Re: [Flashcoders] Modifying movieclip property kills tween

2008-07-31 Thread Boon Chew

Thanks Zeh  Helmut for enlightening me on this.

- boon

--- On Thu, 7/31/08, Zeh Fernando [EMAIL PROTECTED] wrote:
From: Zeh Fernando [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Modifying movieclip property kills tween
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Date: Thursday, July 31, 2008, 7:15 AM

Whether it makes sense or not, Helmut is right and this is how it 
works. Changing the value of a property dynamically via code /detaches/ 
it from any tweening applied by the timeline. The ideal solution is have 
a container inside of it. Or, really, don't use the timeline tweening at 
all.

Zeh

Boon Chew wrote:
  
 Hmm, this doesn't make sense.  The property of an object should be
allowed to change since it's not changed during an actual tween.  Also, the
property involved is not what's being tweened, so why would it nullify a
tween done on it at a different time?
  
 - boon
 
 --- On Wed, 7/30/08, Helmut Granda [EMAIL PROTECTED] wrote:
 
 From: Helmut Granda [EMAIL PROTECTED]
 Subject: Re: [Flashcoders] Modifying movieclip property kills tween
 To: Flash Coders List
flashcoders@chattyfig.figleaf.com
 Date: Wednesday, July 30, 2008, 1:49 PM
 
 This is the proper behavior since you are overriding the properties of the
 object itself. Such as if you were overriding the x, y, scale properties.
 You can wrap the object into a container and edit the properties of the
 container that then will be reflected into its child, in this case the
 box.
 
 
 On Wed, Jul 30, 2008 at 2:13 PM, Boon Chew [EMAIL PROTECTED]
wrote:
 
 Hi all, I ran into something strange whereby if I modify a
movieclip's
 property (say alpha), it would kill the tween that will take place
later
 that involves the movieclip.  Wonder if anyone has run into this?

 1) In a test FLA, create a movieclip called test.  Inside
 test, create
 two frames, start on frame 2 and end on
whatever
 (say frame 30).
 2) Put a movieclip called box on timeline and tween it
from
 start to
 end.
 3) In the main timeline, add this:
 stage.addEventListener(MouseEvent.MOUSE_DOWN, click);

 function click(event:MouseEvent):void
 {
 test.box.alpha = 1;  // -- changing alpha value causes the
tween
 to
 stop working, comment this out and tween works
 test.gotoAndPlay(start);  // tween test.box by moving
it
 across the
 stage
 }


 - boon




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[Flashcoders] Modifying movieclip property kills tween

2008-07-30 Thread Boon Chew
Hi all, I ran into something strange whereby if I modify a movieclip's property 
(say alpha), it would kill the tween that will take place later that involves 
the movieclip.  Wonder if anyone has run into this?

1) In a test FLA, create a movieclip called test.  Inside test, create two 
frames, start on frame 2 and end on whatever (say frame 30).
2) Put a movieclip called box on timeline and tween it from start to end.
3) In the main timeline, add this:
stage.addEventListener(MouseEvent.MOUSE_DOWN, click);

function click(event:MouseEvent):void
{
    test.box.alpha = 1;  // -- changing alpha value causes the tween to stop 
working, comment this out and tween works
    test.gotoAndPlay(start);  // tween test.box by moving it across the stage
}


- boon




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Re: [Flashcoders] Modifying movieclip property kills tween

2008-07-30 Thread Boon Chew
 
Hmm, this doesn't make sense.  The property of an object should be allowed to 
change since it's not changed during an actual tween.  Also, the property 
involved is not what's being tweened, so why would it nullify a tween done on 
it at a different time?
 
- boon

--- On Wed, 7/30/08, Helmut Granda [EMAIL PROTECTED] wrote:

From: Helmut Granda [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Modifying movieclip property kills tween
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Date: Wednesday, July 30, 2008, 1:49 PM

This is the proper behavior since you are overriding the properties of the
object itself. Such as if you were overriding the x, y, scale properties.
You can wrap the object into a container and edit the properties of the
container that then will be reflected into its child, in this case the
box.


On Wed, Jul 30, 2008 at 2:13 PM, Boon Chew [EMAIL PROTECTED] wrote:

 Hi all, I ran into something strange whereby if I modify a movieclip's
 property (say alpha), it would kill the tween that will take place later
 that involves the movieclip.  Wonder if anyone has run into this?

 1) In a test FLA, create a movieclip called test.  Inside
test, create
 two frames, start on frame 2 and end on whatever
(say frame 30).
 2) Put a movieclip called box on timeline and tween it from
start to
 end.
 3) In the main timeline, add this:
 stage.addEventListener(MouseEvent.MOUSE_DOWN, click);

 function click(event:MouseEvent):void
 {
 test.box.alpha = 1;  // -- changing alpha value causes the tween
to
 stop working, comment this out and tween works
 test.gotoAndPlay(start);  // tween test.box by moving it
across the
 stage
 }


 - boon




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...helmut
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Re: [Flashcoders] triangle help

2007-01-26 Thread Boon Chew
Law of Sines will solve your problem.

http://en.wikipedia.org/wiki/Law_of_sines

Jason Rayles [EMAIL PROTECTED] wrote: Given the interior angles and the 
length of one side (not the hypoteneuse) 
of a right triangle, how do I calculate (in Flash) the length of the other 2 
sides?

Thanks,
Jason 

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[Flashcoders] DHTML menu rolling over on top of flash possible?

2006-12-12 Thread Boon Chew
Hi all, my coworker asked me this question that stumped me.  Hopefully one of 
you can help us out? :)

The question is, is it possible for the browser to render a dropdown menu (done 
in CSS/DHTML) that is positioned right on top of a flash banner.  That is, you 
would see the dropdown coming down on top of the flash banner when rolling over 
the menu.

Thanks!

 
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[Flashcoders] perspective texture mapping

2006-11-29 Thread Boon Chew

I am investigating the different ways one can implement or simulate perspective 
texture mapping both using Flash 8 API (e.g. with bitmapdata) and without using 
Flash 8 API (without bitmapdata, how?).

Anyone with experience in this or knows of any resources exploring this topic?


 
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[Flashcoders] looking for win app to parse SWF header

2006-11-22 Thread Boon Chew
Does any of you know of a good simple swf header parser out there that works on 
Windoze?

Looking for a quick way to obtain the swf frame size (height, width), frame 
rate, etc.

Thanks.

 
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[Flashcoders] brain teaser: filter tweening code has a problem, can you spot it?

2006-10-11 Thread Boon Chew
Hi all,

I downloaded a piece of filter tweening code, modified it (added loop around 
it) to tween mutiple clips on stage with the name (kText0, kText1, etc.) and 
for some reason it only tweens the last clip.

After some debugging I found out where the problem lies.  But when I compiled 
the code in my head, everything seemed fine (probably have a buggy brain).  Can 
you spot what the problem is from the code below?  How would you fix it?

import mx.transitions.Tween;
import mx.transitions.easing.*;
import flash.filters.GlowFilter;

for (var i = 0; i  5; ++i)
{
var mc = this[kText + i];
var gf:GlowFilter = new GlowFilter(0x356D83, 100, 5, 5, 5, 3, false, false);
var gfBX:Tween = new Tween(gf, blurX, Elastic.easeOut, 5, 5, 1, true);
var gfBY:Tween = new Tween(gf, blurY, Elastic.easeOut, 5, 5, 1, true);
mc.onRollOver = function() {
gfBX.continueTo(30, 2);
gfBY.continueTo(30, 2);
};
mc.onRollOut = function() {
gfBX.continueTo(5, 2);
gfBY.continueTo(5, 2);
};

gfBX.onMotionChanged = function() {
mc.filters = [gf];
};
}



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Re: [Flashcoders] brain teaser: filter tweening code has a problem, can you spot it?

2006-10-11 Thread Boon Chew

Actually the function will remember what the temp variable points to even after 
everything goes out of scope through the so-called closure.  So change is scope 
is not necessary for this teaser's fix.

- Original Message 
From: Steven Sacks | BLITZ [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 11, 2006 11:50:13 AM
Subject: RE: [Flashcoders] brain teaser: filter tweening code has a problem, 
can you spot it?

You've got a scope issue.  The movieclip has no idea what gfBX or gfBY
is on rollover because they are just temporary variables in your
iterator and once your iterator is done they're gone and the movieclip
has no reference to them.  You need to assign gfBX and gfBY to the
movieclip so it knows what they are.

mc.gfBX = gfBX;

mc.onRollOver = function() {
this.gfBX.continueTo(30, 2);
};

Follow?

HTH,
Steven

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Re: [Flashcoders] Job Offer

2006-08-30 Thread Boon Chew
Hi Rutul, my name is Boon.  Are you still looking for help on this?  I have 
worked on projects with major clients such as Nintendo, Microsoft and Hasbro, 
let me know if you are still looking for help and I will forward you my resume.

- boon

Rutul Patel [EMAIL PROTECTED] wrote: Hi Guys,
My name is Rutul. I am currently working on one flash Project.
I am the only person who is currently working on this project.
So that My company needs one consultant who can work part-time
or weekends or even flexible hours.

so if anybody interesting in this offer mail me on
[EMAIL PROTECTED] . or if you know anybody who can
work, give me his/her contact information.

we are located at woodbridge, NJ.

Thank you,
Rutul Patel
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Re: [Flashcoders] Job Offer

2006-08-30 Thread Boon Chew
Guys, sorry for the spam, didn't realize the reply address was the whole 
mailing list... -.-;

- boon

Rutul Patel [EMAIL PROTECTED] wrote: Hi Guys,
My name is Rutul. I am currently working on one flash Project.
I am the only person who is currently working on this project.
So that My company needs one consultant who can work part-time
or weekends or even flexible hours.

so if anybody interesting in this offer mail me on
[EMAIL PROTECTED] . or if you know anybody who can
work, give me his/her contact information.

we are located at woodbridge, NJ.

Thank you,
Rutul Patel
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Re: [Flashcoders] extending flash with c++?, watching files as they are updated

2006-07-18 Thread Boon Chew

Is the file you want to watch residing on the client's machine or on the server?


aaron smith [EMAIL PROTECTED] wrote: I need to find a solution to a problem. 
I have a couple different 
options so far.

the problem:
I need to be able to execute some flash commands when a file is changed. 
( needs to be as close to real-time as possible ). The file is a basic 
log file.

possible solutions:
-Now what i'm wondering is if it's possible to use c++ to extend flash 
and add some sort of file watching object. so have c++ be watching the 
file, and as it's being written to be notifying another object in flash 
of the change.

-python, socket server.


any recommendations or help in the right direction would be appreciated.
thanks



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Re: [Flashcoders] when is a new line not a new line?

2006-05-19 Thread Boon Chew

You should figure it what's exactly in the string first by looping through your 
string and take it from there.

You can print out the character code using String.charCodeAt(i) to see if you 
are really getting 13/10.

Tom Rhodes [EMAIL PROTECTED] wrote: hello all,

i'm getting xml data via http, this is being formatted as actionscript 
objects using sepiroths XML2Object class, now, when i try and split some 
of this data on \n it doesn't work, neither does \r. now the guy who 
has done the backend stuff in his asp code uses vbCrLf to put in the 
breaks, which is ascii 10 or 13, the same as \r or \n.

anyone know whats happening here?



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Re: [Flashcoders] Using Korean or Chinese text in textfields

2006-05-19 Thread Boon Chew
What specifically are you looking for?  Using Korean text or Chinese text 
should be no different than using regular text, except that you need to make 
sure the textfield is set to use Unicode fonts so your text will appear 
properly.


Jim Kremens [EMAIL PROTECTED] wrote: Hi all,

Does anyone have any examples they can share of using Korean or Chinese text
in textfields?

Thanks,

Jim Kremens
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Re: [Flashcoders] Using EventDispatcher in AS 1.0 code

2006-04-17 Thread Boon Chew
I can't really compile it using the AS 2.0 setting.  The code base is huge and 
it would create a lot of compiler errors and ripple effects throughout the 
system.  Alas, compiling it strictly with AS 1.0 is the requirement here.


Randy Troppmann [EMAIL PROTECTED] wrote: I am a big fan of EventDispatcher! 
If you are using Flash MX2004 or
later you can use AS2.0 (class based or not) to code. It all compiles
down to AS1 code within the swf when you publish. You can set the
target flash player in publish settings to an earlier version to
accomodate the most users (Flash 8 player sits around 60% acceptance
at this time I believe). Some new features and classes are not
backwards compatible, and Flash will warn you of these when you
publish. You are safe if you want to write your application using an
AS2.0 class based framework and publish back to Flash 6 compatibility.
This includes EventDispatcher.

Randy Troppmann


On 4/17/06, Boon Chew  wrote:
 Hi all, I recently have had to work on some AS1.0 code (a requirement is that 
 the code must be published with AS 1.0 compiler).  Since EventDispatcher is 
 not available in AS 1.0, I modified mx.events.EventDispatcher to work with in 
 AS 1.0 mode, and make EventDispatcher available in global namespace, since 
 it's not intrinsic like AsBroadcaster is.  I have been able to use 
 EventDispatcher like I can in 2.0.  Curious though, is there any downside or 
 potential caveat to using EventDispatcher in strictly AS 1.0 that I should be 
 aware of?

 Thanks much.







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Re: [Flashcoders] Lookup tables

2006-04-09 Thread Boon Chew
Check out some of the articles in Game Programming Gems vol. 2 has an article 
that deals with floating point op in general, and specifically on fast 
cosine/sine using LUT.  But the code implementation is in C, so they will not 
readily lend themselves to a direct port to AS.  It pays to understand how 
cosine/sine is implemented natively before doing it though.

- boon

Andreas R�nning [EMAIL PROTECTED] wrote: 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] createEmptyMovieClip path

2006-04-08 Thread Boon Chew
Does the code I attached work for you?  Or you can send me what you got, I can 
have a look.  It's Friday evening after all, and I am playing with code 
anyways. :)

- boon

hbruyere [EMAIL PROTECTED] wrote: Ok

I mc instance on the stage (scene) is correctly named.

I'm compiling the movie in Flash7 AS2.0 .. but I just tried in Flash8 AS2.0
and this is still not working.

Hum... what's going on. I never had this king of problem before.
I'm going to check everything... but it doesn't make sense...
I'm sure that I'm going to be mad at myself when I'm going to solve this.

I will let you know.

Thanks again, in the meantime if you any other idea...

Hugues.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Boon Chew
Sent: Saturday, April 08, 2006 12:17 AM
To: Flashcoders mailing list
Subject: RE: [Flashcoders] createEmptyMovieClip path

Did a quick test, works fine.  Maybe compare the solution and figure out
where your problem is?

(I have an empty movieclip instance on stage called mcEmpty, did you name
your movie instance in your Properties window?)

Below code tested on Flash 8:

var url = [ http://www.adobe.com/imageshome/flash_icon3.jpg;,
   http://www.adobe.com/imageshome/pdfprintengine_icon.gif; ];

for (var i = 0; i  url.length; i++)
{
// you can just create one MovieClipLoader to load all clips, but this
is ok too
var mcLoader:MovieClipLoader = new MovieClipLoader();

var mcHolder = mcEmpty.createEmptyMovieClip(mcHolder + i,
mcEmpty.getNextHighestDepth());
mcHolder._x = 40 * i;
mcLoader.loadClip(url[i], mcHolder);
}

hbruyere  wrote: No didn't solve my problem.
But thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Boon Chew
Sent: Friday, April 07, 2006 11:38 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] createEmptyMovieClip path


At a glance, I caught at least one problem, not sure if they are others that
could cause your problem.


var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());
You need to call getNextHighestDepth() on your ContentContainer_mc, like so:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
ContentContainer_mc.getNextHighestDepth()); 

- boon

 hbruyere  wrote: Hi,

 

I don't understand what I get when running this:

 




 

for (var i = 0; i  NumPages_v; i ++)

{

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

NewMC_mc._x = ScreenWidth_c * i;

NewMC_mc._y = 0;

var mcLoader:MovieClipLoader = new
MovieClipLoader();

mcLoader.addListener(this);

mcLoader.loadClip(WebsiteMap_a[i].File_tx,
NewMC_mc);

 

function onLoadInit(mc:MovieClip) {

trace(onLoadInit:  + mc);

}

 

 

}




 

I get NOTHING ! My external movieClips are not load or at least displayed.

 

But if If replace:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

 

by

 

var NewMC_mc:MovieClip = createEmptyMovieClip(container+i,
getNextHighestDepth());

 

it works.

 

But I want to load my external into the movie clip named
ContentContainer_mc present on the main scene on the root of my main
Movie.

 

What am I missing here ?

Must be stupid.

 

Any advice are welcome,

 

Thanks,

 

Hugues.

 

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Re: [Flashcoders] createEmptyMovieClip path

2006-04-07 Thread Boon Chew

At a glance, I caught at least one problem, not sure if they are others that 
could cause your problem.


var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());
You need to call getNextHighestDepth() on your ContentContainer_mc, like so:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
ContentContainer_mc.getNextHighestDepth()); 

- boon

 hbruyere [EMAIL PROTECTED] wrote: Hi,

 

I don't understand what I get when running this:

 




 

for (var i = 0; i  NumPages_v; i ++)

{

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

NewMC_mc._x = ScreenWidth_c * i;

NewMC_mc._y = 0;

var mcLoader:MovieClipLoader = new
MovieClipLoader();

mcLoader.addListener(this);

mcLoader.loadClip(WebsiteMap_a[i].File_tx,
NewMC_mc);

 

function onLoadInit(mc:MovieClip) {

trace(onLoadInit:  + mc);

}

 

 

}




 

I get NOTHING ! My external movieClips are not load or at least displayed.

 

But if If replace:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

 

by

 

var NewMC_mc:MovieClip = createEmptyMovieClip(container+i,
getNextHighestDepth());

 

it works.

 

But I want to load my external into the movie clip named
ContentContainer_mc present on the main scene on the root of my main
Movie.

 

What am I missing here ?

Must be stupid.

 

Any advice are welcome,

 

Thanks,

 

Hugues.

 

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Re: [Flashcoders] createEmptyMovieClip path

2006-04-07 Thread Boon Chew

At a glance, I caught at least one problem, not sure if they are others that 
could cause your problem.


var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());
You need to call getNextHighestDepth() on your ContentContainer_mc, like so:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
ContentContainer_mc.getNextHighestDepth()); 

- boon

 hbruyere [EMAIL PROTECTED] wrote: Hi,

 

I don't understand what I get when running this:

 




 

for (var i = 0; i  NumPages_v; i ++)

{

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

NewMC_mc._x = ScreenWidth_c * i;

NewMC_mc._y = 0;

var mcLoader:MovieClipLoader = new
MovieClipLoader();

mcLoader.addListener(this);

mcLoader.loadClip(WebsiteMap_a[i].File_tx,
NewMC_mc);

 

function onLoadInit(mc:MovieClip) {

trace(onLoadInit:  + mc);

}

 

 

}




 

I get NOTHING ! My external movieClips are not load or at least displayed.

 

But if If replace:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

 

by

 

var NewMC_mc:MovieClip = createEmptyMovieClip(container+i,
getNextHighestDepth());

 

it works.

 

But I want to load my external into the movie clip named
ContentContainer_mc present on the main scene on the root of my main
Movie.

 

What am I missing here ?

Must be stupid.

 

Any advice are welcome,

 

Thanks,

 

Hugues.

 

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RE: [Flashcoders] createEmptyMovieClip path

2006-04-07 Thread Boon Chew
Did a quick test, works fine.  Maybe compare the solution and figure out where 
your problem is?

(I have an empty movieclip instance on stage called mcEmpty, did you name your 
movie instance in your Properties window?)

Below code tested on Flash 8:

var url = [ http://www.adobe.com/imageshome/flash_icon3.jpg;,
   http://www.adobe.com/imageshome/pdfprintengine_icon.gif; ];

for (var i = 0; i  url.length; i++)
{
// you can just create one MovieClipLoader to load all clips, but this is 
ok too
var mcLoader:MovieClipLoader = new MovieClipLoader();

var mcHolder = mcEmpty.createEmptyMovieClip(mcHolder + i, 
mcEmpty.getNextHighestDepth());
mcHolder._x = 40 * i;
mcLoader.loadClip(url[i], mcHolder);
}

hbruyere [EMAIL PROTECTED] wrote: No didn't solve my problem.
But thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Boon Chew
Sent: Friday, April 07, 2006 11:38 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] createEmptyMovieClip path


At a glance, I caught at least one problem, not sure if they are others that
could cause your problem.


var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());
You need to call getNextHighestDepth() on your ContentContainer_mc, like so:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
ContentContainer_mc.getNextHighestDepth()); 

- boon

 hbruyere  wrote: Hi,

 

I don't understand what I get when running this:

 




 

for (var i = 0; i  NumPages_v; i ++)

{

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

NewMC_mc._x = ScreenWidth_c * i;

NewMC_mc._y = 0;

var mcLoader:MovieClipLoader = new
MovieClipLoader();

mcLoader.addListener(this);

mcLoader.loadClip(WebsiteMap_a[i].File_tx,
NewMC_mc);

 

function onLoadInit(mc:MovieClip) {

trace(onLoadInit:  + mc);

}

 

 

}




 

I get NOTHING ! My external movieClips are not load or at least displayed.

 

But if If replace:

var NewMC_mc:MovieClip =
ContentContainer_mc.createEmptyMovieClip(container+i,
getNextHighestDepth());

 

by

 

var NewMC_mc:MovieClip = createEmptyMovieClip(container+i,
getNextHighestDepth());

 

it works.

 

But I want to load my external into the movie clip named
ContentContainer_mc present on the main scene on the root of my main
Movie.

 

What am I missing here ?

Must be stupid.

 

Any advice are welcome,

 

Thanks,

 

Hugues.

 

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Re: [Flashcoders] Find Nearest Color?

2006-04-06 Thread Boon Chew

^ is xor in C and Java as well.


elibol [EMAIL PROTECTED] wrote: This post is in spite of the discussion, I 
had adapted this function from
before, but originally I decided to not post it. I liked the problem so I
spent some time on it. I noticed Joshua that you used ^ in place of Math.pow,
while ^ maybe pow in C or maybe even Java, ^ is the xor operator in
Actionscript. So, the following code is a set of different methods to
getting the closest color with the non-pythagoras technique preceding the
pythagoras technique.

function getClosestHex(a:Number, b:Array){
var c=-1, d=b.length, e=768, f, a = [a16, a80x00FF, a0xFF];
while(++c
Math.abs(a[0]-(b[c]16))+Math.abs(a[1]-(b[c]80x00FF))+Math.abs(a[2]-(b[c]0xFF))
) )) f=c;
return b[f];
}

var a = 0x80807f;
var hexPalette:Array = [0x00, 0xFF, 0xFF, 0x00FF00, 0xFF,
0x00, 0xFF00FF, 0x00];
var getA = getClosestHex(a, hexPalette);
trace(getA.toString(16));

The former would be the method for hex numbers, however using RGB arrays is
quicker, I found converting the palette values to RGB arrays beforehand
would eliminate the redundancies of extracting color values, the following
code assumes the hexPalette array in the former code is defined.

function buildRGB(palette:Array){
var a=[], i=-1, l=palette.length;
while(++i16, palette[i]80x00FF,
palette[i]0xFF];
return a;
}

function getClosestColor(color:Array, palette:Array){
var c=-1, d=palette.length, e=768, f;
while(++c
Math.abs(color[0]-palette[c][0])+Math.abs(color[1]-palette[c][1])+Math.abs(color[2]-palette[c][2]
f=c;
return palette[f];
}

var b = [128, 128, 127];
var rgbPalette:Array = buildRGB(hexPalette);
var getB = getClosestColor(b, rgbPalette);
trace(getB);

This is what the code would look like using pythagoras:

function getClosestHex(a:Number, b:Array){
var c=-1, d=b.length, e=256, f, g, h, a = [a16, a80x00FF,
a0xFF];
while(++c
g=0, h=-1;
while(++h3) g+= Math.abs(Math.pow(a[h]-(b[c]8(h*8)24), 2));
if(e!=(e=Math.min(e, Math.sqrt(g f=c;
}
return b[f];
}

var b = 0x80807f;
var hexPalette:Array = [0x00, 0xFF, 0xFF, 0x00FF00, 0xFF,
0x00, 0xFF00FF, 0x00];
var getB = getClosestHex(b, hexPalette);
trace(getB.toString(16));

function buildRGB(palette:Array){
var a=[], i=-1, l=palette.length;
while(++i16, palette[i]80x00FF,
palette[i]0xFF];
return a;
}

function getClosestColor(color:Array, palette:Array){
var c=-1, d=palette.length, e=256, f, w, z, x=color.length;
while(++c
w=0, z=-1;
while(++z
if(e!=(e=Math.min( e, Math.sqrt(w f=c;
}
return palette[f];
}

var a = [255, 128, 127];
var hexPalette:Array = [0x00, 0xFF, 0xFF, 0x00FF00, 0xFF,
0x00, 0xFF00FF, 0x00];
var rgbPalette:Array = buildRGB(hexPalette);
var getA = getClosestColor(a, rgbPalette);
trace(getA);

So, like Darren mentions, you could drop pythagoras and it would still be
accurate.

M.

On 4/4/06, Ron Wheeler  wrote:

 Another minor optimization

 Initialize tempDistance to a huge number (greater than the distance from
 ff000 toff) and then simplify the if

 Ron

 Darren Cook wrote:
  Hi,
  A minor optimization, but you can drop the Math.sqrt(). I.e.
 x^2  y^2  == x  y
 
  for all positive values of x and y.
 
  Darren
 
 
 
  That's what I actually ended up doing, and it worked out pretty good:
 
  private function getClosest (red1:Number, green1:Number,
  blue1:Number):Number {
 
  var totalColors:Number = __palette.length;
  var tempDistance:Number;
  var closestColor:Number;
 
  for (var i:Number = 0; i  totalColors; i++) {
  // first, break up the color to check
  var red2:Number = (__palette[i]  0xFF)  16;
  var green2:Number = (__palette[i]  0x00FF00)  8;
  var blue2:Number = __palette[i]  0xFF;
 
  // now, get the distance from the source
  var tempD:Number = Math.sqrt ((Math.abs(red1 - red2) ^ 2) +
  (Math.abs(green1 - green2) ^ 2) + (Math.abs(blue1 - blue2) ^ 2));
 
  if ((tempD = tempDistance) || tempDistance == undefined) {
  tempDistance = tempD;
  closestColor = __palette[i];
  }
  }
 
  return closestColor;
  }
 
 
  - Josh
 
 
  On Mar 16, 2006, at 7:59 PM, Ron Wheeler wrote:
 
 
  If a color can be treated as a point in a 3-d cube 256 units on  each
  side, you can use the formula in this reference
  http://www.uwm.edu/~ericskey/TANOTES/Ageometry/node10.html
  to calculate the distance between 2 colors.
 
  I have not tried this but it would seem logical that this would work
 
  Ron
 
  elibol wrote:
 
 
  K, here is some better math for getRGB, performance will probably be
  important:
 
  return [c16, c8~0xFF00, c~0xF00];
 
  You can also try using the ColorTransform or Color class to get  the
 rgb
  

[Flashcoders] Recommendation on good AS 2.0 framework code?

2006-03-29 Thread Boon Chew
Hi all, I am looking for some well-written framework code done in AS2.0 to read 
up on (Reading source is good for ya).  Does anyone have any recommendation on 
any well-written AS2.0 framework out there?

- boon


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[Flashcoders] Instantiate AS2 classes from AS1...

2006-03-15 Thread Boon Chew

Hi,

I am posting this once more in case the post got buried.

I have a body of AS1.0 code that I inherited that is compiled under 
1.0.  I would like to keep it compiled with AS 1.0 but make it use any 
newly written AS2.0 classes.  Compiling the existing 1.0 code under AS2.0 
setting causes too many errors, don't have time for that now.

I am thinking that one option to do this would be to compile any newly 
created AS2.0 code into its own swf, and make the existing AS1.0 code 
load in the swf and instantiate the AS2 class that way, but I am having 
a little problem getting it to work.

Am I on the right path? Any ideas?

- boon


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[Flashcoders] AS2.0 mingles well AS1.0?

2006-03-14 Thread Boon Chew
Me and my coworkers are in the process of migrating a large body of old AS 1.0 
code to AS 2.0 (finally!).   Since it's impossible to rewrite everything in one 
fell swoop, we expect that for some time the system will be in a state in which 
it's mixed with AS 1.0 and AS 2.0.

Questions we have:

What sort of issues or potential problems should we be watching out for? 

What is your experience with AS1.0 code mingling with AS2.0 code? Positive, 
Negative?

Do you seen any problems with AS1.0 mixing with AS2.0 code, if we avoid using 
any Flash 7 specific API? (since theoretically AS2.0 compiles down to 1.0)

Initially the code will be compiled for Flash 6.0.  Do you see any problem with 
trying to compile the same code later for Flash 7?

- boon

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[Flashcoders] Is it possible to make AS1.0 code instantiate AS2.0 objects without compiling it under AS2.0?

2006-03-14 Thread Boon Chew
Hi,

I have a body of AS1.0 code that I inherited that is compiled under 1.0.  I 
would like to keep it compiled with AS 1.0 but make it use any newly written 
AS2.0 classes.  Compiling the existing 1.0 code under AS2.0 setting causes too 
many errors, don't have time for that now.

I am thinking that one option to do this would be to compile any newly created 
AS2.0 code into its own swf, and make the existing AS1.0 code load in the swf 
and instantiate the AS2 class that way, but I am having a little problem 
getting it to work.

Am I on the right path? Any ideas?

- boon



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[Flashcoders] Doh! Converting a floating point string to number loses precision

2006-03-07 Thread Boon Chew

How do you usually deal with the loss in precision (a bit oxymoron since 
floating point can't be exactly represented) when converting a floating point 
string to a number?

var s:String = 952.86;
var i:Number = parseFloat(s);
trace(i);
trace(i - 952.86);   // Not zero!


- boon




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Re: [Flashcoders] Doh! Converting a floating point string to number loses precision

2006-03-07 Thread Boon Chew

I am aware of this issue in precision loss in floating point computation.  But 
here we are talking about converting a number from string back to number.

Why is it so hard to implement this correctly in the VM to ensure that the 
string  when converted back to number is representated exactly the same as the 
number version?

Out of curiosity I implemented this piece of logic in C++ and the resulting 
floating point number represented in string is exactly the same after the 
conversion.

Looks like there is a bug in the string to number conversion.

- boon

Ron Wheeler [EMAIL PROTECTED] wrote: 
The way you deal with it will depend on what you want to do.

If you want to see is something is close enough to zero you subtract 
them and check the difference

if (Math.abs(i - 952.86)=0.1){trace(close enough for me)}else 
{trace(Not the same)};

if (Math.abs(i - 952.86)=0.01){trace(Really close )}else 
{trace(Not yet the same)};

If you use enough leading zeros you will get code that never evaluates 
to true so do not get wild with leading zeros.

As long as you remember that numbers that are not explicitly cast as 
integers have to be treated with care, you will be alright.

This problem has been around the computer world for the last 50 years 
and will be around for some time to come, so we have to just deal with it.


Ron

Yotam Laufer wrote:
 -1.13686837721616e-13 is as close to zero as you get matey 13 places
 after the decimal...

 On 07/03/06, Boon Chew  wrote:
   
 How do you usually deal with the loss in precision (a bit oxymoron since
 floating point can't be exactly represented) when converting a floating
 point string to a number?

 var s:String = 952.86;
 var i:Number = parseFloat(s);
 trace(i);
 trace(i - 952.86);   // Not zero!


 - boon




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 ubermutt
   
 

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Re: [Flashcoders] eval gone in AS3, how to get reference to mc via target name?

2006-03-04 Thread Boon Chew

The problem is when you get an entire string (the
target name), you just want to get to the reference in
one shot (e.g. mc1.mc2.mc3).  The collection method
requires parsing before you can get to the reference. 
I was hoping Macromedia would provide at least a
similar way to get to it when they retire eval in AS3.

- boon

--- ryanm [EMAIL PROTECTED] wrote:

  With the eval being gone in AS3, does anyone know
 how to get to the
  reference of a movieclip (via the target name
 string) without using eval?
  I know we can instantiate the class via the
 _global namespace but not
  positive about mc's.
 
 
 Using the object collection, like you should've
 been doing since eval 
 was depreciated.
 
 parentclip[clipname]
 
 Works for nested targets too:
 
 parentclip.subclip[clipname]
 or
 parentclip[subclip][clipname]
 
 Like this:
 
 trace(parentclip[subclip][clipname]._x);
 or
 trace(_root[clip1][clip2][clip3][clip4]._x)
 
 ryanm 
 
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[Flashcoders] eval gone in AS3, how to get reference to mc via target name?

2006-03-03 Thread Boon Chew
Hi all,

With the eval being gone in AS3, does anyone know how to get to the reference 
of a movieclip (via the target name string) without using eval?  I know we can 
instantiate the class via the _global namespace but not positive about mc's.


- boon


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[Flashcoders] Help: Is it possible to have event handlers for parent and child clips?

2005-12-19 Thread Boon Chew
I am creating a UI today that has a fairly complex interaction.
  And I need to do roughly the following:
  
  Assign onRollOver/onRollOut event handlers to mcParent
  AssignonPress handle to mcChild (contained inside mcParent)
  
  I find that once mcParent is given an event, the child event handler can no 
longer work, even though the event is different.
  
  Am I missing something here, or is this just plain not possible?
  
  - boon
  

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[Flashcoders] custom trace

2005-12-13 Thread Boon Chew

  Pardon me if this has been asked before, is there a way to override the  
trace( ) function?  I have inherited a body of code, short of  doing global and 
replace to make it call my custom trace, I would like  to reroute the trace( 
) call to my own implementation.  But I am  not sure if trace is a function 
intrinsic to the AVM?  Is that  possible?
  
  - boon
  


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Re: [Flashcoders] Even odds

2005-12-08 Thread Boon Chew
Yet another way (and probably the fastest):
  
var isOdd:Boolean = Boolean(num  1);
  
  - boon

Mike Boutin [EMAIL PROTECTED] wrote:  Is it possible to check a number to see 
if its even / odd?


Thanks!
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Re: [Flashcoders] floating point

2005-12-07 Thread Boon Chew
  
This has to do with the fact
that not every decimal value can be exactly
represented by a binary floating point.  So the results
of adding a bunch of binary numbers that is not exact 
to begin with will come out to be
different than the actual binary floating point for 0.8.

You can either turn the comparison into an integral
one as some has proposed or introduce 
an absolute error (epsilon) into the comparison:

if (Math.abs(i - 0.8)  0.1) trace(here);


- boon
  

Hans Wichman [EMAIL PROTECTED] wrote:  Hi peeps,
related discussions have been on here before, but i didn't find a real answer.
Imagine this piece of code:
var i = 0;

onEnterFrame = function () {
 i = i + 0.1;
 trace (i);
 if (i == 0.7) trace(here);
}

as you might expect, after running for 7 frames, it traces here.
However if you change 0.7 to 0.8, it stops working.

I assume this is to floating point math and rounding errors and stuff?
In what way can i check for equality to 0.7 then? With a bigger than, 
smaller than construction?

This seems so weird to me...

greetz
Hans

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RE: [Flashcoders] where and how can I learn actionscript bytecode

2005-12-04 Thread Boon Chew

  Thanks for the tip Ted.
  
  Curious, how are you using python with flasm? (that is, what sorts of stuff 
are you doing with the combo)
  
  - boon

Theodore E Patrick [EMAIL PROTECTED] wrote:  Boon,

Use FLASM. It provides text output representing AS Bytecode.

http://flasm.sourceforge.net/

Simply do this:

// decompress the AS block using zlib
 flasm -x myfile.swf

// read the bytecode into a text file
 flasm -d myfile.swf  myfile.flm

Open myfile.flm to see all the bytecode instructions.

Flasm is still my favorite Flash tool and scripting Flasm with Python is a
hell of allot of fun.

Cheers,

Ted ;)



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Boon Chew
 Sent: Saturday, December 03, 2005 10:41 PM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] where and how can I learn actionscript bytecode
 
 
 Is there any tools or documentation out there that
 will aid in learning actionscript bytecode?
 
 I ran into this the other day, and it seems like only
 reading the bytecode can help me understand why it
 doesn't work?
 
 class A
 {
function destroy()
{
   delete this;  // doesn't delete itself
}
 }
 
 var a = new A();
 delete a;  // delete works here
 
 - boon
 
 
 
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Re: [Flashcoders] How to update components on stage?

2005-12-04 Thread Boon Chew

Michael totally spelled out the problem.  I have about
10 instances of the component on stage, every time I 
add a new inspectable attribute to the class, I have
to replace them all, and swapping symbols won't work
either.  What a pain!

- boon

--- Michael Stuhr [EMAIL PROTECTED] wrote:

 Eric E. Dolecki schrieb:
 
 Just replace the component on the Stage with the
 component with the  
 changed inspectable params.
 
 edolecki
 
   
 
 but then you'd have to reposition - resize and what
 not ... wasn't there 
 an extension ... no i believe not. See the 'problem'
 is, that if you've 
 got a normal clip on stage, you'd select it's
 library item through 
 property panel. but with components i believe you
 can't right ?
 
 It#s not THAT big deal, but it would be nice if we
 could.
 
 micha
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[Flashcoders] where and how can I learn actionscript bytecode

2005-12-03 Thread Boon Chew

Is there any tools or documentation out there that
will aid in learning actionscript bytecode?

I ran into this the other day, and it seems like only
reading the bytecode can help me understand why it
doesn't work?

class A
{
   function destroy()
   {
  delete this;  // doesn't delete itself
   }
}

var a = new A();
delete a;  // delete works here

- boon



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[Flashcoders] How to make a class instance self-destructible?

2005-12-03 Thread Boon Chew
I am trying to get a class to destroy itself, calling delete obj looks too 
unnatural, amidst all OO code.
  
  Could someone explain why the following doesn't work?
  The following code doesn't work, is there another way to achieve this?  Also, 
  
class A
{
   function destroy()
   {
  delete this;  // doesn't delete itself
   }
}

var a = new A();
delete a;  // delete works here
  


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[Flashcoders] How to update components on stage?

2005-12-03 Thread Boon Chew
Hi, I created a component today, subclassing it from MovieClip (it's my first 
component, so excuse me for my newbie question).
  
  I realize that everytime I update the Inspectable( ) in the AS file, I  have 
to reopen the movieclip component, click OK to have it updated  with the new 
change.
  
  But the components already on stage don't pick up the update.  And  I can't 
find a way for them to pick up the update, short of putting the  component on 
stage again.  Could someone help?
  
  - boon
  


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[Flashcoders] Flash is a single-threaded app? Maybe it's just the AVM? or...

2005-12-03 Thread Boon Chew

  I have read in this  forum that someone loosely coined the phrase Flash is a 
single thread  app, it's hard to imagine something as high performance and 
intricate  as Flash to be a single-threaded app.
  
  So I started to take the above statement to mean that the Actionscript  VM 
executes all the code in a sequential fashion but that Flash player  itself is 
multithreaded, is that a right assumption?
  
  And what about code that are asynchronous in nature, such as sound playing ( 
new Sound(), onSoundComplete), server-side call  return (such as LoadVars, 
XML.onLoad)?  Are these all happening in the single thread of code execution?
  
  Looks like a book on Flash and AVM Internal would be nice. :)
  
  - boon
  
  

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Re: [Flashcoders] Loading Different Size MovieClips depending on the Resolution.

2005-12-01 Thread Boon Chew
You can use the System.capabilities object to determine the client display 
resolution and load your movieclip accordingly.
  
  
http://www.macromedia.com/support/flash/action_scripts/actionscript_dictionary/actionscript_dictionary705.html
  
  - boon

Nicholas Chhabra [EMAIL PROTECTED] wrote:  Hey Guys,

I was just wondering what the ActionScript was for loading a different 
movie clip depending on the resolution fo the client. Is there a way tod 
o this (I'm sure there is!).

Thanks
Nchh
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Re: [Flashcoders] Creating a button class entirely in 2.0 with no symbol association, possible?

2005-11-23 Thread Boon Chew
Thanks Janis.  The problem with doing it  below is that you cannot change _x, 
_y directly on the mc like you can  with a regular movieclip.
  
  var b = new myButton();
  b._x = 200; -- won't work
  

Janis Radins [EMAIL PROTECTED] wrote:  I'm doing this all the time I've made 
tonns of different inputs fro
diferent projects and finally I am planing to code some fullscale AS2
only UI collection.

Thats done like this:
class myButton {
private var mc:MovieClip;
function myButton(host:MovieClip, level:Number){
mc= host.createEmptyMovieClip(myButton+level, level);
}
}
In this case all drawing is done by variable mc.

2005/11/23, Ian Thomas :
 Oops, last line should be:

 var button:MyButton=MyButton(myTimeline.attachMovie(MyButton.symbolName,
 somRandomButton,
 myTimeline.getNextHighestDepth()));

 Assuming myTimeline is whatever you're trying to attach the button to...

 Ian

 On 11/23/05, Ian Thomas  wrote:
 
  Hi Boon,
Can't remember where I got this solution - definitely not mine - but
  here's how to create a MovieClip-derived class that doesn't need an
  associated library symbol:
  --
  class net.something.MyButton extends MovieClip
  {
  static var symbolName:String = __Packages.net.something.MyButton ;
  static var symbolOwner:Function = MyButton;
 
  public function MyButton()
  {
  }
 
  static var symbolLinked=Object.registerClass(symbolName, symbolOwner);
 
  }
  --
  To create it, use attachMovie:
 
  import net.something.MyButton;
 
  var button:MyButton=MyButton(myTimeline.attachMovie(MyButton.symbolName,
 
  somRandomButton,getNextHighestDepth()));
 
  HTH,
Ian
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Re: [Flashcoders] How to pass init param from movieclip to its associating AS2 class

2005-11-17 Thread Boon Chew
Thanks David for the tip.
  
  I would like the artist to set certain values, so ideally, a method  that 
doesn't require them to mess with the script window is the best.
  
  Would it be ok if I add parameters to the Component Definition?   Behind the 
scene what is the difference between a movieclip vs a  movieclip with component 
definition set?  It seems like both  behave like a regular mc anyways...except 
that one you can compile into  SWC.
  
  Another question I have is that component can also be associated with  AS 2 
as well, what's the effects of setting AS2 there alongside with  AS2 in linkage 
property?

David Rorex [EMAIL PROTECTED] wrote:  In your class, define the variable you 
want to pass in, like:

class Test extends MovieClip
{
  var passedIn;

  //...
}

Then, on the stage, select your movieclip instance, and bring up the
actionscript window (press F9), and enter the code:

onClipEvent(load)
{
 passedIn = 123;
}

NOTE: Passed in variables will not be availabe until 1 frame after the
component loads (I think), so either don't use them in the
constructor, or put a 1 frame delay.

-David R

On 11/17/05, Boon Chew  wrote:
 Hi all,

  I have created a movieclip and associated it to an AS2 class in the  linkage 
 property. I have different instances of this movieclip on stage  and I would 
 like to pass different init params to the AS2 class. Is  there a way to do it 
 in the IDE? Must I turn the movieclip to a  component in order to pass init 
 params?

   Thanks!


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Re: [Flashcoders] How to pass init param from movieclip to its associated AS2 class

2005-11-17 Thread Boon Chew
Thank you Muzak.  I remember reading it, I  will read the whole thing again so 
it sticks.  Is there any reason  why we shouldn't do this to every class that 
we associate an AS2.0  class with?  That is, is there any downside if I just 
associate  all my mc with the AS2.0 class in the Component Definition instead 
of  the Linkage property?  It seems like Component definition has the  added 
niceties that allows you to set the parameters in the IDE.
  
  - boon

Muzak [EMAIL PROTECTED] wrote:When  setting the AS2.0 class in the Component 
Definition window, you'll be  able to add [Inspectable] MetaData to the class, 
which 
will then show up in the Properties Panel (parameters).
Parameters defined in the properties panel will be set *before* the constructor 
of the class is exectuted, avoiding the 1 frame 
delay that otherwise occurs.

Check out the docs for more info on Metadata:
Using Components  Creating Components  Creating the AS class file  Adding 
component metadata

regards,
Muzak


- Original Message - 
From: Boon Chew 
To: Flashcoders mailing list 
Sent: Friday, November 18, 2005 12:41 AM
Subject: Re: [Flashcoders] How to pass init param from movieclip to 
itsassociating AS2 class


 Thanks David for the tip.

  I would like the artist to set certain values, so ideally, a method  that 
 doesn't require them to mess with the script window is 
 the best.

  Would it be ok if I add parameters to the Component Definition? Behind  the 
 scene what is the difference between a movieclip vs 
 a  movieclip with component definition set? It seems like both behave like  a 
 regular mc anyways...except that one you can 
 compile into  SWC.

  Another question I have is that component can also be associated with  AS 2 
 as well, what's the effects of setting AS2 there 
 alongside with  AS2 in linkage property?

 David Rorex  wrote:  In your class, define the variable you want to pass in, 
 like:

 class Test extends MovieClip
 {
  var passedIn;

  //...
 }

 Then, on the stage, select your movieclip instance, and bring up the
 actionscript window (press F9), and enter the code:

 onClipEvent(load)
 {
 passedIn = 123;
 }

 NOTE: Passed in variables will not be availabe until 1 frame after the
 component loads (I think), so either don't use them in the
 constructor, or put a 1 frame delay.

 -David R

 On 11/17/05, Boon Chew  wrote:
 Hi all,

  I have created a movieclip and associated it to an AS2 class in the  
 linkage property. I have different instances of this 
  movieclip on stage and I would like to pass different init params to  the 
 AS2 class. Is there a way to do it in the IDE? Must I 
 turn the movieclip to a  component in order to pass init params?

   Thanks!


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