Re: [Flashcoders] Displacement Maps, and Button actions

2005-12-17 Thread Alan MacDougall

Howard Nager wrote:


Thanks - the buttons are rectangular - any tips on how to calculate the corner 
positions if the displacement map is a gradient distorting on both x and y?

 

I don't know the math behind the displacement map (I glanced at the 
formula and decided not to figure it out unless I had to!) If you do a 
little trial and error until you can get a single point to match, you 
should be able to calculate exactly how each gray value translates each 
point. The documentation for the DisplacementMapFilter object does list 
the formula, which should be a good starting point.

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RE: [Flashcoders] Displacement Maps, and Button actions

2005-12-17 Thread Howard Nager
Thanks - the buttons are rectangular - any tips on how to calculate the corner 
positions if the displacement map is a gradient distorting on both x and y?


-Original Message-
From: [EMAIL PROTECTED] on behalf of Alan MacDougall
Sent: Sat 12/17/2005 10:03 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders]  Displacement Maps, and Button actions
 
Howard Nager wrote:

>Mini update - I've simplified and am loading an image in to a movieclip and 
>applying the distortion filter to the movieclip. Much easier...anyhow, before 
>applying the distortion i am creating a button in that movieclip. The problem 
>now is that the button visually distorts but the hit area doesn't follow. Is 
>there any way to offset the hitarea according to the visual distortion?
>  
>
Since the hit area isn't bitmap data, you can't use a displacement map 
for it. A possible workaround would be to calculate the new distorted 
hit area and manually build a button with those dimensions, using 
MovieClip.beginFill, MovieClip.lineTo, and so forth. Then set its alpha 
to zero and place it where it'll intercept clicks meant for the 
visually-distorted button (which you should just disable).

Assuming the button is originally a rectangle, and you're applying a 
static hand-made displacement map, you should be able to calculate or 
estimate the transformed corner points of the button. Now, if your 
displacement map is dynamic, you have a much sticker situation...
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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in the
treeview and have it expand on demand.

On 12/17/05, MyName <[EMAIL PROTECTED]> wrote:
>
> Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my desktop
> project got about 140 classes and many circular references. It'll take
> forever to take a snapshot from "level0" with recursive option on. The
> snapshot returns nodes of the 1st tier from level0 if recursive option is
> turned off. But nothing will show up when clicking on a node that is too
> complex.  So, what I had to do is to take a snapshot from a deep down
> path.
> For example in my case:
> _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
> point, things seem started looking ok.
>
> Thanks,
>
> Doug
>
> - Original Message -
> From: "John Grden" <[EMAIL PROTECTED]>
> To: "Flashcoders mailing list" 
> Sent: Saturday, December 17, 2005 12:27 PM
> Subject: Re: [FlashCoders] game slowing down - eventListener
>
>
> Good!  you're looking around and getting comfortable with doing so in
> Xray!
>
> Ok, some tips:
>
> 1.   When browsing through global, you'll see your packages and objects.
> You'll see all classes - instance, static, singleton etc.  You *can* see
> static properties/objects through global since that's where they live/are
> instanced.  Singletons and Instanced classes can be where they're
> instanced.  So, whatever timeline/movieclip has created the Object, that's
> where you can take a look through it / execute calls against it with Xray.
>
> 2.  If you want to save time with browsing with the treeview, you can
> always
> use the trace/execute window to verify an objects/propertie's existance.
> (IE: _level0.main.myMovieClip.objX)
>
> 3.  In your class, if it extends a movieclip, you could put in an xray
> trace
> (_global.tt("MyMovie", this);
>
> Then just copy and paste the path that spits out in the trace window and
> start checkingyour objects and props from there.
>
> Make sense?
>
> Let me know if you other questions.  With xray, there's usually 3-4 ways
> to
> get an an object and mess with it ;)
>
> On 12/17/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
> >
> > Hello John,
> >
> > Sorry for the late reply, I wanted to run
> > some tests before answering back.
> >
> > I'm aware of the way the garbage collector works
> > (even though I'm a little confused with object parameters
> > stored in the inline functions inside Delegates, if they
> > get garbage collected after all or not).
> >
> > Throughout my framework and the custom code for the game
> > I pay much attention to deleting all object references.
> >
> > I've used xray in the past sometimes. I did this now too
> > but I'm having some troubles.
> >
> > The only lines in my .fla are
> > import Application
> > Application.main(_root);
> >
> > Where in xray should I be looking for object instances?
> > I can see all movieclips if I take a snapshot of _level0
> > but if I want to see the instances of the Tile objects,
> > or the TileManager, or the Countdown objects where
> > should I look? I tried _global.com.zefxis which is where
> > all the packages reside but all I see is functions (Classes)
> > and no objects.
> >
> > e.g.
> >
> > _global.com.zefxis.solarwind snapshot gives me:
> >
> > animation (object)
> >Animation (function)
> >Animations (function)
> >EaseFunctions (function)
> >RelativeMovement (function)
> >Sequence (function)
> >
> > Any clues?
> >
> > Thank you!
> > Dimitrios
> >
> >
> > - Original Message -
> > From: "John Grden" <[EMAIL PROTECTED]>
> > To: "Flashcoders mailing list" 
> > Sent: Thursday, December 15, 2005 5:35 PM
> > Subject: Re: [FlashCoders] game slowing down - eventListener
> >
> >
> > Hey Dimitrios, I know this might be covering something you already
> > understand, but thought to say it outloud just in case.  An object lives
> > as
> > long as there is reference to it in memory.
> >
> > So, in this scenario below "obj" lives on even though I've tried to
> delete
> > the original reference to it ("tt" is Xray's trace method):
> >
> > var obj:Object = new Object();
> > obj.prop = "here";
> > var a = obj;
> > var b = a;
> > tt("all: obj/a/b", obj, a, b);
> >
> > delete obj;
> > tt("delete obj: obj/a/b", obj, a, b);
> >
> > delete a;
> > tt("delete a: obj/a/b", obj, a, b);
> >
> > delete b;
> > tt("delete b: obj/a/b", obj, a, b);
> > //
> >
> > Which traces  out
> >
> > //
> > (41) all: obj/a/b:
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> > (41) delete obj: obj/a/b: undefined ::
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> > (41) delete a: obj/a/b: undefined :: undefined ::
> >   prop = here
> >
> >
> > (42) delete b: obj/a/b: 

Re: [Flashcoders] Displacement Maps, and Button actions

2005-12-17 Thread Alan MacDougall

Howard Nager wrote:


Mini update - I've simplified and am loading an image in to a movieclip and 
applying the distortion filter to the movieclip. Much easier...anyhow, before 
applying the distortion i am creating a button in that movieclip. The problem 
now is that the button visually distorts but the hit area doesn't follow. Is 
there any way to offset the hitarea according to the visual distortion?
 

Since the hit area isn't bitmap data, you can't use a displacement map 
for it. A possible workaround would be to calculate the new distorted 
hit area and manually build a button with those dimensions, using 
MovieClip.beginFill, MovieClip.lineTo, and so forth. Then set its alpha 
to zero and place it where it'll intercept clicks meant for the 
visually-distorted button (which you should just disable).


Assuming the button is originally a rectangle, and you're applying a 
static hand-made displacement map, you should be able to calculate or 
estimate the transformed corner points of the button. Now, if your 
displacement map is dynamic, you have a much sticker situation...

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RE: [Flashcoders] Displacement Maps, and Button actions

2005-12-17 Thread Howard Nager
Mini update - I've simplified and am loading an image in to a movieclip and 
applying the distortion filter to the movieclip. Much easier...anyhow, before 
applying the distortion i am creating a button in that movieclip. The problem 
now is that the button visually distorts but the hit area doesn't follow. Is 
there any way to offset the hitarea according to the visual distortion?


-Original Message-
From: [EMAIL PROTECTED] on behalf of Howard Nager
Sent: Sat 12/17/2005 4:11 PM
To: Flashcoders mailing list; Flashcoders mailing list
Subject: [Flashcoders] BitmapData.draw, Displacement Maps, and Button actions
 
I may be asking the impossible - but I'm open to suggestions. 

In short - I am wondering if it is possible to assign an area of a bitmap with 
an onRelease handler (similar to an image map) and then have that hit area 
change shape automatically when the bitmap is given a displacement map.

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Re: [Flashcoders] QTVR controlling in flash

2005-12-17 Thread Sander

> Any ideas for QTVR controlling in flash

I've seen left-right image scrollers in flash that slice the image.  
It's not the same as QTVR cubic or spherical "3D", but it has simple  
perspective. Like Duke Nukem 3D had.


Also: this guy made a component (which I think does the same slicing)

http://store.jumpeye.com/flashpano/help.html
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Re: [Flashcoders] Desktop Projector and Obfuscator

2005-12-17 Thread Derek Vadneau
Hi Douglas,

While I would love to give everyone here some more info on SWF Studio, we 
should take this offlist to keep the Flashcoders list for Flash coding.

I'll eMail you directly with some more info.


Derek Vadneau
Northcode Inc.
http://www.northcode.com


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of MyName
Sent: Saturday, December 17, 2005 5:46 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Desktop Projector and Obfuscator


Thank you very much Derek Vadneau. I'll try SWF Studio first. I guess your
company has done some research on competitors. What are SWF Studio's
advantages if any over others? BTW, my product is a PC game.

Regards,

Douglas


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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread MyName
Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my desktop 
project got about 140 classes and many circular references. It'll take 
forever to take a snapshot from "level0" with recursive option on. The 
snapshot returns nodes of the 1st tier from level0 if recursive option is 
turned off. But nothing will show up when clicking on a node that is too 
complex.  So, what I had to do is to take a snapshot from a deep down path. 
For example in my case: 
_level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that 
point, things seem started looking ok.


Thanks,

Doug

- Original Message - 
From: "John Grden" <[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Saturday, December 17, 2005 12:27 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Good!  you're looking around and getting comfortable with doing so in Xray!

Ok, some tips:

1.   When browsing through global, you'll see your packages and objects.
You'll see all classes - instance, static, singleton etc.  You *can* see
static properties/objects through global since that's where they live/are
instanced.  Singletons and Instanced classes can be where they're
instanced.  So, whatever timeline/movieclip has created the Object, that's
where you can take a look through it / execute calls against it with Xray.

2.  If you want to save time with browsing with the treeview, you can always
use the trace/execute window to verify an objects/propertie's existance.
(IE: _level0.main.myMovieClip.objX)

3.  In your class, if it extends a movieclip, you could put in an xray trace
(_global.tt("MyMovie", this);

Then just copy and paste the path that spits out in the trace window and
start checkingyour objects and props from there.

Make sense?

Let me know if you other questions.  With xray, there's usually 3-4 ways to
get an an object and mess with it ;)

On 12/17/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:


Hello John,

Sorry for the late reply, I wanted to run
some tests before answering back.

I'm aware of the way the garbage collector works
(even though I'm a little confused with object parameters
stored in the inline functions inside Delegates, if they
get garbage collected after all or not).

Throughout my framework and the custom code for the game
I pay much attention to deleting all object references.

I've used xray in the past sometimes. I did this now too
but I'm having some troubles.

The only lines in my .fla are
import Application
Application.main(_root);

Where in xray should I be looking for object instances?
I can see all movieclips if I take a snapshot of _level0
but if I want to see the instances of the Tile objects,
or the TileManager, or the Countdown objects where
should I look? I tried _global.com.zefxis which is where
all the packages reside but all I see is functions (Classes)
and no objects.

e.g.

_global.com.zefxis.solarwind snapshot gives me:

animation (object)
   Animation (function)
   Animations (function)
   EaseFunctions (function)
   RelativeMovement (function)
   Sequence (function)

Any clues?

Thank you!
Dimitrios


- Original Message -
From: "John Grden" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" 
Sent: Thursday, December 15, 2005 5:35 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Hey Dimitrios, I know this might be covering something you already
understand, but thought to say it outloud just in case.  An object lives
as
long as there is reference to it in memory.

So, in this scenario below "obj" lives on even though I've tried to delete
the original reference to it ("tt" is Xray's trace method):

var obj:Object = new Object();
obj.prop = "here";
var a = obj;
var b = a;
tt("all: obj/a/b", obj, a, b);

delete obj;
tt("delete obj: obj/a/b", obj, a, b);

delete a;
tt("delete a: obj/a/b", obj, a, b);

delete b;
tt("delete b: obj/a/b", obj, a, b);
//

Which traces  out

//
(41) all: obj/a/b:
  prop = here


  prop = here


  prop = here


(41) delete obj: obj/a/b: undefined ::
  prop = here


  prop = here


(41) delete a: obj/a/b: undefined :: undefined ::
  prop = here


(42) delete b: obj/a/b: undefined :: undefined :: undefined

With a tile based game and all the possible references you're probably
running, you might have to take a closer look at how objects are being
destroyed for garbage collection.  You can easily see if they're still
alive
using xray as well as delete them at runtime using the execute panel with
xray to see if that helps your memory issues a performance.  Also, try
changing the visibility of your movieclips at runtime with Xray or movie
items off stage one at a time at runtime to see who's hoggin' the CPU etc.

Check out the video on the Property Inspector for xray for working with
objects/movieclips at runtime:

http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview



_

Re: [Flashcoders] Desktop Projector and Obfuscator

2005-12-17 Thread MyName
Thank you very much Derek Vadneau. I'll try SWF Studio first. I guess your 
company has done some research on competitors. What are SWF Studio's 
advantages if any over others? BTW, my product is a PC game.


Regards,

Douglas

- Original Message - 
From: "Derek Vadneau" <[EMAIL PROTECTED]>

To: 
Sent: Saturday, December 17, 2005 10:00 AM
Subject: RE: [Flashcoders] Desktop Projector and Obfuscator



Better than obfuscation would be real encryption.  I recommend Northcode's
SWF Studio.  Of course I work for Northcode, so I'm biased ;)
http://www.northcode.com

Check out our features list:
http://www.northcode.com/v3/features.php
"
Protect Your Work:  Are you worried about people extracting the files you
bundle with your applications? File resources you bundle with your
application can be encrypted using unbreakable 448-bit blowfish
encryption. When combined with V3's secure loader your files will finally
be protected from prying eyes.
"

There are other 3rd party tools as well.  Some of them include:
http://www.screentime.com
http://www.multidmedia.com
http://osflash.org/screenweaver

Check out the product that can give you the features you need.

SWF Studio comes with an unlimited time trial.  The only limitation is
that EXEs produced will run for 1 day and then expire.  The full and trial
versions are identical other than that.  That way you can try it out as
long as you need to before deciding to buy.

The other vendors have their own trial versions as well.


Derek Vadneau
Northcode Inc.
http://www.northcode.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MyName
Sent: Friday, December 16, 2005 6:10 PM
To: Flashcoders@chattyfig.figleaf.com
Subject: SPAM-LOW: [Flashcoders] Desktop Projector and Obfuscator


Hi flash coders,

My project will be published as stand-alone desktop projector (exe) file.
I believe a swf projector file can still be decompiled by many swf
decompilers out there. Does anyone know a AS obfuscator that can handle
projector file directly? Or should I take another approach to protect my
code? Any suggestions? Many thanks in advance.

Doug


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[Flashcoders] BitmapData.draw, Displacement Maps, and Button actions

2005-12-17 Thread Howard Nager
I may be asking the impossible - but I'm open to suggestions. 

In short - I am wondering if it is possible to assign an area of a bitmap with 
an onRelease handler (similar to an image map) and then have that hit area 
change shape automatically when the bitmap is given a displacement map.

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RE: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Chris Gaelic
Hi Martin,

Thank you, and also Johan - embedding the font and including the dynamic
text in a movie clip did the trick.

Chris

Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin Wood
Sent: Sunday, 18 December 2005 12:49 a.m.
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Scaling text using ActionScript

You have to embed the font to manipulate it in that way.

martin

Chris Gaelic wrote:
> I can get it to work if I use a truetype font like Arial set up as 
> static text. The text then stretches inside the movie clip. However, 
> if I change the text type to Dynamic - because I want to change it 
> using ActionScript - then it no longer stretches with the movie clip.
> 
> Thanks, Chris

--
Martin Wood

http://relivethefuture.com/choronzon
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Re: [Flashcoders] BitmapData.draw and FLV's

2005-12-17 Thread John Grden
Well what I was saying was, when you attachBitmap to a movieclip, and you do
it again and again while incrementing the depth, you're loading more and
more data into that clip.

you see what I mean?  Not that you WOULD do that, just saying it loud I
guess ;)

Thanks again for the help, I'm glad I didn't loose those hours ;)

John

On 12/17/05, Jordan L. Chilcott <[EMAIL PROTECTED]>
wrote:
>
> I was testing your zip... which you saw works on your wife's
> computer. So, I guess you know what you gotta do there (and i don't
> mean to sweet-talk the wife for her computer). :
>
> As for the different levels, I haven't seen any memory or performance
> issues yet (I know if there was either on my 500Mhz TiG4 - that thing
> can hardly run itself nowadays), and usually, I'm often playing with
> more than one bitmap (ever since stumbling onto them, I've gone into
> this "how far can I go with this" mode). Considering that everything
> worked the way you had it, it wouldn't hurt to do so. I just do it
> out of practice of keeping things out of each other's way.
>
> jord
>
> On Dec 17, 2005, at 6:58 AM, John Grden wrote:
>
> > Jordan, were you testing the jigsaw puzzle? or the zip I sent?   I
> > know the
> > jigsaw works, its the sample that doesn't.  I get the same whitebox.
> >
> > As for attaching to different levels - why?  Wouldn't that be
> > considered a
> > memory/performance issue if you're just stacking new bitmaps into a
> > movieclip?  isn't that what would be happening?
>
> --
> Jordan L. Chilcott, President
> Interactivity Unlimited
> Guelph, Ontario
> -
> Tel:  (519) 837-1879
> eFax: (253) 276-8631
>
> mailto:[EMAIL PROTECTED]
> http://www.interactivityunlimited.com
> iChat/AIM: j1chilcott
>
> Author: "Building Web Sites with Macromedia Studio MX"
> Author: "Building Dynamic Web Sites with Macromedia Studio MX"
> Author: "Flash Professional 8: Training From the Source"
>
>
> ___
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>



--
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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
Good!  you're looking around and getting comfortable with doing so in Xray!

Ok, some tips:

1.   When browsing through global, you'll see your packages and objects.
You'll see all classes - instance, static, singleton etc.  You *can* see
static properties/objects through global since that's where they live/are
instanced.  Singletons and Instanced classes can be where they're
instanced.  So, whatever timeline/movieclip has created the Object, that's
where you can take a look through it / execute calls against it with Xray.

2.  If you want to save time with browsing with the treeview, you can always
use the trace/execute window to verify an objects/propertie's existance.
(IE: _level0.main.myMovieClip.objX)

3.  In your class, if it extends a movieclip, you could put in an xray trace
(_global.tt("MyMovie", this);

Then just copy and paste the path that spits out in the trace window and
start checkingyour objects and props from there.

Make sense?

Let me know if you other questions.  With xray, there's usually 3-4 ways to
get an an object and mess with it ;)

On 12/17/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
>
> Hello John,
>
> Sorry for the late reply, I wanted to run
> some tests before answering back.
>
> I'm aware of the way the garbage collector works
> (even though I'm a little confused with object parameters
> stored in the inline functions inside Delegates, if they
> get garbage collected after all or not).
>
> Throughout my framework and the custom code for the game
> I pay much attention to deleting all object references.
>
> I've used xray in the past sometimes. I did this now too
> but I'm having some troubles.
>
> The only lines in my .fla are
> import Application
> Application.main(_root);
>
> Where in xray should I be looking for object instances?
> I can see all movieclips if I take a snapshot of _level0
> but if I want to see the instances of the Tile objects,
> or the TileManager, or the Countdown objects where
> should I look? I tried _global.com.zefxis which is where
> all the packages reside but all I see is functions (Classes)
> and no objects.
>
> e.g.
>
> _global.com.zefxis.solarwind snapshot gives me:
>
> animation (object)
>Animation (function)
>Animations (function)
>EaseFunctions (function)
>RelativeMovement (function)
>Sequence (function)
>
> Any clues?
>
> Thank you!
> Dimitrios
>
>
> - Original Message -
> From: "John Grden" <[EMAIL PROTECTED]>
> To: "Flashcoders mailing list" 
> Sent: Thursday, December 15, 2005 5:35 PM
> Subject: Re: [FlashCoders] game slowing down - eventListener
>
>
> Hey Dimitrios, I know this might be covering something you already
> understand, but thought to say it outloud just in case.  An object lives
> as
> long as there is reference to it in memory.
>
> So, in this scenario below "obj" lives on even though I've tried to delete
> the original reference to it ("tt" is Xray's trace method):
>
> var obj:Object = new Object();
> obj.prop = "here";
> var a = obj;
> var b = a;
> tt("all: obj/a/b", obj, a, b);
>
> delete obj;
> tt("delete obj: obj/a/b", obj, a, b);
>
> delete a;
> tt("delete a: obj/a/b", obj, a, b);
>
> delete b;
> tt("delete b: obj/a/b", obj, a, b);
> //
>
> Which traces  out
>
> //
> (41) all: obj/a/b:
>   prop = here
>
>
>   prop = here
>
>
>   prop = here
>
>
> (41) delete obj: obj/a/b: undefined ::
>   prop = here
>
>
>   prop = here
>
>
> (41) delete a: obj/a/b: undefined :: undefined ::
>   prop = here
>
>
> (42) delete b: obj/a/b: undefined :: undefined :: undefined
>
> With a tile based game and all the possible references you're probably
> running, you might have to take a closer look at how objects are being
> destroyed for garbage collection.  You can easily see if they're still
> alive
> using xray as well as delete them at runtime using the execute panel with
> xray to see if that helps your memory issues a performance.  Also, try
> changing the visibility of your movieclips at runtime with Xray or movie
> items off stage one at a time at runtime to see who's hoggin' the CPU etc.
>
> Check out the video on the Property Inspector for xray for working with
> objects/movieclips at runtime:
>
> http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview
>
>
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



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Re: [Flashcoders] QTVR controlling in flash

2005-12-17 Thread Robert W


If i properly understand your question - controlling quicktime vr 
panoramic movies means using methods of activex/plugin you have 
reference on 
http://developer.apple.com/documentation/QuickTime/Conceptual/QTScripting_JavaScript/index.html#//apple_ref/doc/uid/TP40001526
Life is not simple if you want feedback from qt, plugin/activex in 
diffrent ways reports methods, try compare 
http://81.21.200.136/TestBox/QuickTimeJS/ in mozilla/ie. For me it is 
problem if i want also service qt with proper load moment.

rw

rishi wrote:
> Any ideas for QTVR controlling in flash
>
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>
>


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Re: [Flashcoders] Reopen: vertical aligned dynamic text

2005-12-17 Thread Apostolos Manolitzas
Why in the world the myTextField.textHeight  returns invalid results??
I use html=true and the htmlText is some simple html with the font size +
color , nothing else.
And this function returns stranges results in the second call of it.

-Apostolos

On 12/17/05, Apostolos Manolitzas <[EMAIL PROTECTED]> wrote:
>
> My only success was to  put a textfield in a movieclip.
> Aling the textField in the movieclip (with the previous formula) and apply
> the tween to the parent movieclip.
>
> If anyone has a better idea, it's welcomed
>
> -Apo
>
> On 12/16/05, Marc Hoffman <[EMAIL PROTECTED]> wrote:
> >
> > Make sure the characters are embedded.
> >
> > At 09:44 AM 12/16/2005, you wrote:
> > >The tween is a simple motion. (move from one position to another
> > (x1,y1) -->
> > >(x2, y1) of course with the help of flash ide).
> > >And I do the alignment after the assignment since I need the
> > >myTextField.textHeight.
> > >But still, it seems that the TextField "loses" the animation
> > properties.
> > >
> > >
> > >-Apost
> >
> >
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
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RE: [Flashcoders] Desktop Projector and Obfuscator

2005-12-17 Thread Derek Vadneau
Better than obfuscation would be real encryption.  I recommend Northcode's 
SWF Studio.  Of course I work for Northcode, so I'm biased ;)
http://www.northcode.com

Check out our features list:
http://www.northcode.com/v3/features.php
"
Protect Your Work:  Are you worried about people extracting the files you 
bundle with your applications? File resources you bundle with your 
application can be encrypted using unbreakable 448-bit blowfish 
encryption. When combined with V3's secure loader your files will finally 
be protected from prying eyes.
"

There are other 3rd party tools as well.  Some of them include:
http://www.screentime.com
http://www.multidmedia.com
http://osflash.org/screenweaver

Check out the product that can give you the features you need.

SWF Studio comes with an unlimited time trial.  The only limitation is 
that EXEs produced will run for 1 day and then expire.  The full and trial 
versions are identical other than that.  That way you can try it out as 
long as you need to before deciding to buy.

The other vendors have their own trial versions as well.


Derek Vadneau
Northcode Inc.
http://www.northcode.com


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of MyName
Sent: Friday, December 16, 2005 6:10 PM
To: Flashcoders@chattyfig.figleaf.com
Subject: SPAM-LOW: [Flashcoders] Desktop Projector and Obfuscator


Hi flash coders,

My project will be published as stand-alone desktop projector (exe) file. 
I believe a swf projector file can still be decompiled by many swf 
decompilers out there. Does anyone know a AS obfuscator that can handle 
projector file directly? Or should I take another approach to protect my 
code? Any suggestions? Many thanks in advance.

Doug


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[Flashcoders] Re: Non-corporate Designers/Developers needed

2005-12-17 Thread A.Cicak
Whats hourly rate? I hope its  high creative, respectful and reliable...

"Beth Cooper" <[EMAIL PROTECTED]> wrote in message 
news:[EMAIL PROTECTED]
> Hi all -
>
> Looking for multiple Flash interface designers/developers that have a 
> non-corporate creative style.  Think gaming style and high creative 
> production values.   Must have design/interface talent with a full command 
> of actionscript.  Multiple sites targeted at 15-18 year-old males.
>
> Must be able to work at a fast pace and be reliable/responsible/respectful 
> of production schedules and deadlines.  Projects will begin in February 
> 2006.
>
> Interested folks should email links to portfolio/samples, resume and 
> contact info to [EMAIL PROTECTED]
>
> Thanks,
> Beth
> -- 
> Beth Cooper
> Principal
> Digital Positions, Inc.
> Email: [EMAIL PROTECTED]
> Direct 404.351.9255
> Main: 404.351.2366
> Fax: 404.351.4055
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> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> 



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Re: [Flashcoders] BitmapData.draw and FLV's

2005-12-17 Thread Jordan L. Chilcott
I was testing your zip... which you saw works on your wife's  
computer. So, I guess you know what you gotta do there (and i don't  
mean to sweet-talk the wife for her computer). :-D


As for the different levels, I haven't seen any memory or performance  
issues yet (I know if there was either on my 500Mhz TiG4 - that thing  
can hardly run itself nowadays), and usually, I'm often playing with  
more than one bitmap (ever since stumbling onto them, I've gone into  
this "how far can I go with this" mode). Considering that everything  
worked the way you had it, it wouldn't hurt to do so. I just do it  
out of practice of keeping things out of each other's way.


jord

On Dec 17, 2005, at 6:58 AM, John Grden wrote:

Jordan, were you testing the jigsaw puzzle? or the zip I sent?   I  
know the

jigsaw works, its the sample that doesn't.  I get the same whitebox.

As for attaching to different levels - why?  Wouldn't that be  
considered a

memory/performance issue if you're just stacking new bitmaps into a
movieclip?  isn't that what would be happening?


--
Jordan L. Chilcott, President
Interactivity Unlimited
Guelph, Ontario
-
Tel:  (519) 837-1879
eFax: (253) 276-8631

mailto:[EMAIL PROTECTED]
http://www.interactivityunlimited.com
iChat/AIM: j1chilcott

Author: "Building Web Sites with Macromedia Studio MX"
Author: "Building Dynamic Web Sites with Macromedia Studio MX"
Author: "Flash Professional 8: Training From the Source"


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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread Dimitrios Bendilas

Hello John,

Sorry for the late reply, I wanted to run
some tests before answering back.

I'm aware of the way the garbage collector works
(even though I'm a little confused with object parameters
stored in the inline functions inside Delegates, if they
get garbage collected after all or not).

Throughout my framework and the custom code for the game
I pay much attention to deleting all object references.

I've used xray in the past sometimes. I did this now too
but I'm having some troubles.

The only lines in my .fla are
import Application
Application.main(_root);

Where in xray should I be looking for object instances?
I can see all movieclips if I take a snapshot of _level0
but if I want to see the instances of the Tile objects,
or the TileManager, or the Countdown objects where
should I look? I tried _global.com.zefxis which is where
all the packages reside but all I see is functions (Classes)
and no objects.

e.g.

_global.com.zefxis.solarwind snapshot gives me:

animation (object)
  Animation (function)
  Animations (function)
  EaseFunctions (function)
  RelativeMovement (function)
  Sequence (function)

Any clues?

Thank you!
Dimitrios


- Original Message - 
From: "John Grden" <[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Thursday, December 15, 2005 5:35 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Hey Dimitrios, I know this might be covering something you already
understand, but thought to say it outloud just in case.  An object lives as
long as there is reference to it in memory.

So, in this scenario below "obj" lives on even though I've tried to delete
the original reference to it ("tt" is Xray's trace method):

var obj:Object = new Object();
obj.prop = "here";
var a = obj;
var b = a;
tt("all: obj/a/b", obj, a, b);

delete obj;
tt("delete obj: obj/a/b", obj, a, b);

delete a;
tt("delete a: obj/a/b", obj, a, b);

delete b;
tt("delete b: obj/a/b", obj, a, b);
//

Which traces  out

//
(41) all: obj/a/b:
 prop = here


 prop = here


 prop = here


(41) delete obj: obj/a/b: undefined ::
 prop = here


 prop = here


(41) delete a: obj/a/b: undefined :: undefined ::
 prop = here


(42) delete b: obj/a/b: undefined :: undefined :: undefined

With a tile based game and all the possible references you're probably
running, you might have to take a closer look at how objects are being
destroyed for garbage collection.  You can easily see if they're still alive
using xray as well as delete them at runtime using the execute panel with
xray to see if that helps your memory issues a performance.  Also, try
changing the visibility of your movieclips at runtime with Xray or movie
items off stage one at a time at runtime to see who's hoggin' the CPU etc.

Check out the video on the Property Inspector for xray for working with
objects/movieclips at runtime:
http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview



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Re: [Flashcoders] BitmapData.draw and FLV's

2005-12-17 Thread John Grden
well never mind that I just tried the demo zip I sent out on my wife's
laptop, and it works.  Guess it's a player issue.

Thanks Jordan!!  That's good news to be sure!

On 12/17/05, John Grden <[EMAIL PROTECTED]> wrote:
>
> the video sample I included in that zip was Spark encoded not on2.  The
> jigsaw puzzle works on all my browsers as well.
>
> Jordan, were you testing the jigsaw puzzle? or the zip I sent?   I know
> the jigsaw works, its the sample that doesn't.  I get the same whitebox.
>
> As for attaching to different levels - why?  Wouldn't that be considered a
> memory/performance issue if you're just stacking new bitmaps into a
> movieclip?  isn't that what would be happening?
>
>
> On 12/16/05, Jordan L. Chilcott <[EMAIL PROTECTED]>
> wrote:
> >
> > Actually, it's John with the problem... it's working perfectly fine
> > on all of my units (as well as a few others I was able to get my
> > hands on).
> >
> > Does the same problem occur when using Flash 8 FLV (ON2VP6 encoded)?
> >
> > jord
> >
> > On Dec 16, 2005, at 4:53 PM, Lori Hutchek wrote:
> >
> > > I'm having the same problem as Jordon. But It's with Flash 7 video
> > > using
> > > netstream. I have version 8.0.22.0 of the plugin and it shows up as a
> > > white box when I try and do a draw command on something that has FCS
> > > video.
> >
> > --
> > Jordan L. Chilcott, President
> > Interactivity Unlimited
> > Guelph, Ontario
> > -
> > Tel:  (519) 837-1879
> > eFax: (253) 276-8631
> >
> > mailto:[EMAIL PROTECTED]
> > http://www.interactivityunlimited.com
> > iChat/AIM: j1chilcott
> >
> > Author: "Building Web Sites with Macromedia Studio MX"
> > Author: "Building Dynamic Web Sites with Macromedia Studio MX"
> > Author: "Flash Professional 8: Training From the Source"
> >
> >
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> John Grden - Blitz




--
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Re: [Flashcoders] BitmapData.draw and FLV's

2005-12-17 Thread John Grden
the video sample I included in that zip was Spark encoded not on2.  The
jigsaw puzzle works on all my browsers as well.

Jordan, were you testing the jigsaw puzzle? or the zip I sent?   I know the
jigsaw works, its the sample that doesn't.  I get the same whitebox.

As for attaching to different levels - why?  Wouldn't that be considered a
memory/performance issue if you're just stacking new bitmaps into a
movieclip?  isn't that what would be happening?


On 12/16/05, Jordan L. Chilcott <[EMAIL PROTECTED]>
wrote:
>
> Actually, it's John with the problem... it's working perfectly fine
> on all of my units (as well as a few others I was able to get my
> hands on).
>
> Does the same problem occur when using Flash 8 FLV (ON2VP6 encoded)?
>
> jord
>
> On Dec 16, 2005, at 4:53 PM, Lori Hutchek wrote:
>
> > I'm having the same problem as Jordon. But It's with Flash 7 video
> > using
> > netstream. I have version 8.0.22.0 of the plugin and it shows up as a
> > white box when I try and do a draw command on something that has FCS
> > video.
>
> --
> Jordan L. Chilcott, President
> Interactivity Unlimited
> Guelph, Ontario
> -
> Tel:  (519) 837-1879
> eFax: (253) 276-8631
>
> mailto:[EMAIL PROTECTED]
> http://www.interactivityunlimited.com
> iChat/AIM: j1chilcott
>
> Author: "Building Web Sites with Macromedia Studio MX"
> Author: "Building Dynamic Web Sites with Macromedia Studio MX"
> Author: "Flash Professional 8: Training From the Source"
>
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



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Re: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Martin Wood

You have to embed the font to manipulate it in that way.

martin

Chris Gaelic wrote:

I can get it to work if I use a truetype font like Arial set up as static
text. The text then stretches inside the movie clip. However, if I change
the text type to Dynamic - because I want to change it using ActionScript -
then it no longer stretches with the movie clip.

Thanks, Chris  


--
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http://relivethefuture.com/choronzon
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RE: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Chris Gaelic
I can get it to work if I use a truetype font like Arial set up as static
text. The text then stretches inside the movie clip. However, if I change
the text type to Dynamic - because I want to change it using ActionScript -
then it no longer stretches with the movie clip.

Thanks, Chris  


Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Johan
Karlsson
Sent: Saturday, 17 December 2005 11:47 p.m.
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Scaling text using ActionScript

You probably don't use an embeded font then. I think that's the only way to
be able to rescale dynamic textfields.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris Gaelic
Sent: den 17 december 2005 11:33
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Scaling text using ActionScript


Thanks Johan, but that only works if I break the text into its outline
geometry and then instance it as a movie clip. Text within a movie clip
stays the same size when the mc is scaled.

Chris


Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Johan
Karlsson
Sent: Saturday, 17 December 2005 11:07 p.m.
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Scaling text using ActionScript

The simplest solution I can think of is to put the textfield into a
movieclip and then change the movieclip's _width property to math the width
of the label.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris Gaelic
Sent: den 17 december 2005 06:10
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Scaling text using ActionScript


Hi,

I'm working on a Flash-based label ordering application which requires
entering dynamic text, typically just one word, and displaying it scaled to
fill the available space on the label. This require changing the aspect
ratio of the text - expanding or compressing its width relative to its
height.

Of course it is easy to do within Flash - but I can't find any way to do it
dynamically using ActionScript. Does anyone know if it can be done?

Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

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RE: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Johan Karlsson
You probably don't use an embeded font then. I think that's the only way to
be able to rescale dynamic textfields.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris
Gaelic
Sent: den 17 december 2005 11:33
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Scaling text using ActionScript


Thanks Johan, but that only works if I break the text into its outline
geometry and then instance it as a movie clip. Text within a movie clip
stays the same size when the mc is scaled.

Chris


Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Johan
Karlsson
Sent: Saturday, 17 December 2005 11:07 p.m.
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Scaling text using ActionScript

The simplest solution I can think of is to put the textfield into a
movieclip and then change the movieclip's _width property to math the width
of the label.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris Gaelic
Sent: den 17 december 2005 06:10
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Scaling text using ActionScript


Hi,

I'm working on a Flash-based label ordering application which requires
entering dynamic text, typically just one word, and displaying it scaled to
fill the available space on the label. This require changing the aspect
ratio of the text - expanding or compressing its width relative to its
height.

Of course it is easy to do within Flash - but I can't find any way to do it
dynamically using ActionScript. Does anyone know if it can be done?

Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

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RE: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Chris Gaelic
Thanks Johan, but that only works if I break the text into its outline
geometry and then instance it as a movie clip. Text within a movie clip
stays the same size when the mc is scaled.

Chris 


Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Johan
Karlsson
Sent: Saturday, 17 December 2005 11:07 p.m.
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Scaling text using ActionScript

The simplest solution I can think of is to put the textfield into a
movieclip and then change the movieclip's _width property to math the width
of the label.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris Gaelic
Sent: den 17 december 2005 06:10
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Scaling text using ActionScript


Hi,

I'm working on a Flash-based label ordering application which requires
entering dynamic text, typically just one word, and displaying it scaled to
fill the available space on the label. This require changing the aspect
ratio of the text - expanding or compressing its width relative to its
height.

Of course it is easy to do within Flash - but I can't find any way to do it
dynamically using ActionScript. Does anyone know if it can be done?

Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

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RE: [Flashcoders] Scaling text using ActionScript

2005-12-17 Thread Johan Karlsson
The simplest solution I can think of is to put the textfield into a
movieclip and then change the movieclip's _width property to math the width
of the label.

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Chris
Gaelic
Sent: den 17 december 2005 06:10
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Scaling text using ActionScript


Hi,

I'm working on a Flash-based label ordering application which requires
entering dynamic text, typically just one word, and displaying it scaled to
fill the available space on the label. This require changing the aspect
ratio of the text - expanding or compressing its width relative to its
height.

Of course it is easy to do within Flash - but I can't find any way to do it
dynamically using ActionScript. Does anyone know if it can be done?

Chris Gaelic
Netlist
[EMAIL PROTECTED]
Ph: 09 577-2277
Mob: 021 221-2277

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