ActionScript 3.0 :: Making A Console Window Component?
Apr 24, 2011
I'm trying to make a console for text based i/o. The output window needs to be able to print char by char in multiple colors, wrap horizontally and scroll vertically.Most of that isn't a problem with the default TextField class, but I'm having a lot of trouble getting the colors right.If I use the htmlText property and wrap each character with "<font color=000000></font>" it starts a new line each time I add text.TextFormats don't seem to work at all for some reason. I do something like this:
ActionScript Code:
var tf : TextFormat = new TextFormat();
tf.color = FFFFF0;
textField.setTextFormat(tf);
...and then add the new text but nothing changes. Even if it worked, could I even use multiple TextFormats in a single textfield?I've been reading about this new "Flash Text Engine", and I'm wondering if there's some way that can help me, but I'm having trouble finding enough examples to understand how it works.
Any example of a telnet/chat or other console like FLEX application where you can use the same TextArea as input/ouput area. I've been trying to modify the app at: [URL] but so far, computer says no. All the implementations I've seen use a combination of TextInput and TextArea.
The challenge is that we'll be using this app to telnet into some old routers and we'll need to do a fair amount of copy/pasting. Based on what I've seen, it seems that I would need to point the mouse into the TextInput in order to be able to right click and paste, which is not very sleak.....
I'm building this game, and it was working fine, until I used the menuBar component. It's not code related, 'cause i've commented out the script that does things with the menuBar. If I drag the MenuBar component from the component window, onto my Stage , the game refuses to work. If I deleet it (but keep it IN my library), it still doesn't work!. But if I turn the export settings of the MenuBar off, it works! The classes that i'm using for my game are called Node.as, JawBreaker.as The class I want to use to do something with the menuBar is called GameMenu.as (but that doesn't matter, since I commented the calling of that class out).
I had a question Yesterday, and posted in the Flash 8 Section of this forum...well, I have a question now...When I open a Window Component(with a movie clip inside it ...ofcourse) via Popup Manager from the Menu Component, the Window opens up, but I can't go back to the menu and open it. Any suggestions on how?Here is a part of my code (which I believe will summarize the rest of my code):
I have a window component on my main timeline that gets called up on several instances. When the popup window appears, everything looks fine, except that the user can still click on links that are now behind the actual popup window itself. My question is how do I keep those buttons from being active while the popup window is active?
how do I add a child to the main stage from a child movieclip?Basically, I have a movieclip linked to an external actionscript class. When the user clicks a button in the clip, I want to open a pop_up window on the main stage.When the user clicks a "close" button on the pop-up window, it should close.Can all the event handler code for this pop-up reside in the movieclip class even though the object is in the display list for the stage?
I'm having trouble creating a popup window WITHIN my document... after googling, I've only come up with HTML pop-ups outside of the document.This is the only example I could find quickly... if you wait for the flash header to load and then click on the red brain, that's exactly what I'm looking for:To be honest, I don't even know where to begin, other than with a movie clip. However, I don't know how to tie the movie clip into the document without changing the background or anything
I want to make the menu page load in the same window.Right now, if you click on the index page, it will open the menupage in a new window. I know I need to use _self, or _parent. But Icouldn't figure out where to insert it.
I'm getting the hang of Actionscript 3 after a lot of reluctance to move to it, and finding it a fun language to work with. However, I'd like to build a play field that is bigger then the actual screen - a basic "game camera" setup that scrolls a map or scrolls around it.
where abouth can i donwload a trial version of macromedia flash 5.0 and is there any stuff on making a flash clip come out of the flash screen or window
in Macromedia flash MX i noted that the scollbar component when is droped over a textbox, it take the name of that textbox like a target text box... how is this done? I mean, how the component knows where i'm droping him?? and how it knows that is a textbox object and no another thing.
Relative newcomer to Flash, and I have (what should be) a simple question: how does one go about making the CS3 checkbox component larger? I'm not talking about the bounding box (checkbox + label); I'm talking about the checkbox itself. I've looked all over the place, and I'm stunned that this doesn't appear to be as easy as I thought.
I am using the flv player component and am having trouble adding the players buttons to the tab order.I opened the FLA for the skin I am attaching to the component, and individually selected the play, close caption and full screen button and assigned them each a tab order number within the Accessibility window. I also selected the "make object accessible" checkbox for each button within the Accessibility window. Doing that didnt seem to work, so I looked further and found that there is an accessibility class and I have now tried to utilize that class with the following code:
I'm making some custom controls/components and I have an issue with package paths. I know what I want, but don't know how to do it. I'll try to illustrate with code: PHP Code: package { public class Test extends Sprite { public function Test() { // let's make some instances... //I'll use full path names to avoid imports var _one:ClassOne = new domain.controls.ClassOne(); [Code] .....
This is all ok, works and stuff. But as you can see code is awefull. And If I make import statements: import domain.controls.Style; import domain.controls.classTwo.Style; I'd still have a mess in code, since I'd have to use full paths.
Now, I would like to simplify things, but keep it clear also. Lets say I'm making a component that uses several controls. I want to make package part of the assignment statement, like: Code: import domain.controls.*; ...... // inside my component test1.style = Style.DEFAULT; test2.style = classTwo.Style.RED; But this is not working. I was thinking about making some kind of proxy class/variable/object named classTwo.
how do you make an image pop up in a window javascript style, from flash?
i have a variable in flash, equal to something like "images/image.jpg", and I want to make a button so when you click it it opens up a popup window thats a certain size, without menubars/scrollbars etc, to display that image, like a javascript on your standard HTML.
I read that flash has a javascript API, so there must be a way to do it huh? Is it getURL stuff, maybe with a POST of my variable?
how this site was made so that it fits every browser window completely, with no borders or distortion to the site? http:[url]....I want my site to fill the screen and the only way I know is 'exactfit' in the html but this stretches the file on certain browsers.
I have an flv component in a flash document streaming from a capture card at [URL]
Flash Media Encoder is outputting at 320x240 and the FLV component on the stage is 150x112. The fullscreen button maximizes to the entire screen leaving the 320x240 video stream pixelated and distorted. I want a button to make the FLV component only go 320x240 in a popup window.
I'm currently making a playlist out of the component List and I want to add in thumbnails in there. The playlist shows the choice of videos that can be played.
I am an artist trying to remake my website...I have a picture of a window on my homepage. The window is a movie. When clicked on, the window lights turn on and a grid of thumbnail pics appear. Each thumbnail is a movie clip. When a thumbnail is clicked on, the movie plays and a larger image appears over the window. The problem is, the window is still active underneath the large image, so if I click on the large image, I am really clicking on the window movie clip underneath, and the thumbnail grid disappears-starting the window movie clip over. How do I make the window clip inactive after it is initially clicked? Also, I would like the larger images to end their movie clips after another thumbnail is clicked, so that there aren't large images piled up on top of each other.
I'm working on an app that, from the Main.mxml, opens one or many Window.mxml instances. When it's done I want all windows to be chromeless so the custom controls need to work. In Main I've added applicationComplete="init();" so the init function gets ran, which contains clickhandlers, which makes the buttons work. However, this way of running an init function doesn't seem to be valid for an mx:Window. I can cheat by not using a clickhandler for the minimize and close buttons with a click="this.minimize();", but I don't know of a way like this to make the move work because it's a MOUSE_DOWN event.
Question 1: Is there a way to have such an init function in an mx:Window?
Question 2: What's a good way to make the buttons on the Window instances all work?
The problem i have is that i want to use the ui window component (in order to keep file size down, and it just works well) but i want to use multiple windows on the stage. It was simple to get them to open with PopUpManager.createPopUp and to intialise the close button with deletePopUp(). Now heres the big but i can't get a swapdepths function to work.I have added in an event listener for the close button and the swapdepths but only one fuction will work at a time, ie i can get the swap depth to work but you can't drag the windows or close them, or you can drag and close one window but the other will not do anything until the top one is closed.i know that it's a swapdepth problem but i can't work out where to put the swapdepth in the code to make all fuctions work at once.The code is below
i have been trying to work this out for some time and i can't find any info about this on the web.The problem i have is that i want to use the ui window component (in order to keep file size down, and it just works well) but i want to use multiple windows on the stage. It was simple to get them to open with PopUpManager.createPopUp and to intialise the close button with deletePopUp(). Now heres the big but i can't get a swapdepths function to work.I have added in an event listener for the close button and the swapdepths but only one fuction will work at a time, ie i can get the swap depth to work but you can't drag the windows or close them, or you can drag and close one window but the other will not do anything until the top one is closed.i know that it's a swapdepth problem but i can't work out where to put the swapdepth in the code to make all fuctions work at once.[code]
I have a component based on canvas, and within that component I have two images. I have the component listen for a click and when that event occurs one image goes transparent and the other becomes visible. This part works perfect. Now, on clicking that component, I also want to do something to the parent canvas, I already have this working for more basic types (image, canvas, text, etc) but the problem with my component is that the click event has the internal image as the target, so what I want to happen to the outside canvas is happening to the canvas of the component. How do I make my component as a whole the target of any clicks on it? 3.5 SDK
Does anyone know of a class file or third party component that has the same functions (or similar) of what the alert window component did in flash 8? I am doing this is AS3 obviously is why i need an alternative.Im trying to make a pop up modal window of sorts like the alert window component did.
I found two tutorials that both contain pieces of what i am looking for but i cant seem to figure them out and get exactly what i want. Here is the first one[url]...
In the first one, the general idea is what i am looking for. Except that i want to load a movieclip and not an image. My problem in this one is the button component that is used. I have no clue how to skin or customize the button, and i cant find a good tutorial to help me so i figured it might be easier to just change the actionscript for this. I want to be able to create my own button (instance button) and use that so that when people release that button, the movie clip pops up![url]...