Re: [Flashcoders] Photoshop CS3 breaks Flash development workflow

2007-09-05 Thread Andreas Rønning
Specific to yours anyway.

Regardless, i can definitely see the frustration.
I'm more keen on Adobe fixing the ridiculous issues with the Flash CS3 UI 
though. The insane depth sorting of windows (i love it when my library tab 
comes out underneath the output window) and how CS3 basically crawls whenever i 
drag a window (nice fancy transparency effect there) really, really, really 
detract from the other benefits of upgrading. Thank god i only script in 
Flashdevelop.

I'm surprised the new actions record clipboard dimensions for copy actions. 
That's pretty incredible.

- Andreas R

- Original Message -
From: "Steven Sacks" <[EMAIL PROTECTED]>
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 6, 2007 1:16:31 AM (GMT+0100) Europe/Berlin
Subject: Re: [Flashcoders] Photoshop CS3 breaks Flash development workflow

It's not OT because it's specific to Flash development.


Glen Pike wrote:
> Someone broke mine by changing the "Back" and "Forward" functionality 
> in Thunderbird - now reading threaded mails from Flashcoders is a 
> nightmare - I have to close thje one I am reading and click on the 
> next one because the new "Previous" & "Next" buttons are broken.
>
> Coupled with OT messages, my RSI is starting to get really bad...  :)
>
> Steven Sacks wrote:
>> And I'd like to also add that if you set the "Make" action (new 
>> document) to have a Modal dialog pop-up so you can set the dimensions 
>> manually during that step of the action, the option in the drop-down 
>> to choose "Clipboard" is disabled.  That's right, the default 
>> Photoshop behavior is disabled!  For no reason!  WTF???
>>
>>
>>
>> Steven Sacks wrote:
>>> So I upgraded to CS3 and Flash development workflow is broken.
>>>
>>> Photoshop CS3 actions do not work like all previous versions of 
>>> Photoshop.
>>>
>>> I have an action I've used in Photoshop for YEARS which I call 
>>> "Breakup".  All this action does is
>>>
>>> 1. Copy Merged
>>> 2. Create New Document
>>> 3. Paste
>>>
>>> The default behavior in Photoshop when you copy and then create a 
>>> new document is to use the size of the clipboard to determine the 
>>> dimensions of the new file.
>>>
>>> In Photoshop CS2 and prior, if you record an action with these three 
>>> steps, it does not hard-code the dimensions of the new document and 
>>> instead INTELLIGENTLY defers to Photoshop's DEFAULT BEHAVIOR of 
>>> using the clipboard to determine dimensions.
>>>
>>> In Photoshop CS3, it records the specific dimensions of the 
>>> clipboard when you recorded the copy merged action and you cannot 
>>> alter this AT ALL!  As far as I'm concerned, this is BROKEN.  The 
>>> reason it is BROKEN is because ALL VERSIONS BEFORE CS3 did not 
>>> behave this way.  The reason it is BROKEN is because it stupidly 
>>> overrides Photoshop's INTELLIGENT DEFAULT BEHAVIOR for no reason.
>>>
>>> I am now forced to uninstall Photoshop CS3 and use CS2 until this is 
>>> fixed.  Who do I complain to?  This action is critical for me to do 
>>> breakup for Flash without wanting to quit and join a monestary.  The 
>>> Photoshop import in Flash CS3 is not good enough to make up for this 
>>> kind of broken behavior and now I can't use Photoshop CS3 which 
>>> means I wasted money on a product I can't use.
>>>
>>>
>>>
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Re: [Flashcoders] AS3 Events, Delegates and passing parameters

2007-09-03 Thread Andreas Rønning
I think, in the end, we are all poo developers

- A

- Original Message -
From: "Muzak" <[EMAIL PROTECTED]>
To: flashcoders@chattyfig.figleaf.com
Sent: Sunday, September 2, 2007 11:17:16 PM (GMT+0100) Europe/Berlin
Subject: Re: [Flashcoders] AS3 Events, Delegates and passing parameters

> I must have been asleep at the switch, though. What is a POO developer?

Someone who knows OOP backwards ;-)

regards,
Muzak 


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[Flashcoders] auto kerning results in invisible fonts?

2007-08-22 Thread Andreas Rønning
Had a lot of problems in CS3 since we got it with embedded fonts in dynamic 
refusing to render when the text property is changed and auto kerning is on. Is 
there a particular reason for this? I can't seem to reproduce it at will in a 
test fla, but it occurs in almost every AS2 project of any noticable size i've 
compiled with CS3.

Common for these files are MovieClip extensions
- var myInstance:MyClass = 
MyClass(attachMovie("myClassMC","myClassMCInstance",1)); 
myInstance.doSomething();

Is there any kind of rule for why text wouldn't render with auto kerning on? I 
can't make sense of it.

- Andreas R

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Re: [Flashcoders] Selection class makes me want to kick someone in theface

2006-10-02 Thread Andreas Rønning

All this stuff is true, but my problem isn't getting the selection, it is 
*unselecting* it. As in setSelection(0,0);
My problem is more related to not being able to control setSelection with an 
onPress without having it borking on me.

Right now i've "solved" it with a clearSelection method that runs an 80ms 
interval before it calls setSelection(0,0); and it works. It just seems like such a 
foolish solution :(

- A

Giles Taylor wrote:

Hi Andreas,
I've got round this in the past by getting the selection when it is made rather 
than when the button is pushed.
Something like (you may need to fiddle with the scopes):

richText_txt.onMouseDown = function(){
if((this._parent._xmouse > this._x) && (this._parent._xmouse < (this._x + this._width)) 
&& (this._parent._ymouse > this._y) && (this._parent._ymouse < (this._y + this._height))){
ref.selecting = true;
}
};

richText_txt.onMouseUp = function(){
if(ref.selecting == true){
//Store the selection info at this point!!!
}
ref.selecting = false;
};

Hope that helps,
Giles

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Rønning
Sent: 02 October 2006 12:13
To: Flashcoders mailing list
Subject: [Flashcoders] Selection class makes me want to kick someone in theface

...which is, i gather, somewhat of a general consensus.

I'm working on a tablet pc application that requires the user to be able to 
select text and transfer this text to other parts of the application.
The ideal way is as such:

1. The user makes a selection from *any selectable text field* 2. A button 
appears near the selected text 3. The user taps the button 4. The selected text 
is copied to a buffer 5. The selection is cleared 6. An event is broadcast

Now my problem is, this is what happens:

1. The user makes a selection
2. A button appears near the selected text 3. The user taps the button 4. The text field 
loses focus, launching Selection.onSetFocus, which checks if the current selection, now 
"null", is an editable textfield. Naturally, null is not, so the button becomes 
hidden.
5. The user releases the now invisible button 6. Selection.onSetFocus gathers that the 
new selection is "null", and uh, returns focus to the text field, which retains 
its selection.
7. Now that the textfield, which is "valid" in terms of this purpose, the 
button is shown again.

Hmm.. Infinite cycle. Not cool.

The big issue here is that Selection.onSetFocus is called prior to 
MovieClip.onPress. This basically means there's no way i can make changes to 
the current selection before onSetFocus is called. With this in mind: How the 
bloody hell is it possible to make changes to a selection with a button?
The more i kick this horse around, the more contrived the AS looks, and it's 
becoming seriously demoralizing.

Any input is appreciated.

- A
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[Flashcoders] Selection class makes me want to kick someone in the face

2006-10-02 Thread Andreas Rønning

...which is, i gather, somewhat of a general consensus.

I'm working on a tablet pc application that requires the user to be able to 
select text and transfer this text to other parts of the application.
The ideal way is as such:

1. The user makes a selection from *any selectable text field*
2. A button appears near the selected text
3. The user taps the button
4. The selected text is copied to a buffer
5. The selection is cleared
6. An event is broadcast

Now my problem is, this is what happens:

1. The user makes a selection
2. A button appears near the selected text
3. The user taps the button
4. The text field loses focus, launching Selection.onSetFocus, which checks if the 
current selection, now "null", is an editable textfield. Naturally,
null is not, so the button becomes hidden.
5. The user releases the now invisible button
6. Selection.onSetFocus gathers that the new selection is "null", and uh, 
returns focus to the text field, which retains its selection.
7. Now that the textfield, which is "valid" in terms of this purpose, the 
button is shown again.

Hmm.. Infinite cycle. Not cool.

The big issue here is that Selection.onSetFocus is called prior to 
MovieClip.onPress. This basically means there's no way i can make changes to 
the current selection
before onSetFocus is called. With this in mind: How the bloody hell is it 
possible to make changes to a selection with a button?
The more i kick this horse around, the more contrived the AS looks, and it's 
becoming seriously demoralizing.

Any input is appreciated.

- A
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Re: [Flashcoders] Ridiculous problem

2006-10-02 Thread Andreas Rønning

It was cast before. No difference.

- A

Matthias Dittgen wrote:

Hello Andreas,

try with casting:

var textForwarder:ClassName =
ClassName(userInterface.attachMovie("textForwarderMC","textForwarderClip",TEXTFORWARDERDEPTH)); 



attachMovie has MovieClip as return type. You would like to cast to
your class which you call "(TextForwarder is a )MovieClip extension".
I use the syntax above, and it works perfectly for me. The only
difference is, that I use something like this:

var instanceName:ClassName =
ClassName(this.attachMovie(ClassName.SymbolName,"instanceName",this.getNextHighestDepth())); 



and my Class looks like this:

class ClassName extends MovieClip
{
public static var SymbolName:String = 
"__Packages.com.domain.ClassName";

public static var SymbolOwner:Function = ClassName;
public static var SymbolLinked = 
Object.registerClass(SymbolName,SymbolOwner);


// constructor
public function ClassName()
{
}
}

Have fun!
Matthias
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- Andreas Rønning

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Re: [Flashcoders] Ridiculous problem "solution"

2006-10-02 Thread Andreas Rønning

var tempTF = userInterface.attachMovie(etc)
textForwarder = tempTF;

That solved it. But i'd really like to know why

- A

Andreas Rønning wrote:
TextForwarder is a MovieClip extension. In its constructor it traces 
("TF instanced");


textForwarder =
userInterface.attachMovie("textForwarderMC","textForwarderClip",TEXTFORWARDERDEPTH); 



trace("TF: "+textForwarder);

output:
TF instanced
TF: undefined

Boy am i stumped. What would cause this? The class works admirably, 
except, of course, it apparently can't be referenced, because it's 
always undefined.




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[Flashcoders] Ridiculous problem

2006-10-02 Thread Andreas Rønning
TextForwarder is a MovieClip extension. In its constructor it traces 
("TF instanced");


textForwarder =
userInterface.attachMovie("textForwarderMC","textForwarderClip",TEXTFORWARDERDEPTH);

trace("TF: "+textForwarder);

output:
TF instanced
TF: undefined

Boy am i stumped. What would cause this? The class works admirably, 
except, of course, it apparently can't be referenced, because it's 
always undefined.


--

- Andreas Rønning

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Rayon Visual Concepts, Oslo, Norway
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Re: [Flashcoders] Code review, please

2006-09-25 Thread Andreas Rønning

"If you aren't you should"

Knee jerk reaction:
Nobody "should" use any pattern. They CAN use patterns if it benefits 
the project, benefits their mental health and provides for a better 
product. I probably read too much into it but pattern worship is 
useless, crippling and annoying.


- A


Per Bolmstedt wrote:


Anggie Bratadinata wrote:


This is the simple app I created a few days ago, about which I'd like to
have your expert advice on how to improve it or maybe how to code it in
a much better way.



1. Comment your code! It looks structured enough, so adding comments 
should be easy. If you use FDT, using Javadoc is straightforward: 
http://java.sun.com/j2se/javadoc/writingdoccomments/


2. Are you using the MVC pattern? It's not really clear from the code, 
but it looks somewhat like it. If you aren't you should; if you are, 
maybe you could make it more clear, by changing class names, adding an 
interface or two, or adding comments.


3. What's "hl.as"? It's an ill chosen file/class name.

-- Per
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[Flashcoders] Flash 8 video encoder queues

2006-09-22 Thread Andreas Rønning
Anyone know if there's a way i can save multiple queues from Flash 8 
video encoder? I'm prepared to be copying xml files around or whatever :(


- A
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[Flashcoders] A Zinc horror story

2006-09-04 Thread Andreas Rønning

Thought i'd share this. Found it amusing.

I've been using Zinc for a while and for the most part i have no 
complaints, since most i use it for is simply blocking alt+f4 and escape 
(kiosk apps). Recently however i had a requirement to play a high 
quality movie, so i thought cool, i get to use the MediaPlayer9 
functionality (which for the uninitiated basically drops an instance of 
windows media player 9 on top of the flash window and gives you 
callbacks for it).


So i need functionality for checking when playback has ended, and i find 
it in the event onWMP9ChangeState, which according to the docs is 
described as such:


usage-
mpInstance.onWMP9ChangeState:Function

parameters-
newState:Number

I hook up a listener, put a switch/case in it for newState and.. Nothing 
 happens. I read up the docs again and in the example, what the event 
actually passes is an object with a newState *parameter*. Ok cool, 
whatever, i change my switch conditional to accomodate this new 
fantastic knowledge, and... Still nothing.


At this point i'm a little stressed out, and i put an 
mdm.Dialogs.prompt(obj.newState) to see what happens, and indeed, the 
event does fire, the prompt looks like what i expected it to, but still 
the switch/case doesn't work properly.


So i'm tearing my hair out for a bit, until i somehow put 
typeof(obj.newState) in a prompt, and.. Yep. It's a string.


So here we have docs that describe the parameter passed from an event as 
a number, but in fact is an object, containing a parameter that is the 
number. As a string.


I'm not entirely sure what this means, but it actually made me laugh out 
loud. Putting a parseInt(obj.newState) solved my problem.


For the love of god MDM, if any of you guys are on this list, fix your 
docs. PLEASE.


For everyone else, you have been warned about the docs :P Consider them 
hints, not information.


- A
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Re: [Flashcoders] "solved" - references as return value issues

2006-08-30 Thread Andreas Rønning
In this case, attachMovie returns heavily extended movieclips. There is 
no casting in the scripts at this point.


- A

Ian Thomas wrote:

It's not something strange about the types you're using is it?

You always seem to be treating the return value of attachMovie as an
Object rather than a MovieClip (which should work fine) - but I've no
idea what type inventoryTool is, from you're code, and wonder vaguely
whether it's silently failing a cast somewhere.

Any particular reason you're using Object rather than MovieClip?

Ian

On 8/30/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:


This is beyond retarded. What fixed my problem? Doing something
superfluous and stupid looking.

var invToolTemp:Object = toolArea.addTool(false,"InventoryToolMC");
trace("returned value: "+invToolTemp); //returns a clip reference
inventoryTool = invToolTemp; //set the class var to the local var
trace("stored value: "+inventoryTool); //voilà, class var set properly

What the hell?


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Re: [Flashcoders] "solved" - references as return value issues

2006-08-30 Thread Andreas Rønning
This is beyond retarded. What fixed my problem? Doing something 
superfluous and stupid looking.


var invToolTemp:Object = toolArea.addTool(false,"InventoryToolMC");
trace("returned value: "+invToolTemp); //returns a clip reference
inventoryTool = invToolTemp; //set the class var to the local var
trace("stored value: "+inventoryTool); //voilà, class var set properly

What the hell?

-

Andreas Rønning wrote:
Yeah, but nm that :) Forgetfulness on my part when typing in this 
example. Trust me that's not the issue. The actual addTool function has 
a twotiered conditional that just dictates what clip the new tool be 
attached to, thought i'd spare you that excess script.


- A

Ian Thomas wrote:


Um - on a really swift look - shouldn't the first parameter be a boolean?

i.e.
inventoryTool = toolArea.addTool(false, "InventoryToolMC");

On 8/30/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:


Kind of stumped here.

I have a class that holds an instance of a toolbar class.
The toolbar class has a method "addTool" that takes a linkage
identifier, attaches a movieclip with it and returns a reference to the
created movieclip as such:


inventoryTool = toolArea.addTool("InventoryToolMC");

toolArea.addTool looks like this:

function 
addTool(primary:Boolean,identifier:String):Object{ 
var d =

primary_tools.getNextHighestDepth();
var tool:Object = 
primary_tools.attachMovie(identifier,identifier+d,d);

this.addListener(tool);
tool.addListener(this);
primaryTools.push(tool);
updateTools(1);
return tool;
}

However, this is giving me a whole heap of trouble.
In the case of:

inventoryTool = toolArea.addTool("InventoryToolMC");

inventoryTool is a class variable, and always comes up undefined.
I can do this:

trace(toolArea.addTool("InventoryToolMC"))
inventoryTool = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

And the first trace will show a movieclip path and the second undefined.

If i do

var inventoryTool:Object = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

it works fantastically.

So what gives? I can only access a reference to the returned tool clip
in a local var and not a class var? What could cause this? I look at my
script and i've done things like it a thousand times over, and i've
never seen anything like this.

Here's hoping i'm merely stupid.

- Andreas
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Re: [Flashcoders] references as return value issues

2006-08-30 Thread Andreas Rønning
Yeah, but nm that :) Forgetfulness on my part when typing in this 
example. Trust me that's not the issue. The actual addTool function has 
a twotiered conditional that just dictates what clip the new tool be 
attached to, thought i'd spare you that excess script.


- A

Ian Thomas wrote:

Um - on a really swift look - shouldn't the first parameter be a boolean?

i.e.
inventoryTool = toolArea.addTool(false, "InventoryToolMC");

On 8/30/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:


Kind of stumped here.

I have a class that holds an instance of a toolbar class.
The toolbar class has a method "addTool" that takes a linkage
identifier, attaches a movieclip with it and returns a reference to the
created movieclip as such:


inventoryTool = toolArea.addTool("InventoryToolMC");

toolArea.addTool looks like this:

function 
addTool(primary:Boolean,identifier:String):Object{ 
var d =

primary_tools.getNextHighestDepth();
var tool:Object = 
primary_tools.attachMovie(identifier,identifier+d,d);

this.addListener(tool);
tool.addListener(this);
primaryTools.push(tool);
updateTools(1);
return tool;
}

However, this is giving me a whole heap of trouble.
In the case of:

inventoryTool = toolArea.addTool("InventoryToolMC");

inventoryTool is a class variable, and always comes up undefined.
I can do this:

trace(toolArea.addTool("InventoryToolMC"))
inventoryTool = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

And the first trace will show a movieclip path and the second undefined.

If i do

var inventoryTool:Object = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

it works fantastically.

So what gives? I can only access a reference to the returned tool clip
in a local var and not a class var? What could cause this? I look at my
script and i've done things like it a thousand times over, and i've
never seen anything like this.

Here's hoping i'm merely stupid.

- Andreas
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[Flashcoders] references as return value issues

2006-08-30 Thread Andreas Rønning

Kind of stumped here.

I have a class that holds an instance of a toolbar class.
The toolbar class has a method "addTool" that takes a linkage 
identifier, attaches a movieclip with it and returns a reference to the 
created movieclip as such:



inventoryTool = toolArea.addTool("InventoryToolMC");

toolArea.addTool looks like this:

function addTool(primary:Boolean,identifier:String):Object{var d = 
primary_tools.getNextHighestDepth();

var tool:Object = primary_tools.attachMovie(identifier,identifier+d,d);
this.addListener(tool);
tool.addListener(this);
primaryTools.push(tool);
updateTools(1);
return tool;
}

However, this is giving me a whole heap of trouble.
In the case of:

inventoryTool = toolArea.addTool("InventoryToolMC");

inventoryTool is a class variable, and always comes up undefined.
I can do this:

trace(toolArea.addTool("InventoryToolMC"))
inventoryTool = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

And the first trace will show a movieclip path and the second undefined.

If i do

var inventoryTool:Object = toolArea.addTool("InventoryToolMC");
trace(inventoryTool);

it works fantastically.

So what gives? I can only access a reference to the returned tool clip 
in a local var and not a class var? What could cause this? I look at my 
script and i've done things like it a thousand times over, and i've 
never seen anything like this.


Here's hoping i'm merely stupid.

- Andreas
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Re: [Flashcoders] Re: OOP methodology and flash. I'm loosing my faith...

2006-08-29 Thread Andreas Rønning

As Neo said, don't sweat the OOP.

I honestly, truly, vividly believe that in 9 out of 10 approaches to an 
AS2 flash application, most if not all design patterns boil down to 
overengineering. Like you, i've spent so long pulling my hair out trying 
to factor design patterns into my actual application functionality to no 
avail, yet falling back to a generic event model and inventing and 
extending as i go tend to resolve my issues fairly well, with less 
obfuscated code (as long as i keep my typing strict) and in far less 
time, especially since i started using FlashDevelop. In terms of 
production, what truly, actually matters, is that your client receives a 
solution that is stable, reliable, user frieindly and help ssell their 
product somehow, be it a website, a kiosk app, a presentation tool, 
whatever. The quality of a product isn't dictated by its OOP structure.


I use OOP, and by OOP i mean inheritance and polymorphism, extensively 
to abstract problems down to a comfortable size. But do i feel less of a 
developer because i don't use MVC? Not by miles.


IMHO, design patterns apply to RIAs and development in large groups. 
They do not apply to making a mouse trailer that says "loading" and a 
slideshow you can solve with 3-4 short classes and no inheritance. In 
typical flash instances, all AS2 is is less anarchic AS1. It is not C++.


my $.2

- Andreas SJ
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[Flashcoders] FlashDevelop telling me Video has no _visible field

2006-08-17 Thread Andreas Rønning

"type error Video have no field _visible"

What gives?
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[Flashcoders] FlashDevelop build options

2006-08-17 Thread Andreas Rønning
Anyone know if there is a way to get FlashDevelop's ctrl+enter launch 
the flash IDE's test movie command rather than an mtasc build, even when 
in a flashdevelop project?

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[Flashcoders] shared class library

2006-08-16 Thread Andreas Rønning
I'm working concurrently with an artist, where i'm continuously updating 
the project class library, and he's working with the fla. Is there some 
way he could set his class path to work across the network, so whenever 
he tests he'll get the version i'm working on?


Oh and he's on a mac and i'm on windows. Joy.

- A
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Re: [Flashcoders] Strong typing vs attachMovie

2006-08-14 Thread Andreas Rønning

Of course :) thanks guys, totally escaped my mind

- A

Johannes Nel wrote:

you cast
var UIClock:Clock = Clock (content.attachMovie("clock","uiclock1",1));
the cleanest way is prob to put a static create function on the class 
itself

IMO.
from the fdt template
public static function create(container : MovieClip,name : String,
   depth : Number, init : Object) : Clock{
   var mc : MovieClip = container.attachMovie("linkage", name, depth,
init);
   return Clock(mc);
   }
On 8/14/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:



So say i have a movieClip in my library associated with the class Clock.
In my application i want an instance of Clock on stage, so i do
something like this:

var UIClock:Clock = content.attachMovie("clock","uiclock1",1);

naturally i'll get compiler errors, since attachMovie returns a 
MovieClip.


Is there a way to circumvent this? I really enjoy associating library
clips with classes and attaching them; aside from this issue i've had no
problems.

- A
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[Flashcoders] Strong typing vs attachMovie

2006-08-14 Thread Andreas Rønning

So say i have a movieClip in my library associated with the class Clock.
In my application i want an instance of Clock on stage, so i do 
something like this:


var UIClock:Clock = content.attachMovie("clock","uiclock1",1);

naturally i'll get compiler errors, since attachMovie returns a MovieClip.

Is there a way to circumvent this? I really enjoy associating library 
clips with classes and attaching them; aside from this issue i've had no 
problems.


- A
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Re: [Flashcoders] Calling functions in sequence

2006-08-09 Thread Andreas Rønning

I might be mistaken, but:

function doAll(){
func1();
func2();
func3();
func4();
}

func2 is called once func1 is done, not before or during.
In this way, happily start loading your flv and xml file "at the same 
time". If you want the xml file to load once the flv file has buffered 
or completed playing, that's a different deal but not necessarily more 
complicated if you look into the xml/netstream class event handlers.


- A



Mick G wrote:

You could call the second function from the first (and have a paramater so
it only runs the second function if you send the paramater).

function funct1(runNext){
//do something
 if(runNext){
   funct2();
 }
}

function funct2(){
//do whatever
}

to call only the first function:
funct1();

to call both:
funct1(true);





On 8/9/06, Matt Comstock <[EMAIL PROTECTED]> wrote:



Thank you.  What would I have to change to make is AS2 compatible?

On 8/9/06, eric dolecki <[EMAIL PROTECTED]> wrote:
>
> this is AS3:
>
>
http://www.senocular.com/flash/actionscript.php?file=ActionScript_3.0/com/senocular/events/Sequence.as 


>
>
> On 8/9/06, Matt Comstock <[EMAIL PROTECTED]> wrote:
> >
> > I am a newbie to flash and I did search flashcoders prior to asking
this
> > question.  My issue is that I have two function that I am trying to
call
> > when a user selects a cell in a datagrid. One function loads a flv
file
> > and
> > the other loads an associated XML file.  These functions work
perfectly
> if
> > I
> > create two separate buttons to execute the function in the UI. I 
would

> > like
> > to be able to have the user select a value in a datagrid and after
they
> > select/cellpress the value execute function one, then after function
one
> > complete execute function two.
> >
> > Any help is greatly appreciated.
> >
> > Matt
> > ___
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Re: [Flashcoders] Serious MTASC/Flashdevelop compile issue

2006-08-09 Thread Andreas Rønning
Oh my freaking god. Found it. Thanks man heh.. I just didnt think the 
kind of error feedback i was getting would be indicative of it, and 
since strings are colored blue.. well.


Okay, i can breathe again ;) thanks.

- A

Nicolas Cannasse wrote:

http://andreas.rayon.no/mtasc_compileerror.jpg

Basically, out of nowhere, MTASC started giving me errors on stuff like 
commas and periods in strings, comments and errors like "invalid 
character 0xF8".



Looks like you forgot to close a string with ' a few lines before.

Nicolas
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[Flashcoders] Serious MTASC/Flashdevelop compile issue

2006-08-09 Thread Andreas Rønning

http://andreas.rayon.no/mtasc_compileerror.jpg

Basically, out of nowhere, MTASC started giving me errors on stuff like 
commas and periods in strings, comments and errors like "invalid 
character 0xF8".


Anyone know what could cause this? I've got multiple projects that 
compile just fine, just this one suddenly started doing this. I also 
tried creating a new project file and pointing it to the same class dir 
and compiling, but i keep getting these errors.


Help? =)

- Andreas R
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[Flashcoders] MC Reference path vs actual path

2006-08-08 Thread Andreas Rønning

inputField = this.createEmptyMovieClip("chat_input",1);

then, with keyboard focus on that movieclip:

trace(Selection.getFocus());
trace(inputField);

outputs:
_level0.chat_input;
_level0.inputField;

A) this makes Selection.getFocus() *awkward* in OOP.
B) I wasn't aware that the reference returned by createEmptyMovieClip 
and other functions returning references had a stage path that COEXISTS 
with the "actual" MC path?


Is it just me or does this seem more than a little bit retarded?

- Andreas
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[Flashcoders] some event model questions

2006-08-08 Thread Andreas Rønning
I've run into a situation where i have two UI elements listening to one 
another. Is this bad form?


- A
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[Flashcoders] Specifying constructors in interfaces

2006-08-08 Thread Andreas Rønning
I'm not too familiar with interfaces, but is there a way i can specify 
that an implementing class constructor must be structured a specific 
way? Such as if its a multiuser app it would require one and only one 
argument, being the netconnection instance?


- Andreas
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Re: [Flashcoders] AS3 faster ??

2006-07-10 Thread Andreas Rønning

Hardly benchmarks, but you can get a quick comparison in flashplayer 9:

http://andreas.rayon.no/AS2.swf

Press the 3-key on your keyboard to load the most complex system, 
observe the BREAKNECK SPEED at which Flash player 8 handles it.


http://andreas.rayon.no/AS3.swf

I rest my case :)

- Andreas


Nick Weekes wrote:

Andreas, you got any links to your benchmarking?  Id be interested to see
them (Im not planning on migrating to AS3 just yet).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas
Rønning
Sent: 10 July 2006 14:59
To: Flashcoders mailing list
Subject: Re: [Flashcoders] AS3 faster ??

I did an l-system implementation in AS2 recently. In FP8 i could only do
simple systems with a couple of recursions before the player choked, and
playback was slow as well (i animated the growth with perlin noise for a
wind effect). Porting to AS3 let me quadruple the l-system complexity, still
get instantaneous results and far, far better playback speed.

Not hard numbers, i know, but pretty mindblowing for me to watch as a
developer.

AS3 doesn't wrap AS2, this is important to remember. AS2 was pretty much
AS1 with knobs on, AS3 is a new language to learn (albeit not a tough one to
learn if you're used to AS2).

- Andreas

neo binedell wrote:

Of course it will be faster only if you port the code over to AS3 
(otherwise it will still use the old AS2/1 VM1).


I posted about the 3D engine I wrote and the speed increase I got when 
I converted it to AS3 a few days ago so you can check that out as an 
example of just how much faster it is ;p


~neo

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 
Patrick Matte

Sent: 06 July 2006 05:47 PM
To: Flashcoders mailing list
Subject: [Flashcoders] AS3 faster ??

Hi people, they say that AS3 is 10 times faster than AS2 but what does 
that really means ? Does that mean that my movies will play faster 
even if I have a few dozens movieclips with graphics flying all over 
the screen? Or does it just mean that my .swf will be compiling 10 times


faster?



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Re: [Flashcoders] AS3 faster ??

2006-07-10 Thread Andreas Rønning
I did an l-system implementation in AS2 recently. In FP8 i could only do 
simple systems with a couple of recursions before the player choked, and 
playback was slow as well (i animated the growth with perlin noise for a 
wind effect). Porting to AS3 let me quadruple the l-system complexity, 
still get instantaneous results and far, far better playback speed.


Not hard numbers, i know, but pretty mindblowing for me to watch as a 
developer.


AS3 doesn't wrap AS2, this is important to remember. AS2 was pretty much 
AS1 with knobs on, AS3 is a new language to learn (albeit not a tough 
one to learn if you're used to AS2).


- Andreas

neo binedell wrote:

Of course it will be faster only if you port the code
over to AS3 (otherwise it will still use the old AS2/1 VM1).

I posted about the 3D engine I wrote and the speed increase 
I got when I converted it to AS3 a few days ago so you can

check that out as an example of just how much faster it is ;p

~neo

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Matte
Sent: 06 July 2006 05:47 PM
To: Flashcoders mailing list
Subject: [Flashcoders] AS3 faster ??

Hi people, they say that AS3 is 10 times faster than AS2 but what does that
really means ? Does that mean that my movies will play faster even if I have
a few dozens movieclips with graphics flying all over the screen? Or does it
just mean that my .swf will be compiling 10 times faster?


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Re: [Flashcoders] embedFonts vs. setTextFormat

2006-07-05 Thread Andreas Rønning
Because it allows you to use several different text formats along one 
text string. Especially useful for a chat program, where you'd like the 
user's name to be in a different text style than his chat output.


- A

Marcelo de Moraes Serpa wrote:

just don't get why that AS term exists.



Neither do I

On 7/5/06, Mendelsohn, Michael <[EMAIL PROTECTED]> wrote:



Hi all...

Thanks for the responses.  It was indeed a case of setNewTextFormat.  I
just don't get why that AS term exists.

Thanks!

- MM

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[Flashcoders] Textfield clearing on Enter key

2006-07-04 Thread Andreas Rønning

God knows why this is such a hassle:

I have a chat app that sends messages when the user hits enter. The 
input field is multiline (and needs to be, for the sake of elegance).


Hitting enter inserts a line break in the text regardless of what i do 
right now. The method reads something like this:


function clearText() {
chat_input.text = "";
trace(chat_input.text.length);
}
kl = {};
Key.addListener(kl);
kl.onKeyDown = function() {
if (Key.isDown(Key.ENTER)) {
clearText();
}
};

After clearText, The input field has 2 blank lines and a text length of 
0. I'm hugely confused here, and kind of freaked out.


- Andreas
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Re: [Flashcoders] [Ann] Tonight: World's Largest Flex Application

2006-07-03 Thread Andreas Rønning
You want rude? Try "Too many posts on this list are newbie questions!" 
I'm king benign :P


There have been points in the past when members of this list get the 
finger for posting local news, and i didn't see why this was any different.


But i stand corrected.

- A

Weyert de Boer wrote:

Dave Watts wrote:

I wish people wouldn't advertise local events on this list. The grand 
screaming majority here is nowhere near Sydney and probably won't be 
anytime soon.




Isn't it easy enough for you to ignore them? I went ahead and gave my
blessing to Chris' announcements, because I don't think there's a 
local list

for him to use.
  


I think his posting is a tid bit rude in my humble opinion. I don't see 
why they can't post such interesting posts. The only "problem" that 
could be is it's Flex orientated ;) Anyway it's to warm to make a fight 
;-=)

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Re: [Flashcoders] [Ann] Tonight: World's Largest Flex Application

2006-07-03 Thread Andreas Rønning

Fine :) Just thought i was being a good watchdog. Let anarchy roam free!

- A

Dave Watts wrote:
I wish people wouldn't advertise local events on this list. 
The grand screaming majority here is nowhere near Sydney and 
probably won't be anytime soon.



Isn't it easy enough for you to ignore them? I went ahead and gave my
blessing to Chris' announcements, because I don't think there's a local list
for him to use.

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Re: [Flashcoders] [Ann] Tonight: World's Largest Flex Application

2006-07-03 Thread Andreas Rønning
I'm relatively certain if there are 1 or 2 aussie coders interested in 
this they'd be signed up to other lists where the information would be 
more readily available. This list is global, and as Sydney has a 
developers group, they should have a list of their own.


Sorry, but this is the second time i've seen this event advertised on 
this list and once is more than enough thanks.


This falls back on previous list arguments about what content is proper 
here to keep the noise to a minimum, and on that note, my opinion is 
stated, and i'll leave it at that.


- Andreas

Nick Weekes wrote:
I disagree.  I dont know the full demographic breakdown of the members 
of this list so I can't comment on the 'screaming majority', but even if 
there are 1 or 2 aussie coders interested in this I would consider it 
useful.


Andreas Rønning wrote:

I wish people wouldn't advertise local events on this list. The grand 
screaming majority here is nowhere near Sydney and probably won't be 
anytime soon.


- Andreas

Chris Velevitch wrote:


Tonight, Robin Hilliard of Rocketboots (www.rocketboots.com.au) will
talk about the lessons learnt from the world's largest Flex (1.5)
application. 6:30 pm for 7 pm start.

Details about the group, venue and program are available from
http://www.flashdev.org.au. Please also note, whilst the meetings and
the use of the club are free, the club does require us to purchase
beverages and/or snacks in exchange.

Please RSVP at http://www.flashdev.org.au/rsvp. There will be lucky
door prizes for those who rsvp.

(Put yourself on the http://www.frappr.com/flexdevelopers map)

Chris





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Re: [Flashcoders] [Ann] Tonight: World's Largest Flex Application

2006-07-03 Thread Andreas Rønning
I wish people wouldn't advertise local events on this list. The grand 
screaming majority here is nowhere near Sydney and probably won't be 
anytime soon.


- Andreas

Chris Velevitch wrote:

Tonight, Robin Hilliard of Rocketboots (www.rocketboots.com.au) will
talk about the lessons learnt from the world's largest Flex (1.5)
application. 6:30 pm for 7 pm start.

Details about the group, venue and program are available from
http://www.flashdev.org.au. Please also note, whilst the meetings and
the use of the club are free, the club does require us to purchase
beverages and/or snacks in exchange.

Please RSVP at http://www.flashdev.org.au/rsvp. There will be lucky
door prizes for those who rsvp.

(Put yourself on the http://www.frappr.com/flexdevelopers map)

Chris


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[Flashcoders] the speed of bitmapdata

2006-06-29 Thread Andreas Rønning
Anyone know a fast way to draw a pixel perfect rectangle onto a 
bitmapData instance without a loop and setPixel? I have a 
picture-in-picture video thing going on and the client wants a black 1px 
outline around the picture in picture, and i fear my method now is stupid :P


- A
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Re: [Flashcoders] Re: loadvars vs xml onData

2006-06-28 Thread Andreas Rønning
I don't run them concurrently. They're entirely separate tests. Earlier 
i tried concurrent tests where yes, flipping the order 
(loadvars/xml-xml/loadvars) did make a difference.


The bottom line is, currently, for loading data such as raw text, 
loadVars.onData is slightly faster than xml.onData. It doesn't bug me. 
I'm just surprised there's a 5-10ms difference.


- Andreas

Mike wrote:

But if you run the XML test first, and the LoadVars test just "loads"
the cached file
--
T. Michael Keesey

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim
Kremens
Sent: Tuesday, June 27, 2006 5:39 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Re: loadvars vs xml onData

Why would that matter?  I would assume that the loadvars and XML
objects would handle cached or non cached files the same way, no?

Jim Kremens

On 6/26/06, Steven Sacks | BLITZ <[EMAIL PROTECTED]> wrote:


You're loading in a non-cached version each time right?

var myXml = new XML();
for (var a = 0; a < 30; a++) {
   myXml.load(path + "?x=" + a);
}


BLITZ | Steven Sacks - 310-551-0200 x209




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[Flashcoders] Storing functions as strings

2006-06-27 Thread Andreas Rønning

Let's say i have the following:

var stringA:String = "A";
var funct:String = "A=BA";

how could i quickly apply funct to stringA to make stringA "BA"?

Obviously L-system related :) I can do this an entirely different way, 
but out of curiosity, is there a good way i can store and use math like 
this?


- A
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Re: [Flashcoders] Re: loadvars vs xml onData

2006-06-26 Thread Andreas Rønning

The tests i ran were something like this:

create an xml object
add a callback for its onData
30 times, get the same file from the server and get an average of the 
time between the load() call and the onData invocation.

repeat for loadvars
compare results.

I've done tests against a server that might as well be called local, but 
on average loadvars gave me around 20 ms, while xml gave me between 25 
and 30.


I know loadvars extends object, wheras xml extends xmlNode which again 
extends object, so i don't know.. I always thought all classes that load 
content and have an onData event inherit the same functionality but 
override on the onLoad...


- Andreas

Mike wrote:

That is really weird. One question--are the files being loaded the same
size? (Or, better yet, the same file.)
--
Mike Keesey

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim
Kremens
Sent: Monday, June 26, 2006 1:17 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Re: loadvars vs xml onData

Hi Stacey,

Check out the question:

"Anyone know why loadvars.onData gets results quicker than xml.onData"

He's comparing loadvars.onData with xml.onData - apples and apples, not
loadvars.onData with xml.onLoad.

It's a good question!  I'd like to know

Jim Kremens


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[Flashcoders] loadvars vs xml onData

2006-06-26 Thread Andreas Rønning
Anyone know why loadvars.onData gets results quicker than xml.onData? 
Did a bunch of average tests and xml is noticably slower (5-10 ms)


- Andreas
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Re: [Flashcoders] onEnterFrame / SetInterval in a Class (with Delegate)

2006-06-24 Thread Andreas Rønning

[EMAIL PROTECTED] wrote:

Hello All ---

I am trying to run an onEnterFrame or setInterval in a Class (which extends mx.core.UIComponent) and not having much luck. 
If I use onEnterFrame it runs once and then dies. I have even tried using Delegate with the onEnterFrame and still no luck. 
Likewise, I have tried using setInterval with Delegate and while it gets called it only seems to keep the scope passed from the 
Delegate the first time thru. The remaining calls, the scope is undefined.


Any ideas as to what I am doing wrong.

Thanks for any and all replies.


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class myClass{
   var myInterval:Number;
   function myCallBack(){
  trace("whee");
   }
   function myClass(){
  myInterval = setInterval(this,"myCallBack",1000);
   }
}

Works every time.

- Andreas
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Re: [Flashcoders] Odd ExternalInterface error in IE6-7

2006-06-21 Thread Andreas Rønning

Thank you :) I don't handle the embedding so.. That solved it.

Learn something new every day.

- Andreas

Nicolas Cannasse wrote:

Andreas Rønning wrote:


Getting this error:



try { mini-player.SetReturnValue(__flash__toXML(playerMethods.getUrl()) 
); } catch (e) { mini-player.SetReturnValue(""); }


Error: "mini" is undefined



the string "mini-player" is nowhere in the source for the swf, nor is it 
in any text field, nor is it anywhere at all. This is an Internet 
Explorer specific error that occurs when the method playerMethods.getUrl 
is called with ExternalInterface.


Anyone know what's going on here?



This is the name of your "OBJECT" or "EMBED" HTML tag.
Try changing it to "mini_player".

Nicolas
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[Flashcoders] Odd ExternalInterface error in IE6-7

2006-06-21 Thread Andreas Rønning

Getting this error:



try { mini-player.SetReturnValue(__flash__toXML(playerMethods.getUrl()) 
); } catch (e) { mini-player.SetReturnValue(""); }


Error: "mini" is undefined



the string "mini-player" is nowhere in the source for the swf, nor is it 
in any text field, nor is it anywhere at all. This is an Internet 
Explorer specific error that occurs when the method playerMethods.getUrl 
is called with ExternalInterface.


Anyone know what's going on here?

Cheers,

- Andreas SJ
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[Flashcoders] dot matrix gameboy style

2006-06-19 Thread Andreas Rønning
Been playing around recently with upscaling lowres bitmapdata to make 
large-pixel graphics, eventually for a game engine of some sort, but the 
pixels tend to be blurred around the edges when scaled up. Anyone know 
of a fix to sharpen their look?


In addition, anyone know of any techniques for pixel graphics in flash 
using the bitmapdata object? In particular i'm curious about drawing and 
animating sprites in them. My games are already code/graphics 
independent, so the ish for me now is finding a good bridge of sorts.


Cheers,

- Andreas SJ
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Re: [Flashcoders] The Delegate class ...

2006-06-14 Thread Andreas Rønning

i use Delegate for most handlers. Never used it with components

- A

Stephen Ford wrote:


Hello All,

Can anyone confirm that the Delegate class is only helpful when using 
components ?

Or should it also be used for events outside the component framework ?

No doubt it depends on what your trying to achieve, but just generally 
speaking, what do you think.

Thanks,
Stephen.

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[Flashcoders] Zinc install to startup folder

2006-06-14 Thread Andreas Rønning
I'm writing an application that works like an auto updater, and it needs 
to run as the user boots his computer. Does anyone know how i can write 
a script to add to the installer that will create a shortcut to the 
application in the user's startup folder and then delete itself?


Thanks

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Re: [Flashcoders] Flash coders content degrading

2006-06-13 Thread Andreas Rønning

I think this whole argument is solid ground bullshit.
The definition of what you find "interesting" does not have a damn thing 
to do with what is intermediate-to-advanced AS. AS3 work is irellevant 
on a professional level, and Flex != Flash Actionscript. What you're 
saying is you're complaining about the lack of FUN stuff on this list.


Let me tell you a little something about the fun stuff on this list. For 
those of use that spend every day of the week doing things that aren't 
fun, and aren't necessarily cutting edge, being swamped in dudes doing 
shit that's out of your reach NOT because they are necessarily smarter 
than you, but because they somehow find the *TIME* to do fun stuff, it 
can be bordeline disruptive. I totally dig the fun stuff, but to say the 
lack of it is what brings this list down to "newbie level" is arrogant 
and shortsighted.


Elitist bs can stay in the flexcoders and as3 lists kthanks. If a 
question is "beneath you" you got more problems than newbies. Nobody 
demands that you answer, so whee, get off the list then.

This thread is bullshit of awesome intensity.

- A
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[Flashcoders] another mtasc question

2006-06-13 Thread Andreas Rønning

I'm just full of questions today :)

Jason Nussbaum's AS2 Base64 class makes use of the symbol "\+", 
something mtasc protests. Why? :)


- A
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Re: [Flashcoders] mtasc and delegate

2006-06-13 Thread Andreas Rønning

Thanks Lee.. I can't believe i had to alter Delegate O_o

- Andreas

Lee McColl-Sylvester wrote:

I've found this before... Macr, not being good at general programming syntax 
rules, have used the same variable name inside and outside an internal function 
definition.  It kinda looks like this:

Function somefunc()
{
Newfunc = function()
{
Var func;
...
}

Var func;
...
}

Although Flash would compile this as okay because the variables have different 
scopes, MTASC see them as both belonging to somefunc, so see the variable func 
as being declared twice.

If you navigate the file, you should be able to rename one of the vars

Lee




-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Rønning
Sent: 13 June 2006 13:19
To: Flashcoders mailing list
Subject: [Flashcoders] mtasc and delegate 

Delegate.as line 27: characters 3-11 : type error Local variable 
redefinition : func


Why is mtasc giving me hate? It's not like i wrote Delegate :P

- Andreas SJ
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[Flashcoders] mtasc and delegate

2006-06-13 Thread Andreas Rønning
Delegate.as line 27: characters 3-11 : type error Local variable 
redefinition : func


Why is mtasc giving me hate? It's not like i wrote Delegate :P

- Andreas SJ
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Re: [Flashcoders] zinc issues with AS2

2006-06-13 Thread Andreas Rønning
thanks guys, adding _global did it.. Weird that i can't find a mention 
of it in the docs but hey :) i guess thats what flashcoders is for. 
Working fine now.


- A

Lee McColl-Sylvester wrote:

Maybe you should start looking into the new SWHX.  Looks damn exciting
and should technically provide more capabilities than Zinc with less
effort.  At least when it matures.

Lee



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cedric
Muller
Sent: 13 June 2006 11:27
To: Flashcoders mailing list
Subject: Re: [Flashcoders] zinc issues with AS2

var mdm:Object = _global.mdm;

what a shitty way to code, but, hey this is Zinc :))

Cedric


Whenever i try to use mdm.* methods in AS2 classes they refuse to  
work, mostly because mdm is an undeclared property. Declaring it  
with var mdm:Object doesn't do much either. Super frustrating,  
anyone got a workaround for this?


I work with FlashDevelop+mtasc

- Andreas SJ



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[Flashcoders] zinc issues with AS2

2006-06-13 Thread Andreas Rønning
Whenever i try to use mdm.* methods in AS2 classes they refuse to work, 
mostly because mdm is an undeclared property. Declaring it with var 
mdm:Object doesn't do much either. Super frustrating, anyone got a 
workaround for this?


I work with FlashDevelop+mtasc

- Andreas SJ
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[Flashcoders] FD+swfmill woes

2006-06-12 Thread Andreas Rønning
Trying to use FlashDevelop to build libraries, but i keep getting odd 
results. In a simple experiment, i add an image to the library and give 
it a linkage ID, and attachMovie that image to root. However, the image 
invariably shows up cropped and at a dramatically wrong scale.


Anyone know what could cause this?

- Andreas
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Re: [Flashcoders] hii

2006-05-30 Thread Andreas Rønning

HAHAHAHAHA

khodam khodesh wrote:

i want flashmx project whit source



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- Andreas Rønning

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[Flashcoders] Motion detection with Camera, bitmapdata and flash 8

2006-05-18 Thread Andreas Rønning
Has anyone here played around with this? I'm thinking about maybe doing 
a matrix filter first to find edges, then compare edges between frames. 
I have a hard time finding example algorithims for the comparison, 
anyone got pointers?


Cheers,

- Andreas
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Re: [Flashcoders] destructors...

2006-05-03 Thread Andreas Rønning
Kind of besides the point really. The real point is, in my humble 
opinion, that it should be possible to do it without myClass.cleanup(); 
delete(myClass);

It becomes double naughty if your class instance is in an array.
It's just a question of keeping the amount of fluff down to a minimum.

This is not a critical problem. I am merely asking for people's 
methodologies in self destroying classes.


- A

Ian Thomas wrote:

Hi Andreas,
 To turn it on its head...

 What are you trying to achieve? In what circumstances do you need to
destroy a class?

Ian

On 5/3/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:


has anyone got a good way for an as2 class to destroy itself? I know
it's not "possible", but my heart tells me someone has devised some kind
of good methodology.

- A


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--

- Andreas Rønning

---
Flash guy
Rayon Visual Concepts, Oslo, Norway
---
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[Flashcoders] destructors...

2006-05-03 Thread Andreas Rønning
has anyone got a good way for an as2 class to destroy itself? I know 
it's not "possible", but my heart tells me someone has devised some kind 
of good methodology.


- A
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Re: [Flashcoders] Flash Player 6 on PSP

2006-04-26 Thread Andreas Rønning

Did some testing this morning.

1. Rendering looks like junk. Artifacts across the board, even when 
doing extremely simple tweens. Apparently bitmaps are less subject to 
this behavior though so that's a workaround.
2. No real key events obviously. Every button on the device is spoken 
for aside from the one button that works like a mouseDown.
3. no loadSound with streaming so far. I get memory issues with 
extremely agreeable mp3 sizes, so no radio streaming via flash player :(
4. Bitmap rendering performance is comparable to an HP IPaq pda. Meaning 
it's okay, but punishes you like nothing if you don't treat it right.
5. Decent math. I did some particle stuff with a lot of sin/cos and it 
did a lot better than my PDA. Then again my PDA is junk.


Overall, so far, it's really underwhelming. I don't really know what 
good i can get out of it with the amount of artifacts and memory issues 
i've run into. The real nail in the coffin (for now) was the botched 
loadSound. I was really hoping i could make my own radio streaming 
client. I know someone pulled this off with RSS and itunes (i think), 
but still no continuous streaming service. Also, the lack of real key 
events makes the input limited to click/drag type stuff.


If anything, it feels as limiting if not more so than Flash player for 
windows mobile.


- Andreas

John Dowdell wrote:

judah wrote:

quote:
There are quite a few updates in this release [PSP Firmware 2.7] so 
hold on to your hats as we take you down the rabbit hole. To break 
the ice we start off with a few networking updates, notably the 
largest update would be including partial Flash 6 support. Flash 
support is a great way to add a few games and movies to your PSP 
collection on the go, the only noteable issue with integrated Flash 
support is that some functions are "not supported" in addition to the 
obvious fact that Flash 6 is somewhat outdated.


There is no more info about what functions are "not support"...


I saw that too, and am trying to get more info as well. Things I know 
so far:


--  available RAM is tight
--  processor is also a bit less than computer-sized
--  we need info on which SWF6 features are not supported in Sony engine
--  there's also the range of webdesign considerations:
http://www.brothercake.com/site/resources/reference/psp/

jd







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Re: [Flashcoders] WebService woes

2006-04-24 Thread Andreas Rønning

I'm not so sure it is... My log outputs this:

4/24 10:27:16 [INFO] SOAP: Sent SOAP Request Message
4/24 10:27:16 [INFO] nitroLog: Invoking call Languages
4/24 10:27:16 [INFO] SOAP: Received SOAP response from network [47 millis]

but the service log says it never received the method call, so where is 
the SOAP response coming from?


- Andreas

Matthew Simpson wrote:

It's in their WS.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Rønning
Sent: Friday, April 21, 2006 10:15 AM
To: Flashcoders mailing list
Subject: [Flashcoders] WebService woes

In the IDE, this works fine, and i have gotten no security sandbox 
warnings. In the SAplayer or browser, i get this:


FAULT
Unable to load WSDL, if currently online, please verify the URI and/or 
format of the WSDL


I've verified the URI, as it works in the IDE, but not outside.

Is this a problem on my end or theirs (i didn't do the webservice)?

- Andreas
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--

- Andreas Rønning

---
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Rayon Visual Concepts, Oslo, Norway
---
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[Flashcoders] WebService woes

2006-04-21 Thread Andreas Rønning
In the IDE, this works fine, and i have gotten no security sandbox 
warnings. In the SAplayer or browser, i get this:


FAULT
Unable to load WSDL, if currently online, please verify the URI and/or 
format of the WSDL


I've verified the URI, as it works in the IDE, but not outside.

Is this a problem on my end or theirs (i didn't do the webservice)?

- Andreas
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Re: [Flashcoders] setNewTextFormat() woes

2006-04-21 Thread Andreas Rønning
I was hoping i wouldn't have to do that.. But thanks Rodrigo, it'll do 
fine :)


- A

MBDI ICSC Rodrigo E. Curiel Salazar wrote:

Andreas, if i understood you correct, what you want is this:

var format1_fmt:TextFormat = new TextFormat();
format1_fmt.font = "Arial";
var format2_fmt:TextFormat = new TextFormat();
format2_fmt.font = "Courier";

var string1:String = "Sample string number one."+newline;
var string2:String = "Sample string number two."+newline;

this.createTextField("my_txt", this.getNextHighestDepth(), 0, 0, 300, 200);
my_txt.multiline = true;
my_txt.wordWrap = true;
my_txt.text = string1;
var firstIndex:Number = my_txt.length;
my_txt.text += string2;
var secondIndex:Number = my_txt.length;

my_txt.setTextFormat(0, firstIndex, format1_fmt);
my_txt.setTextFormat(firstIndex, secondIndex, format2_fmt);

Rodrigo


On 4/21/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:
  

Ok i'm confused.

fmtOne = new TextFormat("Arial",20);
fmtTwo = new TextFormat("Arial",40);
blah = _root.createTextField("myField",10,0,0,100,100);
blah.autoSize = true;
blah.setNewTextFormat(fmtOne);
blah.text+="First ";
blah.setNewTextFormat(fmtTwo);
blah.text+="Second";

In my mind, based on what the docs say about setNewTextFormat and on
what i'm 99% sure i've done before in some circumstance, the text field
in this case should contain a small "First" and a larger "Second".
Instead setNewTextFormat() is acting like setTextFormat, setting all the
text to fmtTwo. Is there a reason for this? If i try setting SPECIFIC
letters to a textformat with setTextFormat(from,to,format) it works fine.

I thought setNewTextFormat() only affects text added to the textField
AFTER it has been called, not the complete field at any time, anywhere.

As a better example of the kind of use i have for it; the actual problem
AS:

function sum() {
   var count = 17;
   var langCount = 4;
   var searchString = "A name";
   var norm_fmt:TextFormat = new TextFormat();
   norm_fmt.color = 0xFF;
   norm_fmt.size = 16;
   norm_fmt.font = "ConduitNorm";
   var bold_fmt:TextFormat = new TextFormat();
   bold_fmt.color = 0xEFB21E;
   bold_fmt.size = 18;
   bold_fmt.font = "ConduitBold";
   sumField.text = "";
   sumField.embedFonts = true;
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += count;
   sumField.setNewTextFormat(norm_fmt);
   sumField.text += " NameTones in ";
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += langCount;
   sumField.setNewTextFormat(norm_fmt);
   sumField.text += " different languages, was found on: ";
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += searchString;
}

As above, all the text is set to bold_fmt, which is not cool

- Andreas
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[Flashcoders] setNewTextFormat() woes

2006-04-20 Thread Andreas Rønning

Ok i'm confused.

fmtOne = new TextFormat("Arial",20);
fmtTwo = new TextFormat("Arial",40);
blah = _root.createTextField("myField",10,0,0,100,100);
blah.autoSize = true;
blah.setNewTextFormat(fmtOne);
blah.text+="First ";
blah.setNewTextFormat(fmtTwo);
blah.text+="Second";

In my mind, based on what the docs say about setNewTextFormat and on 
what i'm 99% sure i've done before in some circumstance, the text field 
in this case should contain a small "First" and a larger "Second".
Instead setNewTextFormat() is acting like setTextFormat, setting all the 
text to fmtTwo. Is there a reason for this? If i try setting SPECIFIC 
letters to a textformat with setTextFormat(from,to,format) it works fine.


I thought setNewTextFormat() only affects text added to the textField 
AFTER it has been called, not the complete field at any time, anywhere.


As a better example of the kind of use i have for it; the actual problem AS:

function sum() {
   var count = 17;
   var langCount = 4;
   var searchString = "A name";
   var norm_fmt:TextFormat = new TextFormat();
   norm_fmt.color = 0xFF;
   norm_fmt.size = 16;
   norm_fmt.font = "ConduitNorm";
   var bold_fmt:TextFormat = new TextFormat();
   bold_fmt.color = 0xEFB21E;
   bold_fmt.size = 18;
   bold_fmt.font = "ConduitBold";
   sumField.text = "";
   sumField.embedFonts = true;
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += count;
   sumField.setNewTextFormat(norm_fmt);
   sumField.text += " NameTones in ";
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += langCount;
   sumField.setNewTextFormat(norm_fmt);
   sumField.text += " different languages, was found on: ";
   sumField.setNewTextFormat(bold_fmt);
   sumField.text += searchString;
}

As above, all the text is set to bold_fmt, which is not cool

- Andreas
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[Flashcoders] "grab and twist" rotary controller

2006-04-20 Thread Andreas Rønning
I have some light issues with a UI element i'm working on. It's a 
turntable thing where the user rotates a plane by pressing a touchscreen 
and dragging. It's not hard to make a controller that adapts to the 
angle from where it was pushed to where the mouse is dragged (atan2 
etc), but i run into problems when the user presses the left side and 
turns the table to the right, and then grabs the left side again to 
continue the rotation. The table flips rather than maintain the offset, 
and i can't really seem to figure out how to maintain the offset across 
the sinCos flip of 180/-180. Terrible trig.


Anyone done this thing before and have example code i can look at?

Thanks

- Andreas
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Re: [Flashcoders] getTimer oddness

2006-04-17 Thread Andreas Rønning



It's ok to have "die" as a method because bullets don't die often. But
"update" should be called only once and then loop through the bullets,
not the other way round (looping through the bullets and calling
"update" on each). Same with "checkEvents" and "move". 

I'm not entirely sure how you intend me to do this Mark..
I have a Bullet class, and an array of instances of this class. I want 
to keep whatever is related to positioning and moving bullets *in this 
array* to the best of my abilities.
As for hit detection and such, that's a separate task altogether, what 
i'm primarily concerned with now is moving programmatic points along 
vectors.
updateBullets() must call every screen update, because it is what makes 
sure all bullet transformations happen in one operation, ie BEFORE hit 
detection.
Bullet.update(); must call for every bullet looped through during 
updateBullets(), because it is what actually moves the bullets according 
to their event arrays. Every single bullet can do any number of things 
every update, from acceleration to aiming for the player to exploding 
and emitting more bullets.


So if i'm reading you right, you're saying this:

public function update(time:Number){
   age+=time;
   for(var i = events.length;i--;){
   if(age>=events[i].triggerTime){
   switch(e.eventType){
   case 1:
   //random vector add
   vector.x += -4+random(8);
   vector.y += -4+random(8);
   break;
   case 2:
   //aim for mouse
   break;
   case 3:
   //change velocity
   break;
   case 4:
   //change direction
   break;
   }
   events.splice(i,1);
   var angle = Math.atan2(vector.y,vector.x);
   angle = angle*180/Math.PI;
   clip._rotation = angle;
   }
   }
   if(age>=lifeSpan){
   die();
   }else{
   position.x=position.x+vector.x*time;
   position.y=position.y+vector.y*time;
   clip._x = position.x;
   clip._y = position.y;
   }
   }

Is better than:
public function update(time:Number){
   age+=time;
   checkEvents();
   if(age>=lifeSpan){
   die();
   }else{
   move(time);
   }
   }
private function checkEvents(){
   for(var i = events.length;i--;){
   if(age>=events[i].triggerTime){
   handleEvent(events[i]);
   events.splice(i,1);
   }
   }
   }
private function handleEvent(e:BulletEvent){
   trace("event is type "+e.eventType);
   switch(e.eventType){
   case 1:
   //random vector add
   vector.x += -4+random(8);
   vector.y += -4+random(8);
   break;
   case 2:
   //aim for mouse
   aimForMouse();
   break;
   case 3:
   //change velocity
   break;
   case 4:
   //change direction
   break;
   }
   updateClipRotation();
   }
   private function updateClipRotation(){
   var angle = Math.atan2(vector.y,vector.x);
   angle = angle*180/Math.PI;
   clip._rotation = angle;
   }

etc?

This feels like going back to procedural programming again and it makes 
me wonder why the hell i even bother making a Bullet class in the first 
place if the amount of functionality i can give a class has to be 
supplied in raving great lumps like this or little to none at all.

Also, when you
create them, you can give them a deathDate property you test "time"
against. 
  

I already do that, mailing you everything i have right now off-list :)

- Andreas
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[Flashcoders] getTimer oddness

2006-04-17 Thread Andreas Rønning
So i'm just playing around building a bullet system for my shooting 
game. I want two things from the outset; i want it time based rather 
than frame based, and i want it to support events for bullets based on 
their age, for instance dying when 30 seconds have passed, aiming at the 
player when 10 seconds have passed etc.


This is all basic stuff and i just set up a prototype to play around 
with as i think it through. My issue is with getTimer()




//BEFORE
//on the root
function updateBullets() {
   for (var i = bullets.length; i--; ) {
   bullets[i].update();
   }
}
//in Bullet instance
public function update(){
   var thisTime = getTimer();
   var time = (thisTime-lastTime)/100;
   lastTime = thisTime;
   age+=time;
   trace(ID+":"+age);
   checkEvents();
   if(age>=lifeSpan){
   die();
   }else{
   move(time);
   }
}



Now i realize putting the time checking in every bullet instance on every 
update may not be the cleverest thing in the book, but it was just to get it 
done so what the hell.
However, i get odd, ODD results this way. I would trace out the bullet's ID, 
it's current age and the value of the time variable on every update, and it'd 
read something like this:

1 - 10.24 - 0.61
1 - 10.83 - 0.60

etc etc. This is all fine and dandy, and what i was expecting to see. But as 
soon as one of the bullets reach their lifespan and die() (which removes the 
bullet from the bullets array)
all the remaining bullets and all bullets created from there on trace out their 
age and time like this:

2 - 42.04 - 42.04
2 - 42.24 - 42.24

At the same time, all bullets somehow get the same age at all times, from 
creation and so forth (even though they are all instanced with age = 0), which 
means ALL bullets will immediatly reach their lifespan and die(),
and they will all be at the same position too since i get their position by 
multiplying their vector by time.

So i'm tearing my hair out, what the hell? While i'm knocking things over to work it out, i decide to put my mind at rest by simply copy pasting the time calculation from the Bullet class 
into the updateBullets function, so the result becomes as such:




//NOW
//on the root
function updateBullets() {
   var thisTime = getTimer();
   var time = (thisTime-lastTime)/100;
   lastTime = thisTime;
   for (var i = bullets.length; i--; ) {
   bullets[i].update(time);
   }
}
//in Bullet instance
public function update(time:Number){
   age+=time;
   trace(ID+":"+age);
   checkEvents();
   if(age>=lifeSpan){
   die();
   }else{
   move(time);
   }
}



And ta-da, now it all works admirably. I can't for the love of god 
figure out why this didnt work the other way (no matter how dirty that 
was), and it's making me feel like an amateur again, so please.. Can 
someone put my mind at ease and explain this behavior? Literally all i 
did to make it work was copy paste the 3 lines of AS. Aggrevating.


Cheers,

- Andreas
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[Flashcoders] Lookup tables

2006-04-08 Thread Andreas Rønning
Anyone know of good online tutorials or treatments on generating and 
using lookup tables to speed up sin/cos and similar math in AS2?
I'm looking for ways to reuse the results of a single calculation across 
a number of variations of the calculated problem.


Yes this is game related :) Shoot-em-up related to be specific. Flash 
doesn't lend itself well to bullet storms it would seem.


- Andreas
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Re: [Flashcoders] Cannot stop loaded movie

2006-03-19 Thread Andreas Rønning

var trgt:MovieClip = _root.createEmptyMovieClip("blabla",1);
var listener:Object = {};
listener.onLoadInit = function(clip:MovieClip){
   clip.gotoAndStop(25);
}
var mcl:MovieClipLoader = new MovieClipLoader();
mcl.addListener(listener);
mcl.loadClip("loadTest.swf",trgt);

This worked like a total charm just now. If it doesn't in your context, 
your problem is elsewhere, perhaps in the loaded swf.


- A

Marco Tabini wrote:
Thanks Ian--but no dice. At this point, I'm willing to write this off 
to a sandboxing problem, although it makes no sense that you shouldn't 
be able to stop a movie that you load, regardless of where it comes 
from. I'm sure the folks at Macromedia have thought it 
through--although, personally, I find it all pretty puzzling.


Thanks to everyone who tried to help. If anyone else has any 
ideas/thoughts/suggestions, I am all ears. For the moment, I'll revert 
back to 7.0 and live without the cool 8.0 stuff.


Cheers,


Marco

Ian Thomas wrote:

Is this a scoping issue? Are you sure that mcClip is defined and
pointing at the right thing inside your function()?

Try

import mx.utils.Delegate;

function onLoadedClip(clip:MovieClip)
{
   clip.stop(); // or clip.gotoAndStop(1);
}

var mcl:MovieClipLoader=new MovieClipLoader();
mcl.onLoadInit=Delegate.create(this,onLoadedClip);
mcl.load(url,myClip);

... from memory, that ought to work (as long as myClip is the clip
you're loading into)

(Delegate makes the calling of anonymous functions much clearer - see
http://www.osflash.org/flashcoders/as2#handling_scope_in_event_handlers
for more details on that one.
)

HTH,
  Ian

On 3/18/06, Marco Tabini <[EMAIL PROTECTED]> wrote:

Thanks Helen--

Still having the same problem though. Here's my code now:

ld = new MovieClipLoader();
url =

ld.onLoadInit = function()
{
mcClip.gotoAndStop (1);
}

ld.loadClip(url, mcClip);


This only works if I publish in Flash 7 compatibility mode with local
access only. If I set it to publish in Flash 8 mode, I have to 
switch to

network access only and, when I run the movie from the player the movie
loads but it doesn't stop.

Any more thoughts? Can anyone try and reproduce this to see if it also
happens to them? Any remote SWF move should do.


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Re: [Flashcoders] File Exists - a better way?

2006-03-17 Thread Andreas Rønning
It stands to reason that if onLoad fires with success==false no file was 
loaded anyway, so i don't see why you'd need a separate handler for 
wether success is false NOW or success is false a little later.


onLoad(success){
if(success){
//handle file load
}else{
//handle error
}
}

I don't see the downside to this approach. Then again, i'm tired and 
angry, so i might miss something.


- A

Yotam Laufer wrote:

If onload fires immediately with success==false then you know that there's
no file, so why don't you wait for a reasonable interval and then if it's
not fired than assume the file exists. not the best of solutions but should
work.

Yotam




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---
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Rayon Visual Concepts, Oslo, Norway
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Re: [Flashcoders] What's your job title?

2006-03-10 Thread Andreas Rønning

Merrill, Jason wrote:

I use Flash to create e-learning courses, marketing materials, etc., so
my title is actually Senior E-Learning Architect - no flash in the
title, but def. on my resume.  Other jobs I have had using Flash, I have
had titles like Multimedia Designer/Developer, Multimedia Consultant,
etc.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com







NOTICE:
This message is for the designated recipient only and may contain privileged or 
confidential information. If you have received it in error, please notify the 
sender immediately and delete the original. Any other use of this e-mail by you 
is prohibited.
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My business card reads "Flash guy"

- A
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Re: [Flashcoders] OnScreen Keyboard

2006-03-10 Thread Andreas Rønning

Jim Tann wrote:

Hello all,

I am building a trade stand presentation for use with a touch screen &
no keyboard but the client wants registration details. This means an on
screen keyboard. Does anyone have one they can share / know about one I
can use.

Cheers
Jim
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I've made a bunch of them, always needing different rules and such so i 
never really standardized it.
Basically what i do is make an array, and have buttons push letters into 
that array, and simply join the array together whenever i need a final 
output.
This also lets me automatically alter case, check for length fast, etc. 
Arrays are your friend.


There's no real quicker way to do something that's so quick to implement.

//declare this first
output = [];
//have your buttons call this function
function enterKey(key:String):Void{
   output.push(key);
}
//alternatively if it's name input and you don't want shift key action
function fixCase(){
   output[0]=output[0].toUpperCase();
}
//finally call this to get a final output
function getOutput():String{
   var final = output.join("");
   return final;
}


For instance you could have
on(press){
   enterKey("a");
   outputField.text = getOutput();
}

It's not exactly a huge problem overall :)

- A
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Re: [Flashcoders] FF Seattle Report

2006-03-06 Thread Andreas Rønning
The point is Flex is a completely separate technology Adobe are actively 
pushing forward, and they're trying to get me in on it by teasing me 
with a preview of AS3 ;P Conspiracy! Aiee!! But seriously. It smacks of 
a form of early brand imprinting. I don't see Flex murdering AJAX or 
sparkle in the same way Flash has murdered SVG for online vector 
dominance, and as such i don't see it's worth my time without going 
full-time.


"under $1000" is not necessarily cheap by the way.

- Andreas

David Mendels wrote:

Hi,

Lots of stuff in this email, but I will just respond to this:

"Flex takes what was getting good about AS and 

implements it in a retardedly expensive solution that is of little 
interest to a whole bunch of us." 



The Flex 2 SDK is free.  Hard to call that expensive. Flex Builder 2 is "under 
$1000".  Ditto.  And FES 2 starts at free and scales up based on usage, but it is 
*not* required.

-David



-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of eugen pflüger

Sent: Monday, March 06, 2006 6:50 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] FF Seattle Report

right, andreas.

eugen




Am 05.03.2006 um 23:03 schrieb Andreas Rønning:


Glad you had a ball, but until Adobe stops ass-raping the FlashCom 
community with bizarre licensing practises and the 


inability to make 

statements with a straight face, i don't see how this merger is 
positive at all.
All i see is further separation of the individual solutions 


Adobe got 

a hold of with Macromedia, separations that were 


problematic to begin 

with. Macromedia always had too many onions in the soup, 


and it looks 

like that's just going to get worse. PDF online is a total 


aberration 

now as it has always been; it's forte is in print content, 


not online 

content, and every time i inadvertently hit a link that 


brings up the 

Acrobat plugin, you can hear my groan blocks away. I don't see the 
Acrobat relevance online tell you the truth (someone, 


please correct 


me here if i'm totally missing the boat on some important topic).

What you just described is precisely what i thought it'd be: Flash 
keeps its footing as an animation platform with an anchor 


in the fast 

and the frivolous, Flex takes what was getting good about AS and 
implements it in a retardedly expensive solution that is of little 
interest to a whole bunch of us.


What i'd really like to see from an event like that, aside from 
whizbang and promises, is an indication that Macromedia didn't 
completely lose the plot when they were acquired. At the moment, 
they're one of the toughest businesses to like out there, mostly 
because of an inability to say ONE thing and subsequently stand for 
it. Employees are lovely, but whoever makes the big decisions are 
freaking me out.


The idea of an Adobe/MM OS brings such immense and 


immediate terror to 

my imagination that i'm not going to say anything else about that 
topic. Ever, hopefully.


I feel ever so slightly pistol-whipped by the sudden effort to push 
Flex forward, leaving Flash in the dust. I assume this is 


some kind of 


intercept vector of Sparkle or the growing interest in AJAX.
In fact, i'm so sore i'm going to rant a little bit. Pardon 


any french 


in the following psycho-babble:

I am a very hard working man. I put 9 to 12 hours into 


Flash every day 

of the week. By Flash i mean animation, actionscript, flashcom and 
audio work. I always work with concrete solutions in mind, and with 
concrete budgets and concrete timespans. I have very little 


time for 

dabbling, exploration or otherwise advancing myself along paths my 
work doesn't naturally take me. FlashCoders, this list, was 


fine and 

dandy up until Flex2, because i felt as though the focus of 


the list 

ran in parralel to any problems i might be working on. I 


felt it was 

worthwhile reading posts i had no idea what were on about 


because i'd 

learn SOMETHING that might be applicable to a problem i'd 


run into in 

the future, or alter my approach on a current problem. 


Since AS3 came 


around, i've been hugely confused:
I have no idea how you guys have TIME to explore it. How 


Darron Schall 

has time to create an AS3 VNC viewer is beyond me, or how Grant 
Skinner can put together gModeler, or how any number of 


flash "guru" 

types have time to put together x number of "exciting new 


applications 

of the technology". Where do you find your god damn time and still 
make a living guys?!
I work my ass off just meeting deadlines, and 9 out of 10 times the 
project is etched in stone from the outset with regard to currently 
existing techniques. The focus is on meeting a demand, not 


on creating 

something dazzling and cool to put on a blog somewhere, and 


when Erik 

Natzke, who

Re: [Flashcoders] FF Seattle Report

2006-03-06 Thread Andreas Rønning

Haha is that positive or negative? :)

Sorry for the OT outburst everyone. It's been brewing for a while.

- A

eugen pflüger wrote:

right, andreas.

eugen




Am 05.03.2006 um 23:03 schrieb Andreas Rønning:

Glad you had a ball, but until Adobe stops ass-raping the FlashCom  
community with bizarre licensing practises and the inability to  make 
statements with a straight face, i don't see how this merger  is 
positive at all.
All i see is further separation of the individual solutions Adobe  got 
a hold of with Macromedia, separations that were problematic to  begin 
with. Macromedia always had too many onions in the soup, and  it looks 
like that's just going to get worse. PDF online is a total  aberration 
now as it has always been; it's forte is in print  content, not online 
content, and every time i inadvertently hit a  link that brings up the 
Acrobat plugin, you can hear my groan  blocks away. I don't see the 
Acrobat relevance online tell you the  truth (someone, please correct 
me here if i'm totally missing the  boat on some important topic).


What you just described is precisely what i thought it'd be: Flash  
keeps its footing as an animation platform with an anchor in the  fast 
and the frivolous, Flex takes what was getting good about AS  and 
implements it in a retardedly expensive solution that is of  little 
interest to a whole bunch of us.


What i'd really like to see from an event like that, aside from  
whizbang and promises, is an indication that Macromedia didn't  
completely lose the plot when they were acquired. At the moment,  
they're one of the toughest businesses to like out there, mostly  
because of an inability to say ONE thing and subsequently stand for  
it. Employees are lovely, but whoever makes the big decisions are  
freaking me out.


The idea of an Adobe/MM OS brings such immense and immediate terror  
to my imagination that i'm not going to say anything else about  that 
topic. Ever, hopefully.


I feel ever so slightly pistol-whipped by the sudden effort to push  
Flex forward, leaving Flash in the dust. I assume this is some kind  
of intercept vector of Sparkle or the growing interest in AJAX.
In fact, i'm so sore i'm going to rant a little bit. Pardon any  
french in the following psycho-babble:


I am a very hard working man. I put 9 to 12 hours into Flash every  
day of the week. By Flash i mean animation, actionscript, flashcom  
and audio work. I always work with concrete solutions in mind, and  
with concrete budgets and concrete timespans. I have very little  time 
for dabbling, exploration or otherwise advancing myself along  paths 
my work doesn't naturally take me. FlashCoders, this list,  was fine 
and dandy up until Flex2, because i felt as though the  focus of the 
list ran in parralel to any problems i might be  working on. I felt it 
was worthwhile reading posts i had no idea  what were on about because 
i'd learn SOMETHING that might be  applicable to a problem i'd run 
into in the future, or alter my  approach on a current problem. Since 
AS3 came around, i've been  hugely confused:
I have no idea how you guys have TIME to explore it. How Darron  
Schall has time to create an AS3 VNC viewer is beyond me, or how  
Grant Skinner can put together gModeler, or how any number of flash  
"guru" types have time to put together x number of "exciting new  
applications of the technology". Where do you find your god damn  time 
and still make a living guys?!
I work my ass off just meeting deadlines, and 9 out of 10 times the  
project is etched in stone from the outset with regard to currently  
existing techniques. The focus is on meeting a demand, not on  
creating something dazzling and cool to put on a blog somewhere,  and 
when Erik Natzke, who i think does amazing work, manages to  drop the 
"fresh" notion that flash developers need to explore more  to further 
themselves in their craft, that pisses me off to no end.  Where. The. 
Hell. Does. That. Time. Come. From.


AS3 in Flash right now is a cruel tease. We have no clear  indication 
of how it's implementation in Flash 9 will be, what it's  implications 
will be on the UI. All we know is that we can somehow  get a head 
start by getting into Flex and spend a bunch of time on  
non-deployable projects so that we MIGHT hop aboard the AS3 train  
before it's too late, and it slams into us with Flash 9 and all the  
guys that spent their MAGICALLY APPEARING TIME getting into AS3  early 
get the clear upper hand.


So let's talk about motivation and demotivation, and how that whole  
AS3 teaser is a big piece of steaming shit on my doorstep. I want  to 
get into it so bad i can taste it. I downloaded Flexbuilder, i  read 
tutorials, i tried it out a bit, but the more i touch it the  more i 
feel like i'm being derailed, that my attention is being  

Re: [Flashcoders] FF Seattle Report

2006-03-05 Thread Andreas Rønning
Glad you had a ball, but until Adobe stops ass-raping the FlashCom 
community with bizarre licensing practises and the inability to make 
statements with a straight face, i don't see how this merger is positive 
at all.
All i see is further separation of the individual solutions Adobe got a 
hold of with Macromedia, separations that were problematic to begin 
with. Macromedia always had too many onions in the soup, and it looks 
like that's just going to get worse. PDF online is a total aberration 
now as it has always been; it's forte is in print content, not online 
content, and every time i inadvertently hit a link that brings up the 
Acrobat plugin, you can hear my groan blocks away. I don't see the 
Acrobat relevance online tell you the truth (someone, please correct me 
here if i'm totally missing the boat on some important topic).


What you just described is precisely what i thought it'd be: Flash keeps 
its footing as an animation platform with an anchor in the fast and the 
frivolous, Flex takes what was getting good about AS and implements it 
in a retardedly expensive solution that is of little interest to a whole 
bunch of us.


What i'd really like to see from an event like that, aside from whizbang 
and promises, is an indication that Macromedia didn't completely lose 
the plot when they were acquired. At the moment, they're one of the 
toughest businesses to like out there, mostly because of an inability to 
say ONE thing and subsequently stand for it. Employees are lovely, but 
whoever makes the big decisions are freaking me out.


The idea of an Adobe/MM OS brings such immense and immediate terror to 
my imagination that i'm not going to say anything else about that topic. 
Ever, hopefully.


I feel ever so slightly pistol-whipped by the sudden effort to push Flex 
forward, leaving Flash in the dust. I assume this is some kind of 
intercept vector of Sparkle or the growing interest in AJAX.
In fact, i'm so sore i'm going to rant a little bit. Pardon any french 
in the following psycho-babble:


I am a very hard working man. I put 9 to 12 hours into Flash every day 
of the week. By Flash i mean animation, actionscript, flashcom and audio 
work. I always work with concrete solutions in mind, and with concrete 
budgets and concrete timespans. I have very little time for dabbling, 
exploration or otherwise advancing myself along paths my work doesn't 
naturally take me. FlashCoders, this list, was fine and dandy up until 
Flex2, because i felt as though the focus of the list ran in parralel to 
any problems i might be working on. I felt it was worthwhile reading 
posts i had no idea what were on about because i'd learn SOMETHING that 
might be applicable to a problem i'd run into in the future, or alter my 
approach on a current problem. Since AS3 came around, i've been hugely 
confused:
I have no idea how you guys have TIME to explore it. How Darron Schall 
has time to create an AS3 VNC viewer is beyond me, or how Grant Skinner 
can put together gModeler, or how any number of flash "guru" types have 
time to put together x number of "exciting new applications of the 
technology". Where do you find your god damn time and still make a 
living guys?!
I work my ass off just meeting deadlines, and 9 out of 10 times the 
project is etched in stone from the outset with regard to currently 
existing techniques. The focus is on meeting a demand, not on creating 
something dazzling and cool to put on a blog somewhere, and when Erik 
Natzke, who i think does amazing work, manages to drop the "fresh" 
notion that flash developers need to explore more to further themselves 
in their craft, that pisses me off to no end. Where. The. Hell. Does. 
That. Time. Come. From.


AS3 in Flash right now is a cruel tease. We have no clear indication of 
how it's implementation in Flash 9 will be, what it's implications will 
be on the UI. All we know is that we can somehow get a head start by 
getting into Flex and spend a bunch of time on non-deployable projects 
so that we MIGHT hop aboard the AS3 train before it's too late, and it 
slams into us with Flash 9 and all the guys that spent their MAGICALLY 
APPEARING TIME getting into AS3 early get the clear upper hand.


So let's talk about motivation and demotivation, and how that whole AS3 
teaser is a big piece of steaming shit on my doorstep. I want to get 
into it so bad i can taste it. I downloaded Flexbuilder, i read 
tutorials, i tried it out a bit, but the more i touch it the more i feel 
like i'm being derailed, that my attention is being removed from what 
puts food on my table and roof over my head. But doubly, i get the sense 
that when Flash 9 hits, the guys that are now unemployed, on the dole, 
otherwise having the chance to spend real time on self-education, are 
going to be infinitely more desirable as Flash developers when that time 
comes around.
To put it all into perspective, since Moock's video of the tokyo player 
8 demonstration, almost everyt

[Flashcoders] file reference

2006-03-03 Thread Andreas Rønning

I have an app that takes an xml file and displays it in a certain way.
The user needs to be able to choose from a range of XML files, and i 
thought filereference would let me use a classic browse-window to 
reference files to be loaded and parsed. However, apparently file.name 
only gives the bare file name and not a path to the file.


Is there a way to get around having to hardcore a directory for this?

- A
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Re: [Flashcoders] Filereference upload on macintosh

2006-03-01 Thread Andreas Rønning
A little OT, but i always thought coldfusion was a bit narcissistic with 
all its  tags. Everything coldfusion SCREAMS coldfusion. Wonky.


Yves Peckstadt wrote:

Hi,

I've been working on an extensive upload component  making use of the flash
8 filereference classes. Everything works great on windows ,no problems
there but on macintosh I'm experiencing lots of problems.

I've tested it for a while and noticed that neither the onProgress or
onComplete events are triggered while uploading on a mac. I've read in other
threads here on flashcoders that sometimes indeed one of the events doesn't
trigger. But in all problem situations I've read about ,there only seems to
be 1 broken event not 2. I could easily make a quick fix if either the
onComplete or onProgress event work but with only the onOpen event
triggering there's not much I can do.

Things i've tried:

- simplifying my code to a very basic version : make an listenerObject,
define the events , assign the listenerObject to the filereference object,
browse, upload (basicly textbook version)
- server side uploading with a coldfusion cfm page containing only this. The
normal method I am using that works like a charm on windows.

 
connectionstring being =  http://.../upload.cfm?dir=

- server side uploading with a coldfusion service file, cfc. Tried this
because somebody fixed the onComplete event by making sure the uploadscript
returned something.









connectionstring being = http://../upload.cfc?method=doUpload&dir =...


I am testing everything on mac os X version 10.4.5 , Safari and internet
explorer mac edition browser.

Anyone who encountered these problems before ,and perhaps found a fix ,that
can help me? I'd greatly appriciate it.

Thanks.

Yves
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[Flashcoders] FlashDevelop and scope

2006-03-01 Thread Andreas Rønning

A quick example class

class MyClass{
var socket:XMLSocket;
function parse(data:String):Void{
}
function MyClass(){
socket = new XMLSocket();
//interesting bit
socket["creator"]=this;
socket.onData = function(data){
this.creator.parse(data);
}
}
}

I know this isn't the best way to do it (hello delegate), but still.
One of the big things in FlashDevelop for me is the dynamic code 
completion, and when i type "this." in the onData handler, it gives me a 
list of methods for MyClass, when it should give me methods for socket. 
Or am i wrong? The scope of handlers confuses me.


- Andreas
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[Flashcoders] FlashDevelop's default project

2006-02-26 Thread Andreas Rønning
Can someone in the know explain to me why FlashDevelop creates a Main.as 
with static function main(){} in it? How am i supposed to proceed from 
there?


- A, feeling stupid
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Re: [Flashcoders] Memory leak in Flash projector

2006-02-24 Thread Andreas Rønning

This is very serious. The majority of my work is kiosk apps.
Any more details on this, official Macromedia stance on it? Future fixes?

- Andreas

Marcelo Volmaro wrote:
Well, unless you used a lot of the new FX, i recommend you going back 
to the v7 player. The v8 has a lot of errors/memory leaks, mostly of 
them related to the new bitmap engine.


I recently had to change a lot of code that takes advantage of the new 
system to the old one, because a lot of things breaks badly.


On Fri, 24 Feb 2006 15:32:51 -0300, Joe Cutting <[EMAIL PROTECTED]> 
wrote:



Hello,
   I think I've found a memory leak in the Flash player on the PC.
I made a fairly simple animation (no actionscript) and built a 
projector and when I run
it in a loop the amount of memory needed continues to rise. (as 
measured using Task Manager).


I'm using Flash Player version 8,0,22,0 on Windows XP professional.

Has anyone else experienced this, or even better found a cure?

If there is no cure then this is pretty serious for anyone using 
flash in a kiosk type situation.


Cheers

Joe

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--_
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Re: [Flashcoders] preloading multiple swfs with moviecliploader

2006-02-21 Thread Andreas Rønning
Wouldn't you just loop through an array of moviecliploaders and check if 
they were all finished? Or have every onLoadInit call a function that 
increments a number, and if that number is equal to the number of 
movieClipLoaders, then they're all done? Or you could use 
mcLoader.onProgress or whatever it's called and do the oldschool 
bytestotal/bytesloaded check for all of them and get an average 
percentage for the whole lot?


I don't see the problem, what specifically is causing you trouble?

- A

jim wrote:

Sorry, didn't put the link in

http://www.codesortium.com/demo/loader.zip

Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 21 February 2006 23:13
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] preloading multiple swfs with moviecliploader

Been playing with this myself for a while, this isn't tested much but I
think its what you want. If you need a bit more help call.

Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Randy
Tinfow
Sent: 21 February 2006 16:43
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] preloading multiple swfs with moviecliploader

Has anyone been able to preload multiple swfs concurrently and keep
track of progress globally rather than for individual files?

We can do it sequentially, but that ain't pretty for the user when they
have to endure 12 serial progress bars.

TIA,

Randy Tinfow
IMAGE PLANT

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Re: [Flashcoders] Platform Game Collision Detection

2006-02-21 Thread Andreas Rønning

James Marsden wrote:

Hi folks,

Re: the post earlier today -

I managed to nail the collision detection, and now it works like a 
dream :) If there are any other beginners struggling with collision 
detection for scrolling tilebased games (particularly using Strille's 
supertile engine[1]), check out TonyPa's vector tutorials [2]. It's 
all there in plain english.


It seems to me that frame independent circle-line collision combined 
with Strille's supertile engine, rules in terms of speed and 
flexibility for a Sprite's interaction with the game world.


I'm now going to work on an easy-to-manage beginners AS 2.0 platform 
game kit combining these approaches with a Flash IDE based map editor.


If anyone would like this kit, mail me offlist and I'll be happy to 
share it when I'm done.


[1] http://www.tonypa.pri.ee/vectors/start.html

[2] http://www.strille.net/tutorials/part1_scrolling.php


Cheers,

J
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Tonypa and strille are legends by my book. I owe a hell of a lot to 
those guys.
If they're on this list; hey guys. I have a thank-you-buffer waiting to 
unload on you two (ew)


- Andreas
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Re: [Flashcoders] Platform Game Collision Detection

2006-02-20 Thread Andreas Rønning
I have that book. It is very 3d-savvy. Which means about 50% of it is 
stuff you probably won't have any use for in a flash game. But i like it 
a lot, it's good reading.


- A

Hairy Dog Digital wrote:

This is the second time (and maybe there were others) that I saw this book
recommended on Flashcoders. Holding aside game programming, how good of a
job does this book with general geometry, trig, calculus, and physics? I've
had several occasions where I am handling animations programmatically via
ActionScript and have gone scrambling to old college texts (really old) or
online sites to dig up stuff that I've long forgotten. Does this text handle
those core parts, or does it assume a certain knowledge level, then jump
right into 3D physics?

...Rob


  

-Original Message-
From: Ian Thomas [mailto:[EMAIL PROTECTED] 
Sent: Monday, February 20, 2006 1:45 PM

To: Flashcoders mailing list
Subject: Re: [Flashcoders] Platform Game Collision Detection

I was about to strongly suggest that book - but I see you 
already got there, Charles. *grin*


Ian

On 2/20/06, Charles Parcell <[EMAIL PROTECTED]> wrote:


I would strongly suggest this book.
<


  

http://www.amazon.com/gp/product/1584503300/sr=8-1/qid=1140455849/ref=


sr_1_1/104-7609160-1088727?%5Fencoding=UTF8
  
Charles P.


  

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Re: [Flashcoders] Platform Game Collision Detection

2006-02-20 Thread Andreas Rønning

Oops :)


function move(x,y){

if(player._x+x>=hittableObjectsLeftSide){

player._x = hittableObjectsLeftSide-1;
}else{
player._x+=x;
}
}


Been a long day.

- A
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Re: [Flashcoders] Platform Game Collision Detection

2006-02-20 Thread Andreas Rønning
The most important thing to remember is that good collision detection 
should be prohibitive, not reactive. By this i mean when the player 
attempts to move in a direction, check if the player CAN move in that 
direction, ie if there is anything there first. If he can't move the 
player as close as possible to the object and refuse any further motion 
in that direction.


function move(x,y){
if(player._x+xVery inelegant, but you get the idea. Radius, or what Jobe calls 
circle/circle hit detection is nice, but sometimes getBounds and 
rectangle hit detection is easier to implement in a less "organic" game 
world. For instance in a rudimentary tile engine, circle/circle with 
square characters quickly becomes near useless.


Again:
Get input
Calculate where the input will place the character
React to calculation - Either move character or don't. No woodpecker! :D

not

Get input
move character
react post collision

- Andreas

James Marsden wrote:

Hello games people,

Can anyone suggest a good resource/example of circle-line collision 
detection and reaction for platform games? We have been through lots of 
tutorials, including the ones in Jobe Makar's demystified book - the 
simple examples work fine, but we can't get the examples to scale to a 
sprite controlled by input from a user.


For example, the vector of a ball sprite falling and bouncing from a 
line is processed to bounce the sprite away from the line - but what 
happens when a force is constantly being applied by a user holding down 
a key to run? We get a woodpecker effect :( and worse when trying to 
test for collisions on multiple objects at the same time - the sprite 
passes through a wall or platform because the radius offset logic is 
escaping us. We've tried three different approaches to the same problem, 
and each one seems to come back to the issue of correctly ordering the 
reactions.


I thought the math would be the hardest part about developing games, but 
that has been easy compared to the logic...


Can anyone help with a point in the right direction?

Thanks in advance,

James
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--

- Andreas Rønning

---
Flash guy
Rayon Visual Concepts, Oslo, Norway
---
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Re: [Flashcoders] Dynamic drop shadow

2006-02-17 Thread Andreas Rønning
> As noted, I am working within another developer's framework, and 
cannot make fundamental design changes at this time.
I didn't say it can't be done. I said it wasnt the smart thing to do. If 
you work with someone elses framework but can't subclass or supply your 
own prototypes along the road, you got a pretty shit deal in my opinion.
Funny this comes up now, so soon after we discussed the value of 
properly organizing your depths, spacing them out to make room for 
adjustments and extra content. In my window class, the base clip is 
empty, with the first layer of graphics being drawn on level 10 of that 
clip. This gives me 10 depths to stick whatever frivolous junk i want 
underneath the window.


>The new DropShadowFilter works on the principle I described

Not at all really. Any filtered movieclip in Flash 8 is bitmap cached, 
and is thus rendered by the bitmap renderer, which filters a given 
movieClip based on the contents of its filters array. You don't assign a 
clip to a filter, you assign a filter to a clip. Which goes along the 
same lines of what i described. Since you're not actually filtering 
anything in flash 7, the smart thing to do is draw the dropshadow in the 
same process that draws/rescales your windows.


>You could do it in Flash 7, but it would take a lot more code than 
even you could write in one minute.


It would take a lot more code than i WOULD write in one minute. Don't 
get all fussy with me. First i assumed you were using flash 8 (in which 
the solution is laughably easy) and merely urged you to find your own 
solution. Then, as i realise you're stuck with flash 7, i urge you to 
pursue a solution that's not a hack, but stable, reliable and smart. If 
my boss asks me to add a dropshadow to a framework that is prohibitive 
against a smart solution, i'll tell him it's a frivolous thing to spend 
so much time on, given the limitations of the project. Choose your 
battles. Complex doesn't mean it's smart.


Your real problem stems from the fact that you can't attach the drop 
shadow clip to the clip you want drop shadowed, mostly because you also 
want the clip to be resizable and drawing the drop shadow would be 
dependant on the clip's width and height. Drawing in a clip alters its 
width and height with every lineTo, which means you need to do something 
like store the clip's "real" width and height to some temporary variable 
before updating, based on whatever width it originally had. So say you 
do a different thing, and draw all the drop shadows on a completely 
separate clip on a lower depth, so all your dropshadowed clips are being 
drawn together. The problem then is managing their depths in relation 
not only to the clip they're shadowing, but also of other clips, 
shadowed or unshadowed.


The actionscript solution to the problem as you describe it sounds, in 
my book, a lot like skiing on tarmac. And i tend to be mr can-do.


- Andreas

Philip Smith wrote:
As noted, I am working within another developer's framework, and 
cannot make fundamental design changes at this time. The new 
DropShadowFilter works on the principle I described, you register a 
view and bang, full functionality in a couple of lines of code. You 
could do it in Flash 7, but it would take a lot more code than even 
you could write in one minute.


Philip

- Original Message - From: "Andreas Rønning" 
<[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Friday, February 17, 2006 1:02 PM
Subject: Re: [Flashcoders] Dynamic drop shadow


Nah man. For flash 7 it's not a smart thing to write a dropshadow 
class like the one you describe at all.
You'd put the drop shadow functionality in your window class draw 
method. The big problem with your
approach is you'd have hell to juggle the depths (because without 
overlapping, what's even the point of a dropshadow).
That, guessing you'd want windows to take the highest depth when 
given user focus.


- Andreas

Philip Smith wrote:
Ok smartie, let's see you write your own drop shadow class for the 
Flash 7 player in 1minute...


Philip


- Original Message - From: "Andreas Rønning" 
<[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Friday, February 17, 2006 9:31 AM
Subject: Re: [Flashcoders] Dynamic drop shadow



Philip Smith wrote:

Hi there,

   I'm looking for an AS2 class that will provide a drop shadow 
for a window pane that is continually resizing. I would prefer a 
class with an easy interface, that allows a movie clip to be 
registered as the clip to be shadowed, with a constant loop 
running inside of it to keep the shadow proportional.


  Any classes that do this would be greatly appreciated.

Thanks,

Philip
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Re: [Flashcoders] Dynamic drop shadow

2006-02-17 Thread Andreas Rønning
Nah man. For flash 7 it's not a smart thing to write a dropshadow class 
like the one you describe at all.
You'd put the drop shadow functionality in your window class draw 
method. The big problem with your
approach is you'd have hell to juggle the depths (because without 
overlapping, what's even the point of a dropshadow).
That, guessing you'd want windows to take the highest depth when given 
user focus.


- Andreas

Philip Smith wrote:
Ok smartie, let's see you write your own drop shadow class for the 
Flash 7 player in 1minute...


Philip


- Original Message - From: "Andreas Rønning" 
<[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Friday, February 17, 2006 9:31 AM
Subject: Re: [Flashcoders] Dynamic drop shadow



Philip Smith wrote:

Hi there,

   I'm looking for an AS2 class that will provide a drop shadow for 
a window pane that is continually resizing. I would prefer a class 
with an easy interface, that allows a movie clip to be registered as 
the clip to be shadowed, with a constant loop running inside of it 
to keep the shadow proportional.


  Any classes that do this would be greatly appreciated.

Thanks,

Philip
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Hahahah. Dude. Write your own classes. That class would take me less 
than a minute to write, and i'm not a particularly clever guy.

I'd still get PAID for that minute though at work.

Open flash, hit F1. Learn. You'll love yourself for it.

- Andreas
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Re: [Flashcoders] Dynamic drop shadow

2006-02-17 Thread Andreas Rønning

Philip Smith wrote:

Hi there,

   I'm looking for an AS2 class that will provide a drop shadow for a window 
pane that is continually resizing. I would prefer a class with an easy 
interface, that allows a movie clip to be registered as the clip to be 
shadowed, with a constant loop running inside of it to keep the shadow 
proportional.

  Any classes that do this would be greatly appreciated.

Thanks,

Philip
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Hahahah. Dude. Write your own classes. That class would take me less 
than a minute to write, and i'm not a particularly clever guy.

I'd still get PAID for that minute though at work.

Open flash, hit F1. Learn. You'll love yourself for it.

- Andreas
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Re: [Flashcoders] adding tiny decimals to _x

2006-02-15 Thread Andreas Rønning

Zeh Fernando wrote:
Just discovered this. I have a character moving across the screen at 
a very slow rate. His complete journey should be around 20 minutes, 
making every frame increment at 0.02565278. However, adding 
this to _x isn't even registred, meaning adding 0.02565278 to 
0 (as _x) means _x will remain at 0. FOREVER.
Adding 0.02565278 to a temp variable, and setting _x to that 
variable rounded worked fine.

Any particular limitation of _x here that i wasnt aware of? Probably.


Yes. *Apparently* positions on the stage are based on twips, or 1/20th 
of a pixel, so the least it can actually move is 0.05 pixels. The kind 
of incrementation you're done - on movieclip properties - really 
should be done on a separate temp variable, as most of the properties 
seem to have similar precision limitations.
Well actually they MUST be done on a separate temp variable, because _x 
won't even register the change. I expected it to increment the property 
until it reached whatever threshold it required to make an actual visual 
change, but adding less than 0.05 won't work, period. Anyway no big deal 
:) I was just surprised i didn't know about it for so long.


- Andreas
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[Flashcoders] adding tiny decimals to _x

2006-02-14 Thread Andreas Rønning
Just discovered this. I have a character moving across the screen at a 
very slow rate. His complete journey should be around 20 minutes, making 
every frame increment at 0.02565278. However, adding this to _x 
isn't even registred, meaning adding 0.02565278 to 0 (as _x) 
means _x will remain at 0. FOREVER.


Adding 0.02565278 to a temp variable, and setting _x to that 
variable rounded worked fine.


Any particular limitation of _x here that i wasnt aware of? Probably.

- Andreas
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[Flashcoders] soft keyboard

2006-02-13 Thread Andreas Rønning
i'm under a tremendous amount of time pressure right now, so pardon this 
 request for assistance :) Has anyone here written a soft-keyboard 
component they're willing to share?


Thanks

- Andreas
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Re: [Flashcoders] How do you code your Flash applications?

2006-02-03 Thread Andreas Rønning
Surprised at the lack of support for Primalscript on this list :) It's 
easily the most comprehensive and solid scripting IDE out there, and for 
mid to large scale flash development i don't see how i could do without 
it. In particular the dynamic code completion and code hinting for your 
own methods as you write them is really really nice to have. Another 
thing that's nice about something NOT being open source and NOT being 
modified by every geek on the block is that you have actual customer 
support heh. Like when i first tried out Primalscript 3 and found that 
it handled alt gr keys in such a way as to make scripting 
near-impossible on norwegian keyboards (alt gr+7 through alt gr+0 for 
brackets and curly braces, and the alt gr key was invariably setting 
keyboard focus to the menu bar). I notified them, immediatly got a 
message back that they had ordered a norwegian keyboard and was going to 
fix it asap. Was fixed within the week. Raw.


Never caught on to se|py unfortunately, mostly because i change the 
colors on my code highlighting to run on a black background (black with 
light grey letters is easier on my eyes in the long run. Less staring at 
the sun), and se|py has line highlighting that's black, making the 
current line invisible ;P Couldn't work with that. Funny how simple i am.


- Andreas

Nathan Derksen wrote:
Yah, I really like it too, but it does the same thing for me. I save 
constantly anyways, so I rarely lose anything. I have yet to get the 
Mac version to actually run, which is a shame.


Nathan
http://www.nathanderksen.com


On Feb 2, 2006, at 9:12 PM, Merrill, Jason wrote:

I love Sepy, except for the fact that it seems to have a memory leak 
as it keeps shutting down every now and then with no warning, causing 
me to lose whatever work I had not saved - even though I have the 
latest version.  It did it in the previous version too.  Maybe its 
just an anomoly and doesn't happen to anyone else.  For that reason, 
I went back to SciTE|Flash and the Actionscript editor.  Eclipse was 
just too much for me, (though in Flexbuilder 2, its' great) -  it's 
great for what it does if you're at or almost at guru level and can 
figure out all those project workspaces and junk, but sometimes, I 
just want to write a class and be done with it.


Anyway, Anggie, I think maybe what I was getting at, (and honestly 
I'm very sorry if my little joke about it being a can of worms 
somehow made you feel bad), was that perhaps you could sharpen the 
question a little more so as to be not quite so broad.  What is an 
example of a specific problem you're trying to solve other than 
"write clean code"?  I guess when I saw your question, my thought 
was, where would anyone begin to answer that question effectively 
without writing a book on the subject.  Could you give an example of 
something you've struggled with, which maybe people here could assist 
you in designing it better, making it more efficient?  It probably 
won't be me that will help though, I'm still trying to get better at 
this stuff myself.


Jason Merrill











-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bjorn
Schultheiss
Sent: Thursday, February 02, 2006 10:09 PM
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] How do you code your Flash applications?


9-5 I've been working on the same Flash RIA for the last 3 months.
For this I have adopted to Sepy as this is what the rest of
the dev team are
using.

Prior to that I was an Eclipse / MTASC k.i.d.

Though when I get home and the collar comes and I'm
UNLEASHEDtm into the
flex beast that lays dormant during the day time within Flash Lemming.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Grant Cox
Sent: Friday, 3 February 2006 1:58 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] How do you code your Flash applications?

Are you actually deploying Flex 2 applications?  Doesn't it still
require the alpha/beta Flash 8.5 player?


Bjorn Schultheiss wrote:


The enlightened Lemming would also like to add some comments.
/*
* Begin
*
* Flex 2 kicks ass. Any app dev I will work with flex.
* Any GUI component / animation works I'll use Flash
*
* Thank you
*
* The end
*/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf

Of Grant Cox

Sent: Friday, 3 February 2006 1:44 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] How do you code your Flash applications?

Don't feel bad Anggie, I think it is an interesting topic

that is worthy

of discussion.  The problem is that "best practices" are quite
subjective, and as such some people feel the need to be offended at
alternative suggestions :)

Of course, the method I use (Eclipse/MTASC) really is The

Best Practice,

as in my infinite wisdom and experience have found that every other
method is simply inferior, and only suitable for ignorant lemmings.
You're all lemmings, you hear me!!  ;)

Re: [Flashcoders] How do you code your Flash applications?

2006-02-03 Thread Andreas Rønning
Ya like prototyping, XP style spike solutions are a very good idea. 
Reach a proof of concept prototype asap. Do it dirty, do it by stealing, 
do it whichever way you can do it as long as it's fast. And from the 
experiences garnered during this spike, a better solution of the problem 
can be deducted. It feels awful planning to do something you haven't 
done before, so a minimum of a day or two just for experimenting with 
solutions and learning about the  real scope of the problem is pretty 
much a given for me at work these days. Then again i haven't worked on 
anything small and quick in years. I miss the quick stuff :( year-long 
flashdev on the same project gets so demotivating... But i digress. 
Important to remember that people, at least most people, are monkeys 
that like playing and pushing and pulling and kicking stuff. Feeling the 
texture of a surface will tell you more about it than any picture.


ryanm wrote:

After spending a couple of hours, tracing my codes , pulling
my hair out, and smoking 2 packets of cigarettes, I felt that
rewriting it from the scracth was a better way. So, I did that
and the result was satisfying. However, I think working twice
on the same codes is not good at all. So here I am, asking for
your guidance about how to code/design Flash applications
(not only Flash sites) efficiently, as simple as possible, without
making things overcomplicated. Or maybe it is just a matter
of experience?

   Planning, that's all. Work it out in your head, on paper, on a 
whiteboard, whatever, before you write the first line of code. If you 
are unsure about how something will work, prototype it. Don't get hung 
up in the details, just test whatever it is you need to test, and 
figure out how to make it work how you want, and then go back to 
planning. Once you know how it all should work, writing the code is 
more like taking dictation than experimenting. As with anything, the 
more complex the app, the more necessary good planning becomes. If 
it's a quickie, one-off interactive ad, maybe all you need is to 
scribble out a few diagrams on a whiteboard for 15 minutes. But if 
it's a large-scale application, you might need several months of 
planning resulting in a substantial document that describes what 
components are to be built, how they work, and how they integrate. 
Once you have a good plan, though, writing clean, efficient code is easy.


   Even with good planning, there will be times when things don't work 
out as expected and you have to rewrite some code. But with good 
planning, you usually don't have to rewrite the whole thing. That is 
another advantage of that whole OOP thing that many people turn their 
noses at. One of the major benedfits of using OOP techniques is that 
it often saves you from having to rewrite the whole thing, and instead 
you may only have to rewrite a single function, class, or component, 
while the rest of the app works just like it is.


   The bottom line, though, is that you answered your own question. 
After you spent a few hours making sense of exactly what you wanted to 
accomplish, you found a much better way to do it. The question you 
need to ask is if you can put those couple hours at the beginning of 
the project, and skip over the whole first draft completely. Two hours 
up front to save you 8 hours of writing code that will end up in the 
trash anyway is a 63% increase in efficiency (assuming it took 8 hours 
both times you wrote it). It *more* than cuts your development time in 
half, because you spent those 2 hours working out how to build the 
thing either way. And I'll bet it was much faster to write the second 
time (when you really knew what you wanted to accomplish and how to 
accomplish it), too, wasn't it?


ryanm
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Re: [Flashcoders] plz advise :-0

2006-02-03 Thread Andreas Rønning

Karthik wrote:

On 03/02/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
  

oh thanks Nick well,how should i display only 2
checkboxes in the LIST component which in turn,is in a
WINDOW component.i used list_instance.cellRenderer()
="classname".
classname is a class in which i am attaching 2 checkboxes.
The information contained in this electronic message and any attachments to 
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recipient, please notify the sender or [EMAIL PROTECTED]



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a) Type a meaningful subject.
b) Do not send duplicate posts - replies or new e-mails.
c) Reply in one concise e-mail, rather than spamming the list every 10 minutes.
d) Do not type in caps.
e) We do not want to read your company's disclaimers. Use a separate
account for use on mailing lists.
f) Be patient.

-K
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Hahah this thread is bizarre. It goes against all standards for ANY kind 
of communication, including giving someone the finger *gives someone the 
finger twice, then turns the finger sideways twice, then gives someone 
the finger upside down, sideways twice, then upside down again, and then 
gives the finger twice*


- Andreas
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Re: [Flashcoders] How do you code your Flash applications?

2006-02-02 Thread Andreas Rønning
 from an uninitiated developer's point of view. If 
you have to learn the entire class tree to incorporate it into your own 
work, that's a lot of reading up to do.
Some people like to abstract their code down to the smallest classes, 
like a "user" class that just has the variable userClass, a "namedUser" 
extension that adds "userName" and "userAge" or whatever, and then 
building it up like that. It looks... Retarded. If you're going to do 
OOP, learn a design pattern. My favorite is ModelViewController, but for 
the most part with classes i wind up with an eventbased model. Whatever 
suits you best, but please, swallow your pride and learn conventions, 
smarter guys than me have done OOP for probably longer than i've lived, 
so i'm not about to pretend i have a better methodology :)


Good OOP conventions is a TRUE can of worms though. I'll leave that to 
the brainy folk.


To solve your nuttiness issues with depths and levels, i have one piece 
of advice:

Don't ever, ever use getNextHighestDepth();
Declare depth variables such as backgroundDepth, cloudsDepth, UIDepth, 
horseDepth (i had to), and explicitly set them. Referring to depths by 
names like this is just a nice little cushion that reads better.
I like hardcoding depths for things like UI elements, like a custom 
textbox+scrollbar component with a resize handle and a close button and 
such, like a little window type thing. There's no reason every depth of 
that component needs to be set dynamically, so don't.


To summarize everything into something a little more generic:
Be gentle with yourself. The smarter you think are doing it, chances are 
you're doing it too hard :)


- Andreas Rønning

Flash Guy, Rayon Visual Concepts

Anggie Bratadinata wrote:

Hi expert coders,

Just a simple question,
How do you develop your Flash applications? How do you write clean,
readable, and reusable codes?

The reason I'm asking this is because, so often, I got lost in
MovieClips spaghetti. Different depth/levels/timelines drive me nuts
and in the end, after reviewing my codes, I can't help re-writing
everything from scratch in order to make it much cleaner. So, on the
same project, I always work twice. :(

What I do so far is write-then-test every single function in my
codes;if it works then I'll write another function. And I tend to
write everything in a single frame.

I'd be more than happy if you, experts, can tell me the right way to
code/develop Flash applications.

TIA,
--
Anggie Bratadinata
Graphic|Web|Flash
Jl. Raya Langsep 21
Malang - East Java
I N D O N E S I A
www.ibshastautama.com
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Re: [Flashcoders] How do you code your Flash applications?

2006-02-02 Thread Andreas Rønning

I'll drink to that. Subversion is king.

- Andreas Rønning


6) Use subversion or some other form on source code control

Saved my bacon on more than a few occasions!

Steve

--Steve Webster
Head of Development

Featurecreep Ltd.
www.featurecreep.com
14 Orchard Street, Bristol, BS1 5EH
0117 905 5047


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Re: [Flashcoders] advise

2006-02-02 Thread Andreas Rønning

You can't.

- Andreas

syam s wrote:

  sir i have a problem. i draw a picture using flash action script. but i want 
to save this as an image on a button click
  var brush=5;
_root.createEmptyMovieClip("line",1);
//line.lineStyle(5,myColour,100);
line.lineStyle(brush,0x00,100);
_root.onMouseDown = function ()
{
line.moveTo(_xmouse, _ymouse); 
  _root.onMouseMove = function ()

{ if ((_xmouse<550&&_ymouse<350)&&(_xmouse>0&&_ymouse>0)) {
   line.lineTo(_xmouse, _ymouse);
  }}
}
_root.onMouseUp=function()
{
   _root.onMouseMove=null;
}
   




-
Yahoo! Photos – NEW, now offering a quality print service from just 8p a photo.
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--

- Andreas Rønning

---
Flash guy
Rayon Visual Concepts, Oslo, Norway
---
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Re: [Flashcoders] understanding the for loop - EXTENDED HELP NEEDED.

2006-02-01 Thread Andreas Rønning
I'm way, way too sleepy to pretend that i can give you any advice on 
your actual problem, but i CAN give you advice on your AS form.
Please dude, for the sake of your brain cells, start using strict typing 
and local variables, and when you can, lose the myMethod = 
function(param) syntax.
Semantically it makes sense in the myObject.myMethod = function setting, 
but putting it everywhere makes your code unreadable at a glance.


function myMethod(param){
}

Spotting the "function" at the beginning of the line hints your neurons 
at the code structure. This is how our brains work, one percept triggers 
a perception. You need to work with it to make it work less.
In the same way, spotting "myObject" ahead of "myFunction" tells us what 
scope we're dealing with. With no scope, where are we? Until we read the 
"= function" we might as well expect

myMethod = 2 or myMethod = new Donkey();

Methods/Functions should be as generic as can be, Not necessarily in 
function, but in form.. Again, for the sake of your mental health.
In this situation, you want a function that takes a horse and places it 
in its little horse-car so it can drive off to the races and win.
However, if the car is already operated by another horse, create a new 
car and put the horse in that instead. True to life.


functun putHorseInCar(horse){
   if(!myCar.occupied){
  myCar.driver = horse;
   }else{
  newCar = new Car();
  newCar.driver = horse;
   }
}

Immediatly you're in a heap of dung, since this function is written to 
only incorporate one specific car, and you'll need multiple functions 
like it to match all TWO HUNDRED THOUSAND cars in the world! BAD!
Of course, you'd write a more generic function that takes more arguments 
and perhaps, with the luxury of forethought, you make it return a 
reference to the car that has been treated, because perhaps sometime you'd
like some feedback instead of just blindly trusting that the function 
does as you hope.


function putHorseInCar(horse:Horse,car:Car):Car{
   var someCar:Car = car;
   if(!someCar.occupied){
  someCar.driver = horse;
   }else{
  someCar= new Car();
  someCar.driver = horse;
   }
   return someCar;
}

I'm not saying you don't do this. I'm just reminding you and anyone else 
not feeling like kicking me in the balls yet that this kind of generic 
approach where a function may suddenly become useful in a setting for 
which it wasn't originally designed, simply because you wrote it with 
forethought and the wisdom of the ages, this kind of approach will SAVE 
YOUR ASS time and time again. Why? Because when you're 80, you'll rue 
the day you wilfully hurt your now-stagnating braincells.


A function is a guy you ask a favor. "Hey you, guy, i don't know what 
your job is, i don't know what you prefer to do, but would you mind 
photocopying this paperwork for me?". In "guy"'s world, the exact nature 
of the paperwork doesnt matter. It doesnt matter what you plan to do 
with it, and he shouldnt need to know; he needs to know how to use a 
photocopier of course but the nature of the paperwork shouldn't matter 
to him. In his world, the time where the papers enter his life until the 
time when they leave it, the papers lose all meaning. If he is unable to 
do as you ask because he didnt know that your paperwork required that he 
fold it into happy little origami birds and stomp on them repeatedly 
before xeroxing them, his life is miserable, and you probably won't get 
what you wanted from him.


Functions are innocent bystanders, not coworkers.

Speaking of innocent bystanders, don't send stray bullets flying all 
over the map.


selectLayoutNum = function(){
//check if it was the last layout
//set layoutNum
layoutNum = random(5) +1;
while(layoutNum == oldNum){
layoutNum = random(5) +1;
}
oldNum = layoutNum;
trace("layoutNum: " + layoutNum);
getSetsNLayout(layoutNum);
}

layoutNum! PIEAOWW *Ducks behind the counter*
oldNum! P'CHINNGGGggg *throws himself into the gutter*

These are near death experiences i could have AVOIDED had you only aimed 
them correctly and put "var" in front of them!
Variables, especially in functions, aren't fire and forget. They lie in 
wait like wolves, the smell of blood in their nostrils. And then!
Whammy. I'm willing to bet you've had bugs because of this in the past, 
and the sooner you get down with the var-ness, the better.


Anyway i'm just sleepy so don't think i'm trying to tell you off. I'm 
just pointing out shit that really killed my head back around flash 5 up 
til late MX, and

i feel your pain.

Cheers,

- Andreas

Corban Baxter wrote:

Well it's kind of working. I'd love to have some help on this to get me
going correctly. So with that said I'll try and explain what this is.

Ok so we are creating a screensaver that has 5 img layouts/templates
with different numbers o

[Flashcoders] using flash for UI in applications

2006-02-01 Thread Andreas Rønning
We're currently looking to create a custom flash projector wrapper for 
an expo application that is directx driven. We'd like to superimpose a 
transparent flash interface on 3d rendered graphics in real time
I know Zinc has functionality that lets you call DLLs via FScommand, but 
i'd like to know if there is some MacrAdobe SDK or specification for how 
to utilize FScommand, or if there are any detailed specs on what exactly 
FScommand does that i can pass to our programmers.


Any pointers?

Cheers,

- Andreas
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Re: [Flashcoders] Dynamic class creation-thoughts?

2006-01-30 Thread Andreas Rønning
I don't see the ish. If you're making a shooter game and have classes 
for enemies and classes for bullets, how would you put that into effect 
WITHOUT dynamic instantiation. I'm a hell of a lot more concerned with 
the idea of dynamic definition.


- Andreas X

[EMAIL PROTECTED] wrote:

Just a general, - what are people's thoughts on dynamic class
instantiation? I've always been under the impression( and hence, been
told) that one should avoid it at all costs.

Thoughts? Discussion? Benefits? Would it be better to implement a factory
type pattern to create the new instances of classes?



thank you all, i've already made it!

var str:String = 'test1.test2.ClassC';
var arr = str.split('.');
var variable = _global;

for (var i=0;i wrote:


import pkg1.pkg2.pkg3.*
or
import pkg1.*

>> new pkg1.pkg2.pkg3.className(),
sorry, should be:
new className()

make sure pkg1 has classes you would like to be compiled in swf or
use exclude xml file



On 1/30/06, franto <[EMAIL PROTECTED]> wrote:


Hi all,

maybe it is easy, maybe not, but i cant figure it out now, and i


need it :)


when i got class e,gpkg1.pkg2.pkg3.className

i can make new instance in this way
new pkg1.pkg2.pkg3.className()

but i want to make it from string

this dont work of course
_global['pkg1.pkg2.pkg3.className']();

but this work:
_global['pkg1']['pkg2']['pkg3']['className']();

can this done automatcally? i want jsut read string from XML and


create new class instance,


but i cant do it now.
Any help is appreciated :)

-


Franto


http://blog.franto.com
http://www.flashcoders.sk
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-
Franto

http://blog.franto.com
http://www.flashcoders.sk
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[Flashcoders] ConvolutionFilter performance

2006-01-30 Thread Andreas Rønning
Does anyone know which is faster; a blurring one-pass convolution filter 
or a blurfilter? Or are they just 2 sides to the same story? I need a 
high performance blur operation for depth of field..


Cheers,

- Andreas
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Re: [Flashcoders] Fullscreen flash SOLVED

2006-01-27 Thread Andreas Rønning

Er, Stage.align = "TL" even.
I need my coffee.

- Andreas

Andreas Rønning wrote:
Also, be sure to check your Stage.align value if you're doing things 
based on Stage.width and height.
I was tearing hair out of my scalp before i realised all i needed was 
Stage.align = "left";


- Andreas

Mike Boutin wrote:

Thanks Ian, works like a charm!



Ian Thomas wrote:


Hi Mike,
 It's a Known Feature with Firefox. It's not strictly speaking a bug 
- the

browser doesn't know how high the document is supposed to be, because
there's no sized content in the document.

Try sticking this in the 


body,html
{
   margin:0px;
   padding:0px;
   height:100%;
}


If that doesn't work straight off, you may need to change the 
document type
- try putting in a valid HTML or XHTML doctype to kick Firefox out 
of Quirks

mode. (You might not need it - I honestly can't remember).

The above code and a valid XHTML doctype certainly works for me.

HTH,
 Ian

On 1/26/06, Mike Boutin <[EMAIL PROTECTED]> wrote:
 


Hi,

I am making a fullscreen flash site and I have the width and height 
set

to 100%.  In internet explorer it all views fine, but when I view the
same page in Firefox and Safari, the flash document doesnt stretch to
100%, it only shows like 1/3 of the page as flash and the rest as just
plain html, has anyone had this problem before??


Cheers!

  

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