ActionScript 3.0 :: Imported Text Strings Have New Lines Where They Shouldn't?
Nov 28, 2009
Using AS3 in flash CS4Hi i have some imported text from a tab delimited/seperated text file (.txt).I have split the values into an array using .split('') .split(' ')I have stored the imported data into an array where each column has a new index and the properties of each row can be gained from array[n].property. For example array[4].name would give the 'name' of the 4th entity in the original text file.This all works fine however some of the separated strings are formatted incorrectly as they take up 2 lines instead of one.The first string in each line in the original text file is imported into flash with a new line above it. I.e: "Property1" in the original tab delimited/seperated text file is stored in flash as "Property1" with a new line above it. I need to get rid of this new line in order to appropriately display the text in text fields.
I need to load textbox.text in to string Obj and find the x y coordinates of some characters by the start and end index of that string. I am already doing this by using textSnapShot class and it is working great, but this class is working only on static textbox it is not working on dynamic textbox. any one knows any way of doing this! here is the snapshot function it returns xy coords:
function GetStringXY(startindex, endindex):Array{ var xy:Array = new Array(); var mc:MovieClip = this;
i have a dynamic text feild which is being populater with text. disText.text = "I may start �utopian island� soon. Then we can recline while the robots and the animals do our bidding. Within reason. No monkeys in bras. &&about 1 hour ago from web"; i can format this text like so:
[Code]...
okay so that is all good. Now i need to search the string and find the &&, any text after this point will need to be formatted in a different way. i have done a search and replace
[Code]...
so that the special characters are replaced with nothing but i cant find a way of findig out where in the string the special characters were and how to modify the text that is after the special characters i.e the about 1 hour ago
I work on AS3 one week, and then take a break for a few weeks, then work on it a day, take a break, etc.. So I forget some of the basics, and need refreshers. I think I need to stop taking breaks.
Problem: I push multiple strings into an array, and some of the strings are the same.
Code: var myArray = new Array(); myArray.push (Snivvle); myArray.push (Kirupa); myArray.push (Snivvle);
I want to find out which element positions "Snivvle" hogs up. We can see that it would be using element 0 and 2, and if we do an "indexOf" we would only get to see element 0, and doing a "lastIndexOf" we would only see element 2. How do I find out ALL of the element positions "Snivvle" is located in, so that it returns: element 0, element 2.
I am building a textField object that will contain new line character." " does not appear to work. All that it has been doing is trunctate the text string to the first occurance of the " ". Does Action Script use Unix new lines; (line feed)? Javascript does, as well as other scripting languages I have been using, regardless of the platform. It needs to occur within double quotes; " rather than ' ', other wise it is rendered literally. How do I enter new lines into Action Script text strings?
I have inherited a AS2 project and it currently uses XML to store the text strings. I really want to switch it to ini.The ini file formating looks like this:
Code: TEXT="ladi da di da" ANOTHER_TEXT_STRING="more ladi da di da"
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I've made a imput box (textbox) with the name "user" I've declared an array:
var word = new Array(500); word[0]="";(I need this for first word from a text)
When I try to compare the user.text to word [i] for example even if this values appear at trace() the same, the if (user.text=word[i]) give me everytime false.
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I have two input boxes that I can type numbers into.I'd like a third input box to display the total of the first two.I've set up a key pressed listener on the stage to run a function that adds them together when a key is pressed.Problem is, it just places the strings together - it ddoesn't add them.So how do I tell Flash that box1.text and box2.text are numbers?box3.text = box1.text + box2.text ain't doing it.
I have a Flash file which contains some dynamic text boxes. ActionScript is being used to fill these boxes using strings. However, I can't seem to get Chinese characters to appear properly. I've tried the actual unicode character as well as their unicode-escaped equivalent but when I export the movie, nothing shows up (blank - it was assumed that the characters are not even present).
how can i have an array of strings but also with mc identifiers in the same array and have it know the difference between object and string? RIght now i've got this array of strings that goes to a textfield, and if i change it to
I trying to load indivual strings of text from an external file. example: I have a movie that navigates from frame to frame. on each frame I'd like a line of text to load into the movie. When the user navigates to the next frame the text loaded vanishes and is replaced by another line of text. This can be done with separate txt files, right but I was wondering if and how it could be done using one external text file.
I'm trying to read date variables from an external text file. I'm using the LoadVars method and it is working fine for regular string variables. I'm running into trouble trying to convert some of those strings into date variables so I can compare the current date to the targetDateX variable from the text file. I'm working on a countdown timer for a list of different times/dates. It will display the time left until the first event, then after that event the time left until the second event. I'm running the code in a for loop and everything is working except being able to convert the string with format (yyyy,mm,dd,hh,mm) into a date variable- I've attached a sample of where I'm having trouble.
I'm using flash 5 to develop a dynamic banner. It loads a txt file in an single line text field that moves from right to left, similar an electronic bank display. What I need is to check when the last character of the text loaded gets out of the stage (-x), so I can send the text field to its original position simulating a continuous loop animation. (I could do this using flashMX cause the text field scales according to the text size but I have to use flash5 ).
I have a game of you controlling a rocket and avoiding walls.When you hit the walls the rocket goes to frame 50 and plays an explosion sound and an animation then the playhead stops at frame 70.But for some mystical reason when the rocket is still moving (as in not blown up yet) the sound keeps repeating over and over. I placed a trace in the rocket's enterframe event to check its currentFrame but it stays at frame 1 like it should. And yet the sounds still keeps playing. This is just infuriating.
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I've posted this question before but no useful answer was found. People told me to use embedAsCFF=false, but I'm not embedding any font directly.
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I was working on a dynamic text with xml imported file which contains this kind of code:[code]I have more of that example along the xml file, they're kind of a little newspaper. It has no other kind of code in it.Anyway, I wanted to format the text of the body to "justify",but somehow, with justify option selected on the dynamic text box (if that's enough to work), in flash, it didn't work.So i've heard that justify didn't work, or didn't exist on previous versions of flash, so I've verified the version of the flash file and "voil", it was a 6.0 version.But now, that it's on version 10, the text disappears on *.swf file... And I don't have a single clue about it..Because on version 6.0 it was all ok, except the standard left alignment.
i have an xml file .... i have imported it into flash mx 2004, tutorial i have even applied css properties to it ( i know thats prop easy for most of you guys but im happy ) my question is this ... i would like to rotate messages on some kind of timer ... ie xml file - ( im guessing at this point cos its worked so far ... )
<message> <caption1>this is caption 1</caption1> <caption2>this is caption 2</caption2> <caption3>this is caption 3</caption3> </message>
flash action script ... what i would like to achieve... the flash file to import the xml file into a dynamic text box which i have done, but at the moment it is showing all the captions in one go .. i would like to show.. caption1 .... wait X amount of time ( a variable in seconds ? - how would i do that ? ) a motion tween to get rid of the message ( not sure what yet but i understand the basic principles so will experiment and be creative ) caption2 .... etc.
My code is on the main timeline.I call a function loop to draw lines between them.The lines are drawing between the right x, y values BUT between those values on the main stage, not those values within the kite.For example, dot1_mc is at x100, y0 inside kite. the line that should go from its center, draws from stage x100, 0.How do I draw the lines inside kite so that they draw between the dots?Heres my code that draws the linesPHP Code:
function loop():void{ lineDrawing.graphics.clear(); var a:Point = new Point(kite_mc.dot1_mc.x, kite_mc.dot1_mc.y); var b:Point = new Point(kite_mc.dot2_mc.x, kite_mc.dot2_mc.y); var c:Point = new
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If I add the button component to my movieclip it makes it bigger, as if there's some sort of invisible padding or margin around it. Making a new fla, dragging the button component, and setting the below code as the document class produces a trace of w: 320, h:250 when run.Removing the mc.addChild(btn) line gives me a trace of w: 320 h: 240.The button isn't even close to the edge of the movieclip, so why is it expanding the movieclip's height by 10 pixels? I've been reading the documentation for the last few hours, but I can't find some hidden margin style or anything of the like I've been missing. The FLA & .as file are available here http[url].....
So this works fine when it's the players turn. But when it's the enemy's turn, the enemy simply attacks a bunch till hero.HP<0 and enemy wins. I am certain this is because it's checking each frame to see if it's the enemies turn and then it executes the hitting code before the turn is changed (which must mean this is freakin fast, so cool, but not good for me here!).I tried simply making a function to call at the end of the attack, with a function that happens only on first turn to let the player initiate, but when then the hero makes no attack, enemy attacks and there is a recursion error and it shuts down.