[Flashcoders] Random numbers?

2006-07-23 Thread Rajat Paharia

Can someone help me understand why the randRange function below doesn't
return a random distribution, but the randRange2 function does?
Here's some test code.

thanks, - rajat


var a = [0,0,0,0,0];
var b = [0,0,0,0,0];
var x;

for (var i=0; i  1000; i++) {
   x = randRange(1,4);
   a[x]++;
   x = randRange2(1,4);
   b[x]++;

}

trace (a:  + a);
trace (b:  + b);


// --
// Generate a random number in a range.
function randRange(min, max) {
 var randomNum = Math.round(Math.random()*(max-min))+min;
 return randomNum;
}

// Generate a random number in a range.
function randRange2(min, max) {
 var randomNum = min + Math.floor(Math.random() * (max + 1 - min));
 return randomNum;
}

--
Rajat Paharia
[EMAIL PROTECTED]
http://www.bunchball.com
http://www.rootburn.com
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Re: [Flashcoders] (no subject)

2006-07-23 Thread supermonkey562
 hey how do i not get all these message in other words not me registerd to flas 
coders
 
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thu, 6 Jul 2006 2:27 AM
Subject: Re: [Flashcoders] (no subject)


I encountered this strange quirk recently as well. I found the most reliable 
solution is to duplicate your project folder, open and recompile from that 
folder, close and continue working from your original folder and everything 
is fine (for a while)! 
 
No amount of deleting ASO cache solves it (in fact, some say it compounds 
the problem). 
 
Here is an extensive outline of the problem which a) doesn't seem to provide 
a solution (other than saying you can safely ignore the error) and b) 
doesn't suggest how to prevent the problem arising. 
 
http://ericlin2.tripod.com/as2/conflict.html 
 
If anyone can shed any more light on how to prevent this quirk, I'd be 
grateful. 
 
HTH 
A. 
 
On 7/6/06, grimmwerks  [EMAIL PROTECTED] wrote: 
 
 Curious - can't figure out where there's a second example of the classes 
 floating around -- any suggestions? 
 
 **Error** C:\Documents and Settings\grimmwerks\Local Settings\Application 
 Data\Macromedia\Flash 
 8\en\Configuration\Classes\com\grimmwerks\bakery\NumericStepperCell.as: 
 Line 
 13: The name of this class, 'com.grimmwerks.bakery.NumericStepperCell', 
 conflicts with the name of another class that was loaded, ' 
 com.grimmwerks.bakery.NumericStepperCell'. 
 class com.grimmwerks.bakery.NumericStepperCell extends UIComponent { 
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Re: [Flashcoders] butterfly animation

2006-07-23 Thread Mathis Moder

Hi Doug,

i used the bit101 particle class (http://www.bit-101.com/Particles/)  
in conjunction with a preanimated butterfly. See http:// 
www.petrusko.de/butterfly.swf for an example (the butterflies appear  
after click). The important thing is to set turnToPath to true and  
experiment with wander/maxSpeed/grav. Gives a quite random butterfly  
motion...


Greetz,
Mathis

Am 21.07.2006 um 21:31 schrieb Doug Tangren:

does anybody here have a link for a good actionscript butterfly  
animation?

Doug Tangren
[EMAIL PROTECTED]



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Re: [Flashcoders] (no subject)

2006-07-23 Thread Cliff Rowley

On 7/23/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:


hey how do i not get all these message in other words not me registerd to
flas coders



The instructions appear at the end of every message you receive from the
mailing list.

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Re: [Flashcoders] getting started with AS3

2006-07-23 Thread Meinte van't Kruis

try these as well, helped me get started:

http://www.senocular.com/flash/tutorials/as3withmxmlc/

the same guy also posts as3 tip-of-the day on kirupa.com forum.

good luck,

-Meinte

On 7/21/06, Bbt Lists [EMAIL PROTECTED] wrote:


Tom Lee wrote:
 If you are a licensed user of Flash 8, you can download the Flash 9 AS3
 Preview at http://labs.adobe.com/technologies/flash9as3preview/.



Thanks MUCH!

--
dnk

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Re: [Flashcoders] butterfly animation

2006-07-23 Thread Jim Kremens

I had to create a butterfly animation for a client a while ago.  After
messing around for a bit, I decided that it was the kind of thing that could
be done better using traditional timeline animation.  The reason being that
the butterfly's wings stretch and bend in all sorts of complicated ways
while it's flying.   To get all those curves right with actionscript might
be doable, but it would be hairy.  If you don't need that level of realism,
actionscript is a more tenable solution - I'd google actionscript inverse
kinematics...

Anyway, it's not code, but here you go...

http://www.jimkremens.com/dev/demo/butterfly/index.html

Jim Kremens


On 7/21/06, Doug Tangren  [EMAIL PROTECTED] wrote:


does anybody here have a link for a good actionscript butterfly
animation?
Doug Tangren
[EMAIL PROTECTED]


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Re: [Flashcoders] (no subject)

2006-07-23 Thread Julian 'Julik' Tarkhanov


On 6-jul-2006, at 11:27, Adrian Park wrote:

I encountered this strange quirk recently as well. I found the most  
reliable
solution is to duplicate your project folder, open and recompile  
from that
folder, close and continue working from your original folder and  
everything

is fine (for a while)!

No amount of deleting ASO cache solves it (in fact, some say it  
compounds

the problem).


This happens when you use the star  import construct:

import some.quirky.namespace.* // will reimport some classes,  
sometimes, depending on phases of the moon


The compiler goes bonkers over that. If you want to ruin it to pieces  
and see it crash and burn, do this:


import FP8.*

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[Flashcoders] sequential tweens ?

2006-07-23 Thread jcarlos

Hi All,

I need some ideas how to workaround the following situation

I have na mc as an holder for some photoStrip   this photoStrip has n 
photos as mcs in it   I want to produce some tween over each one BUT 
the next tween should only begin after the previous has finished


as I don´t know how many photos are ther and as I´m using DepthManager class 
to to set up the photos into the PhotoStrip


I begin using  for in to trasverse the strip but I´m stucked here with some 
clever idea about how to chain these tweens, any help,please ?


 for (var prop in photoStrip)
 {
  if (prop != _childCounter)
  {
var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale, 
Bounce.easeOut, 100, 120, 0.5, true);
var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale, 
Bounce.easeOut, 100, 120, 0.5, true);


animPhotoY.onMotionFinished = function()
{
   //  would be the next tween something like
}
  }
 }
}



I know that inside the the strip the mcs are named as childDepth0  to 
childDepthN-1 being N the number of photos placed in it


I tryed something with a for photoStrip[depthChild + i]  but it didn´t 
work, since the for runs for all values of the control variable not caring 
about if  motionFinished has occurred or not


The last idea I had, but it seemed too dirty would be to have an SetInterval 
checking from time to time if the currente Tween ended and then increment 
i and clear it after the last tween happen.


I need something like an (irch)  GOTO  or some Design Pattern 
techinique I do not master at this point.


Joao Carlos



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[Flashcoders] Re: Flashcoders Digest, Vol 18, Issue 60

2006-07-23 Thread kim
Thank you for your email.  I will be out of the office Friday, 7/21.  If you 
need any assistance, please contact Paul Sternglass at [EMAIL PROTECTED] or 
914-614-0046.


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Re: [Flashcoders] need help with local apache test server

2006-07-23 Thread denfi

use xammp, saved u from installing them just one click  xammp do it for
you.

www.apachefriends.org

On 7/23/06, Marc Hoffman [EMAIL PROTECTED] wrote:


I'm trying to set up a local apache server for testing PHP on my
laptop. This is all new territory for me and although I've followed
instructions on several sites, it won't work. I do have TCP/IP
working. During setup and when trying to start the server, I get this
DOS message:

Installing the Apache2.2 service
The Apache2.2 service is successfully installed.
Testing httpd.conf
Errors reported here must be corrected before the service can be started.
(OS 10048)Only one usage of each socket address (protocol/network
address/port)
is normally permitted.  : make_sock: could not bind to address 0.0.0.0:80
no listening sockets available, shutting down
Unable to open logs
Note the errors or messages above, and press the ESC key to exit.  25...

I then tried installing WAMP, which integrates the apache server
functionality. I used it to have Apache test port 80 (which is what
the server is using) and first got a DOS alert that Skype might be
using it. Closed Skype, re-tested port 80, and got the DOS alert
Your port 80 is not actually used.

Then I used WAMP to Install Service and got the DOS message: Your
port 80 is available, Install will proceed. But a subsequent test of
Port 80 once again indicated Your port 80 is not actually used.

WAMP allows direct setting of the WWW root, and I have pointed it to
a location with an index.html file. But my browser (firefox) cannot
open http://localhost/ or http://localhost/test01 where I have
another index.html file.

I'd appreciate help from anyone who understands this stuff.

Thanks,
Marc


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Re: [Flashcoders] My Flash Editor UI is invisible/disapeared?

2006-07-23 Thread denfi

try  ..rightclick 'restore'.

On 7/22/06, Chris McFadyen aka Grayson Carlyle [EMAIL PROTECTED] wrote:


As of yesterday, I can only see Flash Editor in maximized mode.  Trying to
restore the window to it's normal size results in blank desktop, however,
I
can still access the menus using alt, as seen in this image:
http://home.cogeco.ca/~gcarlyle24/flashgone.gif

Only affects Flash Editor, though, quite possibly has nothing to do with
Flash.  Anyone seen this happen to them before?
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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Zeh Fernando

Hi All,
I need some ideas how to workaround the following situation
I have na mc as an holder for some photoStrip   this photoStrip has n 
photos as mcs in it   I want to produce some tween over each one BUT 
the next tween should only begin after the previous has finished


João,

Your best bet would be to use some better tweening engine that allows 
delays. That way you could fire all your tweens at once without having to 
worry about setting callbacks or other events when each tween is finished - 
you just give a increasingly bigger delkay for each photo. Not only this 
makes some clearer and more straightforward code, but you could even animate 
it in a way that the photos' tweening time intersect each other, without 
being dependent on chained events.


For this task I'd recommend mc tween, laco's tween, or the fuse kit. Any of 
them will do what you want, and there's probably a few more that I'm 
forgetting about.


You *could* do it with your onMotionFinished event. You'd need to setup a 
function that fires the animation, and each photo would have to fire the 
animation on the next one. It's simple, but it's awkward and 
counterproductive. And really, this kind of need is something that comes up 
so frequently when animating an interface that using a class or extension 
that supports delays instead is your best bet.



- Zeh 


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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread John VanHorn

i think the setInterval thing would work just fine. you could pass the same
time to the interval that you do to the tween.

or you could do somehthing like this:

//if pics are loaded dynamically, these can be set dynamically
var mcNum:Number = 1;
var mcMax:Number = 4;

function nextTween(){
   var theMc:MovieClip = this[mc + mcNum];
   var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut, theMc._x,
theMc._x - 85, 1, true);
   theTween.onMotionFinished = function(){
   mcNum++;
   if(mcNum = mcMax){
   nextTween();
   }
   }
}

nextTween();

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:


Hi All,

I need some ideas how to workaround the following situation

I have na mc as an holder for some photoStrip   this photoStrip has n
photos as mcs in it   I want to produce some tween over each one BUT
the next tween should only begin after the previous has finished

as I don´t know how many photos are ther and as I´m using DepthManager
class
to to set up the photos into the PhotoStrip

I begin using  for in to trasverse the strip but I´m stucked here with
some
clever idea about how to chain these tweens, any help,please ?

  for (var prop in photoStrip)
  {
   if (prop != _childCounter)
   {
 var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale,
Bounce.easeOut, 100, 120, 0.5, true);
 var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale,
Bounce.easeOut, 100, 120, 0.5, true);

 animPhotoY.onMotionFinished = function()
 {
//  would be the next tween something like
 }
   }
  }
}



I know that inside the the strip the mcs are named as childDepth0  to
childDepthN-1 being N the number of photos placed in it

I tryed something with a for photoStrip[depthChild + i]  but it didn´t
work, since the for runs for all values of the control variable not caring
about if  motionFinished has occurred or not

The last idea I had, but it seemed too dirty would be to have an
SetInterval
checking from time to time if the currente Tween ended and then increment
i and clear it after the last tween happen.

I need something like an (irch)  GOTO  or some Design Pattern
techinique I do not master at this point.

Joao Carlos



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--
John Van Horn
[EMAIL PROTECTED]
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Re: [Flashcoders] AS3, BitmapData and domain security

2006-07-23 Thread Alan Watts

I don't see the point of restricting access to BitmapData from another
server when all you have to do to get at it is use a proxy script on
your own server.  Here's an example:

http://www.neave.com/temp/proxy.php?proxy_url=http://www.google.com/ 
intl/en/images/logo.gif


I was doing something similar in Director a few years ago and ended  
up having to rename my php script to proxy.jpg and editing  
my .htaccess file for that directory to execute a .jpg as a php  
script (using AddHandler, IIRC).


Perhaps this is Flash's issue as well...

Alan


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Re: [Flashcoders] Random numbers?

2006-07-23 Thread Charles Parcell

It is the difference between floor and round.

Charles P.


On 7/23/06, Rajat Paharia [EMAIL PROTECTED] wrote:


Can someone help me understand why the randRange function below doesn't
return a random distribution, but the randRange2 function does?
Here's some test code.

thanks, - rajat


var a = [0,0,0,0,0];
var b = [0,0,0,0,0];
var x;

for (var i=0; i  1000; i++) {
x = randRange(1,4);
a[x]++;
x = randRange2(1,4);
b[x]++;

}

trace (a:  + a);
trace (b:  + b);


// --
// Generate a random number in a range.
function randRange(min, max) {
  var randomNum = Math.round(Math.random()*(max-min))+min;
  return randomNum;
}

// Generate a random number in a range.
function randRange2(min, max) {
  var randomNum = min + Math.floor(Math.random() * (max + 1 - min));
  return randomNum;
}

--
Rajat Paharia
[EMAIL PROTECTED]
http://www.bunchball.com
http://www.rootburn.com
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Re: [Flashcoders] jigsaw puzzle

2006-07-23 Thread natalia Vikhtinskaya

I am trying to go on this way step by step and and met something that I
cannot understand. Maybe anybody can help. I created pieces of puzzle. Each
puzzle contain mask that I draw with Drawing API on one level. I checked it
and it creates well. Then I attach picture on another layer. I see now mask
and picture. All is correct. I say pic.setMask(mask) after that picture is
masked but it has configuration that is different from mask shape.



function drawPattern(linkageID, target, clipName, depth, x, y, cur_row,
cur_column):MovieClip {

   var r=partW*0.15;

   var mc:MovieClip = target.createEmptyMovieClip(clipName, depth);

   mc._x = x;

   mc._y = y;

   maskX=(partW*cur_column);

   maskY=(partH*cur_row);

   var mask:MovieClip = mc.createEmptyMovieClip(mask, 2);

   var pic:MovieClip=mc.attachMovie(linkageID,pic,1);

   pic._x=0;

   pic._y=0;

   mask_sides=sides[cur_column][cur_row];

   mask.lineStyle(undefined, 0x0, 100);

   mask.moveTo(maskX, maskY);

   mask.beginFill(0x0, 100);

   drawSideV(mask,mask._xpen,mask._ypen,mask_sides[1]*r,1);

   drawSideG(mask,mask._xpen,mask._ypen,mask_sides[2]*r,1);

   drawSideV(mask,mask._xpen,mask._ypen,mask_sides[3]*r,-1);

   drawSideG(mask,mask._xpen,mask._ypen,mask_sides[4]*r,-1);

   mask.endFill();

   pic.setMask(mask);

   return mc;

}



function tiler (linkageID){

   depthCount=1;

   for (var j=0;jcolumn;j++){

   for(var i=0;irow;i++){


part=drawPattern(linkageID,this,part+j+_+i,depthCount,stageX,stageY,i,j);

   depthCount++;

   activity(part.mask);

   }

   }

}


tiler(pic);

Thanks a lot for help.





2006/7/16, Hans Wichman [EMAIL PROTECTED]:


Hi Natalia,
you can find it here:
http://www.google.nl/search?hl=nlq=jigsaw+puzzle+flashcodersmeta=

and

http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg17822.html


Yes its possible.

greetz
Hans


On 7/16/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 Thank you, Guntur.
 I can not find your thread in the archive. Do you have this algorithm or

 any
 basic fla? It would be very helpful. Drawing api is clear for one object
 but
 creating many puzzles looks fantastic. Is it possible?
 Natalia


 2006/7/16, Guntur N. Sarwohadi  [EMAIL PROTECTED]:
 
  Natalia,
 
  You can search the archive and find recent threads concering jigsaw
 puzzle
  algorithm. In fact, thats the thread I started.. that's why I (and
Hans)
  know it's there ^_^
 
  But to answer you question...
 
  1. flash 8 has provided a bitmapData class, it's really good handling
  bitmaps so you can use the copyPixel method and but it in n movieClips

 on
  it. For jigsaw drawing, you can use flash drawing api.. especially the
  curveTo method. Basically it's only one type of curving and it is
 repeated
  for each side with variations being it inward or out..
 
  2. group and blending two pieces isn't that hard actually, as long as
 the
  pieces are placed in the right position it will look as one. The drop
  shadow
  is done by code and updated, while the center curve fading can also be

  done
  by code.. sure, it's a little complex than droptarget and hittest but
it
  can
  be done :D
 
  hope that helps
 
  Guntur N. Sarwohadi
 
  On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
  
   Yes, I checked before posting but found only questions without
 answers.
  
   2006/7/15, Hans Wichman [EMAIL PROTECTED]:
   
Please refer to the archives, there is a thread about this going
on
 as
   we
speak...
   
On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 Hi to all

 Can anybody give me advice for creating game like this?

 http://www.magickeys.com/books/jigsaws/cheetah_1/e.html

   1. How can I create each time different pieces? I can only
guess
   that
   there are some sets with different shapes and they attached as
  mask.
   2. When pieces are correct new pieces appear. How this is
done?
  How
   they determinate that? This is not droptarget or hittest. How
 from
   two
 masks
   they create one mask?

 Has anybody any code that can help to create this?

 Thanks,
 natavi
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RE: [Flashcoders] Speak into microphone Save as wav to sever, is it possible in Flash9 /AS3/Flex2 ??!

2006-07-23 Thread sysco
There was  a long discussion about this on the Red5 mailing list  
(open source flash comm server) a couple of months back.
The audio is saved on the server as a FLV.  Converting to mp3/wav is  
possible but not really so easy

There are some posts and discussions on this subject on this site:

http://www.flashcomguru.com/





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Re: [Flashcoders] jigsaw puzzle

2006-07-23 Thread Hans Wichman

Hi,
what exactly do you mean, it has a config different from the mask shape?
The only thing that seems 'off' to me is the starting index in the mask
sides, which starts with 1 instead of zero, but that might be perfectly ok
depending on how you built the array.

Could you show a screendump of what you describe?

greetz
Hans


On 7/23/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:


I am trying to go on this way step by step and and met something that I
cannot understand. Maybe anybody can help. I created pieces of puzzle.
Each
puzzle contain mask that I draw with Drawing API on one level. I checked
it
and it creates well. Then I attach picture on another layer. I see now
mask
and picture. All is correct. I say pic.setMask(mask) after that picture is
masked but it has configuration that is different from mask shape.



function drawPattern(linkageID, target, clipName, depth, x, y, cur_row,
cur_column):MovieClip {

   var r=partW*0.15;

   var mc:MovieClip = target.createEmptyMovieClip(clipName,
depth);

   mc._x = x;

   mc._y = y;

   maskX=(partW*cur_column);

   maskY=(partH*cur_row);

   var mask:MovieClip = mc.createEmptyMovieClip(mask, 2);

   var pic:MovieClip=mc.attachMovie(linkageID,pic,1);

   pic._x=0;

   pic._y=0;

   mask_sides=sides[cur_column][cur_row];

   mask.lineStyle(undefined, 0x0, 100);

   mask.moveTo(maskX, maskY);

   mask.beginFill(0x0, 100);

   drawSideV(mask,mask._xpen,mask._ypen,mask_sides[1]*r,1);

   drawSideG(mask,mask._xpen,mask._ypen,mask_sides[2]*r,1);

   drawSideV(mask,mask._xpen,mask._ypen,mask_sides[3]*r,-1);

   drawSideG(mask,mask._xpen,mask._ypen,mask_sides[4]*r,-1);

   mask.endFill();

   pic.setMask(mask);

   return mc;

}



function tiler (linkageID){

   depthCount=1;

   for (var j=0;jcolumn;j++){

   for(var i=0;irow;i++){



part=drawPattern(linkageID,this,part+j+_+i,depthCount,stageX,stageY,i,j);

   depthCount++;

   activity(part.mask);

   }

   }

}


tiler(pic);

Thanks a lot for help.





2006/7/16, Hans Wichman [EMAIL PROTECTED]:

 Hi Natalia,
 you can find it here:
 http://www.google.nl/search?hl=nlq=jigsaw+puzzle+flashcodersmeta=

 and


http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg17822.html


 Yes its possible.

 greetz
 Hans


 On 7/16/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
 
  Thank you, Guntur.
  I can not find your thread in the archive. Do you have this algorithm
or

  any
  basic fla? It would be very helpful. Drawing api is clear for one
object
  but
  creating many puzzles looks fantastic. Is it possible?
  Natalia
 
 
  2006/7/16, Guntur N. Sarwohadi  [EMAIL PROTECTED]:
  
   Natalia,
  
   You can search the archive and find recent threads concering jigsaw
  puzzle
   algorithm. In fact, thats the thread I started.. that's why I (and
 Hans)
   know it's there ^_^
  
   But to answer you question...
  
   1. flash 8 has provided a bitmapData class, it's really good
handling
   bitmaps so you can use the copyPixel method and but it in n
movieClips

  on
   it. For jigsaw drawing, you can use flash drawing api.. especially
the
   curveTo method. Basically it's only one type of curving and it is
  repeated
   for each side with variations being it inward or out..
  
   2. group and blending two pieces isn't that hard actually, as long
as
  the
   pieces are placed in the right position it will look as one. The
drop
   shadow
   is done by code and updated, while the center curve fading can also
be

   done
   by code.. sure, it's a little complex than droptarget and hittest
but
 it
   can
   be done :D
  
   hope that helps
  
   Guntur N. Sarwohadi
  
   On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
   
Yes, I checked before posting but found only questions without
  answers.
   
2006/7/15, Hans Wichman [EMAIL PROTECTED]:

 Please refer to the archives, there is a thread about this going
 on
  as
we
 speak...

 On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
 
  Hi to all
 
  Can anybody give me advice for creating game like this?
 
  http://www.magickeys.com/books/jigsaws/cheetah_1/e.html
 
1. How can I create each time different pieces? I can only
 guess
that
there are some sets with different shapes and they attached
as
   mask.
2. When pieces are correct new pieces appear. How this is
 done?
   How
they determinate that? This is not droptarget or hittest.
How
  from
two
  masks
they create one mask?
 
  Has anybody any code that can help to create this?
 
  Thanks,
  natavi
  ___
  

Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread jcarlos

yes .. I think it´s going to work .. I will try

- Original Message - 
From: John VanHorn [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 2:00 PM
Subject: Re: [Flashcoders] sequential tweens ?


i think the setInterval thing would work just fine. you could pass the same
time to the interval that you do to the tween.

or you could do somehthing like this:

//if pics are loaded dynamically, these can be set dynamically
var mcNum:Number = 1;
var mcMax:Number = 4;

function nextTween(){
   var theMc:MovieClip = this[mc + mcNum];
   var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut, theMc._x,
theMc._x - 85, 1, true);
   theTween.onMotionFinished = function(){
   mcNum++;
   if(mcNum = mcMax){
   nextTween();
   }
   }
}

nextTween();

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:


Hi All,

I need some ideas how to workaround the following situation

I have na mc as an holder for some photoStrip   this photoStrip has n
photos as mcs in it   I want to produce some tween over each one BUT
the next tween should only begin after the previous has finished

as I don´t know how many photos are ther and as I´m using DepthManager
class
to to set up the photos into the PhotoStrip

I begin using  for in to trasverse the strip but I´m stucked here with
some
clever idea about how to chain these tweens, any help,please ?

  for (var prop in photoStrip)
  {
   if (prop != _childCounter)
   {
 var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale,
Bounce.easeOut, 100, 120, 0.5, true);
 var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale,
Bounce.easeOut, 100, 120, 0.5, true);

 animPhotoY.onMotionFinished = function()
 {
//  would be the next tween something like
 }
   }
  }
}



I know that inside the the strip the mcs are named as childDepth0  to
childDepthN-1 being N the number of photos placed in it

I tryed something with a for photoStrip[depthChild + i]  but it didn´t
work, since the for runs for all values of the control variable not caring
about if  motionFinished has occurred or not

The last idea I had, but it seemed too dirty would be to have an
SetInterval
checking from time to time if the currente Tween ended and then increment
i and clear it after the last tween happen.

I need something like an (irch)  GOTO  or some Design Pattern
techinique I do not master at this point.

Joao Carlos



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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Marcelo de Moraes Serpa

Hi João! Have you taken a look at Fuse or animationpackage? It makes
sequential tweens much easir and straitghforward...

Cheers,

- Marcelo.

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:


yes .. I think it´s going to work .. I will try

- Original Message -
From: John VanHorn [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 2:00 PM
Subject: Re: [Flashcoders] sequential tweens ?


i think the setInterval thing would work just fine. you could pass the
same
time to the interval that you do to the tween.

or you could do somehthing like this:

//if pics are loaded dynamically, these can be set dynamically
var mcNum:Number = 1;
var mcMax:Number = 4;

function nextTween(){
var theMc:MovieClip = this[mc + mcNum];
var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut,
theMc._x,
theMc._x - 85, 1, true);
theTween.onMotionFinished = function(){
mcNum++;
if(mcNum = mcMax){
nextTween();
}
}
}

nextTween();

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:

 Hi All,

 I need some ideas how to workaround the following situation

 I have na mc as an holder for some photoStrip   this photoStrip has
n
 photos as mcs in it   I want to produce some tween over each one BUT
 the next tween should only begin after the previous has finished

 as I don´t know how many photos are ther and as I´m using DepthManager
 class
 to to set up the photos into the PhotoStrip

 I begin using  for in to trasverse the strip but I´m stucked here with
 some
 clever idea about how to chain these tweens, any help,please ?

   for (var prop in photoStrip)
   {
if (prop != _childCounter)
{
  var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale,
 Bounce.easeOut, 100, 120, 0.5, true);
  var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale,
 Bounce.easeOut, 100, 120, 0.5, true);

  animPhotoY.onMotionFinished = function()
  {
 //  would be the next tween something like
  }
}
   }
 }



 I know that inside the the strip the mcs are named as childDepth0  to
 childDepthN-1 being N the number of photos placed in it

 I tryed something with a for photoStrip[depthChild + i]  but it didn´t
 work, since the for runs for all values of the control variable not
caring
 about if  motionFinished has occurred or not

 The last idea I had, but it seemed too dirty would be to have an
 SetInterval
 checking from time to time if the currente Tween ended and then
increment
 i and clear it after the last tween happen.

 I need something like an (irch)  GOTO  or some Design Pattern
 techinique I do not master at this point.

 Joao Carlos



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 Brought to you by Fig Leaf Software
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 http://www.figleaf.com
 http://training.figleaf.com




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[EMAIL PROTECTED]
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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread jcarlos
Well I made some through the onMotionFinished but your app is fully 
dependent on all tweens having their opening job done, the app logic gets 
hidden inside a series of  onMotionFinished wich you have to navigate 
through one by one.


For example I´m doing a CD where I have a lot of  opening activity and only 
after it I set the menus and  display containers


when I did it at first time I had just one function call

createCD()

and as all actions were sequentially dependents, to understand what the app 
did it was necessary to go from one function after another till I got the 
last one 


I was wondering about some colection or queue scheme where some animators 
objects ( object to be tweened, tweening properties ) would implement some 
interface and the complete animation chain would be achived in a FOR  IN 
loop through the collection, am I missing something here ?


I´d  rather to invest more in code clarity than in some special tricks,

even working for some time with OO I still have preference to realize what 
the app is doing in some structured fashion,


maybe I´m overstressing it -)

thanks for your time 

João Carlos

- Original Message - 
From: Zeh Fernando [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 1:52 PM
Subject: Re: [Flashcoders] sequential tweens ?



Hi All,
I need some ideas how to workaround the following situation
I have na mc as an holder for some photoStrip   this photoStrip has n 
photos as mcs in it   I want to produce some tween over each one BUT 
the next tween should only begin after the previous has finished


João,

Your best bet would be to use some better tweening engine that allows 
delays. That way you could fire all your tweens at once without having to 
worry about setting callbacks or other events when each tween is 
finished - you just give a increasingly bigger delkay for each photo. Not 
only this makes some clearer and more straightforward code, but you could 
even animate it in a way that the photos' tweening time intersect each 
other, without being dependent on chained events.


For this task I'd recommend mc tween, laco's tween, or the fuse kit. Any 
of them will do what you want, and there's probably a few more that I'm 
forgetting about.


You *could* do it with your onMotionFinished event. You'd need to setup a 
function that fires the animation, and each photo would have to fire the 
animation on the next one. It's simple, but it's awkward and 
counterproductive. And really, this kind of need is something that comes 
up so frequently when animating an interface that using a class or 
extension that supports delays instead is your best bet.



- Zeh
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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread jcarlos

Hi Marcelo

you had suggested that to me another time -)

I will take a look on them right now -)

João Carlos
- Original Message - 
From: Marcelo de Moraes Serpa [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 4:19 PM
Subject: Re: [Flashcoders] sequential tweens ?


Hi João! Have you taken a look at Fuse or animationpackage? It makes
sequential tweens much easir and straitghforward...

Cheers,

- Marcelo.

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:


yes .. I think it´s going to work .. I will try

- Original Message -
From: John VanHorn [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 2:00 PM
Subject: Re: [Flashcoders] sequential tweens ?


i think the setInterval thing would work just fine. you could pass the
same
time to the interval that you do to the tween.

or you could do somehthing like this:

//if pics are loaded dynamically, these can be set dynamically
var mcNum:Number = 1;
var mcMax:Number = 4;

function nextTween(){
var theMc:MovieClip = this[mc + mcNum];
var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut,
theMc._x,
theMc._x - 85, 1, true);
theTween.onMotionFinished = function(){
mcNum++;
if(mcNum = mcMax){
nextTween();
}
}
}

nextTween();

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:

 Hi All,

 I need some ideas how to workaround the following situation

 I have na mc as an holder for some photoStrip   this photoStrip has
n
 photos as mcs in it   I want to produce some tween over each one BUT
 the next tween should only begin after the previous has finished

 as I don´t know how many photos are ther and as I´m using DepthManager
 class
 to to set up the photos into the PhotoStrip

 I begin using  for in to trasverse the strip but I´m stucked here with
 some
 clever idea about how to chain these tweens, any help,please ?

   for (var prop in photoStrip)
   {
if (prop != _childCounter)
{
  var animPhotoX:Tween = new Tween (photoStrip[prop], _xscale,
 Bounce.easeOut, 100, 120, 0.5, true);
  var animPhotoY:Tween= new Tween (photoStrip[prop], _yscale,
 Bounce.easeOut, 100, 120, 0.5, true);

  animPhotoY.onMotionFinished = function()
  {
 //  would be the next tween something like
  }
}
   }
 }



 I know that inside the the strip the mcs are named as childDepth0  to
 childDepthN-1 being N the number of photos placed in it

 I tryed something with a for photoStrip[depthChild + i]  but it didn´t
 work, since the for runs for all values of the control variable not
caring
 about if  motionFinished has occurred or not

 The last idea I had, but it seemed too dirty would be to have an
 SetInterval
 checking from time to time if the currente Tween ended and then
increment
 i and clear it after the last tween happen.

 I need something like an (irch)  GOTO  or some Design Pattern
 techinique I do not master at this point.

 Joao Carlos



 ___
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 Brought to you by Fig Leaf Software
 Premier Authorized Adobe Consulting and Training
 http://www.figleaf.com
 http://training.figleaf.com




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[EMAIL PROTECTED]
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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Martin Wood

couldnt you just use 2 methods in your class to control the sequence of tweens?

// Start a tween for a photo
private function tweenPhoto()
{
var animPhotoX:Tween = new Tween (photoStrip[currentIndex], _xscale,
   Bounce.easeOut, 100, 120, 0.5, true);
var animPhotoY:Tween= new Tween (photoStrip[currentIndex], _yscale,
   Bounce.easeOut, 100, 120, 0.5, true);

// Get the tween to call us back when its finished
animPhotoY.onMotionFinished = Delegate.create(this,tweenFinished);
}

// Tween finished
private function tweenFinished()
{
currentIndex++;

if(currentIndex == numberOfPhotos)
{
   // The sequence is complete
   // do something, dispatch an event, call a method etc.. :)
}
else
{
startTween(currentIndex);
}
}

Then to start the whole show just make sure currentIndex and numberOfPhotos are 
setup correctly and call tweenPhoto();


e.g.

private function createPhotos(photolist:Array)
{
// photo creation stuff here

currentIndex = 0;
numberOfPhotos = photolist.length;
tweenPhoto();
}

no need for intervals or anything fancy.

hope thats what you mean.

Martin


jcarlos wrote:

Hi All,

I need some ideas how to workaround the following situation

I have na mc as an holder for some photoStrip   this photoStrip has 
n photos as mcs in it   I want to produce some tween over each one 
BUT the next tween should only begin after the previous has finished


as I don´t know how many photos are ther and as I´m using DepthManager 
class to to set up the photos into the PhotoStrip


I begin using  for in to trasverse the strip but I´m stucked here with 
some clever idea about how to chain these tweens, any help,please ?


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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Gerry Creighton
I can't recommend Zeh's MC Tween enough...you can sequence the tweens  
and even have

callbacks when the tween is finished to call a function.
Check out the documentation and examples here: http:// 
hosted.zeh.com.br/mctween/index.html


Gerry

On Jul 23, 2006, at 3:40 PM, jcarlos wrote:


Hi Marcelo

you had suggested that to me another time -)

I will take a look on them right now -)

João Carlos
- Original Message - From: Marcelo de Moraes Serpa  
[EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 4:19 PM
Subject: Re: [Flashcoders] sequential tweens ?


Hi João! Have you taken a look at Fuse or animationpackage? It makes
sequential tweens much easir and straitghforward...

Cheers,

- Marcelo.

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:


yes .. I think it´s going to work .. I will try

- Original Message -
From: John VanHorn [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, July 23, 2006 2:00 PM
Subject: Re: [Flashcoders] sequential tweens ?


i think the setInterval thing would work just fine. you could pass  
the

same
time to the interval that you do to the tween.

or you could do somehthing like this:

//if pics are loaded dynamically, these can be set dynamically
var mcNum:Number = 1;
var mcMax:Number = 4;

function nextTween(){
var theMc:MovieClip = this[mc + mcNum];
var theTween:Tween = new Tween(theMc, _x, Strong.easeInOut,
theMc._x,
theMc._x - 85, 1, true);
theTween.onMotionFinished = function(){
mcNum++;
if(mcNum = mcMax){
nextTween();
}
}
}

nextTween();

On 7/23/06, jcarlos [EMAIL PROTECTED] wrote:

 Hi All,

 I need some ideas how to workaround the following situation

 I have na mc as an holder for some photoStrip   this  
photoStrip has

n
 photos as mcs in it   I want to produce some tween over each  
one BUT

 the next tween should only begin after the previous has finished

 as I don´t know how many photos are ther and as I´m using  
DepthManager

 class
 to to set up the photos into the PhotoStrip

 I begin using  for in to trasverse the strip but I´m stucked  
here with

 some
 clever idea about how to chain these tweens, any help,please ?

   for (var prop in photoStrip)
   {
if (prop != _childCounter)
{
  var animPhotoX:Tween = new Tween (photoStrip[prop],  
_xscale,

 Bounce.easeOut, 100, 120, 0.5, true);
  var animPhotoY:Tween= new Tween (photoStrip[prop],  
_yscale,

 Bounce.easeOut, 100, 120, 0.5, true);

  animPhotoY.onMotionFinished = function()
  {
 //  would be the next tween something like
  }
}
   }
 }



 I know that inside the the strip the mcs are named as  
childDepth0  to

 childDepthN-1 being N the number of photos placed in it

 I tryed something with a for photoStrip[depthChild + i]  but  
it didn´t

 work, since the for runs for all values of the control variable not
caring
 about if  motionFinished has occurred or not

 The last idea I had, but it seemed too dirty would be to have an
 SetInterval
 checking from time to time if the currente Tween ended and then
increment
 i and clear it after the last tween happen.

 I need something like an (irch)  GOTO  or some Design Pattern
 techinique I do not master at this point.

 Joao Carlos



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--
John Van Horn
[EMAIL PROTECTED]
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Brought to you 

Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Martin Wood

// Tween finished
private function tweenFinished()
{
 ...

 else

{
startTween(currentIndex);


oops, this is meant to say tweenPhoto(currentIndex)

my email client doesnt have refactoring support yet ;)
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[Flashcoders] double-byte text entry in windowless mode

2006-07-23 Thread Sinead Hogan
Hi All,

 

I'm having difficulty entering any double-byte text in a standard input
text box, when the flash movie is embedded in either wmode transparent
or opaque. Using the default wmode = window, I can switch my IME to
Korean, Arabic or whatever and text will enter perfectly. Once I embed
using either of the winowless modes, I get junk in my text box when
using anything other than standard english text. 

 

Does anyone have any ideas?

 

Sinead.

 

 

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Re: [Flashcoders] jigsaw puzzle

2006-07-23 Thread natalia Vikhtinskaya

May I sent fla to your mail?

2006/7/23, Hans Wichman [EMAIL PROTECTED]:


Hi,
what exactly do you mean, it has a config different from the mask shape?
The only thing that seems 'off' to me is the starting index in the mask
sides, which starts with 1 instead of zero, but that might be perfectly ok
depending on how you built the array.

Could you show a screendump of what you describe?

greetz
Hans


On 7/23/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 I am trying to go on this way step by step and and met something that I
 cannot understand. Maybe anybody can help. I created pieces of puzzle.
 Each
 puzzle contain mask that I draw with Drawing API on one level. I checked
 it
 and it creates well. Then I attach picture on another layer. I see now
 mask
 and picture. All is correct. I say pic.setMask(mask) after that picture
is
 masked but it has configuration that is different from mask shape.



 function drawPattern(linkageID, target, clipName, depth, x, y, cur_row,
 cur_column):MovieClip {

var r=partW*0.15;

var mc:MovieClip = target.createEmptyMovieClip(clipName,
 depth);

mc._x = x;

mc._y = y;

maskX=(partW*cur_column);

maskY=(partH*cur_row);

var mask:MovieClip = mc.createEmptyMovieClip(mask, 2);

var pic:MovieClip=mc.attachMovie(linkageID,pic,1);

pic._x=0;

pic._y=0;

mask_sides=sides[cur_column][cur_row];

mask.lineStyle(undefined, 0x0, 100);

mask.moveTo(maskX, maskY);

mask.beginFill(0x0, 100);

drawSideV(mask,mask._xpen,mask._ypen,mask_sides[1]*r,1);

drawSideG(mask,mask._xpen,mask._ypen,mask_sides[2]*r,1);

drawSideV(mask,mask._xpen,mask._ypen,mask_sides[3]*r,-1);

drawSideG(mask,mask._xpen,mask._ypen,mask_sides[4]*r,-1);

mask.endFill();

pic.setMask(mask);

return mc;

 }



 function tiler (linkageID){

depthCount=1;

for (var j=0;jcolumn;j++){

for(var i=0;irow;i++){




part=drawPattern(linkageID,this,part+j+_+i,depthCount,stageX,stageY,i,j);

depthCount++;

activity(part.mask);

}

}

 }


 tiler(pic);

 Thanks a lot for help.





 2006/7/16, Hans Wichman [EMAIL PROTECTED]:
 
  Hi Natalia,
  you can find it here:
  http://www.google.nl/search?hl=nlq=jigsaw+puzzle+flashcodersmeta=
 
  and
 
 

http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg17822.html
 
 
  Yes its possible.
 
  greetz
  Hans
 
 
  On 7/16/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
  
   Thank you, Guntur.
   I can not find your thread in the archive. Do you have this
algorithm
 or
 
   any
   basic fla? It would be very helpful. Drawing api is clear for one
 object
   but
   creating many puzzles looks fantastic. Is it possible?
   Natalia
  
  
   2006/7/16, Guntur N. Sarwohadi  [EMAIL PROTECTED]:
   
Natalia,
   
You can search the archive and find recent threads concering
jigsaw
   puzzle
algorithm. In fact, thats the thread I started.. that's why I (and
  Hans)
know it's there ^_^
   
But to answer you question...
   
1. flash 8 has provided a bitmapData class, it's really good
 handling
bitmaps so you can use the copyPixel method and but it in n
 movieClips
 
   on
it. For jigsaw drawing, you can use flash drawing api.. especially
 the
curveTo method. Basically it's only one type of curving and it is
   repeated
for each side with variations being it inward or out..
   
2. group and blending two pieces isn't that hard actually, as long
 as
   the
pieces are placed in the right position it will look as one. The
 drop
shadow
is done by code and updated, while the center curve fading can
also
 be
 
done
by code.. sure, it's a little complex than droptarget and hittest
 but
  it
can
be done :D
   
hope that helps
   
Guntur N. Sarwohadi
   
On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 Yes, I checked before posting but found only questions without
   answers.

 2006/7/15, Hans Wichman [EMAIL PROTECTED]:
 
  Please refer to the archives, there is a thread about this
going
  on
   as
 we
  speak...
 
  On 7/15/06, natalia Vikhtinskaya [EMAIL PROTECTED]
wrote:
  
   Hi to all
  
   Can anybody give me advice for creating game like this?
  
   http://www.magickeys.com/books/jigsaws/cheetah_1/e.html
  
 1. How can I create each time different pieces? I can only
  guess
 that
 there are some sets with different shapes and they
attached
 as
mask.
 2. When pieces are correct new pieces appear. How this is
  done?
How
 they determinate that? This is not droptarget or hittest.
 How
   

Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Zeh Fernando
couldnt you just use 2 methods in your class to control the sequence of 
tweens?


// Start a tween for a photo
private function tweenPhoto()
(...)


You see, that's what I'm totally against when writing code: 
overcomplication. Going around and around and around to come back and do 
something quite small.


Martin, do not take this personally, I don't mean to sound rude or anything, 
I'm sorry in advance if I do, and your code totally makes logical sense and 
it's 100% correct, but... WHY would someone need so much code just to 
produce sequential tweenings? A bunch of specialized functions just to make 
it work? And then suppose he has an slightly different animation he wants to 
do at the same time, will he need new functions, or add parameters to those 
functions, and so long and so forth? Why something so convoluted for 
something so simple? Simply because the tweening doesn't support delays? :(


Going back to the original post: if I were to code that using MC Tween (I'll 
use my code as an example, because I'm not so acquainted with other 
extension's code). Anyways, I'd do it like this:



var delay = 0;
for (var prop in photoStrip) {
 if (prop != _childCounter) {
   photoStrip[prop].tween(_yscale, 120, 0.5, easeinout, delay);
   photoStrip[prop].tween(_xscale, 120, 0.5, easeinout, delay);
   delay += 0.5;
 }
}

or even:

var delay = 0;
for (var prop in photoStrip) {
 if (prop != _childCounter) {
   photoStrip[prop].scaleTo(120, 0.5, easeinout, delay);
   delay += 0.5;
 }
}

or to use some other as1-less syntax, once again my own's 
zeh.easing.Tweener, a static as2 class which provide a one-shot method for 
animation triggering:


import zeh.easing.Tweener;
var delay = 0;
for (var prop in photoStrip) {
 if (prop != _childCounter) {
   Tweener.addTween(photoStrip[prop], {_xscale:120, _yscale:120, time:0.5, 
transition:easeinout, delay:delay});

   delay += 0.5;
 }
}

or just in one line (or maybe two with the 'import' statement):

import zeh.easing.Tweener;
for (var i:Number = 0; i  photoStrip.length; i++) 
Tweener.addTween(photoStrip[prop], {_xscale:120, _yscale:120, time:0.5, 
transition:easeinout, delay:0.5 * i});


Really. WHY does it have to be more complicated than that? ..Functions? 
..setIntervals? ..Delegates? What's next, a sequential animation calling 
design pattern with 10 different methods? Just for a one-shot sequential 
animation? And still making it more difficult and less practical -- less 
easy to change?


It's just sequential animations, no secret, no big deal. Why not fit the 
solution to it, using any of the existing solutions that support delays, 
instead of going 1000 extra miles? Do programmers bill by number of 
functions they've written?


Sorry for the rant, but really, there's a moment you have to use the best 
tool for the task - and I don't mean only the easiest. The tweening classes 
included on Flash are cool and all that, but they're too basic, too raw. Why 
you'd need dozens of lines just to do something that can be done with one 
single line in a pretty straightforward way is beyond me. Most of the times 
I have to build sites, there's so much having to be animated correctly that 
if I resorted to functions and complex callbacks any time I needed some kind 
of sequence or delay, my code would be a complete mess and the sequence 
would be unmaintainable. Now, with delays it's as easy as it gets. It's 
easier to read, debug, write, change, etc.


My advice is to still use another solution. MC Tween, laco's, Fuse Kit, it 
doesn't matter. Any of them will do the trick. And probably next version of 
Flash's tweening functions, considering Robert Penner is working for them 
now.



- Zeh

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Re: [Flashcoders] sequential tweens ?

2006-07-23 Thread Martin Wood
Martin, do not take this personally, I don't mean to sound rude or 
anything, I'm sorry in advance if I do, and your code totally makes 
logical sense and it's 100% correct, but... WHY would someone need so 
much code just to produce sequential tweenings? A bunch of specialized 
functions just to make it work? And then suppose he has an slightly 
different animation he wants to do at the same time, will he need new 
functions, or add parameters to those functions, and so long and so 
forth? Why something so convoluted for something so simple? Simply 
because the tweening doesn't support delays? :(


don't worry i don't take it personally its only programming :)

To me it doesn't seem complicated, just a couple of functions, nothing special 
in either function.


If it doesn't fit the requirements, so be it.

Sorry for the rant, but really, there's a moment you have to use the 
best tool for the task - and I don't mean only the easiest. The tweening 
classes included on Flash are cool and all that, but they're too basic, 
too raw. Why you'd need dozens of lines just to do something that can be 
done with one single line in a pretty straightforward way is beyond me. 
Most of the times I have to build sites, there's so much having to be 
animated correctly that if I resorted to functions and complex callbacks 
any time I needed some kind of sequence or delay, my code would be a 
complete mess and the sequence would be unmaintainable. Now, with delays 
it's as easy as it gets. It's easier to read, debug, write, change, etc.


Don't be sorry, if it upsets you then best to let it out, bottling things up 
isn't good for the soul :)


Anyway, to consider if its easier to change then it really depends on how you 
want to change it. In some cases yes its undoubtedly easier, in other cases i 
think it could be harder but I don't know the API of your tweening classes so I 
cant say.


What if i wanted to trigger something when each tween ends? What if i want to 
perform an action depending on which tween has ended?


Each solution has its pro's and con's so its worth understanding the options and 
the trade offs.


Like i said i don't find functions or callbacks complicated, its the bread and 
butter of programming. The code i showed is an idiom that I've used on a number 
of occasions, not just for sequencing animations but for various things that 
need treating in a consequential manner and aren't all necessarily time based.


My advice is to still use another solution. MC Tween, laco's, Fuse Kit, 
it doesn't matter. Any of them will do the trick. 


Mine too :)

I don't know any of the other animation kits so I couldn't vouch for their ease 
of use, size when installed or performance, but I've heard good things about 
those you mention.


anyway..shop around, its always the way to get the best deal and the solution 
that fits your needs.


Martin.
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Re: [Flashcoders] Online Live Support without FlashComm (or even withouth Flash at all)

2006-07-23 Thread Helios Pregioni Bayma

Thanks Richards,
I checked it and will fit for what I was looking for.


2006/7/21, richard carr [EMAIL PROTECTED]:


ck out flash chat
http://tufat.com/s_flash_chat_chatroom.htm
Richard

On 7/21/06, Helios Pregioni Bayma [EMAIL PROTECTED] wrote:

 Hi list,

 I am developing a site that will need an online live support. The site
is
 full Flash and I would like the support to be in it too, but it´s not an
 obligation. What I know is that I can´t use FlashComm, since the server
 don´t support it and the client is not willing to pay.

 Is that a tutorial, a way, an example to make it? If not using Flash,
can
 be
 PHP or ASP.
 Thanks!

 Helios Pregioni Bayma

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--
Helios Pregioni Bayma
Macromedia Certified FlashMX Designer
21 8742 0577
[EMAIL PROTECTED]  |  www.heliospb.net
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