ActionScript 2.0 :: [FMX] - Splitting A Variable?
Apr 2, 2003If I have a variable
a = 456
how can I get the numbers from it like
a1 = 4
a2 = 5
a3 = 6
If I have a variable
a = 456
how can I get the numbers from it like
a1 = 4
a2 = 5
a3 = 6
i have a var lets say 'x' x="i like cheese and want to eat it everyday" i want to split the var x by every 10'th character, assuming the 10 chracter is not in the middle of a word , then i want it to split it before that so that no words are not cut out...
ex:
x="i like cheese and want to eat it everyday"
arr[1]="i like " 7chars causs 10th char was inside 'cheese' and spliting of words is not allowed
arr[2]="cheese and " 10 chars exactly , splits at space
arr[3]="want to " 8 chars 10th char inside eat .. u get the idea by now i hope
arr[4]="eat it "
arr[5]="everyday"
so its splitting the variable every 10th character.. if the 10th chracter is a space, if it is not it backs up to the previous space and for the next array slot starts from there
I do a lot of work with GWT but don't have experience of Flex. I was talking to a guy today who was looking at moving some large Flex based applications to GWT due to the Flex application getting too big and using too much memory in the browser. This is a problem I have had before with GWT - browser apps using lots of memory as all the code gets loaded when it starts.
However, in GWT 2.0 there is now a code splitting feature to overcome the problem of the client code getting too big. This allows all the code (javascript) not to be loaded as one big file on start up but instead code split into different files that can be loaded when required.
I was thinking as to if there is anything similar in Flex. I assume the Flex application code all lives in one single SWF file which loads at start-up so this approach is not possible but thought there might be other solutions.
On a webpage, is it possible to split large files into chunks before the file is uploaded to the server? For example, split a 10MB file into 1MB chunks, and upload one chunk at a time while showing a progress bar?
It sounds like JavaScript doesn't have any file manipulation abilities, but what about Flash and Java applets?
This would need to work in IE6+, Firefox and Chrome. Update: forgot to mention that (a) we are using Grails and (b) this needs to run over https.
I'm currently working on a little project of mine, where I have a character and a number of different items like clothing,hairstyles etc, which over time.. hopefully will grow into a tremendous amount.The thing is, if I have eveything in one fla file, there'll come a time where it becomes too bloated/large and Flash will eventually lag.So, is there anything way I can keep for example.. all the clothing in a separate fla/swf and the main character in another fla.But when I publish.. They all combine back together?I customise the character dynamically with references to linkage identifiers.. So I need a way which allows them to be split into different swfs, but still be able to call to the right clip.
View 6 RepliesI am always using LoadVars to load in data from PHP or whatever and it normally always works. But some times my result data is split into multiple variables when there is only meant to be one var. I think it always splits on ampersands ("&") which makes sense, as they are used to tell Flash when a new var is starting.
I was wondering if anyone knows more about this, and if there is a way around it. Usually I get around it escaping the characters on server-side, but I recently have a project where I cant change the data that is sent to me.
Here's what I'm trying to do:
I'm doing some animated characters (I'm on CS5), and I'm trying to optimize the animation/rigging process to save time and manpower (there is very little of both).
The characters all have multiple animations, which are stored each in their own movieclip, which in turn is placed on a main movieclip where each animation verb (states) is stored on a frame, so we can switch between animations (the usual game character setup)
Each state movieclip has the entire animation on it's timeline. they have about 20 layers, each with as few objects as possible in them... The idea was that later, these layers could be moved onto movieclips of their own, to allow for character customization (changing colors and whatnot)... This seems like a pretty straightforward setup, but there is a snag.
Some objects that need to be moved onto movieclips are sharing layers with other objects that don't, despite my best efforts to plan ahead and prevent that (hence the 20 layers, which obviously weren't enough).
So my question is:
Is it at all possible to select shapes across all frames of a layer? I know you can edit multiple frames, but I haven't found a way to select a specific shape across all frames.
For a better unerstanding of the situation, imagine that a layer might contain the shaped for an arm. They're all at shape level, and the only separation between the different arm sections are the different colors each has, which makes it possible to select a single shape on a single frame just by clicking it (which will 'flood fill' the selection).
Now, with edit multiple frames on, clicking a shape will only select it on a single frame, and drag selecting will select a rectangular area across all frames.
What I'm looking for is a way to 'flood select' a shape across all frames, so I can select, say, the upper part of the arm across all frames, and then delete it, leaving me with a layer that only has the lower part (and a previously coped layer that can have the lower part removed, effectively separating them).
Shift/Alt/Ctrl/Right clicking won't work here... there doesn't seem to be one of Adobe's obscure shortcuts for this..
Hi, I am brand new to Flash and I come from other development environments so I have a question about a possibility. I am aware that you can have a symbol (like a MovieClip) use a custom class to handle how it responds to the world, but I was wondering if it's possible to be able to set some values via flash without having to touch code. For example, I create a MovieClip called Crate, which has a class that lets it be destroyed, but then the designer wants to specify that certain crates have contents inside of them. Is there any way to do that in flash without having to create a new class for the crate?
In other words: the designer puts a Crate in the world and then sets a propery (for example: contents = TennisBall) and the Crate class handles the rest. Will this work? Also, am I right to understand that instances of symbols are all the exact same? So I can't have the designer create a new instance of Crate and then change it to be a little different (like draw a sticker on the Crate), but still have it be the same as all the other Crates?
I hope these questions make sense and I apologize if I asked this in the wrong forum. I'm very interested in developing games for flash, especially after the news that CS5 will let you export to the iPhone, but I'd like to keep the code away from the designer as much as possible,
I enter a set of 4 values in one text box and i display it in a splitted way in 4 other small text boxes using this code:
array.push(Number(t1.text));
array.push(Number(t2.text));
array.push(Number(t3.text));[code]........
But now I need to know how to do the same thing for any dynamic value that is entered.Say I have a text box tt1 and a button b1. When I enter any value (say 6) this number of text boxes are created (6 new text boxes with names t0,t1....t5)I have another text box tt2 and a button b2. When i enter a set of values in it (say 10,66,33,45,2,4) I need these values to get displayed in those text boxes t0,t1,t2..
I am looking for a way to split a loaded mp3 Sound into small segments. I have googled around but cannot find anyth on the matter. I am begining to think it is impossible. My approach was to load the mp3, then use the extract function to extract all the bytes. now for every small section when the user wants to play it it is filled using SampleDataevent with some values from the array. At first i tried to do my idea by loading an mp3 into a bytes array then writing it to a new file and playing that file but it does not work:
Code:
var snd:Sound = new Sound();
snd.addEventListener("complete",loaded);
snd.load(new URLRequest("Burn.mp3"));
[Code]....
I've got a class that I create that extends the EventDispatcher class. My class has lots of variable declarations and getter and setter functions. I would love to split up the class into multiple AS files so that I can organize the variables and functions by category. Is there any way to do it and still maintain a relationship between all of the files so that one can easily call a function or a variable that exists in another? And so that other classes in my application can refer to one reference when accessing public functions in any of the AS files.
View 3 RepliesI'm looking for some help with the following script:
Main Class:
Code:
package {
// Flash Classes
import flash.display.MovieClip;
import flash.events.Event;
[code]....
Now, I'd like to move the blue color coded script to the separate package. When I do that, I've got many reference errors. how the code should look like, when it's in separate package, with all the references to variables that work? And how to call this function from Main class?
i know how to use arrays in a flash file but i'm not sure if i can split it into multiple from an input text box:
Code:
stop();
getcode = [_root.colorskin, _root.coloreyes, _root.colorwing, _root.eyes, _root.mouth];
[code].....
I want to split a string into its individual characters and then put them in movieclips so that they can be individually tweened.
i was thinking i could split() the string into an array and then create an array of movieclips, each movieclip containing the corresponding letter in the split() array. would this be a good way to resemble a textfield? im looking to do something like the effect here: [URL] i just don't feel like spending $99 to get the package.
I have text field about in the center of my stage. When a button is clicked, I want this text to split and animate out and the new text to appear. What I thought was to use the Bitmap data object and draw the content movieclip using the .draw() method and then manipulate this pixel data. But I have only done very trivial things with pixel data in actions script.
View 2 Repliesthe general goal I'm going for is this: user enters a bunch of text into a textarea. It's parsed word by word into an array, and then the array is gone through. If a certain word (from a list provided by me) is found in the array, then an event will happen later..
[Code]...
I'm new to ActionScripts and was tasked to complete a project. I'm trying to split a big image so I can send them to a http server in chunks. I'm using a recursive function below and increasing the DisplayObjects X position on every iteration. The problem is I get the same image in every iteration and checking the encodeByteArray string value is always the same.
Code:
var currentTileIndex:int = 0;
function renderNextTile(e:Event):void{
if(currentTileIndex < tilesToLoad){
loader = new URLLoader();
[Code] .....
Let me first say that the project I am working with was my first foray into AS3 as well as OOP. I wanted to be a grown up so I wanted to use classes and not rely on individual swfs.Unfortunately, I didnt quite understand the spirit of OOP, or at least I dont think I did, and I made each section of the site into a separate class. I then integrated the classes and their library materials into one large project. The thing works great - but unfortunately the file has gotten too big.What is the most straightforward way to now break this project back up? Do I need to load in external swfs
View 0 RepliesI'm working on an RPG engine where all the dialogue is stored in an XML file. Ideally like to be able to pass the engine a large paragraph of dialogue text and display it bit by bit inside a fixed-width text field without splitting any words.So for example, if I were to pass the following chunk of text:"Good countrymen, let me depart alone, And, for my sake, stay here with Antony. Do grace to Caesar's corpse, and grace his speech. Tending to Caesar's glories; which Mark Antony"The engine would work like this:"Good countrymen, let me depart alone, " - PRESS SPACEBAR"And, for my sake, stay here with Antony. " - PRESS SPACEBAR"Do grace to Caesar's corpse, and grace his speech. " - PRESS SPACEBAR"Tending to Caesar's glories; which Mark Antony" - PRESS SPACEBARDoes anyone have any ideas how I could achieve this?
View 1 RepliesI want to be able to split the following works in at the capital letters:
UserArea
User Area
userArea
User Area
UserAREA
User Area
[Code]...
I'm making a simple drag and drop game, but the strangest thing is happening on IE with FP10: the sub-assets of the draggables shift their positions when the parent is dragged quickly.The mouseChildren of the draggables is set to false, and the cacheAsBitmap is set to true. And it functions beautifully on Safari and Chrome. This is client work, so I can't really post a link here without their permission.
View 1 RepliesI paid someone to write a Flash application, he did what I asked him, but there is one problematic aspect that he doesn't know how to approach:The application consists of many small mp3 files that have to be preloaded in the beginning. The problem is that is takes FOREVER for these files to load. I changed the server to a VPS and nothing changed.The programmer uses the load() function from the sound library to load the mp3 filesI installed an HTTP packet sniffer and found out that every file is being split to many small packets, 1.3Kb in size each. So for example a 76Kb mp3 file is loaded in over 60 requests!
View 8 RepliesI'm about to start on a side-scrolling game which will involve around 10 different characters the play could choose from and probably about 20 different enemies. Each of these will have slightly different graphics, movement speeds, attack rates, etc. but I'm wondering how to manage it. The way I see it there's two options: Have a general classes "Player" and "Enemy" with a setter method for the exact character which could set a bunch of class variables like speed, max health, etc.. Most of the code would be the same but I'd need a lot of "if" statements in some places (ranged attack vs. sword, etc.).Have a whole bunch of classes "Goblin", "Scarecrow", "Skeleton", etc. that inherit from "Player" or "Enemy". All the stats could be hard coded in individual classes, no need to perform multiple checks on which character it is, but there will inevitably be some code repetition.
I'm bearing in mind that I'll have to reference these regularly. For example, each "Player" will probably have a "target" class variable to track who it's moving towards/attacking. If I strongly type this as "Enemy" and then set it to an instance of "Goblin", for example, will it be cast to "Enemy"? Is that a bad thing performance wise? What about using Vector.<Enemy> for tracking objects on screen? I'm guessing I'll have the same casting issue if the actual objects I push there are instances of Player's sub-classes. Will it negatively impact performance to have ~30 extra classes if I go with option 2?
I am creating a AIR application in flex. I have a textArea having a string something likAAA BBB CCC DDDQQQ WWW EEE SSSKKPPP SSSL AAASI want this to save this into .txt file. I am using - file.save(output.text,"testFile.txt");But its is saving everything in 1 line. When I open the file using notepad everything is coming as Single line.Does flex provide any functionality using which I can save the contents of multiline Text Area into .txt file?The output string has got the '' but notepad is not able to recognize it. Is it a Flex issue or Windows notepad issue? If it is notepad issue then is there any way to work around this from Flex file io?
View 2 RepliesIn my flex datagird i have a checkbox and a datgrid with seven columns. im populating values in first five column(remaining two column no values) of datgrid by an Arraycollection. now,By clicking the checkbox i want to show all seven column values and if i uncheck five columns has to show... how its possible?? heres my code
[Code]...
f you know PHP...then you know that you can create a string variable...and then use the value of that variable to declare another variable. like this:
PHP Code:
<?php$foo = "haha";$i{$foo} = "success";print $i{haha};?>
and it would display "success"...or like this:
PHP Code:
<?php$foo = "haha";$$foo = "success";print $haha;?>
and it would also display "success".
i have a variable take away another variable which makes answer1 variable i then want answer1 to be to the power of another variable how can i do this in flash
View 5 RepliesCode:
var fruit1:String = "apples";
var fruit2:String = "oranges";
var fruit3:String = "grapes";[code]....
I need the variable fruit1, but for reasons I don't have time to get into, I don't know how to parse these two variables to make a parseable variable.
I'm trying to pass the contents of variable playnoyes to the long line of code below to decide whether or not to autoplay the flash movie, but doing it as I have below, the resultant line of code has the variable in quotes and therefore the code doesn't execute it as expected. My question is, how can I pass the variable so that the resulting line of code doesn't have the quotes around the variable value.
var playnoyes='true';
var testtext = "<script type='text/javascript'>AC_FL_RunContent ('codebase','http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.[code]....
I want to declare a variable on the main timeline that can be called from anywhere in my movie. So, _global var should be the right approach. I want to declare a movie clip 'MC1' "open", or "closed" so that when it is revisited, my flash file knows the user has been there before and performs a different task from the one it does when 'MC1' was first encountered. So, i need a 'if' statement to run from the variable, when the playhead encounters the movieClip.
[Code]..