Re: [Flashcoders] Arguments.callee._name?

2007-07-17 Thread Hans Wichman

clutter anything with two unneeded classes

you are referring to EventDispatcher and Delegate right? ;-)
Sorry cudnt resist, but all fun and games aside, I agree, it depends on your
purpose.
As said I use it in my logger which needs to retrieve this info
automatically without the user having to wrap everything himself.

greetz
JC


On 7/17/07, Jesse Graupmann [EMAIL PROTECTED] wrote:


I wouldn't say i wudnt clutter everything when I don't know the reasoning
behind getting a called function name in the first place. I also wouldn't
clutter anything with two unneeded classes for a simple property check. ;)

Regards
JG

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hans
Wichman
Sent: Monday, July 16, 2007 1:30 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Arguments.callee._name?

Hi,
i wudnt clutter everything with delegates and extra function creations
when
its not needed:)

greetz
JC



On 7/16/07, Jesse Graupmann [EMAIL PROTECTED] wrote:

 For variety sake, here is a simple alternative.


 mx.events.EventDispatcher.initialize ( mc );

 handleEvent ( mc, 'onPress' );
 handleEvent ( mc, 'onRelease' );
 handleEvent ( mc, 'onReleaseOutside' );

 mc.addEventListener ( 'onPress', mx.utils.Delegate.create ( this,
 eventHandler ) )
 mc.addEventListener ( 'onRelease', mx.utils.Delegate.create ( this,
 eventHandler ) )
 mc.addEventListener ( 'onReleaseOutside', mx.utils.Delegate.create (
this,
 eventHandler ) )

 function handleEvent ( obj:Object, event:String )
 {
obj [ event ] = function(){this.dispatchEvent ({type:event,
 target:this }) }
 }

 function eventHandler ( evt:Object )
 {
trace( evt.type + '\t\t\t' + evt.target );
 }



 _

 Jesse Graupmann
 www.jessegraupmann.com
 www.justgooddesign.com/blog/
 _



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Merrill,
 Jason
 Sent: Monday, July 16, 2007 10:23 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] Arguments.callee._name?

 Slight typo in my last example, try this:

 import mx.utils.Delegate

 var oRel:Object = myButton_mc.onRelease = Delegate.create(this,
 myButtonMethod)
 var oRol:Object = myButton_mc.onRollOver = Delegate.create(this,
 myButtonMethod)
 oRel.name = onRelease
 oRol.name = onRollOver

 function myButtonMethod():Void
 {
trace(arguments.caller.name)
 }

 Basically you are assigning the delegate to an object, and then tacking
 on a custom property to the object.

 Curious though, why you need to do this?

 Jason Merrill

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[Flashcoders] Text Input Component

2007-07-17 Thread payal
Hi All

I am trying to attach a movieclip containg  textInput component to the
stage. Its attaching successfully But I am not able to set its Text.

Regards
Payal

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RE: [Flashcoders] Text Input Component

2007-07-17 Thread vivek
Can you give some hint of what actually you have done? Some code? That will
help.

Peace, veiky

-Original Message-
From: payal [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 17, 2007 4:31 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Text Input Component

Hi All

I am trying to attach a movieclip containg  textInput component to the
stage. Its attaching successfully But I am not able to set its Text.

Regards
Payal

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Re: [Flashcoders] Text Input Component

2007-07-17 Thread Paul Andrews
- Original Message - 
From: payal [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:00 PM
Subject: [Flashcoders] Text Input Component



Hi All

I am trying to attach a movieclip containg  textInput component to the
stage. Its attaching successfully But I am not able to set its Text.


If you don't show what you are doing to set the text, we can't tell what's 
wrong..


Are you trying to assign to the textinput object itself  rather than the 
text property?



Regards
Payal

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RE: [Flashcoders] Text Input Component

2007-07-17 Thread payal
I am using the following code



for (var i = 0; i  20; i++)
{
this.con_mc.data_mc.attachMovie (kid_mc, kid_mc+i, i);

this.con_mc.data_mc[kid_mc + i]._x = 0;
if (i == 0)
{
this.con_mc.data_mc[kid_mc + i]._y = 0;
}
else
{
var prev = i-1;
this.con_mc.data_mc[kid_mc + i]._y =
this.con_mc.data_mc[kid_mc + prev]._y + this.con_mc.data_mc[kid_mc +
prev]._height + 4

}


this.con_mc.data_mc[kid_mc + i].ifBD1.text = Test
trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i])
}

Regards
Payal
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Andrews
Sent: Tuesday, July 17, 2007 04:47 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Text Input Component

- Original Message - 
From: payal [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:00 PM
Subject: [Flashcoders] Text Input Component


 Hi All

 I am trying to attach a movieclip containg  textInput component to the
 stage. Its attaching successfully But I am not able to set its Text.

If you don't show what you are doing to set the text, we can't tell what's 
wrong..

Are you trying to assign to the textinput object itself  rather than the 
text property?

 Regards
 Payal

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RE: [Flashcoders] Text Input Component

2007-07-17 Thread vivek


-Original Message-
From: payal [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 17, 2007 5:04 PM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Text Input Component

I am using the following code



for (var i = 0; i  20; i++)
{
this.con_mc.data_mc.attachMovie (kid_mc, kid_mc+i, i);

this.con_mc.data_mc[kid_mc + i]._x = 0;
if (i == 0)
{
this.con_mc.data_mc[kid_mc + i]._y = 0;
}
else
{
var prev = i-1;
this.con_mc.data_mc[kid_mc + i]._y =
this.con_mc.data_mc[kid_mc + prev]._y + this.con_mc.data_mc[kid_mc +
prev]._height + 4

}


this.con_mc.data_mc[kid_mc + i].ifBD1.text = Test 

// what is this .ifBD1? try tracing any of the property of the text field,
so that you will come to know whether the reference is working or not.
trace(con_mc.data_mc[kid_mc + i].ifBD1._x); // if this line gives you the
x co ordinate then it's ok and we can find out the next problem. I don't
think it will give the value of _x. I am concerned for ifBD1.

trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i])
}

Regards
Payal
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Andrews
Sent: Tuesday, July 17, 2007 04:47 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Text Input Component

- Original Message - 
From: payal [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:00 PM
Subject: [Flashcoders] Text Input Component


 Hi All

 I am trying to attach a movieclip containg  textInput component to the
 stage. Its attaching successfully But I am not able to set its Text.

If you don't show what you are doing to set the text, we can't tell what's 
wrong..

Are you trying to assign to the textinput object itself  rather than the 
text property?

 Regards
 Payal

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Re: [Flashcoders] Text Input Component

2007-07-17 Thread Helen Triolo
The component needs time to initialize.  If you're coding on the main 
timeline, you can replace the line that assigns the text with this:


   this.con_mc.data_mc[kid_mc + i].onEnterFrame = function() {
   if (this.ifBD1.text != undefined) {
   this.ifBD1.text = Test;
   this.onEnterFrame = null;
   }
   }

If you're coding with classes, you can use something like

   reference to kid_mc.onLoad = Delegate.create(this, setText);

instead and do the text assignment inside the setText method.

Helen


payal wrote:


I am using the following code



for (var i = 0; i  20; i++)
{
this.con_mc.data_mc.attachMovie (kid_mc, kid_mc+i, i);

this.con_mc.data_mc[kid_mc + i]._x = 0;
if (i == 0)
{
this.con_mc.data_mc[kid_mc + i]._y = 0;
}
else
{
var prev = i-1;
this.con_mc.data_mc[kid_mc + i]._y =
this.con_mc.data_mc[kid_mc + prev]._y + this.con_mc.data_mc[kid_mc +
prev]._height + 4

}


this.con_mc.data_mc[kid_mc + i].ifBD1.text = Test
trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i].ifBD1.text)
//trace(this.con_mc.data_mc[kid_mc + i])
}

Regards
Payal


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Andrews
Sent: Tuesday, July 17, 2007 04:47 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Text Input Component

- Original Message - 
From: payal [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:00 PM
Subject: [Flashcoders] Text Input Component


 


Hi All

I am trying to attach a movieclip containg  textInput component to the
stage. Its attaching successfully But I am not able to set its Text.
   



If you don't show what you are doing to set the text, we can't tell what's 
wrong..


Are you trying to assign to the textinput object itself  rather than the 
text property?


 


Regards
Payal

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RE: [Flashcoders] Font in Library problems

2007-07-17 Thread David Ngo
Not sure where your error is, but can I ask why you're instantiating your
Font instance twice?


David


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Trim
Sent: Tuesday, July 17, 2007 10:12 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Font in Library problems

Can anyone tell me why the following isn't displaying any text?

No Compiler errors, all traces show objects existing?

If I remove the textformat all together it appears on stage in times.


__


package com.instantbusiness.client.project.display.map{

import flash.display.Sprite;

import flash.text.*;
import flash.events.MouseEvent;
import ClientRegular;




public class Label extends Sprite{

private var labelText:TextField;
private var labelFormat:TextFormat;
private var clientRegular:Font = new ClientRegular();   


public function Label(){

trace(Label:  + this +  \n);


clientRegular = new ClientRegular();

trace(clientRegular: +clientRegular);

}   


public function setText(labelStr:String){

labelFormat  = new TextFormat();
labelFormat.color = 0xFF;
labelFormat.size = 20;
labelFormat.font = clientRegular.fontName;

trace(clientRegular.fontName
+clientRegular.fontName);

trace(labelFormat);

labelText = new TextField();

labelText.embedFonts = true;
labelText.autoSize = TextFieldAutoSize.LEFT;
labelText.antiAliasType =
AntiAliasType.ADVANCED;

labelText.selectable = false;
labelText.mouseEnabled = true;
labelText.setTextFormat(labelFormat);
trace(labelText);
trace(labelText.getTextFormat());
labelText.text = labelStr;
addChild(labelText);

}


}

}

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[Flashcoders] Font in Library problems

2007-07-17 Thread Michael Trim
Can anyone tell me why the following isn't displaying any text?

No Compiler errors, all traces show objects existing?

If I remove the textformat all together it appears on stage in times.


__


package com.instantbusiness.client.project.display.map{

import flash.display.Sprite;

import flash.text.*;
import flash.events.MouseEvent;
import ClientRegular;




public class Label extends Sprite{

private var labelText:TextField;
private var labelFormat:TextFormat;
private var clientRegular:Font = new ClientRegular();   


public function Label(){

trace(Label:  + this +  \n);


clientRegular = new ClientRegular();

trace(clientRegular: +clientRegular);

}   


public function setText(labelStr:String){

labelFormat  = new TextFormat();
labelFormat.color = 0xFF;
labelFormat.size = 20;
labelFormat.font = clientRegular.fontName;

trace(clientRegular.fontName
+clientRegular.fontName);

trace(labelFormat);

labelText = new TextField();

labelText.embedFonts = true;
labelText.autoSize = TextFieldAutoSize.LEFT;
labelText.antiAliasType =
AntiAliasType.ADVANCED;

labelText.selectable = false;
labelText.mouseEnabled = true;
labelText.setTextFormat(labelFormat);
trace(labelText);
trace(labelText.getTextFormat());
labelText.text = labelStr;
addChild(labelText);

}


}

}

__

Thanks, Michael.
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RE: [Flashcoders] Font in Library problems

2007-07-17 Thread Michael Trim
That's a mistake, I've tried a lot of variations to get this working!

I can't find an example online where this works inside a class, all the
documentation has timeline examples (which I can get working with same
font).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Ngo
Sent: 17 July 2007 15:29
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

Not sure where your error is, but can I ask why you're instantiating
your
Font instance twice?


David


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Trim
Sent: Tuesday, July 17, 2007 10:12 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Font in Library problems

Can anyone tell me why the following isn't displaying any text?

No Compiler errors, all traces show objects existing?

If I remove the textformat all together it appears on stage in times.


__


package com.instantbusiness.client.project.display.map{

import flash.display.Sprite;

import flash.text.*;
import flash.events.MouseEvent;
import ClientRegular;




public class Label extends Sprite{

private var labelText:TextField;
private var labelFormat:TextFormat;
private var clientRegular:Font = new ClientRegular();   


public function Label(){

trace(Label:  + this +  \n);


clientRegular = new ClientRegular();

trace(clientRegular: +clientRegular);

}   


public function setText(labelStr:String){

labelFormat  = new TextFormat();
labelFormat.color = 0xFF;
labelFormat.size = 20;
labelFormat.font = clientRegular.fontName;

trace(clientRegular.fontName
+clientRegular.fontName);

trace(labelFormat);

labelText = new TextField();

labelText.embedFonts = true;
labelText.autoSize = TextFieldAutoSize.LEFT;
labelText.antiAliasType =
AntiAliasType.ADVANCED;

labelText.selectable = false;
labelText.mouseEnabled = true;
labelText.setTextFormat(labelFormat);
trace(labelText);
trace(labelText.getTextFormat());
labelText.text = labelStr;
addChild(labelText);

}


}

}

__

Thanks, Michael.
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RE: [Flashcoders] Font in Library problems

2007-07-17 Thread David Ngo
Ah. Try setting the textformat AFTER you set the text.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Trim
Sent: Tuesday, July 17, 2007 10:47 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

That's a mistake, I've tried a lot of variations to get this working!

I can't find an example online where this works inside a class, all the
documentation has timeline examples (which I can get working with same
font).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Ngo
Sent: 17 July 2007 15:29
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

Not sure where your error is, but can I ask why you're instantiating
your
Font instance twice?


David


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Trim
Sent: Tuesday, July 17, 2007 10:12 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Font in Library problems

Can anyone tell me why the following isn't displaying any text?

No Compiler errors, all traces show objects existing?

If I remove the textformat all together it appears on stage in times.


__


package com.instantbusiness.client.project.display.map{

import flash.display.Sprite;

import flash.text.*;
import flash.events.MouseEvent;
import ClientRegular;




public class Label extends Sprite{

private var labelText:TextField;
private var labelFormat:TextFormat;
private var clientRegular:Font = new ClientRegular();   


public function Label(){

trace(Label:  + this +  \n);


clientRegular = new ClientRegular();

trace(clientRegular: +clientRegular);

}   


public function setText(labelStr:String){

labelFormat  = new TextFormat();
labelFormat.color = 0xFF;
labelFormat.size = 20;
labelFormat.font = clientRegular.fontName;

trace(clientRegular.fontName
+clientRegular.fontName);

trace(labelFormat);

labelText = new TextField();

labelText.embedFonts = true;
labelText.autoSize = TextFieldAutoSize.LEFT;
labelText.antiAliasType =
AntiAliasType.ADVANCED;

labelText.selectable = false;
labelText.mouseEnabled = true;
labelText.setTextFormat(labelFormat);
trace(labelText);
trace(labelText.getTextFormat());
labelText.text = labelStr;
addChild(labelText);

}


}

}

__

Thanks, Michael.
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RE: [Flashcoders] Font in Library problems

2007-07-17 Thread Michael Trim
Doh! *blushes* thanks David.

Sometimes you can look at something too long.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Ngo
Sent: 17 July 2007 16:15
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

Ah. Try setting the textformat AFTER you set the text.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Trim
Sent: Tuesday, July 17, 2007 10:47 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

That's a mistake, I've tried a lot of variations to get this working!

I can't find an example online where this works inside a class, all the
documentation has timeline examples (which I can get working with same
font).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Ngo
Sent: 17 July 2007 15:29
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Font in Library problems

Not sure where your error is, but can I ask why you're instantiating
your
Font instance twice?


David


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Trim
Sent: Tuesday, July 17, 2007 10:12 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Font in Library problems

Can anyone tell me why the following isn't displaying any text?

No Compiler errors, all traces show objects existing?

If I remove the textformat all together it appears on stage in times.


__


package com.instantbusiness.client.project.display.map{

import flash.display.Sprite;

import flash.text.*;
import flash.events.MouseEvent;
import ClientRegular;




public class Label extends Sprite{

private var labelText:TextField;
private var labelFormat:TextFormat;
private var clientRegular:Font = new ClientRegular();   


public function Label(){

trace(Label:  + this +  \n);


clientRegular = new ClientRegular();

trace(clientRegular: +clientRegular);

}   


public function setText(labelStr:String){

labelFormat  = new TextFormat();
labelFormat.color = 0xFF;
labelFormat.size = 20;
labelFormat.font = clientRegular.fontName;

trace(clientRegular.fontName
+clientRegular.fontName);

trace(labelFormat);

labelText = new TextField();

labelText.embedFonts = true;
labelText.autoSize = TextFieldAutoSize.LEFT;
labelText.antiAliasType =
AntiAliasType.ADVANCED;

labelText.selectable = false;
labelText.mouseEnabled = true;
labelText.setTextFormat(labelFormat);
trace(labelText);
trace(labelText.getTextFormat());
labelText.text = labelStr;
addChild(labelText);

}


}

}

__

Thanks, Michael.
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Re: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jim Berkey
If the viewer cannot get your swf, they cannot decompile it: 
http://jimbo.us/swf_protect/


- Original Message - 
From: Bart Wttewaall [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, May 07, 2006 8:10 AM
Subject: Re: [Flashcoders] obfuscation swf !


http://www.amayeta.com/software/swfencrypt/
This doesn't obfuscate, but really encrypt your swf's. I've tried
every swf decoder I could find to check if it works, and it does. All
you get is rubbish when decompiling.

2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:

Is there any good way or method for obfuscation a Flash file so that swf
works fine after obfuscation and also prevent any one to understand the
code easily . Few common softwares for obfuscation are just not that good
as swf stops working after using them . Of if not obfuscation is there any
other method to prevent swf to be decompiled to fla . help will be really
appreciate .

Thx

Max




mail2web - Check your email from the web at
http://mail2web.com/ .


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Re: [Flashcoders] obfuscation swf !

2007-07-17 Thread Eric Priou

Isn't all the swf content in that url ?
http://jimbo.us/Games/mahJongg/advert.php?data=content

so :
$ curl -LO http://jimbo.us/Games/mahJongg/advert.php?data=content
$ mv advert.php?data=content ad.swf
$ swfdump -a ad.swf

Interesting content.
Is this trick so hard to find ?
Le 17 juil. 07 à 18:06, Jim Berkey a écrit :

If the viewer cannot get your swf, they cannot decompile it: http:// 
jimbo.us/swf_protect/


- Original Message - From: Bart Wttewaall  
[EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, May 07, 2006 8:10 AM
Subject: Re: [Flashcoders] obfuscation swf !


http://www.amayeta.com/software/swfencrypt/
This doesn't obfuscate, but really encrypt your swf's. I've tried
every swf decoder I could find to check if it works, and it does. All
you get is rubbish when decompiling.

2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:
Is there any good way or method for obfuscation a Flash file so  
that swf
works fine after obfuscation and also prevent any one to  
understand the
code easily . Few common softwares for obfuscation are just not  
that good
as swf stops working after using them . Of if not obfuscation is  
there any
other method to prevent swf to be decompiled to fla . help will be  
really

appreciate .

Thx

Max




mail2web - Check your email from the web at
http://mail2web.com/ .


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RE: [Flashcoders] obfuscation swf !

2007-07-17 Thread Sunil Jolly
Yeah - looks like it to me!

And what's with all the secrecy about the technique? :)

Sunil

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Priou
Sent: 17 July 2007 17:26
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] obfuscation swf !

Isn't all the swf content in that url ?
http://jimbo.us/Games/mahJongg/advert.php?data=content

so :
$ curl -LO http://jimbo.us/Games/mahJongg/advert.php?data=content
$ mv advert.php?data=content ad.swf
$ swfdump -a ad.swf

Interesting content.
Is this trick so hard to find ?
Le 17 juil. 07 à 18:06, Jim Berkey a écrit :

 If the viewer cannot get your swf, they cannot decompile it: http:// 
 jimbo.us/swf_protect/

 - Original Message - From: Bart Wttewaall  
 [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Sunday, May 07, 2006 8:10 AM
 Subject: Re: [Flashcoders] obfuscation swf !


 http://www.amayeta.com/software/swfencrypt/
 This doesn't obfuscate, but really encrypt your swf's. I've tried
 every swf decoder I could find to check if it works, and it does. All
 you get is rubbish when decompiling.

 2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:
 Is there any good way or method for obfuscation a Flash file so  
 that swf
 works fine after obfuscation and also prevent any one to  
 understand the
 code easily . Few common softwares for obfuscation are just not  
 that good
 as swf stops working after using them . Of if not obfuscation is  
 there any
 other method to prevent swf to be decompiled to fla . help will be  
 really
 appreciate .

 Thx

 Max
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RE: [Flashcoders] obfuscation swf !

2007-07-17 Thread Frederic Caron
I've just save as and uncompile .. I don't get where's the revolution? 

protocol = _url.substr(0, _url.indexOf(:));
if (protocol == file)
{
message = It seems you are trying out this Game on your local hard disk. 
This game will only work if played on Jimbo.us;
}
else if (protocol == http)
{
doubleSlash = _url.indexOf(//);
server = _url.substr(doubleSlash + 2, _url.indexOf(/, doubleSlash + 2) - 
doubleSlash - 2);
server = server.toUpperCase();
if (server.indexOf(WWW.) != -1)
{
server = server.substr(server.indexOf(WWW.) + 4, server.length);
} // end if
if (server.indexOf(JIMBO.US) != -1)
{
gotoAndPlay(9);
}
else
{
message = Alert! This movie\'s copyrights are being infringed! A 
message is being sent to the author that you have copied his work. \nOffending 
website path:  + _url;
} // end else if
} // end else if

// [Action in Frame 4]
stop ();

// [Action in Frame 5]
prevFrame ();

// [Action in Frame 6]
stop ();

// [Action in Frame 10]
function shuffle()
{
tile = new Array();
for (i = 0; i  4; i++)
{
for (j = 0; j  36; j++)
{
k = i * 36 + j;
tile[k] = j;
} // end of for
} // end of for
for (i = 0; i  144; i++)
{
j = random(144);
temp = tile[i];
tile[i] = tile[j];
tile[j] = temp;
} // end of for
flower_tile = 1;
season_tile = 1;
for (i = 0; i  144; i++)
{
if (tile[i] == 34)
{
k = flower_tile;
++flower_tile;
}
else if (tile[i] == 35)
{
k = season_tile + 3;
++season_tile;
}
else
{
k = 1;
} // end else if
tellTarget(_root.br_ + (i + 1) + .tiles)
{
gotoAndStop(_root.tile[_root.i] + _root.k);
} // End of TellTarget
tellTarget(_root.br_ + (i + 1))
{
enable = false;
gotoAndStop(1);
setProperty(, _visible, true);
checkMoves = false;
} // End of TellTarget
tellTarget(_root.shad_ + (i + 1))
{
setProperty(, _visible, true);
} // End of TellTarget
} // end of for
enableBrick = new Array(1, 12, 13, 20, 21, 30, 43, 45, 58, 67, 68, 75, 76, 
87, 88, 93, 94, 99, 100, 105, 106, 111, 112, 117, 118, 123, 124, 127, 128, 131, 
132, 135, 136, 139, 144);
for (i = 0; i = 34; i++)
{
tellTarget(_root.br_ + enableBrick[i])
{
enable = true;
gotoAndStop(2);
} // End of TellTarget
} // end of for
_root.waves.gotoAndStop(1);
_root.burn.gotoAndStop(1);
_root.bur = 0;
_root.end = false;
_root.won = true;
_root.checkName = null;
_root.check = null;
} // End of the function
function brickButt(name)
{
if (_root.check == _root.tile[name.substring(3, 6) - 1])
{
tellTarget(_root. + _root.checkName)
{
enable = false;
checkMoves = true;
gotoAndPlay(3);
} // End of TellTarget
setProperty(_root.shad_ + _root.checkName.substring(3, 6), _visible, 
false);
tellTarget(_root. + name)
{
checkMoves = false;
enable = false;
gotoAndPlay(3);
} // End of TellTarget
setProperty(_root.shad_ + name.substring(3, 6), _visible, false);
numb = Number(name.substring(3, 6));
numbc = Number(_root.checkName.substring(3, 6));
_root.checkName = null;
_root.check = null;
if (eval(_root.shad_ + (numb + 1) + ._visible) == true  (numb = 
1  numb  11 || numb = 13  numb  19  eval(_root.shad_ + (numb + 75) + 
._visible) == false || numb = 22  numb  28  eval(_root.shad_ + (numb 
+ 72) + ._visible) == false || numb = 33  numb  39  eval(_root.shad_ 
+ (numb + 67) + ._visible) == false || numb = 48  numb  54  
eval(_root.shad_ + (numb + 58) + ._visible) == false || numb = 59  numb 
 65  eval(_root.shad_ + (numb + 53) + ._visible) == false || numb = 68 
 numb  74  eval(_root.shad_ + (numb + 50) + ._visible) == false || 
numb = 94  numb  98  eval(_root.shad_ + (numb + 30) + ._visible) == 
false || numb = 100  numb  104  eval(_root.shad_ + (numb + 28) + 
._visible) == false || numb = 106  numb  110  eval(_root.shad_ + 
(numb + 26) + ._visible) == false || numb = 112  numb  116  
eval(_root.shad_ + (numb + 24) + ._visible) == false || (numb == 128 || 
numb == 129)  eval(_root.shad_ + (numb + 12) + ._visible) == false || 
(numb == 132 || numb == 133)  eval(_root.shad_ + (numb + 10) + ._visible) 
== false || numb == 28 || numb == 39 || numb == 54 || numb == 65 || numb == 74 
|| numb == 21 || numb == 31 || numb == 32 || numb == 46 || numb == 47 || numb 
== 58 || numb = 76  numb  86 || numb = 88  numb  92 || numb = 118  
numb  122 || numb == 124 || numb == 125 || numb == 136 || numb == 137))
{
tellTarget(_root.br_ + (numb + 

RE: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jesse Graupmann
Check it out, and see if you can 'steal' this game - it is yours for the
taking:

Instead of Alert! you should have wrote, Congrats! This game is yours!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frederic
Caron
Sent: Tuesday, July 17, 2007 9:32 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] obfuscation swf !

I've just save as and uncompile .. I don't get where's the revolution? 

message = Alert! This movie\'s copyrights are being infringed! A message
is being sent to the author that you have copied his work. \nOffending
website path:  + _url;

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[Flashcoders] real time QA

2007-07-17 Thread Van Tuck

List -

A client is inquiring about a web-based system that would allow the  
user to type in a question, have the algorithm compare the input  
character-by-character to a predefined list of answers until all but  
one answer had been removed and the correct answer returned.   
Basically think of a huge list of answers out on a stage, then as  
user types in their question the forming string is compared and the  
incorrect answers disappear from the stage until only one remains,  
(that is if there is a predefined answer to that question).


I have thought of several different ways to build it, but all seem  
very processor and labor intensive; any examples or recommendations  
from you guys/girls are always appreciated.


Thanks in advance.



Van R Tuck
Director of Web Development

Cause Design Group
1519 Stanford Street Suite 6
Santa Monica, CA  90404

 t:  310.430.5369
www.causedesigngroup.com





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Re: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jim Berkey
Instead of answering every note that claims to have 'taken' the game, don't 
write a note - prove it -


You do not have the game, you have a nearly empty container file :) You have 
the game? Congrats - upload it to your site and show us!


jimbo

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:46 PM
Subject: RE: [Flashcoders] obfuscation swf !



Check it out, and see if you can 'steal' this game - it is yours for the
taking:

Instead of Alert! you should have wrote, Congrats! This game is yours!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frederic
Caron
Sent: Tuesday, July 17, 2007 9:32 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] obfuscation swf !

I've just save as and uncompile .. I don't get where's the revolution?

message = Alert! This movie\'s copyrights are being infringed! A message
is being sent to the author that you have copied his work. \nOffending
website path:  + _url;

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Re: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jim Berkey
So you are telling me that the game content is ad.swf? I don't think so . . 
.
- Original Message - 
From: Eric Priou [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:26 PM
Subject: Re: [Flashcoders] obfuscation swf !


Isn't all the swf content in that url ?
http://jimbo.us/Games/mahJongg/advert.php?data=content

so :
$ curl -LO http://jimbo.us/Games/mahJongg/advert.php?data=content
$ mv advert.php?data=content ad.swf
$ swfdump -a ad.swf

Interesting content.
Is this trick so hard to find ?
Le 17 juil. 07 à 18:06, Jim Berkey a écrit :

If the viewer cannot get your swf, they cannot decompile it: http:// 
jimbo.us/swf_protect/


- Original Message - From: Bart Wttewaall 
[EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, May 07, 2006 8:10 AM
Subject: Re: [Flashcoders] obfuscation swf !


http://www.amayeta.com/software/swfencrypt/
This doesn't obfuscate, but really encrypt your swf's. I've tried
every swf decoder I could find to check if it works, and it does. All
you get is rubbish when decompiling.

2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:

Is there any good way or method for obfuscation a Flash file so  that swf
works fine after obfuscation and also prevent any one to  understand the
code easily . Few common softwares for obfuscation are just not  that 
good
as swf stops working after using them . Of if not obfuscation is  there 
any
other method to prevent swf to be decompiled to fla . help will be 
really

appreciate .

Thx

Max




mail2web - Check your email from the web at
http://mail2web.com/ .


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---
Eric Priou aka erixtekila
Dev notes : http://www.v-i-a.net/inprogress
Oregano XMLSocket server forum : http://www.v-i-a.net/forum


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Re: [Flashcoders] real time QA

2007-07-17 Thread Alan MacDougall

Van Tuck wrote:

List -

A client is inquiring about a web-based system that would allow the 
user to type in a question, have the algorithm compare the input 
character-by-character to a predefined list of answers until all but 
one answer had been removed and the correct answer returned.  
Basically think of a huge list of answers out on a stage, then as user 
types in their question the forming string is compared and the 
incorrect answers disappear from the stage until only one remains, 
(that is if there is a predefined answer to that question).
This is off the top of my head, but why not use a destructive binary 
search? Store all the answers in an array in alphabetical order, then 
each time the user types a letter, do a binary search on the developing 
string and Array.splice to eliminate all items that do not start with 
that string. It would only take a slight variation on binary search to 
rapidly destroy all non-matching items in an alphabetically ordered list.


(If you want it to be undoable, restoring options as the user erases his 
string, just use variables to rule out items instead of destroying them.)


Pseudocode:

while (alphabetical array still has available options)

figure out the middle index of the array (if array.length == 50, this 
would be 25)

compare the item at the middle index with the input string
if the input string is earlier in alphabetical order, rule out all items 
AFTER the middle index

OR
if the input string is later in alphabetical order, rule out all items 
BEFORE the middle index


eventually you will have ruled out all items which don't begin with that 
string


end while


Note that if you use straight comparators (, ), a string like a will 
be  apple. In this case, you want to keep apple if the user only 
typed a. So you'll have to do a little bit of string processing once 
you get down to that level.


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Re: Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jim Berkey
Congratulations, I obviously have more holes to plug, my methods are no 
good. I will continue trying . . .


jimbo
- Original Message - 
From: Rákos Attila [EMAIL PROTECTED]

To: Jim Berkey flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 1:48 PM
Subject: Re[2]: [Flashcoders] obfuscation swf !




Well, just for you:

http://www.tengerstudio.com/public/mahjong/

It took no more than 5-10 minutes :)

 Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Jim Berkey [EMAIL PROTECTED]
To:  flashcoders@chattyfig.figleaf.com 
flashcoders@chattyfig.figleaf.com

Date:Tuesday, July 17, 2007, 7:21:17 PM
Subject: [Flashcoders] obfuscation swf !
--===--
Instead of answering every note that claims to have 'taken' the game, 
don't

write a note - prove it -

You do not have the game, you have a nearly empty container file :) You 
have

the game? Congrats - upload it to your site and show us!

jimbo

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:46 PM
Subject: RE: [Flashcoders] obfuscation swf !



Check it out, and see if you can 'steal' this game - it is yours for the
taking:

Instead of Alert! you should have wrote, Congrats! This game is 
yours!



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frederic
Caron
Sent: Tuesday, July 17, 2007 9:32 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] obfuscation swf !

I've just save as and uncompile .. I don't get where's the revolution?

message = Alert! This movie\'s copyrights are being infringed! A 
message

is being sent to the author that you have copied his work. \nOffending
website path:  + _url;

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Re: [Flashcoders] real time QA

2007-07-17 Thread Steven Sacks

How about some real time TA, instead?
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RE: Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread Frederic Caron
Download the FLA here 

http://www.the-flash-files.com/download/game.fla


-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Rákos Attila
Envoyé : July 17, 2007 1:48 PM
À : Jim Berkey
Objet : Re[2]: [Flashcoders] obfuscation swf !


Well, just for you:

http://www.tengerstudio.com/public/mahjong/

It took no more than 5-10 minutes :)

  Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Jim Berkey [EMAIL PROTECTED]
To:  flashcoders@chattyfig.figleaf.com flashcoders@chattyfig.figleaf.com
Date:Tuesday, July 17, 2007, 7:21:17 PM
Subject: [Flashcoders] obfuscation swf !
--===--
Instead of answering every note that claims to have 'taken' the game, don't 
write a note - prove it -

You do not have the game, you have a nearly empty container file :) You have 
the game? Congrats - upload it to your site and show us!

jimbo

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:46 PM
Subject: RE: [Flashcoders] obfuscation swf !


 Check it out, and see if you can 'steal' this game - it is yours for the
 taking:

 Instead of Alert! you should have wrote, Congrats! This game is yours!


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Frederic
 Caron
 Sent: Tuesday, July 17, 2007 9:32 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] obfuscation swf !

 I've just save as and uncompile .. I don't get where's the revolution?

 message = Alert! This movie\'s copyrights are being infringed! A message
 is being sent to the author that you have copied his work. \nOffending
 website path:  + _url;

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RE: [Flashcoders] obfuscation swf !

2007-07-17 Thread Frederic Caron
Why don't you explain us what's the technique, cause for me that isn't a game 
anyways that's only weird blocs.

- F  

-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Jim Berkey
Envoyé : July 17, 2007 1:21 PM
À : flashcoders@chattyfig.figleaf.com
Objet : Re: [Flashcoders] obfuscation swf !

Instead of answering every note that claims to have 'taken' the game, don't 
write a note - prove it -

You do not have the game, you have a nearly empty container file :) You have 
the game? Congrats - upload it to your site and show us!

jimbo

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:46 PM
Subject: RE: [Flashcoders] obfuscation swf !


 Check it out, and see if you can 'steal' this game - it is yours for the
 taking:

 Instead of Alert! you should have wrote, Congrats! This game is yours!


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Frederic
 Caron
 Sent: Tuesday, July 17, 2007 9:32 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] obfuscation swf !

 I've just save as and uncompile .. I don't get where's the revolution?

 message = Alert! This movie\'s copyrights are being infringed! A message
 is being sent to the author that you have copied his work. \nOffending
 website path:  + _url;

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Re: [Flashcoders] Using createEmptyMovieClip to create MovieClips within MovieClips

2007-07-17 Thread Andy Herrman

I've never seen createEmptyMovieClip or attachMovie take time.  I'm
pretty sure those are blocking actions, so once it's returned the clip
exists.

 -Andy

On 7/16/07, o renken [EMAIL PROTECTED] wrote:

theres a little time needed to create the MC..i think thats the reason
for your undefined. try to make an interval which checks if your first
mc ist created and create the sub-mc then...

cheers
olee

2007/7/16, John laPlante [EMAIL PROTECTED]:
 I'm writing a component and have created a MovieClip with
 createEmptyMovieClip. When I try to create sub-MovieClip inside the
 first MC with createEmptyMovieClip, it is undefined. This must be a
 basic Flash thing. I haven't used createEmptyMovieClip too much.

 I tried
 private var ItemContainer:MovieClip;
 private var CContainer:MovieClip;

 this.createEmptyMovieClip(ItemContainer, this.getNextHighestDepth());
 this.ItemContainer.createEmptyMovieClip(CContainer,
 this.getNextHighestDepth());

 When I trace ItemContainer, it comes up as
 _level0.testDualListJumble.ItemContainer.  I tried chaning the parent mc
 to _level0.testDualListJumble.ItemContainer  -
 _level0.testDualListJumble.ItemContainer.createEmptyMovieClip(CContainer,
 this.getNextHighestDepth());
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--
http://www.renkster.de/#/about/
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[Flashcoders] AS3 package and class access

2007-07-17 Thread Matt Muller

Hi, I have a question about class instantiation.

I have a class in this package com.foo.view.playerSkins

I am trying to instantiate a singleton in com.foo.view (1 dir up)

The compiler is throwing the following error...

1120: Access of undefined property TestInstance.

However when its in the same package com.foo.view.playerSkins I can import
and instantiate it.

Has anyone got any ideas?

Cheers,

MaTT
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Re: [Flashcoders] obfuscation swf !

2007-07-17 Thread Mark Winterhalder

On 7/17/07, Jim Berkey [EMAIL PROTECTED] wrote:

So you are telling me that the game content is ad.swf? I don't think so . .


http://www.snafoo.org/snafoogame.swf

7 minutes. Sorry.

Mark
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Re: Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread Jon Bradley

On Jul 17, 2007, at 2:05 PM, Jim Berkey wrote:

Congratulations, I obviously have more holes to plug, my methods  
are no good. I will continue trying . . .


You can't do it Jim - there aren't any holes to plug.

It's just technically impossible.

cheers,

- Jon

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Re: [Flashcoders] Using createEmptyMovieClip to create MovieClips within MovieClips

2007-07-17 Thread Alan MacDougall



2007/7/16, John laPlante [EMAIL PROTECTED]:
 I'm writing a component and have created a MovieClip with
 createEmptyMovieClip. When I try to create sub-MovieClip inside the
 first MC with createEmptyMovieClip, it is undefined. This must be a
 basic Flash thing. I haven't used createEmptyMovieClip too much.

 I tried
 private var ItemContainer:MovieClip;
 private var CContainer:MovieClip;

 this.createEmptyMovieClip(ItemContainer, 
this.getNextHighestDepth());

 this.ItemContainer.createEmptyMovieClip(CContainer,
 this.getNextHighestDepth());


Try this instead and see what it comes up with:

var itemContainer:MovieClip = this.createEmptyMovieClip(itemContainer, 
this.getNextHighestDepth());


trace(itemContainer._name);   // should be itemContainer

var subItem:MovieClip = itemContainer.createEmptyMovieClip(subItem, 
itemContainer.getNextHighestDepth());


trace(subItem._name);   // should be subItem
trace(subItem._parent._name);   // should be itemContainer

It's a good idea to make variable names start with lowercase; the usual 
code convention is that class names are initial caps, variable names are 
lowercase with internal caps.


var classInstance:ClassName = new ClassName();

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Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread R�kos Attila

Well, just for you:

http://www.tengerstudio.com/public/mahjong/

It took no more than 5-10 minutes :)

  Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Jim Berkey [EMAIL PROTECTED]
To:  flashcoders@chattyfig.figleaf.com flashcoders@chattyfig.figleaf.com
Date:Tuesday, July 17, 2007, 7:21:17 PM
Subject: [Flashcoders] obfuscation swf !
--===--
Instead of answering every note that claims to have 'taken' the game, don't 
write a note - prove it -

You do not have the game, you have a nearly empty container file :) You have 
the game? Congrats - upload it to your site and show us!

jimbo

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 12:46 PM
Subject: RE: [Flashcoders] obfuscation swf !


 Check it out, and see if you can 'steal' this game - it is yours for the
 taking:

 Instead of Alert! you should have wrote, Congrats! This game is yours!


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Frederic
 Caron
 Sent: Tuesday, July 17, 2007 9:32 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] obfuscation swf !

 I've just save as and uncompile .. I don't get where's the revolution?

 message = Alert! This movie\'s copyrights are being infringed! A message
 is being sent to the author that you have copied his work. \nOffending
 website path:  + _url;

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Re[4]: [Flashcoders] obfuscation swf !

2007-07-17 Thread R�kos Attila

Frederic and Sunil already got your game - the little modification to
jump over the URL checking and upload to a different site is nothing :)

  Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:Jim Berkey [EMAIL PROTECTED]
To:  flashcoders@chattyfig.figleaf.com flashcoders@chattyfig.figleaf.com
Date:Tuesday, July 17, 2007, 8:05:07 PM
Subject: [Flashcoders] obfuscation swf !
--===--
Congratulations, I obviously have more holes to plug, my methods are no 
good. I will continue trying . . .

jimbo
- Original Message - 
From: Rákos Attila [EMAIL PROTECTED]
To: Jim Berkey flashcoders@chattyfig.figleaf.com
Sent: Tuesday, July 17, 2007 1:48 PM
Subject: Re[2]: [Flashcoders] obfuscation swf !



 Well, just for you:

 http://www.tengerstudio.com/public/mahjong/

 It took no more than 5-10 minutes :)

  Attila

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 From:Jim Berkey [EMAIL PROTECTED]
 To:  flashcoders@chattyfig.figleaf.com 
 flashcoders@chattyfig.figleaf.com
 Date:Tuesday, July 17, 2007, 7:21:17 PM
 Subject: [Flashcoders] obfuscation swf !
 --===--
 Instead of answering every note that claims to have 'taken' the game, 
 don't
 write a note - prove it -

 You do not have the game, you have a nearly empty container file :) You 
 have
 the game? Congrats - upload it to your site and show us!

 jimbo

 - Original Message - 
 From: Jesse Graupmann [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, July 17, 2007 12:46 PM
 Subject: RE: [Flashcoders] obfuscation swf !


 Check it out, and see if you can 'steal' this game - it is yours for the
 taking:

 Instead of Alert! you should have wrote, Congrats! This game is 
 yours!


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Frederic
 Caron
 Sent: Tuesday, July 17, 2007 9:32 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] obfuscation swf !

 I've just save as and uncompile .. I don't get where's the revolution?

 message = Alert! This movie\'s copyrights are being infringed! A 
 message
 is being sent to the author that you have copied his work. \nOffending
 website path:  + _url;

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[Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Ash Warren
I am trying to create a very simple way for a user to manipulate a mask
shape in Flash using curveTo.

After finding a few great online examples I feel that I'm getting pretty
close, however I cannot get rid of my corner control point that
begins/ends the shape.

Please view the example here and click on the top center point to see what I
mean, it manipulates the shape at more of a right angle instead of a nice
subtle curve like the others.

http://www.ashbrand.com/curveto.swf

The code that I am using is posted below (where controlPoints is simply an
array holding the x and y values for those points and p1 is the actual mc
on the stage that acts as the start/end of the shape).

I feel like such a newb when it comes to beziers and the drawing API in
Flash.  Thank you in advance for any assistance.

/**/
this.pLine.beginFill (0xF0A0B9);

var startX:Number = this.p1._x;
var startY:Number = this.p1._y;
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (startX,startY);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX, endY);

startX = endX;
startY = endY;
}

var lastPoint:MovieClip =
this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, this.p1._x,
this.p1._y);

this.pLine.endFill ();
/**/

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RE: Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread Dave Burnett

Now his failure is complete.

- D. Vader


From: Frederic Caron [EMAIL PROTECTED]
Reply-To: flashcoders@chattyfig.figleaf.com
To: flashcoders@chattyfig.figleaf.com
Subject: RE: Re[2]: [Flashcoders] obfuscation swf !
Date: Tue, 17 Jul 2007 14:05:41 -0400

Download the FLA here 

http://www.the-flash-files.com/download/game.fla


_
http://imagine-windowslive.com/hotmail/?locale=en-usocid=TXT_TAGHM_migration_HM_mini_pcmag_0507

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Re: [Flashcoders] AS3 package and class access

2007-07-17 Thread Rob Romanek

What is your import statement for the singleton like?

import com.foo.view.MySingletonClass;

Rob

On Tue, 17 Jul 2007 14:10:56 -0400, Matt Muller [EMAIL PROTECTED]  
wrote:



Hi, I have a question about class instantiation.

I have a class in this package com.foo.view.playerSkins

I am trying to instantiate a singleton in com.foo.view (1 dir up)

The compiler is throwing the following error...

1120: Access of undefined property TestInstance.

However when its in the same package com.foo.view.playerSkins I can  
import

and instantiate it.

Has anyone got any ideas?

Cheers,

MaTT

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Re: Re[2]: [Flashcoders] obfuscation swf !

2007-07-17 Thread Mark Winterhalder

On 7/17/07, Jon Bradley [EMAIL PROTECTED] wrote:

You can't do it Jim - there aren't any holes to plug.

It's just technically impossible.


Agreed, it is impossible to defend an attack by somebody determined
and competent. But that doesn't mean it can't be made very difficult,
especially with the new VM. You could push it to the point where it
would take so much effort that it's just not worth it for the usual
cheater or guy who steals random Flash games.

Mark
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[Flashcoders] AS2 -- AS3 issue with accessing clips

2007-07-17 Thread Max Kaufmann
Let's say I have a MovieClip with a blank frame labelled blank and another
frame labelled foo with a movieclip instance on the stage called bar.

In AS2 this works:
clip.gotoAndStop(blank);
clip.gotoAndStop(foo);
trace(clip.bar); // _level0.clip.bar

In AS3 it does not:
clip.gotoAndStop(blank);
clip.gotoAndStop(foo);
trace(clip.bar); // null

I tried using the DisplayContainer accessors instead, and got even more
alarming results:
clip.gotoAndStop(blank);
clip.gotoAndStop(foo);
trace(clip.numChildren); //1
trace(clip.getChildAt(0)); // null

So it SAYS it has a child, but it's reference is null.  I *know* I can get
is by listening for Event.ADDED_TO_STAGE, but this makes my scripts much,
much, much more complex.  What's the deal, Adobe?

Max Kaufmann l Technical Artist
-
SilverTree Media 
2105 Sarah St  |  Pittsburgh, PA 15203 
O (412) 567-4606
W www.silvertreemedia.com
E [EMAIL PROTECTED]

 



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Re: [Flashcoders] real time QA

2007-07-17 Thread Van Tuck
Thanks Alan - I was thinking of something similar; that definitely  
helps.  Sorry there Steven - I prefer women.


V


Van R Tuck
Director of Web Development

Cause Design Group
1519 Stanford Street Suite 6
Santa Monica, CA  90404

 t:  310.430.5369
www.causedesigngroup.com





On Jul 17, 2007, at 10:35 AM, Steven Sacks wrote:


How about some real time TA, instead?
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RE: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Ash Warren
This might be a better example:

http://www.ashbrand.com/curveto_circle.swf

I am using basically the same code however, please see below:

/**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX, endY);
}

var lastPoint:MovieClip =
this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);

this.pLine.endFill ();
/**/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ash Warren
Sent: Tuesday, July 17, 2007 1:44 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Drawing API :: curveTo assistance, code and example
inside

I am trying to create a very simple way for a user to manipulate a mask
shape in Flash using curveTo.

After finding a few great online examples I feel that I'm getting pretty
close, however I cannot get rid of my corner control point that
begins/ends the shape.

Please view the example here and click on the top center point to see what I
mean, it manipulates the shape at more of a right angle instead of a nice
subtle curve like the others.

http://www.ashbrand.com/curveto.swf

The code that I am using is posted below (where controlPoints is simply an
array holding the x and y values for those points and p1 is the actual mc
on the stage that acts as the start/end of the shape).

I feel like such a newb when it comes to beziers and the drawing API in
Flash.  Thank you in advance for any assistance.

/**/
this.pLine.beginFill (0xF0A0B9);

var startX:Number = this.p1._x;
var startY:Number = this.p1._y;
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (startX,startY);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX, endY);

startX = endX;
startY = endY;
}

var lastPoint:MovieClip =
this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, this.p1._x,
this.p1._y);

this.pLine.endFill ();
/**/

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Re: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Hans Wichman

Hi,
my quick guess is, let the loop run from 0 to i  controlPoints.length and
do the lookup like
this.controlPoints[ (i+1)%controlPoints.length ]

Just a guess though, but I think that might be it.
And then skip the last curveTo outside of the loop.

greetz
JC


On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:


This might be a better example:

http://www.ashbrand.com/curveto_circle.swf

I am using basically the same code however, please see below:

/**/
   this.pLine.beginFill (0xF0A0B9);
   var endX:Number, endY:Number;
   var thisPoint:MovieClip;
   var nextPoint:MovieClip;
   this.pLine.moveTo (0,100);

   for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
   {
   thisPoint = this.controlPoints[i];
   nextPoint = this.controlPoints[i + 1];
   endX = (thisPoint._x + nextPoint._x) / 2;
   endY = (thisPoint._y + nextPoint._y) / 2;
   this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
endY);
   }

   var lastPoint:MovieClip =
this.controlPoints[this.controlPoints.length - 1];
   this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);

   this.pLine.endFill ();
/**/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ash Warren
Sent: Tuesday, July 17, 2007 1:44 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Drawing API :: curveTo assistance, code and example
inside

I am trying to create a very simple way for a user to manipulate a mask
shape in Flash using curveTo.

After finding a few great online examples I feel that I'm getting pretty
close, however I cannot get rid of my corner control point that
begins/ends the shape.

Please view the example here and click on the top center point to see what
I
mean, it manipulates the shape at more of a right angle instead of a
nice
subtle curve like the others.

http://www.ashbrand.com/curveto.swf

The code that I am using is posted below (where controlPoints is simply
an
array holding the x and y values for those points and p1 is the actual
mc
on the stage that acts as the start/end of the shape).

I feel like such a newb when it comes to beziers and the drawing API in
Flash.  Thank you in advance for any assistance.

/**/
   this.pLine.beginFill (0xF0A0B9);

   var startX:Number = this.p1._x;
   var startY:Number = this.p1._y;
   var endX:Number, endY:Number;
   var thisPoint:MovieClip;
   var nextPoint:MovieClip;
   this.pLine.moveTo (startX,startY);

   for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
   {
   thisPoint = this.controlPoints[i];
   nextPoint = this.controlPoints[i + 1];
   endX = (thisPoint._x + nextPoint._x) / 2;
   endY = (thisPoint._y + nextPoint._y) / 2;
   this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
endY);

   startX = endX;
   startY = endY;
   }

   var lastPoint:MovieClip =
this.controlPoints[this.controlPoints.length - 1];
   this.pLine.curveTo (lastPoint._x,lastPoint._y, this.p1._x,
this.p1._y);

   this.pLine.endFill ();
/**/

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RE: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Ash Warren
Well that seemed to kind of get me closer, here is the latest example using
your code tip (pasted below)

http://www.ashbrand.com/curveto_circle_2.swf

Thank you.

/**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[(i + 1) %
controlPoints.length];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX, endY);
}

this.pLine.endFill ();
/**/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hans Wichman
Sent: Tuesday, July 17, 2007 2:55 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
example inside

Hi,
my quick guess is, let the loop run from 0 to i  controlPoints.length and
do the lookup like
this.controlPoints[ (i+1)%controlPoints.length ]

Just a guess though, but I think that might be it.
And then skip the last curveTo outside of the loop.

greetz
JC


On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:

 This might be a better example:

 http://www.ashbrand.com/curveto_circle.swf

 I am using basically the same code however, please see below:

 /**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);
}

var lastPoint:MovieClip =
 this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);

this.pLine.endFill ();
 /**/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ash Warren
 Sent: Tuesday, July 17, 2007 1:44 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Drawing API :: curveTo assistance, code and example
 inside

 I am trying to create a very simple way for a user to manipulate a mask
 shape in Flash using curveTo.

 After finding a few great online examples I feel that I'm getting pretty
 close, however I cannot get rid of my corner control point that
 begins/ends the shape.

 Please view the example here and click on the top center point to see what
 I
 mean, it manipulates the shape at more of a right angle instead of a
 nice
 subtle curve like the others.

 http://www.ashbrand.com/curveto.swf

 The code that I am using is posted below (where controlPoints is simply
 an
 array holding the x and y values for those points and p1 is the actual
 mc
 on the stage that acts as the start/end of the shape).

 I feel like such a newb when it comes to beziers and the drawing API in
 Flash.  Thank you in advance for any assistance.

 /**/
this.pLine.beginFill (0xF0A0B9);

var startX:Number = this.p1._x;
var startY:Number = this.p1._y;
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (startX,startY);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);

startX = endX;
startY = endY;
}

var lastPoint:MovieClip =
 this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, this.p1._x,
 this.p1._y);

this.pLine.endFill ();
 /**/

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 Premier Authorized Adobe 

Re: [Flashcoders] AS3 package and class access

2007-07-17 Thread Matt Muller

yes.

On 7/17/07, Rob Romanek [EMAIL PROTECTED] wrote:


What is your import statement for the singleton like?

import com.foo.view.MySingletonClass;

Rob

On Tue, 17 Jul 2007 14:10:56 -0400, Matt Muller [EMAIL PROTECTED]
wrote:

 Hi, I have a question about class instantiation.

 I have a class in this package com.foo.view.playerSkins

 I am trying to instantiate a singleton in com.foo.view (1 dir up)

 The compiler is throwing the following error...

 1120: Access of undefined property TestInstance.

 However when its in the same package com.foo.view.playerSkins I can
 import
 and instantiate it.

 Has anyone got any ideas?

 Cheers,

 MaTT
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[Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread macromedia flash

hi there,

I am workin on the the script below, and have problem for onEnterFrame()
action.

1. there is an movieclip on my stage and assigned the Instance Name to
templates.
2. I would like to use duplicateMovieClip to create 5 more templates on the
stage and have fade in effects.
3. After that, delete the onEnterFrame() action.

However, the onEnterFrame() doesn't work, would you please help me to have a
look?

Best Regards


===
var yPos:Number = 50;
for (var i:Number = 0; i5; i++) {
duplicateMovieClip(templates, templates+i, getNextHighestDepth());
var mc:Object = eval(templates+i);
yPos += 50;
mc._y = yPos;
mc._alpha = 0;

fadeInTemplates(mc);
}

function fadeInTemplates(mc) {
mc.onEnterFrame = function() {
 if (mc._alpha100) {
  mc._alpha += 5
 }else{
  //delete mc.onEnterFrame()
  //trace(1)
 }
};
}
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Re: [Flashcoders] AS3 package and class access

2007-07-17 Thread Jonathyn B. Tellez
I've seen behavior like that if the class and/or method are not
explicitly public (AS3 default is 'internal' which would explain your
ability to instantiate when in the same package.)

 

HTH

 

JB Tellez

Sr. Software Engineer

Scientific Learning

 

On Tue, 17 Jul 2007 14:10:56 -0400, Matt Muller
[EMAIL PROTECTED]  

wrote:

 

 Hi, I have a question about class instantiation.

 

 I have a class in this package com.foo.view.playerSkins

 

 I am trying to instantiate a singleton in com.foo.view (1 dir up)

 

 The compiler is throwing the following error...

 

 1120: Access of undefined property TestInstance.

 

 However when its in the same package com.foo.view.playerSkins I can  

 import

 and instantiate it.

 

 Has anyone got any ideas?

 

 Cheers,

 

 MaTT

 

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RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Keith Reinfeld
This works:
 
 
var yPos:Number = 50; 
for (var i:Number = 0; i  5; i++) { 
duplicateMovieClip(templates, templates + i,
this.getNextHighestDepth()); 
var mc:MovieClip = this[templates + i]; 
yPos += 50; 
mc._y = yPos; 
mc._alpha = 0; 
fadeInTemplates(mc); 
} 
function fadeInTemplates(mc):Void { 
mc.onEnterFrame = function() { 
if (mc._alpha  100) { 
mc._alpha += 5; 
} else { 
delete mc.onEnterFrame; 
trace(delete mc =  + mc); 
} 
} 
}; 
 
 
HTH 

-Keith 
http://keithreinfeld.home.comcast.net
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of macromedia
flash
Sent: Tuesday, July 17, 2007 3:46 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] onEnterFrame() and delete onEnterFrame()

hi there,

I am workin on the the script below, and have problem for onEnterFrame()
action.

1. there is an movieclip on my stage and assigned the Instance Name to
templates.
2. I would like to use duplicateMovieClip to create 5 more templates on the
stage and have fade in effects.
3. After that, delete the onEnterFrame() action.

However, the onEnterFrame() doesn't work, would you please help me to have a
look?

Best Regards


===
var yPos:Number = 50;
for (var i:Number = 0; i5; i++) {
 duplicateMovieClip(templates, templates+i, getNextHighestDepth());
 var mc:Object = eval(templates+i);
 yPos += 50;
 mc._y = yPos;
 mc._alpha = 0;

 fadeInTemplates(mc);
}

function fadeInTemplates(mc) {
 mc.onEnterFrame = function() {
  if (mc._alpha100) {
   mc._alpha += 5
  }else{
   //delete mc.onEnterFrame()
   //trace(1)
  }
 };
}
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Re: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Hans Wichman

Hi,

shouldnt thethis.pLine.moveTo (0,100); be control point based as
well?

greetz
JC

On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:


Well that seemed to kind of get me closer, here is the latest example
using
your code tip (pasted below)

http://www.ashbrand.com/curveto_circle_2.swf

Thank you.

/**/
   this.pLine.beginFill (0xF0A0B9);
   var endX:Number, endY:Number;
   var thisPoint:MovieClip;
   var nextPoint:MovieClip;
   this.pLine.moveTo (0,100);

   for (var i:Number = 0; i  this.controlPoints.length; i++)
   {
   thisPoint = this.controlPoints[i];
   nextPoint = this.controlPoints[(i + 1) %
controlPoints.length];
   endX = (thisPoint._x + nextPoint._x) / 2;
   endY = (thisPoint._y + nextPoint._y) / 2;
   this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
endY);
   }

   this.pLine.endFill ();
/**/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hans
Wichman
Sent: Tuesday, July 17, 2007 2:55 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
example inside

Hi,
my quick guess is, let the loop run from 0 to i  controlPoints.length and
do the lookup like
this.controlPoints[ (i+1)%controlPoints.length ]

Just a guess though, but I think that might be it.
And then skip the last curveTo outside of the loop.

greetz
JC


On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:

 This might be a better example:

 http://www.ashbrand.com/curveto_circle.swf

 I am using basically the same code however, please see below:

 /**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);
}

var lastPoint:MovieClip =
 this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);

this.pLine.endFill ();
 /**/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ash
Warren
 Sent: Tuesday, July 17, 2007 1:44 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Drawing API :: curveTo assistance, code and
example
 inside

 I am trying to create a very simple way for a user to manipulate a mask
 shape in Flash using curveTo.

 After finding a few great online examples I feel that I'm getting pretty
 close, however I cannot get rid of my corner control point that
 begins/ends the shape.

 Please view the example here and click on the top center point to see
what
 I
 mean, it manipulates the shape at more of a right angle instead of a
 nice
 subtle curve like the others.

 http://www.ashbrand.com/curveto.swf

 The code that I am using is posted below (where controlPoints is
simply
 an
 array holding the x and y values for those points and p1 is the actual
 mc
 on the stage that acts as the start/end of the shape).

 I feel like such a newb when it comes to beziers and the drawing API in
 Flash.  Thank you in advance for any assistance.

 /**/
this.pLine.beginFill (0xF0A0B9);

var startX:Number = this.p1._x;
var startY:Number = this.p1._y;
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (startX,startY);

for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[i + 1];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);

startX = endX;
startY = endY;
}

var lastPoint:MovieClip =
 this.controlPoints[this.controlPoints.length - 1];
this.pLine.curveTo (lastPoint._x,lastPoint._y, this.p1._x,
 this.p1._y);

this.pLine.endFill ();
 /**/

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 To change your subscription options or search the 

RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Jesse Graupmann
You could make it just a bit more lean than that...



for (var i:Number = 0; i  5; i++) 
{ 
var mc = templates.duplicateMovieClip( templates + i,
templates._parent.getNextHighestDepth()); 
mc._y = ( i * 50 ) + 100;
mc._alpha = 0;
mc.onEnterFrame = fadeInMc;
}

function fadeInMc ( )
{
this._alpha += 5;
if ( this._alpha = 100 ) 
{
trace( 'faded: ' + this );
this.onEnterFrame = null;
}
}



_

Jesse Graupmann
www.jessegraupmann.com  
www.justgooddesign.com/blog/   
_



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keith
Reinfeld
Sent: Tuesday, July 17, 2007 2:18 PM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()

This works:
 
 
var yPos:Number = 50; 
for (var i:Number = 0; i  5; i++) { 
duplicateMovieClip(templates, templates + i,
this.getNextHighestDepth()); 
var mc:MovieClip = this[templates + i]; 
yPos += 50; 
mc._y = yPos; 
mc._alpha = 0; 
fadeInTemplates(mc); 
} 
function fadeInTemplates(mc):Void { 
mc.onEnterFrame = function() { 
if (mc._alpha  100) { 
mc._alpha += 5; 
} else { 
delete mc.onEnterFrame; 
trace(delete mc =  + mc); 
} 
} 
}; 
 
 
HTH 

-Keith 
http://keithreinfeld.home.comcast.net
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of macromedia
flash
Sent: Tuesday, July 17, 2007 3:46 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] onEnterFrame() and delete onEnterFrame()

hi there,

I am workin on the the script below, and have problem for onEnterFrame()
action.

1. there is an movieclip on my stage and assigned the Instance Name to
templates.
2. I would like to use duplicateMovieClip to create 5 more templates on the
stage and have fade in effects.
3. After that, delete the onEnterFrame() action.

However, the onEnterFrame() doesn't work, would you please help me to have a
look?

Best Regards

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Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Muzak

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, July 18, 2007 12:49 AM
Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 You could make it just a bit more lean than that...


Except that fadeInMc() now runs in a different scope = bad practice. 


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RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Jesse Graupmann
I was just making an example based on this article.

http://timotheegroleau.com/Flash/articles/scope_chain.htm

#6 To avoid memory waste, a simple solution is to not use nested function
but create function externaly instead and attach references only.

So would that still be bad practice for AS 1.0 considering nothing gets
referenced beyond the scope of this?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Muzak
Sent: Tuesday, July 17, 2007 4:13 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()


- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, July 18, 2007 12:49 AM
Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 You could make it just a bit more lean than that...


Except that fadeInMc() now runs in a different scope = bad practice. 


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Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Muzak
Well, both are bad practice (IMO).

I'd go for an animation engine, like animationpackage:
http://www.alex-uhlmann.de/flash/animationpackage/

Which has a class for alpha tweening:
http://www.alex-uhlmann.de/flash/animationpackage/ap2/de/alex_uhlmann/animationpackage/animation/Alpha_doc.html

As an added bonus you'll get easing + being able to specify the duration of the 
alpha tween.

// begin
import de.alex_uhlmann.animationpackage.animation.*;
import com.robertpenner.easing.*;

var yPos:Number = 100;
var mc:MovieClip;
var mcAlpha:Alpha;
var num:Number = 5;

for (var i:Number = 0; inum; i++) {
 mc = templates.duplicateMovieClip(templates+i, this.getNextHighestDepth(), 
{_y:yPos});
 yPos += 50;
 mcAlpha = new Alpha(mc, [0,100], 1000, Linear.easeOut);
 mcAlpha.run();
}
// end

regards,
Muzak


- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, July 18, 2007 1:34 AM
Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


I was just making an example based on this article.

 http://timotheegroleau.com/Flash/articles/scope_chain.htm

 #6 To avoid memory waste, a simple solution is to not use nested function
 but create function externaly instead and attach references only.

 So would that still be bad practice for AS 1.0 considering nothing gets
 referenced beyond the scope of this?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Muzak
 Sent: Tuesday, July 17, 2007 4:13 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 - Original Message - 
 From: Jesse Graupmann [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, July 18, 2007 12:49 AM
 Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 You could make it just a bit more lean than that...


 Except that fadeInMc() now runs in a different scope = bad practice.



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[Flashcoders] RE: obfuscation swf !

2007-07-17 Thread Costello, Rob R

 2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:
 Is there any good way or method for obfuscation a Flash file so that
 swf works fine after obfuscation and also prevent any one to
 understand the code easily . Few common softwares for obfuscation are
 just not that good as swf stops working after using them . Of if not
 obfuscation is there any other method to prevent swf to be decompiled
 to fla . help will be really appreciate .

 Thx

 Max

My understanding is that encryption is unreliable - since the player has to be 
able to decrypt it anyway, and the swf format is known - so any trick that 
fools the decompiler is vulnerable to being corrected in the next release of 
the decompiler

I've written a home grown obfuscator of sorts (for AS2). It's a bit slow and 
clunky - and not AS3 compatible - but does what I need. (It can parse AS2 
source code for variable and functions names using VB, and then obfuscate the 
byte code using FLASM.)

 Few common softwares for obfuscation are  just not that good as swf stops 
 working after using them .

depending on coding style, you need to avoid changing names of variables that 
correspond to other constants (eg names of nodes in an XML file that are 
matched in your code - won't match if you rename the coded version)

Also array syntax (AS2) that does things like [prop + x]  - don't want to 
rename prop0, prop1 etc elsewhere

So you typically need some sort of exclusion list. I don't know that you can 
ask the software to reliably work out which variables must be excluded in some 
of these contexts.

(In some cases I could observe if functionality was impaired and look in that 
region of code for array syntax etc.)

I had a look at ASO lite a while ago and at the time it took the approach of 
not renaming any functions or classes - just simple variables, and it also 
allows a custom exclusion list.

I was naïve enough to try my own (using Flasm and VB) that also did function 
names etc.

The current ASO version now seems to rename functions and class names etc 
(still allowing a custom exclusion list).

Its pretty fast - but I've had your issue - my code stops working and I can't 
work out which additional variables to exclude. For example it seemed to kill 
the V2 mx components - and it was finding thousands of variables from those 
components.

It seemed to me that I only wanted to obfuscate my own code (eg I don't mind if 
people decompile the mx components etc).

So I revisited the one I'd tinkered with. Its slow - uses VBA and Flasm. (I 
tested it as compiled VB6 and almost identical speed. VBA allows me to use 
Excel for data storage.

I now get it to parse my AS2 files first and locate all of the variables and 
functions names I have introduced. (I don't get it to scan the mx source files 
so it will leave them in swf).

I do have a list of excluded native functions - onRollOver etc.

Anyway, then VBA uses FLASM to search for those variables in the byte code (flm 
file). (not all of them make it into the byte code)

Then, when there is a common list (my variables / functions / class names that 
do appear in the swf - it does text a text / replace with an illegal name - 
eg an integer  - which works at byte code level, but not if decompiled).

This is all horribly slow (10 minutes - for say 75 classes - 400 k of AS2 files 
- 200 k of swf - 2 MB  flm file - on slowish machine)

Not sure it would qualify as a good solution for other contexts

But it does work well for my AS2 based development and I have full control over 
obfuscation and I know it works.

 I don't know what method ASO uses though I saw on the Flasm website that one 
of ASO's people helped them optimise Flasm - so maybe a similar (more 
optimised) approach. Was too aggressive for me though - couldn't get it to work.

Any interest in this?

Cheers

Rob

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[Flashcoders] textures

2007-07-17 Thread Cristo @ Cryzto
Hi everybody!

 

I've surely got a interesting question:

 

If I've got a plain vector-rectangle (with radial-color) and want to give it
a texture (-fill) per actionscript. how can I achieve that? Is it even
possible?

 

Thnx 4 answering.

 

Cryzto

 


  _  

Ich verwende die kostenlose Version von SPAMfighter,
die bei mir bis jetzt 1341 Spammails entfernt hat.
Fur private Anwender ist SPAMfighter vollig kostenlos!
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RE: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Ash Warren
Oh I feel like I'm sooo close.  Here is what I have after your last
suggestion:

http://www.ashbrand.com/curveTo_circle_3.swf

It looks pretty good at first glance but if you zoom in on the file you will
see that the vector looks twisted at the top.

Here is the code that is driving that file:

/**/

this.displayClip.beginFill (0xF0A0B9, 45);

var lastPoint:MovieClip = this.controlPoints [this.controlPoints.length -
1];

var endX:Number, endY:Number;

var thisPoint:MovieClip;
var nextPoint:MovieClip;

this.displayClip.moveTo (lastPoint._x, lastPoint._y);

for (var i:Number = 0; i  this.controlPoints.length; i++)
{
thisPoint = this.controlPoints[i];
   nextPoint = this.controlPoints[(i + 1) % this.controlPoints.length];

endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;

this.displayClip.curveTo (thisPoint._x, thisPoint._y, endX, endY);
}

this.displayClip.endFill ();

/**/

Thank you very much for your help.

Ash

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hans Wichman
Sent: Tuesday, July 17, 2007 4:24 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
example inside

Hi,

shouldnt thethis.pLine.moveTo (0,100); be control point based as
well?

greetz
JC

On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:

 Well that seemed to kind of get me closer, here is the latest example
 using
 your code tip (pasted below)

 http://www.ashbrand.com/curveto_circle_2.swf

 Thank you.

 /**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[(i + 1) %
 controlPoints.length];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);
}

this.pLine.endFill ();
 /**/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hans
 Wichman
 Sent: Tuesday, July 17, 2007 2:55 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
 example inside

 Hi,
 my quick guess is, let the loop run from 0 to i  controlPoints.length and
 do the lookup like
 this.controlPoints[ (i+1)%controlPoints.length ]

 Just a guess though, but I think that might be it.
 And then skip the last curveTo outside of the loop.

 greetz
 JC


 On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:
 
  This might be a better example:
 
  http://www.ashbrand.com/curveto_circle.swf
 
  I am using basically the same code however, please see below:
 
  /**/
 this.pLine.beginFill (0xF0A0B9);
 var endX:Number, endY:Number;
 var thisPoint:MovieClip;
 var nextPoint:MovieClip;
 this.pLine.moveTo (0,100);
 
 for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
 {
 thisPoint = this.controlPoints[i];
 nextPoint = this.controlPoints[i + 1];
 endX = (thisPoint._x + nextPoint._x) / 2;
 endY = (thisPoint._y + nextPoint._y) / 2;
 this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
  endY);
 }
 
 var lastPoint:MovieClip =
  this.controlPoints[this.controlPoints.length - 1];
 this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);
 
 this.pLine.endFill ();
  /**/
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ash
 Warren
  Sent: Tuesday, July 17, 2007 1:44 PM
  To: flashcoders@chattyfig.figleaf.com
  Subject: [Flashcoders] Drawing API :: curveTo assistance, code and
 example
  inside
 
  I am trying to create a very simple way for a user to manipulate a mask
  shape in Flash using curveTo.
 
  After finding a few great online examples I feel that I'm getting pretty
  close, however I cannot get rid of my corner control point that
  begins/ends the shape.
 
  Please view the example here and click on the top center point to see
 what
  I
  mean, it manipulates the shape at more of a right angle instead of a
  nice
  subtle curve 

Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Jason Burnett

What about this? I added a whole bunch of garbage to the fade function to
show flexibility. You could trim the fat by eliminating most of the
arguments passed.

this.template.fade=function (dest:Number,  //this is the alpha value you
want to fade TO
frame:Number, //this is the number
of frames it should take
delay:Number, //this is a delay
before the fade starts (used for sequential fading effect
funcname:String, //this is the name
of a predefined callback function in the same scope
arg:Object, //this is an optional
argument to be passed to the callback function
del:Boolean) { //allows the clip to
remove the fade function so it only fades once
   this.destAlpha=dest;
   this.fadeRate=((this._alpha-dest)/frame)||destthis._alpha?1:-1;
   this.fadeFunc=funcname;
   this.fadeDelay=delay;
   this.fadeDelete=del;
   this.fadeArg=arg;
this.onEnterFrame=function () {
 if (this.delay) {
 this.delay--;
 } else {
var diffAlpha:Number=this._alpha-this.destAlpha;
trace (diffAlpha);
if (Math.abs(diffAlpha)2) {
   this._alpha=this.destAlpha;
   delete this.fadeDelay
   delete this.fadeRate;


   delete this.destAlpha;
   delete this.onEnterFrame;

   var callback:String=this.fadeFunc;
   var arg=this.fadeArg;
   delete this.fadeArg;
   this[callback](arg);
   if (this.fadeDelete) {
   delete this.fadeDelete;
   delete this.fade;
   }
   delete this.fadeFunc;
}
this._alpha+=this.fadeRate;
}
 }
}
//used only to show the callback optional feature.
this.template.changeColor=function (num:Number) {
   trace (changing color +num);
   var clr:Color=new Color(this);
   clr.setRGB(num);
}
var numCopies:Number=5;
for (var i=0;inumCopies;i++) {
  var nm:String = template+i.toString(); //name
  var dp:Number=this.getNextHighestDepth(); //depth
  var yp:Number=i*50; //Y position
  var init:Object={_y:yp, fade:this.template.fade, changeColor:
this.template.changeColor, _alpha:0};
  this.template.duplicateMovieClip(nm,dp,init);
  this[nm].fade(100,40,80,changeColor,Math.random()*0xff, true);
}
stop();
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[Flashcoders] This account is not active

2007-07-17 Thread rweinstein
In an attempt to reduce spam, we have deactivated this account. Please send 
non-spam correspondence to [EMAIL PROTECTED] That address is checked regularly 
for legitimate messages and will be responded to shortly.

Thanks,
Motion Over Time Management


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Fwd: [Flashcoders] This account is not active

2007-07-17 Thread Hans Wichman

Hi,
see your message below, you are spamming the flashcoders mailinglist with
it.
Could you please just unsubscribe yourself?

kind regards,
JC

-- Forwarded message --
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Date: Jul 18, 2007 6:28 AM
Subject: [Flashcoders] This account is not active
To: flashcoders@chattyfig.figleaf.com

In an attempt to reduce spam, we have deactivated this account. Please send
non-spam correspondence to [EMAIL PROTECTED] That address is checked
regularly for legitimate messages and will be responded to shortly.

Thanks,
Motion Over Time Management


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Re: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Hans Wichman

Hi,

pretty cool :)

If I had to guess I'd say the twist is caused by moving to a controlpoint
instead of the average of one.
Could you try moving to (firstPoint+lastPoint)/2 ?

greetz
JC


On 7/18/07, Ash Warren [EMAIL PROTECTED] wrote:


Oh I feel like I'm sooo close.  Here is what I have after your last
suggestion:

http://www.ashbrand.com/curveTo_circle_3.swf

It looks pretty good at first glance but if you zoom in on the file you
will
see that the vector looks twisted at the top.

Here is the code that is driving that file:

/**/

this.displayClip.beginFill (0xF0A0B9, 45);

var lastPoint:MovieClip = this.controlPoints [this.controlPoints.length -
1];

var endX:Number, endY:Number;

var thisPoint:MovieClip;
var nextPoint:MovieClip;

this.displayClip.moveTo (lastPoint._x, lastPoint._y);

for (var i:Number = 0; i  this.controlPoints.length; i++)
{
   thisPoint = this.controlPoints[i];
  nextPoint = this.controlPoints[(i + 1) % this.controlPoints.length];

   endX = (thisPoint._x + nextPoint._x) / 2;
   endY = (thisPoint._y + nextPoint._y) / 2;

   this.displayClip.curveTo (thisPoint._x, thisPoint._y, endX, endY);
}

this.displayClip.endFill ();

/**/

Thank you very much for your help.

Ash

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hans
Wichman
Sent: Tuesday, July 17, 2007 4:24 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
example inside

Hi,

shouldnt thethis.pLine.moveTo (0,100); be control point based as
well?

greetz
JC

On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:

 Well that seemed to kind of get me closer, here is the latest example
 using
 your code tip (pasted below)

 http://www.ashbrand.com/curveto_circle_2.swf

 Thank you.

 /**/
this.pLine.beginFill (0xF0A0B9);
var endX:Number, endY:Number;
var thisPoint:MovieClip;
var nextPoint:MovieClip;
this.pLine.moveTo (0,100);

for (var i:Number = 0; i  this.controlPoints.length; i++)
{
thisPoint = this.controlPoints[i];
nextPoint = this.controlPoints[(i + 1) %
 controlPoints.length];
endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;
this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);
}

this.pLine.endFill ();
 /**/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hans
 Wichman
 Sent: Tuesday, July 17, 2007 2:55 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
 example inside

 Hi,
 my quick guess is, let the loop run from 0 to i  controlPoints.lengthand
 do the lookup like
 this.controlPoints[ (i+1)%controlPoints.length ]

 Just a guess though, but I think that might be it.
 And then skip the last curveTo outside of the loop.

 greetz
 JC


 On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:
 
  This might be a better example:
 
  http://www.ashbrand.com/curveto_circle.swf
 
  I am using basically the same code however, please see below:
 
 
/**/
 this.pLine.beginFill (0xF0A0B9);
 var endX:Number, endY:Number;
 var thisPoint:MovieClip;
 var nextPoint:MovieClip;
 this.pLine.moveTo (0,100);
 
 for (var i:Number = 0; i  this.controlPoints.length - 1; i++)
 {
 thisPoint = this.controlPoints[i];
 nextPoint = this.controlPoints[i + 1];
 endX = (thisPoint._x + nextPoint._x) / 2;
 endY = (thisPoint._y + nextPoint._y) / 2;
 this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
  endY);
 }
 
 var lastPoint:MovieClip =
  this.controlPoints[this.controlPoints.length - 1];
 this.pLine.curveTo (lastPoint._x,lastPoint._y, 0, 100);
 
 this.pLine.endFill ();
 
/**/
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ash
 Warren
  Sent: Tuesday, July 17, 2007 1:44 PM
  To: flashcoders@chattyfig.figleaf.com
  Subject: [Flashcoders] Drawing API :: curveTo assistance, code and
 example
  inside
 
  I am trying to create a very simple way for a user to manipulate a
mask
  shape in Flash using curveTo.
 
  After finding a few great online examples I feel that I'm getting
pretty
  close, however I cannot get rid of my corner control point that
  begins/ends the shape.
 
  Please view the example here and click on the top 

Re: [Flashcoders] textures

2007-07-17 Thread Hans Wichman

Hi,
I have an interesting question too, did you check the manual? :)
beginBitmapFill (MovieClip.beginBitmapFill method)

public beginBitmapFill(bmp:BitmapData, [matrix:Matrix], [repeat:Boolean],
[smoothing:Boolean]) : Void

Fills a drawing area with a bitmap image. The bitmap can be repeated or
tiled to fill the area.
greetz
JC


On 7/18/07, Cristo @ Cryzto [EMAIL PROTECTED] wrote:


Hi everybody!



I've surely got a interesting question:



If I've got a plain vector-rectangle (with radial-color) and want to give
it
a texture (-fill) per actionscript. how can I achieve that? Is it even
possible?



Thnx 4 answering.



Cryzto




_

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Re: [Flashcoders] RE: obfuscation swf !

2007-07-17 Thread Hans Wichman

Hi,
I might be wrong but like Bart said, I think SWFEncrypt does all this
already. At least I haven't had any problems with this andits fast too AND
usable from a build file. But I'm sure some of you will be able to crack it.

What I do have problems with is the attitude displayed towards Jimbo by some
of the responders for trying to come up with a nice and easy solution, even
it isn't foolproof. Putting a donkey sign over someones head is less than
motivating. He offered us a challenge, some of us took it and won. No need
to get all nasty about it imo.

greetz
JC




On 7/18/07, Costello, Rob R [EMAIL PROTECTED] wrote:



 2006/5/7, [EMAIL PROTECTED] [EMAIL PROTECTED]:
 Is there any good way or method for obfuscation a Flash file so that
 swf works fine after obfuscation and also prevent any one to
 understand the code easily . Few common softwares for obfuscation are
 just not that good as swf stops working after using them . Of if not
 obfuscation is there any other method to prevent swf to be decompiled
 to fla . help will be really appreciate .

 Thx

 Max

My understanding is that encryption is unreliable - since the player has
to be able to decrypt it anyway, and the swf format is known - so any trick
that fools the decompiler is vulnerable to being corrected in the next
release of the decompiler

I've written a home grown obfuscator of sorts (for AS2). It's a bit slow
and clunky - and not AS3 compatible - but does what I need. (It can parse
AS2 source code for variable and functions names using VB, and then
obfuscate the byte code using FLASM.)

 Few common softwares for obfuscation are  just not that good as swf
stops working after using them .

depending on coding style, you need to avoid changing names of variables
that correspond to other constants (eg names of nodes in an XML file that
are matched in your code - won't match if you rename the coded version)

Also array syntax (AS2) that does things like [prop + x]  - don't want
to rename prop0, prop1 etc elsewhere

So you typically need some sort of exclusion list. I don't know that you
can ask the software to reliably work out which variables must be excluded
in some of these contexts.

(In some cases I could observe if functionality was impaired and look in
that region of code for array syntax etc.)

I had a look at ASO lite a while ago and at the time it took the approach
of not renaming any functions or classes - just simple variables, and it
also allows a custom exclusion list.

I was naïve enough to try my own (using Flasm and VB) that also did
function names etc.

The current ASO version now seems to rename functions and class names etc
(still allowing a custom exclusion list).

Its pretty fast - but I've had your issue - my code stops working and I
can't work out which additional variables to exclude. For example it seemed
to kill the V2 mx components - and it was finding thousands of variables
from those components.

It seemed to me that I only wanted to obfuscate my own code (eg I don't
mind if people decompile the mx components etc).

So I revisited the one I'd tinkered with. Its slow - uses VBA and Flasm.
(I tested it as compiled VB6 and almost identical speed. VBA allows me to
use Excel for data storage.

I now get it to parse my AS2 files first and locate all of the variables
and functions names I have introduced. (I don't get it to scan the mx source
files so it will leave them in swf).

I do have a list of excluded native functions - onRollOver etc.

Anyway, then VBA uses FLASM to search for those variables in the byte code
(flm file). (not all of them make it into the byte code)

Then, when there is a common list (my variables / functions / class names
that do appear in the swf - it does text a text / replace with an illegal
name - eg an integer  - which works at byte code level, but not if
decompiled).

This is all horribly slow (10 minutes - for say 75 classes - 400 k of AS2
files - 200 k of swf - 2 MB  flm file - on slowish machine)

Not sure it would qualify as a good solution for other contexts

But it does work well for my AS2 based development and I have full control
over obfuscation and I know it works.

I don't know what method ASO uses though I saw on the Flasm website that
one of ASO's people helped them optimise Flasm - so maybe a similar (more
optimised) approach. Was too aggressive for me though - couldn't get it to
work.

Any interest in this?

Cheers

Rob

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RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()

2007-07-17 Thread Jesse Graupmann
Ok, so no scope change and no extra tween class. Isn't over engineering
considered bad practice? And aren't all the cool kids are using
http://code.google.com/p/tweener/ right now anyway?


;)




//
//  FRAME VERSION
//

var a = 0;
for (var i:Number = 0; i  5; i++) 
{ 
var mc = templates.duplicateMovieClip( templates_ + i,
this.getNextHighestDepth()); 
mc._y = ( i * 50 ) + 100;
mc._alpha = a;
}

function onEnterFrame ( )
{
if ( (a += 5)  100 ){ delete a; delete onEnterFrame; } else 
for (var i:Number = 0; i  5; i++) this[ templates_ + i]._alpha =
a;
}




//
//  TIME VERSION
//


var t = 1000;
var d = getTimer() + t;
for (var i:Number = 0; i  5; i++) 
{ 
var mc = templates.duplicateMovieClip( templates_ + i,
this.getNextHighestDepth()); 
mc._y = ( i * 50 ) + 100;
mc._alpha = 0;
}

function onEnterFrame ( )
{
var a = 100-(((d-getTimer())/t)*100);
if (a100){ delete d; delete t; delete onEnterFrame; }
for (var i:Number = 0; i  5; i++) this[ templates_ + i]._alpha =
a;
}




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Muzak
Sent: Tuesday, July 17, 2007 5:25 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()

Well, both are bad practice (IMO).

I'd go for an animation engine, like animationpackage:
http://www.alex-uhlmann.de/flash/animationpackage/

- Original Message - 
From: Jesse Graupmann [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, July 18, 2007 1:34 AM
Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


I was just making an example based on this article.

 http://timotheegroleau.com/Flash/articles/scope_chain.htm

 #6 To avoid memory waste, a simple solution is to not use nested function
 but create function externaly instead and attach references only.

 So would that still be bad practice for AS 1.0 considering nothing gets
 referenced beyond the scope of this?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Muzak
 Sent: Tuesday, July 17, 2007 4:13 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 - Original Message - 
 From: Jesse Graupmann [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, July 18, 2007 12:49 AM
 Subject: RE: [Flashcoders] onEnterFrame() and delete onEnterFrame()


 You could make it just a bit more lean than that...


 Except that fadeInMc() now runs in a different scope = bad practice.

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RE: [Flashcoders] textures

2007-07-17 Thread Jesse Graupmann
Without practical knowledge, I would suggest either
flash.filters.DisplacementMapFilter or mc.beginBitmapFill along with
mc.blendMode.

//
// DisplacementMapFilter
//

Maybe something like these mixed with a tiled bitmaps?

http://www.reflektions.com/miniml/template_permalink.asp?id=334
http://lab.andre-michelle.com/panorama
http://lab.andre-michelle.com/gooify 
http://nodename.com/blog/2006/01/16/psyarks-displacementmapfilter-tutorial/



//
// beginBitmapFill
//

The example below creates a tiled Bitmap image the size of an attached
vector MovieClip, attaches a duplicate to use as the Bitmap's mask, and
applies a blendMode from the Bitmap MovieClip over the base vector image.


var bmp = flash.display.BitmapData.loadBitmap( 'bitmap_linkageID' );
/*actual jpg or png*/
var base = this.attachMovie ( 'vector_image_linkageID3', 'base',
this.getNextHighestDepth() );
var mask = this.attachMovie ( 'vector_image_linkageID3', 'mask',
this.getNextHighestDepth() );
var bmp_mc = this.createEmptyMovieClip ( 'bmp_mc',
this.getNextHighestDepth() );

var useBitmapFill = true;
var adjustScale = false;
var blend_mode = 'difference';


if ( useBitmapFill ) 
{
var matx = new flash.geom.Matrix();
if ( adjustScale ) 
{
base._xscale = mask._xscale = bmp_mc._xscale = 200; /*test*/
// adjust for scale distortion
matx.a = 1 / (bmp_mc._xscale/100);
matx.d = 1 / (bmp_mc._yscale/100);
}

bmp_mc.clear();
bmp_mc.beginBitmapFill(bmp, matx, true, false);

var W = base._width || mask._width;
var H = base._height|| mask._height;
with (bmp_mc)
{
moveTo(0, 0);
lineTo(W, 0);
lineTo(W, H);
lineTo(0, H);
lineTo(0, 0);
endFill();
}
} 
else 
{
bmp_mc.attachBitmap ( bmp, bmp_mc.getNextHighestDepth() );
}

bmp_mc.cacheAsBitmap = true;
mask.cacheAsBitmap = true;
bmp_mc.setMask ( mask );

bmp_mc.blendMode = blend_mode;



_

Jesse Graupmann
www.jessegraupmann.com
www.justgooddesign.com/blog/
_




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cristo @
Cryzto
Sent: Tuesday, July 17, 2007 6:58 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] textures

Hi everybody!

 

I've surely got a interesting question:

 

If I've got a plain vector-rectangle (with radial-color) and want to give it
a texture (-fill) per actionscript. how can I achieve that? Is it even
possible?

 

Thnx 4 answering.

 

Cryzto

 


  _  

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die bei mir bis jetzt 1341 Spammails entfernt hat.
Fur private Anwender ist SPAMfighter vollig kostenlos!
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Re: [Flashcoders] Drawing API :: curveTo assistance, code and example inside

2007-07-17 Thread Hans Wichman

Hi Ash,

i smashed a quick and dirty sample together, you can find it here:
http://www.objectpainters.com/flashExamples/controlPointDrawing/controlPoint.swf

The fla is here:
http://www.objectpainters.com/flashExamples/controlPointDrawing/controlPoint.fla

Basically I think you are very close, except for one things:

The first moveTo should be an average of the last and first point.

In addition you'll see in my sample that I've separated the controlpoint
data from the control points view, but that doesnt really matter.

hope that helps,
greetz
JC




On 7/18/07, Hans Wichman [EMAIL PROTECTED] wrote:


Hi,

pretty cool :)

If I had to guess I'd say the twist is caused by moving to a controlpoint
instead of the average of one.
Could you try moving to (firstPoint+lastPoint)/2 ?

greetz
JC


 On 7/18/07, Ash Warren [EMAIL PROTECTED] wrote:

 Oh I feel like I'm sooo close.  Here is what I have after your last
 suggestion:

 http://www.ashbrand.com/curveTo_circle_3.swf

 It looks pretty good at first glance but if you zoom in on the file you
 will
 see that the vector looks twisted at the top.

 Here is the code that is driving that file:

 /**/

 this.displayClip.beginFill (0xF0A0B9, 45);

 var lastPoint:MovieClip = this.controlPoints [this.controlPoints.length-
 1];

 var endX:Number, endY:Number;

 var thisPoint:MovieClip;
 var nextPoint:MovieClip;

 this.displayClip.moveTo (lastPoint._x, lastPoint._y);

 for (var i:Number = 0; i  this.controlPoints.length; i++)
 {
thisPoint = this.controlPoints[i];
   nextPoint = this.controlPoints[(i + 1) % this.controlPoints.length
 ];

endX = (thisPoint._x + nextPoint._x) / 2;
endY = (thisPoint._y + nextPoint._y) / 2;

this.displayClip.curveTo (thisPoint._x, thisPoint._y, endX,
 endY);
 }

 this.displayClip.endFill ();

 /**/

 Thank you very much for your help.

 Ash

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] On Behalf Of Hans
 Wichman
 Sent: Tuesday, July 17, 2007 4:24 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
 example inside

 Hi,

 shouldnt thethis.pLine.moveTo (0,100); be control point based as
 well?

 greetz
 JC

 On 7/17/07, Ash Warren [EMAIL PROTECTED]  wrote:
 
  Well that seemed to kind of get me closer, here is the latest example
  using
  your code tip (pasted below)
 
  http://www.ashbrand.com/curveto_circle_2.swf
 
  Thank you.
 
 
 /**/
 this.pLine.beginFill (0xF0A0B9);
 var endX:Number, endY:Number;
 var thisPoint:MovieClip;
 var nextPoint:MovieClip;
 this.pLine.moveTo (0,100);
 
 for (var i:Number = 0; i  this.controlPoints.length; i++)
 {
 thisPoint = this.controlPoints[i];
 nextPoint = this.controlPoints[(i + 1) %
  controlPoints.length];
 endX = (thisPoint._x + nextPoint._x) / 2;
 endY = (thisPoint._y + nextPoint._y) / 2;
 this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,
  endY);
 }
 
 this.pLine.endFill ();
 
 /**/
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto: [EMAIL PROTECTED] On Behalf Of Hans
  Wichman
  Sent: Tuesday, July 17, 2007 2:55 PM
  To: flashcoders@chattyfig.figleaf.com
  Subject: Re: [Flashcoders] Drawing API :: curveTo assistance, code and
  example inside
 
  Hi,
  my quick guess is, let the loop run from 0 to i  controlPoints.lengthand
  do the lookup like
  this.controlPoints[ (i+1)%controlPoints.length ]
 
  Just a guess though, but I think that might be it.
  And then skip the last curveTo outside of the loop.
 
  greetz
  JC
 
 
  On 7/17/07, Ash Warren [EMAIL PROTECTED] wrote:
  
   This might be a better example:
  
   http://www.ashbrand.com/curveto_circle.swf
  
   I am using basically the same code however, please see below:
  
  
 /**/
  this.pLine.beginFill (0xF0A0B9);
  var endX:Number, endY:Number;
  var thisPoint:MovieClip;
  var nextPoint:MovieClip;
  this.pLine.moveTo (0,100);
  
  for (var i:Number = 0; i  this.controlPoints.length - 1;
 i++)
  {
  thisPoint = this.controlPoints[i];
  nextPoint = this.controlPoints[i + 1];
  endX = (thisPoint._x + nextPoint._x) / 2;
  endY = (thisPoint._y + nextPoint._y) / 2;
  this.pLine.curveTo (thisPoint._x, thisPoint._y, endX,

   endY);
  }
  
  var lastPoint:MovieClip =
   this.controlPoints[this.controlPoints.length - 1];
  this.pLine.curveTo