ActionScript 3.0 :: Embedding Lots Of Resources Easily?
Apr 23, 2010
I am using FlashDevelop and Flex SDK, I use this to embed things on the swf:[code]Now, I would like to embed more than 100 files (or maybe more!), and doing this one bye one will take long and will be very exhausting Is there any easy way to that easily?
Just about all the screens require the text to be set to dynamic text and have character embedding set to basic latin(95 glyph) The problem is that because the project is so big and has so many dynamic text boxs the publishing time is really starting to slow down.
I dont mind if it doesnt embed that fonts while im publishing for debugging. I just need it to publish with the glyphs when im showing it to the client.
Can embedding be set by code?
If it is i could just take some time out to set my dynamic text boxs to look at a specific class or somthing?
Or Am i missing a propertys overright button somewhere that will switch embeding off through out the project when I need to?
I really want to attempt in making my own game kind of like Farmville. I know most of the actionscript, but I do not understand how they make the artwork. I try to make those isometric art in photoshop and stuff, but it's almost impossible for me. I use a tablet.So I'm wondering how do so many people make that art work so easily?
so I'd like to get some input on how exactly to go about coding this thing in the most efficient manner..i have 4 portfolio galleries im trying to display (web design branding motion)and the thumbnails for each of my projects are going to be displayed on a grid of 50x50px squares.id like to dynamically populate these 50x50 squares with thumbnails pulled from a folder and then populated into the grid sequentially then when an individual square is clicked have a full size version of the image (also pulled from the folder) populated in the same manner.
Lets say I have an array which has n dimensions. Now in order to access a slot you typically use: array [1][0]What if the number of dimensions are not known at compile-time, is there an easy access like:
slot = "1,0" array [slot] // accessing 1,0 Which means I can also easily navigate back and forth
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
I have a massive json object that I return from my php script. The object holds strings as well as variables that are of type php associative array. When i trace my json object it's totally not formatted and not readable by human. However If I use a free online json formatter, it looks good. My question is if there is an easy way to trace out all properties and their contents in an easily readable way using as3?
I'm currently working on side scroller that has an isometric-type perspective (think Double Dragon) and the only thing I could think of to use to easily manage the depths of the MCs was a bubbleSorting algorithm. (It seemed to lend itself well to the swapChildren command).
I have around 400 sounds in my flash file.Is there anyway to go about using them with having to instantiate them all.I will be storing them in an array.
var sound1:Sound = snd1; var soundN:Sound = sndn; var mySounds:Array =[sound1,soundN....];
I already have linkages in the library as sound1,soundN,etc
How would one go about this ?say you have a number of input text fields. and ppl feed their orders in.
big mac = 5 mc chicken = 2 lg coke = 0 fillet of fish = 0 cookies = 0 sunday = 2
then once they are done it shows thier order..... without all the menu items.
big mac = 5 mc chicken = 2 sunday = 2
To do this I was going to attempt to have an if statement for each item.if there was an item ordered a dynamic text box would be created at _x _y...... then add 10 to _x. (to move the next one down the stage)
if there was no item ordered a dynamic text box would not created.then the next item would be created further down the page as _x was increased with the last menu item created.
Is there a way to have a flash control scroll through a number of images with descriptions without knowing Flash?Perhaps like LightBox but with nice scrolling.
For some "mysterious" reason I cant surf on my text fields. And when I choose a combo box, the focus insist to not move to the next field unless I double click the next field... I removed the code, and everything worked. Since the file is quite big, i uploaded here: here: [URL]
I have a building type animation where many buildings enlarge then I want a small bouncing type animation once they do... I don't want to do this all manually as I have 100s.... Is there an easy way to do this with AS3?
I'm a game developer and I have been (trying) to optimize an engine I'm making for my game. So far I have done almost every code trick there is (almost, because I'm not even close to be a professional programmer so I don't know how to do this perfectly )The game is working very smoothly now, I'm impressed, but its still generating some issues with MovieClips. When I load a new map, it loads up a movieclip that contains all the ingame objects (Screen). Inside, I add all the enemies, player and map elements I need. After that, I sort the index of the objects inside it by their position on Y.
While this works fine (using vector), my problem is that each map has like 30-40 movieclips (like doors, walls, etc), plus the player (another movieclip), plus some objects (20-30 movieclips), plus some enemies (10-40) movieclips... and when I move the camera (following the player), all the flash window area needs to refresh, and generates lag. If I only have the doors, walls and player, it runs ok... but when I start adding the enemies and other objects... Is there any efficient way to work with movieclips? Notice 90% of map elements like doors and walls are a movieclip with only one frame.
I have made a for loop that makes lots of squares by making a fresh graphics object for each square:[code]Is there a better way to do it as this seems to cause massive slowdown as the game gets larger.Like if I use something from the library, I can just reuse it without making it every time (like = new telephone() ).Its like it reuses the image in each instance of the object.But is it possible to reuse in this way with shapes?
Only recently have I understood that onEnterFrame creates a continuously-running program that runs at the same framerate as the movie (until you call a "delete enterFrame). So, if I have a bunch of these running at the same time will I see a big speed drop? I'm a bit leery about using onEnterFrame because of this. Are there any alternatives to this method? I haven't been able to find any (short of putting onClipEvent handlers on movie clips).
We have made a simple button class that extends MovieClip, the purpose of which is to allow animated switching between lots of states. So far so good. Then we extended the simple button again to allow for a text field and resizing hit area. Still all good. Finally we extend our label button into an application specific type that alters the button's background image in a certain way. Everything seems pretty simple, right?
Now for the problem: it doesn't perform any gotoAndPlay actions.It should be jumping to labeled frames, the traces of the target labels come out correct, but the playhead never moves. Looking at the application using De Monster, it seems that each instance of the button is missing all the properties and methods of a MovieClip.I realise that this is all a bit vague without showing any code,what might cause the debugger to report a lack of properties or why gotoAndPlay might be blocked
I know this goes against the logic of most menus. I am building a menu. I have very nice mc called "menu_list" and loading into the movie loads a easily editable external XML file with all my over categorys and sub menus
it looks like this...client.niallohara.net/xml_menu.html
I'm having a hell of a time optimizing my loading sequence for a gallery site I'm working on. This is the way it works:
1. I load and parse an XML containing the URLs to the thumbs and large versions of the photos. - This step is fast and works the way I want.
2. I load the thumbnails in sequence jumping back and forth between two functions - one initiating loading of a thumb, and the other the event handler for that particular thumb which iterates a value, and then calls the initiating function again. I suspect this is where the major slow down happens.
3. When the iterating value has reached the same number as the number of URLs to load, the class dispatches a complete event, and all is well - except so much time has passed that no one will ever have waited to see the content ...
I'm doing an AS2 project with a parent.swf that loads many child_##.swf's. they each use identical buttons and other library assets.tried using Shared Library concept two different ways:
1 - created library.swf and used assets from it for child swf's ... no problem when child is played by itself, but when parent loads the child's, shared assets do not work,
2- established parent.swf as the 'library', and followed the common steps of Shared Library setup, but shared assets did not work. of course, using class files works, but still I need a central place for the graphics ( I'm avoiding having my classes create graphics via draw methods ).
I hired flash developer to make me fisheye menu with a lot of rows and columns, be he just can't make it, he says that it stuck and that it is slow when he tries to make a lots of rows and columns, is there any component in flash that could work with to make that.
I want to create an array of loaded xml for the following:
ActionScript Code: var xmlQuestions:XML = new XML(); System.useCodepage = true;
[Code].....
What I want to achieve is so I can load 5 different xmls and place them into an array. All 5 random xmls will be placed in an array then I wish to trace them