this.addChild(myBitmap); } setTimeout(WhenImageIsLoaded,1000);

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  • Custom broadcast events in AS3?

    - by Ender
    In Actionscript 3, most events use the capture/target/bubble model, which is pretty popular nowadays: When an event occurs, it moves through the three phases of the event flow: the capture phase, which flows from the top of the display list hierarchy to the node just before the target node; the target phase, which comprises the target node; and the bubbling phase, which flows from the node subsequent to the target node back up the display list hierarchy. However, some events, such as the Sprite class's enterFrame event, do not capture OR bubble - you must subscribe directly to the target to detect the event. The documentation refers to these as "broadcast events." I assume this is for performance reasons, since these events will be triggered constantly for each sprite on stage and you don't want to have to deal with all that superfluous event propagation. I want to dispatch my own broadcast events. I know you can prevent an event from bubbling (Event.bubbles = false), but can you get rid of capture as well?

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