Re: [Flashcoders] addEventListener Problem
Flash is case-sensitive. Looks like your NavToURL in your addEventListener call should really be navToURL --T On Mon, Mar 1, 2010 at 10:50 AM, Susan Day suzieprogram...@gmail.comwrote: Hi; I have the following code: function DisplayPicLoaded(evt:Event):void { var container:Sprite = new Sprite(); var myXArray:Array = new Array(10,176,342,508,674,840); var loaderInfo:LoaderInfo = evt.target as LoaderInfo; var displayObject:DisplayObject = loaderInfo.content; displayObject.width = 150; displayObject.height = 150; displayObject.x = myXArray[countRounds]; displayObject.y = 10; displayObject.filters = [createBevel()]; container.addChild(displayObject); addChild(container); navPics.push(displayObject); container.addEventListener(MouseEvent.CLICK, NavToURL); if (countRounds 5) { countRounds++; init(); } } function navToURL(e:Event):void { e.currentTarget.removeEventListener(MouseEvent.CLICK, navToURL); trace(e.currentTarget); trace('hi'); } It throws the following error: 1120: Access to undefined property NavToURL Why? What do? TIA, Susan ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] targeting sprite
I'm not entirely sure what error you're getting, but if I were to take a wild guess, I'd say the problem is that your sprite doesn't have enough children for you to add anything at index 2. For instance, if your sprite only had 1 child, it would occupy index 0 of your sprite, meaning you'd only be allowed to add children at index 0 and 1. (Don't forget that Flash starts counting at 0) If you're looking to add a child to the top layer of your sprite, probably the better way of doing this would be... sparent.addChildAt(childSprite, sparent.numChildren - 1); Good luck! --Todd On Thu, Feb 25, 2010 at 9:09 AM, Lehr, Theodore ted_l...@federal.dell.comwrote: How would I do the following: function fname(sparent:Sprite) { sparent.addChildAt(childSprite,2); } fname(spriteParent); It does not seem to like this ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Settiing the default format of TextFields in CS3
Hey, Flash Coders! Happy New Year! Quick question for you guys: I work a lot with dynamic TextFields that I design, format and lay out in the Flash CS3 authoring environment. The problem I frequently run into is that when I go ahead and change the text of these things in the code, most of the text formatting information is lost. As a work-around, I've gotten into the habit of calling a function like this in my constructors... private function initTextFields():void { for each (var formatMe:TextField in [titleTxt, headerTxt, legalTxt, storyTxt]) { var tf:TextFormat = formatMe.getTextFormat(); formatMe.defaultTextFormat = tf; } } This works, but I keep wondering if I'm doing unnecessary work. Is there any kind of Keep the current formatting of any textfield I've created in the authoring environment checkbox that I'm just missing somewhere? Thanks! --Todd ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Settiing the default format of TextFields in CS3
Ahhh... You know, I hadn't considered the Style Sheet option. Maybe I'll give that a try. Thanks, guys! --T On Mon, Jan 4, 2010 at 1:43 PM, David Hunter davehunte...@hotmail.comwrote: same here, never found a solution other than reapplying the textformat to the field after any change. if you use a css style sheet instead i don't think you have to reapply it, although i think there are some limitations with them that i can't remember. not sure how you use embedded fonts with a css sheet either although i'm sure its possible. best, david Date: Mon, 4 Jan 2010 15:33:44 -0500 Subject: Re: [Flashcoders] Settiing the default format of TextFields in CS3 From: z...@zehfernando.com To: flashcoders@chattyfig.figleaf.com Not saying much, but: no normal workaround that I know. This is behavior that has been in Flash since the AS2 days - certain properties (like letterSpacing) are always lost with defaultTextFormat so you always need to set it again. I always used something similar to your code. Zeh On Mon, Jan 4, 2010 at 3:21 PM, Todd Kerpelman t...@kerp.net wrote: Hey, Flash Coders! Happy New Year! Quick question for you guys: I work a lot with dynamic TextFields that I design, format and lay out in the Flash CS3 authoring environment. The problem I frequently run into is that when I go ahead and change the text of these things in the code, most of the text formatting information is lost. As a work-around, I've gotten into the habit of calling a function like this in my constructors... private function initTextFields():void { for each (var formatMe:TextField in [titleTxt, headerTxt, legalTxt, storyTxt]) { var tf:TextFormat = formatMe.getTextFormat(); formatMe.defaultTextFormat = tf; } } This works, but I keep wondering if I'm doing unnecessary work. Is there any kind of Keep the current formatting of any textfield I've created in the authoring environment checkbox that I'm just missing somewhere? Thanks! --Todd ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _ View your other email accounts from your Hotmail inbox. Add them now. http://clk.atdmt.com/UKM/go/186394592/direct/01/___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] array.indexOf problem
It sounds like your array is full of button objects, but you're searching for a string (the button name), and an object and a string don't match. Remove the .name from the key you're searching for, and I believe it should work. -T On 6/16/09, Isaac Alves isaacal...@gmail.com wrote: Hi fellows, Cannot solve this problem: function buttonClicked(e:Event):void { trace (buttonsArray.indexOf(e.target.name)); It always traces -1. This code should trace the index of the Array element right? for ex: 0, 1, 2 or 3. If i do this, it will trace the correct name of the element. function buttonClicked(e:Event):void { trace (e.target.name); If I do this, it will trace the name of the second element: function buttonClicked(e:Event):void { trace (buttonsArray[1].name); Why indexOf doesn´t work properly? Thanks a lot! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Sent from my mobile device ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Accessibility of a flash game
One element I can think of is to make sure your game is playable by color-blind folks. If you're making any kind of game where you have to match groups of similarly-colored objects, for instance, make sure that there's a way to tell these objects apart other than by color. (The gems in Bejeweled, for instance all have different shapes.) Either that, or make sure the saturation of these colors is different enough that you can still tell them apart even if you're color blind. (One trick I've seen is to take a screenshot of your game, stick it in Photoshop, turn it grayscale, and see if you can still tell your objects apart.) I've also encountered a few games that have a color-blind mode option. Turning this mode on replaces your nicely-colored stones with stones that have patterns on top of them. That's also another option you could try. All of this is assuming, of course, that you have a game where telling colors apart matters. --T On Mon, Apr 20, 2009 at 11:26 AM, Paul Steven paul_ste...@btinternet.comwrote: Thanks - I am not sure why they specified international as the game is aimed at the UK only. Whatever the region, can anyone give me a quick summary of what elements of a flash (flash player 6) game, one can affect with regards accessibility? Does this relate primarily to any textual content? Thanks Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Paul Andrews Sent: 20 April 2009 18:24 To: Flash Coders List Subject: Re: [Flashcoders] Accessibility of a flash game - Original Message - From: Kerry Thompson al...@cyberiantiger.biz To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com Sent: Monday, April 20, 2009 6:05 PM Subject: RE: [Flashcoders] Accessibility of a flash game Paul Steven wrote: I am making a game and have been asked by the client to ensure The game should meet all international accessibility requirements Ack!! All international accessibility requirements? Your client is out of his mind. How can you possibly know, much less meet, so broad, varied, and sometimes contradictory a set of standards? Even in the U.S., you can meet federal standards, but fail to meet some state requirements. I would go back to the client and choose a country that has a well-defined set of requirements, and meet those. Hopefully, the country you live in has a reasonably clear set of requirements. Most of the G-20 countries do. I think I'd ask the client to specify the standards they want supported. Paul Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Favorite Flex book?
By the way, in case anybody was wondering, I ended up picking up the O'Reilly Flex Cookbook over the Training From the Source one, primarily because the O'Reilly site had a very simple Buy the PDF option. (It's a little easier to read and code on the train if I can just have everything on my laptop.) Somebody oughta tell these Adobe folks about this .pdf format I've been hearing so much about. I bet they'd like it! --T On Wed, Apr 15, 2009 at 2:29 AM, Paul Andrews p...@ipauland.com wrote: I think one of the things that will determine whether you like Flex training from the source, is whether you want a book you can just read and later pick up and thumb through a section. Flex training from the source is arranged more as a series of hands-on exercises where the reader is told how to follow through on a computer and any discussion is based on the practical work done. It's not so much a Pick me up and dip into me type of book because so much of the content is centred around actively sitting at a computer doing the exercises. It would make a poor reference but is strong at hands-on. Very much a doing book. Paul ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Favorite Flex book?
Hey, guys. So at this point I feel like I've got a pretty good handle on AS3, but I'd like to get some experience with more Flex-specific development. Is there a favorite book that people have of the various ones that are out there? Ideally, I'd like to find one that spends less time rehashing ActionScript and a little more time focusing on what's new or different in Flex. (On a side note, are there people out there who are successfully using FlashDevelop with the FlexDesignView plugin for real development? Or should I lay down the cash for FlexBuilder?) Thanks! --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] point in a circle
x = Math.cos(angle) * radius y = Math.sin(angle) * radius Keep in mind the angle here needs to be in radians. If your angle is in degrees, multiply it by 180 / Math.PI. Also keep in mind the x and y values you get here will be relative to the circle's center. --T On Thu, Apr 9, 2009 at 11:02 AM, Fabio Pinatti fpina...@gmail.com wrote: Hello list, since I ran from math classes, I have a question that I'm almost sure it's not hard to solve, but I don't know how to. I put a image at http://pinatti.com.br/circle.jpg, where it's a circle with red dots. I need to compute red dots's x/y position. The data I have is the angle that I increment (in this case 45º each round), and the distance (the hypotenuse, right?). Any ideas for this math? Thanks in advance.. -- Fabio Pinatti :: web.developer www.pinatti.com.br :: 19. 9184.3745 / 3342.1130 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Lint for ActionScript?
Hey, guys. Anybody have any decent Lint-like tools that they've been using for ActionScript? Google hasn't given me anything very useful, except the recommendation that a Lint tool for JavaScript might work, which I'm kinda skeptical about. --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Either an incredibly easy or incredibly difficult problem
Hey, coders! I have a Sprite that consists of a polygon that I drew in Flash (using the line tool) and saved into my Library. Using ActionScript, is there any way to easily find the points of said polygon? It seems like I oughta be able to dig up those line coordinates out of my Sprite.graphics object, but I can't seem to find a way of doing it... --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Best way to access my main class?
Hey, FlashCoders. I'm wondering if you can help me out with a general style question that I keep running into. Let's say I've got a setup like this... class MyGame extends MovieClip - It creates a camera sprite that I can add children into - It then creates a Bouncing Ball object with the camera sprite as the parent to use. class BouncingBall { public function BouncingBall(parentToUse:DisplayObjectContainer) { // Create member variable _mySprite:Sprite and add it to my parentToUse //... } } For reasons I won't get into unless you're really interested, BouncingBall does NOT extend Sprite, it simply contains a sprite. So MyGame has a camera as a child. That camera has my bouncingBall._mySprite as a child. The question is this: I want the BouncingBall sprite to occasionally call a function in MyGame. What's the best way to do this? *Option 1:* Within BouncingBall, just call... MyGame(_mySprite.root).foo(_myVar); This works, but it strikes me as a little unnatural, since I have to dig into my member variable and get its root. Also, I'm not sure this works if my game were to be imported by some larger, wrapper class. *Option 2: *My constructor for BouncingBall should contain two variables public function BouncingBall (var parentToUse:DisplayObjectContainer, var gameApplication:MyGame) I store gameApplication as a member variable, and use it later... _myGame.foo(_myVar); This is my current solution, but the idea of passing a parent and the game application to the constructor strikes me as slightly redundant, and, like Option 1, it tightly couples my BouncingBall object to my main application. *Option 3:* I create a custom event, dispatch that event, and create a listener in MyGame rather than call a function directly. I'm guessing this is the best way to go theoretically, and will allow me to reuse my BouncingBall object in other applications, but it's a lot of extra code, and I constantly worry about not property cleaning up event listeners. I'm sure all of you have encountered this situation before. So what do you generally do? Is there a fourth, totally obvious option that I'm overlooking? Thanks! --Todd ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
Thanks, everybody! Sounds like creating custom events is the way to go (and yes, it's for Send an alert of some kind to MyGame kind of functionality). I don't have a lot of experience with 'em, so I was probably going through more trouble to avoid them than would actually be required to just suck it up and do things the right way. :) --T On Thu, Feb 5, 2009 at 11:31 AM, Merrill, Jason jason.merr...@bankofamerica.com wrote: Yes - just turn event bubbling on - then any DisplayObject like sprite or movie clip will pass the event up the display list. Jason Merrill Bank of America Instructional Technology Media · Learning Performance Solutions LLD Interested in Flash Platform technologies? Join the Bank of America Flash Platform Community Interested in innovative ideas in Learning? Check out the Innovative Learning Blog and subscribe. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto: flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Ross (N-SGIS) Sent: Thursday, February 05, 2009 2:15 PM To: Flash Coders List Subject: RE: [Flashcoders] Best way to access my main class? This brings up a question I had about events. Is there a way to send an event all the way to the document class, no matter where it's been dispatched from? For instance, I have a document class that creates a menu class, which creates several icon button classes. I want the document class to be able to receive the event dispatched from the icon button. Currently, the only way I know how to do it is have the icon button send it to the menu and then the menu send it to the document. So, my question is, can the document class receive an event directly sent from the icon button? Thanks, Ross -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto: flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason Sent: Thursday, February 05, 2009 1:03 PM To: Flash Coders List Subject: RE: [Flashcoders] Best way to access my main class? *Option 3:* I create a custom event, dispatch that event, and create a listener in MyGame rather than call a function directly. I'm guessing this is the best way to go theoretically, and will allow me to reuse my BouncingBall object in other applications, but it's a lot of extra code, and I constantly worry about not property cleaning up event listeners. Hands down, your option 3 is what you should do. So what if it's some extra code? It's the right way to accomplish this. Your object should not target and call methods in other classes outside of it, that's extremely tight coupling, which is bad. So have your bouncing ball sprite dispatch a custom event, have the other class listen for that same custom event and do whatever logic you want, like call another method. It's not messy if you keep your code clean. It just takes practice of doing this a lot before you realize an architecture emerges in your coding you are familiar with. I think its even messier to do option 1 or 2, if that makes you feel any better. Jason Merrill Bank of America Instructional Technology Media · Learning Performance Solutions LLD Interested in Flash Platform technologies? Join the Bank of America Flash Platform Community Interested in innovative ideas in Learning? Check out the Innovative Learning Blog and subscribe. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Missing Flashcoder archives?
Hey, List folks! So in the interest of Not trying to repost too many questions that have already been asked (like, for example, probably this one) I've been trying to search the Flash Coders List archives. However, going to the archives page over at figleaf.com ( http://chattyfig.figleaf.com/mailman/private/flashcoders/) brings me to a page where nothing has been added since December 2007. Is there a new location where our mail is being stored, or is the archive page just not working? --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Missing Flashcoder archives?
Cool. Thanks, all! Now I can finally add all of those Plaxo contacts and find out who to contact at masterkitchen.de when Johannes is not available to answer my mail. :) --T On Thu, Jan 29, 2009 at 9:28 AM, Muzak p.ginnebe...@telenet.be wrote: Try using the mail-archive site: http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/ - Original Message - From: Todd Kerpelman t...@kerp.net To: Flash Coders List flashcoders@chattyfig.figleaf.com Sent: Thursday, January 29, 2009 5:56 PM Subject: [Flashcoders] Missing Flashcoder archives? Hey, List folks! So in the interest of Not trying to repost too many questions that have already been asked (like, for example, probably this one) I've been trying to search the Flash Coders List archives. However, going to the archives page over at figleaf.com ( http://chattyfig.figleaf.com/mailman/private/flashcoders/) brings me to a page where nothing has been added since December 2007. Is there a new location where our mail is being stored, or is the archive page just not working? --T ___ ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Error Instantiating Object
Hmmm... what's the rest of the Slide constructor? It sounds like maybe that's where the error is... Also, if you try running your Flash file in debug mode (Hit Ctrl-Shift-Enter), the debugger will take control at the moment when you're trying to access a null object, which usually helps you figure out what's causing these kinds of problems. --T On Tue, Jan 27, 2009 at 4:40 PM, K-Dawg kdaw...@gmail.com wrote: Hello, I am new to Action Script 3. I am used to Java, Perl, Python. I am receiving the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Slide$iinit() at PondoShow$iinit() All I have a PondShow class that extends Sprite. then I have a Slide class. I am trying to instantiate an array for Slide objects. import flash.display.Sprite; import flash.events.*; import flash.text.*; import flash.net.URLRequest; import flash.utils.*; public class PondoShow extends Sprite { private var slides:Array; private var slideCounter:int; private var myTimer:Timer; public function PondoShow() { myTimer = new Timer(3000); slides = new Array(4); slides[0] = new Slide(This is a test, this is only a test, img/food_array.jpg, Click here to find out more, more.html, 100, 100, 50, 50, 200, 200); slides[1] = new Slide(This is a test, this is only a test, img/food_array2.jpg, Click here to find out more, more.html, 100, 100, 50, 50, 200, 200); slides[2] = new Slide(This is a test, this is only a test, img/food_array3.jpg, Click here to find out more, more.html, 100, 100, 50, 50, 200, 200); slides[3] = new Slide(This is a test, this is only a test, img/get_it_to_go_logo.jpg, Click here to find out more, more.html, 100, 100, 50, 50, 200, 200); slideCounter = 0; trace(before adding slides); while(true) { if (slides[slideCounter].imgload) { addChild(slides[slideCounter].loader.content); break; } } Error occurs when instantiating the first Slide object. It also fails when I do not use an array and all I do is try to create a single object. My slide class has a constructor: public function Slide(primaryText:String, secondaryText:String, imagePathString:String, slideLinkText:String, slideLink:String, primaryTextX:int, primaryTextY:int, secondaryTextX:int, secondaryTextY:int, linkX:int, linkY:int) { Thanks for any help. I am new to AS 3. Kevin ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] top down plane games
Well, again, don't know how much this will help you, but in the past when I've done a camera following a moving object with a scrolling background, I've attached a virtual spring from my camera to the position I want to go to and then just let the spring drag my camera to the right place. If you put on some pretty heavy damping, it ends up looking pretty good, and I don't have to think about angles. :) Your spring code would probably look something like this... private function onEnterFrame(e:Event):void { var accelX:Number = (_pointToFollow.x - this.x) * _k; var accelY:Number = (_pointToFollow.y - this.y) * _k; _velX += accelX; _velY += accelY; this.x += _velX; this.y += _velY; _velX *= _damping; _velY *= _damping; } You probably want _k to be something in the .1 range, and _damping to be in the .75 range. All of this assumes, by the way, that you're not rotating the camera to match the rotation of the plane. But the book Jason recommended might have better ideas. I haven't read it yet. --T On Sun, Jan 25, 2009 at 1:15 PM, Corban Baxter corb...@gmail.com wrote: thanks todd. thats what I have been doing for the most part. I'm working on figuring out how to move the Camera sprite around on an angle. i've got script that makes the airplane point towards the mouse at all times. but thats the easy part. now i need the Camera sprite to move at a consistent rate at the same angle the plane is pointing. Just can't see to figure out what it take to do that. var minXMove:Number = 0; var minYMove:Number = 0; var maxXMove:Number = (levelMap.width - stage.stageWidth) * -1; var maxYMove:Number = (levelMap.height - stage.stageHeight) * -1; stage.addEventListener(Event.ENTER_FRAME, pointAtCursor); function movemap():void { //move on x-axis levelMap.x += speedX; if (levelMap.x = minXMove) { levelMap.x = minXMove; } if (levelMap.x = maxXMove) { levelMap.x = maxXMove; } //move on y-axis levelMap.y += speedY; if (levelMap.y = minYMove) { levelMap.y = minYMove; } if (levelMap.y = maxYMove) { levelMap.y = maxYMove; } } function pointAtCursor(e:Event) { // get relative mouse location var dx:Number = mouseX - plane.x; var dy:Number = mouseY - plane.y; speedX = (dx * -1); speedY = (dy * -1); // determine angle, convert to degrees var cursorAngle:Number = Math.atan2(dy,dx); var cursorDegrees:Number = 360*(cursorAngle/(2*Math.PI)); // point at cursor plane.rotation = cursorDegrees; plane.x -= (plane.x-mouseX) / 6; plane.y -= (plane.y-mouseY) / 6; movemap(); } the hard part is getting the speedX and speedY to be numbers that don't cause the map to fly to fast. Just not sure where to go from here. On Sun, Jan 25, 2009 at 2:42 PM, Todd Kerpelman t...@kerp.net wrote: Well, I'm no plane game expert, but here's probably how I'd approach it... Within your PlaneGame movie, create a child sprite called Camera. Make all your interface stuff children of the PlaneGame movie. But make the background, your plane, the enemies, etc, all children of this Camera child sprite. Then, when it comes to creating the background scrolling below you look, don't have your background move at all. Only have the things that would actually move in real life (planes and tanks and whatever) move. Instead, make your Camera sprite scale and/or move itself to track your plane (or, even better, a point a couple hundred pixels in front of your plane.) That will make it look like the background is moving, but it's really staying in place. And it will simplify your planes and tanks and bullets, because you can basically just look at each sprite's position and velocity, without having to try and somehow compensate for a magical moving background. For development purposes, by the way, I would start your game by not having the camera move at all, and just making sure everything works right in a tiny little world the size of your screen. Once that's working, then you can enlarge the bounds of your world and start moving your camera around. Good luck! --T On Sun, Jan 25, 2009 at 11:16 AM, Corban Baxter corb...@gmail.com wrote: hey guys! I'm trying to build a simplified version of http://www.miniclip.com/games/skies-of-war/en/. Mostly looking to replicated the movement. But I have no ideas on where to start. I'm having alot of trouble setting the angles correctly to give the background a constant speed but allowing it to change angles. I understand its going to be based on the planes current angle. But that's where I get confused on getting the speeds to not over lap and making it seem like it moving faster. Ok I'm rambling now. but I was hoping someone might be able
Re: [Flashcoders] top down plane games
Well, I'm no plane game expert, but here's probably how I'd approach it... Within your PlaneGame movie, create a child sprite called Camera. Make all your interface stuff children of the PlaneGame movie. But make the background, your plane, the enemies, etc, all children of this Camera child sprite. Then, when it comes to creating the background scrolling below you look, don't have your background move at all. Only have the things that would actually move in real life (planes and tanks and whatever) move. Instead, make your Camera sprite scale and/or move itself to track your plane (or, even better, a point a couple hundred pixels in front of your plane.) That will make it look like the background is moving, but it's really staying in place. And it will simplify your planes and tanks and bullets, because you can basically just look at each sprite's position and velocity, without having to try and somehow compensate for a magical moving background. For development purposes, by the way, I would start your game by not having the camera move at all, and just making sure everything works right in a tiny little world the size of your screen. Once that's working, then you can enlarge the bounds of your world and start moving your camera around. Good luck! --T On Sun, Jan 25, 2009 at 11:16 AM, Corban Baxter corb...@gmail.com wrote: hey guys! I'm trying to build a simplified version of http://www.miniclip.com/games/skies-of-war/en/. Mostly looking to replicated the movement. But I have no ideas on where to start. I'm having alot of trouble setting the angles correctly to give the background a constant speed but allowing it to change angles. I understand its going to be based on the planes current angle. But that's where I get confused on getting the speeds to not over lap and making it seem like it moving faster. Ok I'm rambling now. but I was hoping someone might be able to help me understand this better and give me some examples I could use to get moving. Any help would be great! thanks! -- Corban Baxter http://www.projectx4.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Partially drawing a graphic?
Hey, Flash Coders! Wondering if you can help me out with a little problem I'm working on... - I have a complicated piece of vector art in my Flash file. - I'm basically trying to find a way to partially draw it. That is, out of the 2000 curves that are in my piece of art, I'd like to randomly draw 50% of them, and then people can guess what the original piece of art was. - Speed and elegant coding aren't a primary concern here. It's just a prototype. Any ideas of how to do this? I was hoping I could find some sort of function that would let me iterate through each curve in my original piece of art, and then I could randomly decide whether or not to draw each curve into a new graphic, but I can't seem to find anything like that. If anybody has any clever suggestions, I'd love to hear 'em... --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Partially drawing a graphic?
Hmmm... well, for the record, my art is currently just stored as a plain ol' Graphic in my Flash IDE library (after tracing it from a bitmap) although I can convert it to other formats if need be. I was hoping Flash had some way of getting at the vector data, given that it's storing it internally already. In any case, I'm not working in Flex at the moment, so Defraga doesn't seem like it would help this current project, but you're right; it definitely looks cool... --T On Mon, Jan 12, 2009 at 4:57 PM, Nate Beck n...@tldstudio.com wrote: A big issue here is that you need a format that can be parsed at runtime. Which I'm quickly finding out is not all that easy to do with the new Adobe Format... FXG. :( I'm writing a tile based game right now, and I want to store my tile library in a runtime-loadable format, like FXG or degrafa... It's not working so well. :/ On Mon, Jan 12, 2009 at 4:38 PM, Joel Stransky stranskydes...@gmail.com wrote: something I've always wanted to try is write a script for Illustrator that would output all of the path info including bezier handles to a text file for use in flash. Maybe there's something in the api that will help. http://partners.adobe.com/public/developer/en/illustrator/sdk/AIJavaScriptReference.pdf On Mon, Jan 12, 2009 at 7:04 PM, Nate Beck n...@tldstudio.com wrote: How are you storing the vector art? You need a way to parse out the data so that you can choose which lines to draw. Degrafa is an excellent way to go. http://www.degrafa.org/ I don't know Degrafa well enough to tell you if there is something already in there that will make what you're trying to accomplish easier. Also, something that comes to my mind to watch out for... would be to move the graphics drawing head to the correct place before drawing the next curve. Think if it like an Etch-a-sketch, you need to pick up the head and move it somewhere else before you continue to draw, or else it's going to continue drawing from where you left off. HTH, Nate On Mon, Jan 12, 2009 at 3:53 PM, Todd Kerpelman t...@kerp.net wrote: Hey, Flash Coders! Wondering if you can help me out with a little problem I'm working on... - I have a complicated piece of vector art in my Flash file. - I'm basically trying to find a way to partially draw it. That is, out of the 2000 curves that are in my piece of art, I'd like to randomly draw 50% of them, and then people can guess what the original piece of art was. - Speed and elegant coding aren't a primary concern here. It's just a prototype. Any ideas of how to do this? I was hoping I could find some sort of function that would let me iterate through each curve in my original piece of art, and then I could randomly decide whether or not to draw each curve into a new graphic, but I can't seem to find anything like that. If anybody has any clever suggestions, I'd love to hear 'em... --T ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Cheers, Nate http://blog.natebeck.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Cheers, Nate http://blog.natebeck.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Dictionary resource for word based games
You can try the ENABLE word list. It's open source, made for Scrabble-like word games and therefore doesn't contain a lot of proper nouns or other illegal words. There's a link to it here... http://www.crosswordman.com/wordlist.html --Todd, who still thinks that zen should be a legal word On Fri, Jan 9, 2009 at 9:26 AM, Anthony Pace anthony.p...@utoronto.cawrote: Do you just need a list of words or do you need their definitions too? Mark Winterhalder wrote: On Fri, Jan 9, 2009 at 11:25 AM, Paul Steven paul_ste...@btinternet.com wrote: Can anyone point me in the direction of where to acquire an electronic version of the English dictionary that is easily incorporated into my game? Sure: http://download.wikimedia.org/enwiktionary/latest/ It's under the GNU Free Documentation License, not sure how that applies to what you're trying to do. In any case, as all the other Wikimedia/Wikipedia projects, it's an interesting dataset. HTH, Mark ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] use get / set functions or make your own
I think the Control-Shift-1 functionality is fairly new -- I only got it working after I upgraded FD to Beta 9. But yes, it rocks. You can also use it on your implements Interface text to generate placeholder functions for everything in that interface. Try it! Personally, I tend to use getters and setters only when I'm making a class that primarily functions like a Perl hash (or a Python dictionary or whatever the kids are using these days). If I use it to much with other classes, I start to worry that I've created public variables when I shouldn't have, and it constantly distracts me. --T On Tue, Dec 9, 2008 at 8:44 AM, Joel Stransky [EMAIL PROTECTED]wrote: Wow I didn't know that about FD. Gonna have to start using it. I still find myself wanting to use Flex Dev but that's another thread. It's nice to see discussions like this. I feel like some things are foregone conclusions and that I'm late to the part but hey, even Grant Skinner is blogging about cuddling braceshttp://www.gskinner.com/blog/archives/2008/11/curly_braces_to.html . For me, it depends on the complexity of the logic involved in calculating the return. If I'm dealing with a sensible property such as the left boundary for a group of display children, conditionals tend to read cleaner when I can just write: if(this.mouseX grid.left) rather than if(this.mouseX grid.getLeft()). If the property requires more complex code in order to return a value such as looping over an array, I use getVal(). getters and setters also have certain syntax requirements so I also avoid using them whenever I need to do something slightly different such as use multiple parameters. On Tue, Dec 9, 2008 at 10:18 AM, Cor [EMAIL PROTECTED] wrote: When you open the Startpage of FD you find some more shortcuts. HTH Cor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas Sent: dinsdag 9 december 2008 16:14 To: Flash Coders List Subject: Re: [Flashcoders] use get / set functions or make your own Ooh - never knew about that. :-) You learn something every day! Ian On Tue, Dec 9, 2008 at 2:40 PM, jonathan howe [EMAIL PROTECTED] wrote: The magic Context code completion hotkey, which by default is Ctrl-Shift-1, when your cursor is over a variable declaration. This awesome hotkey also does cool stuff like generates an event handler when your cursor is inside an addEventListener declaration... definitely check it out in the FD docs! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders No virus found in this incoming message. Checked by AVG - http://www.avg.com Version: 8.0.176 / Virus Database: 270.9.15/1839 - Release Date: 9-12-2008 9:59 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Audio lag on KeyboardEvent.KEY_DOWN
I'm actually running into a very similar problem trying to create my little flash-based drum machine. I've got a 100 ms .wav that I'm trying to play on a regular basis and no matter what I try, it comes out sounding weird and erratic. I was hoping there was some magic Here's how you compress and/or pre-load the sound so that it plays instantly trick that I was missing. I've done several tests -- from playing the sound every x frames, to playing the sound every x ms, to keeping two identical copies of the same sound and alternating between them, but nothing seems to help much. I'd be glad to share some test code if anybody's interested in trying this at home, but it sounds like maybe the problem is Flash's and not mine. Maybe I'll put together some hacked-together timeline solution and see if that helps at all... CB, when this is all over, your piano and my drummer can jam. --T On Mon, Dec 8, 2008 at 10:13 AM, Olivier Besson [EMAIL PROTECTED] wrote: Hi, a colleague of mine noticed the same problem with attached sounds in as3. He had to start music loops simultaneously and it turn out impossible by actionscript alone, because of a random lag. The only solution he found was to launch the sounds in the same keyframe in the timeline. Perhaps a timeline-based solution of your problem is possible: for example using the keys to controls movieClips with different labels (each label having one sound), and using updateAfterEvent as advised previsously. Or, one clip per sound. If it solves your problem, you can still control the volume of an IDE-specfied sound by using the soundChannel property of movieClips. Olivier jonathan howe a écrit : That part was actually confusticate's and I do believe that he was implying that the sounds had load() called prior to the KeyboardEvent, and the latency happens on the 100th keystroke as well as the first. By way of comparison, I had the same problem in sounds attached from the library. I wonder if it would make a difference if new Sound objects (in AS2) or SoundChannels (in AS3) were or weren't instantiated every time. On Mon, Dec 8, 2008 at 4:49 PM, Sidney de Koning [EMAIL PROTECTED] wrote: Hi Jonathan, You say: The sounds are MP3s which are load()ed into Sound objects on init(). Does this mean you preload the sounds? If so; If you press a key before the whole sound is loaded in it takes some time to play it, because it is still loading. You can make sure of this by showing the application AFTER all the sounds are loaded in, this can be done by creating a loader que (place items in an array after they are loaded and check if the total amount of items loaded in is equal to the array length). This way you always know that nothing shows up before all the sounds are loaded. Hope this helps you, Sid On Dec 8, 2008, at 4:31 PM, jonathan howe wrote: I'm very interested in the solution to this. I notice it on certain machines and not others... it does not seem to have anything to do with the input part, and in some cases can stutter the display updating. For example, if you were to have a timer trigger the sound and print something at the screen, they would both 'appear' at the same time but if you also measured the time difference between the trigger's execution and after the sound call, there would be latency. The superstitious/uneducated part of me supposes that Flash is establishing a modal call to the sound card, and some perform cards respond faster than others. -jonathan On Mon, Dec 8, 2008 at 2:37 PM, allandt bik-elliott (thefieldcomic.com) [EMAIL PROTECTED] wrote: did you use updateAfterEvent() to force it to play immediately? if not, it might be waiting for the next frame to process the event On Mon, Dec 8, 2008 at 12:14 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi List, I'm dipping my toe into AS3 and thought I'd play around with sound by making a little piano keyboard which is played by pressing keys on the computer keyboard. It works - the appropriate sounds play on KeyboardEvent.KEY_DOWN - however, I've noticed that there is often a lag between the keyboard event and the actual sound playing. The occurrence of the lag seems pretty random. The sounds are MP3s which are load()ed into Sound objects on init(). On KeyboardEvent.KEY_DOWN, the appropriate Sound is play()ed. I've checked all the MP3s, and they don't have extra silence at the beginning. I don't think it has to do with the number of MP3s involved (14), because I noticed the lag even when I was testing it out with 2 sounds. Has anyone dealt with this before, and know what the problem might be? You can see (or rather, hear) the lag for yourself here: http://snipurl.com/7ndr2-meep Thanks! In hope, CB. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com
Re: [Flashcoders] Re: adding physics to pivot object around a point
Well, I know you could do something like this very easily using a physics engine like Box2D (http://box2dflash.sourceforge.net/), but the very easily part only kicks in after you spend several hours converting your entire application to using a third party physics engine. If you're just trying to do some more basic faux-gravity rotation, there's probably simpler ways of doing it. If I were gonna fake it and I had a simple shape like a rectangle to work with, I might esimate what portion of the sprite was to the left and the right of my cursor, use that to apply a little force to some internal _angularVelocity variable, and then combine that with the MatrixTransfrmer.rotateAroundInternalPoint method to rotate my object around the mouse cursor. But I can't promise you that'll necessarily look any good, though. That's just a guess. --T On Mon, Dec 1, 2008 at 10:12 AM, allandt bik-elliott (thefieldcomic.com) [EMAIL PROTECTED] wrote: So I guess what i'm trying to get at is that I'd like to apply gravity and momentum to an objects angle rather than directly to their y axis anyone have any ideas? thanks a -- hi guys could anyone point me in the right direction to do the following, please? I'd like an object that is dragged to correctly respond to being pulled around by pivoting around the point it is dragged by (also applying downward force to represent gravity) for example, if i hold a pencil lightly at one end, it will pivot around the point i am holding and swing until it comes to a rest pointing straight down. does anyone know of any tutorials that go into this kind of thing? thanks for your help a ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] singleton returns null
Hmmm... I'm not sure I can pinpoint exactly where the problem is in your code. But there is some weirdness there around where and how that _instance variable of yours is getting instantiated. It seems like there's nothing to enforce it only gets created once or doesn't get overwritten multiple times by different SecondClass object. What I can do is give you some sample code (totally stolen, incidentally from Advanced ActionScript 3 with Design Patterns by Joey Lott) that works for me... package { public class MySingletonThing { private static var _instance:MySingletonThing public function MySingletonThing() { // Initialize functions can go here... } public static function getInstance():MySingletonThing { if (MySingletonThing ._instance == null) { MySingletonThing ._instance = new MySingletonThing (); } return MySingletonThing ._instance; } } } ...which you can then call from anywhere using code like... var foo:MySingletonThing = MySingletonThing.getInstance(); ...actually, that's a little too oversimplified. I also include a little SingletonEnforcer class that helps to ensure somebody doesn't incorrectly call new MySingletonThing() outside of that class... package { public class MySingletonThing { private static var _instance:MySingletonThing public function MySingletonThing(enforcer:SingletonEnforcer) { // Initialize functions can go here... } public static function getInstance():MySingletonThing { if (MySingletonThing ._instance == null) { MySingletonThing ._instance = new MySingletonThing (enforcer:SingletonEnforcer); } return MySingletonThing ._instance; } } } // Really important! Make sure you include this SingletonEnforcer class in your MySingletonThing.as file class SingletonEnforcer{}; Hope this helps... --T On Fri, Nov 21, 2008 at 9:49 AM, Fabio Pinatti [EMAIL PROTECTED] wrote: Sure thing! In my main document class, I have class BaseClass { public function BaseClass() { } } I have a second document class, that is loaded inside the first one. class SecondClass { public static var _instance:SecondClass; public function SecondClass() { _instance = this; } public static function getInstance():SecondClass { return _instance; } } and my third document class, that is a movie loaded inside that same document as above. class ThirdClass { public function ThirdClass() { trace (SecondClass.getInstance()); } } In Gaia, these 3 classes are respectively Main.as, Nav.as and HomePage.as. In that sample I wrote, the output is null. If I declare in my base class, something like private var _it:SecondClass, even I didn't init that var, and compile the app again, magically, it outputs rightly my class instance. The weird thing is, for example, If I try the same getInstance() from BaseClass, for example, it returns correctly too. Im wondering why some classes you can get instance, and for other, you must declare a var, like my workaround... Thats weird, no?? Thanks, Pinatti On Fri, Nov 21, 2008 at 12:39 PM, Hans Wichman [EMAIL PROTECTED] wrote: Hi Fabio, could you maybe post 2 examples, one that works, and one that doesn't? A picture says more than a thousand words:) greetz JC On Fri, Nov 21, 2008 at 2:19 PM, Fabio Pinatti [EMAIL PROTECTED] wrote: Hello, About the syntax, I meant the second one, actually, declare the _instance just in constructor, but I just noticed a very weird thing...When I get null as I was referencing, if I just declare in my main class, a var casting the type of class that was returning null, it'll work. Seems compiler see that the class exists, and so it returns what I expect. It's really weird, since the singleton pattern is still the same. If i don't declare this dummy var with the type I want, even I'm sure the instance exists, it returns null. I really don't know why this is happening, but it was the workaround I've found. About the singleton implementation, I agree with you isn't the best thing to do, but in my case, I'm using that for 3 document classes, that for sure I'll use just one single time, so, it's the quickest solution I guess. And very nice your approach about minimize Singleton use. I'll take a try, it can save a lot of time. If you got my problem (i know it's a quite mess to explain), would be great know why this happens. Maybe it's a Gaia thing that I don't know how to use, but I was wondering if it was being a stupidity of mine with singleton concept, since I'm a bit new with oop. Thanks a lot, Pinatti On Fri, Nov 21, 2008 at 10:53
Re: [Flashcoders] Flash Authortime vs Runtime children
Okay, I'll admit I'm only getting a vague sense of your problem, so forgive me if I'm totally off base, but I think the proper workflow is this... 1. Uncheck the Automatically declare stage instances checkbox. (In File... Publish Settings, go to the Flash tab, and click the Settings button next to ActionScript 3.0) It sounds like you've already done this. 2. Create whatever you want to on stage within the Flash IDE. Remember the name that you give it. For example, maybe you're creating a custom member of the Ball class called bouncyBall. And maybe you added a TextField called highScore 3. Go into your Document Class ActionScript file, and make sure you have code like this... public class BounceApp extends Sprite { public var bouncyBall:Ball; public var highScore:TextField; // rest of code goes here... 4. You might need to repeat steps 2 and 3 if you've done something similar for any individual symbols in your library. For instance, if my Ball class had a text field called bounceCount, I'd need to include code like this... public class Ball extends Sprite { public var bounceCount:Textfield; // other code here 4a. The nice thing is that I could actually then create a new class that extends Ball, and as long as it has a Text Field called bounceCount in there, it should all work. 5. From experience, I can tell you this is a pain in the butt if you're doing it for the first time on a project you've already implemented halfway, but when you start getting into this workflow from the beginning of a project, it becomes second nature. Hope that helps somewhat... --T On Wed, Nov 5, 2008 at 4:56 PM, Glen Pike [EMAIL PROTECTED] wrote: Hi, I found my problem... I had created classes that extended my AppScreen class public class ShowControlScreen extends AppScreen public class RobotDiagnosticsScreen extends AppScreen etc. But the Flash IDE would not let me use the AppScreen as the Base Class for my Library symbol - it whines about the Base class being already defined??? So to workaround this problem, I had set the Base class to; ShowControlScreen, RobotDiagnosticsScreen, etc. Then set a LinkageID for each one to something else; ShowControl, RobotDiagnostics, etc. So my symbols on stage that included components were ShowControl, etc. As soon as I started instanciating these instead of the Base class for the symbol, my on stage instances appear - hooray. Need to get my head around this - found a useful thread here, but I am having the problem that if I don't declare my stage instances automatically, but in my classes, I get a reference error for each thing on stage when the system tries to create these objects in the display list; ReferenceError: Error #1056: Cannot create property _displayText on RobotDiagnosticsScreen etc... So, does anyone know what the workflow is, because this seems like a PITA - either I have to create everything programmatically at runtime, or do some frig' in Flash with my LinkageID's to get it working and risk compounding errors with possible typo's etc in these fields. Why can't I just specify the class name as the LinkageID and choose WTF I want for the Base class - if I mess it up, that's my problem surely??? Thanks, from a tired pd off Glen. Paul Andrews wrote: - Original Message - From: Glen Pike [EMAIL PROTECTED] To: Flashcoders@chattyfig.figleaf.com Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, November 03, 2008 10:13 PM Subject: [Flashcoders] Flash Authortime vs Runtime children snip The problem I have run into is that when I instanciate an AppScreen symbol from my library - it's not on stage - and add it to the stage I handle the ADDED_TO_STAGE event for wiring the components up. All my component instances trace out as null at this point, so I am left scratching my head wondering when they might be added to the display list... I'd really like to see how you are trying to access the the component instances. Instanciating the symbols alone won't add them to the stage (addChild does that), so do you ever receive the event? If you do you should be able to find the component from the event payload. If you can write a tiny snippet of code to show how you attempt to load and access your components, then I'm sure we'd find the problem straight away. Paul ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders