ActionScript 3.0 :: Method For Testing Shared Objects?
May 12, 2010
Is there a method for testing when a shared object has finished loading?because as you can see i have a considerable amount of variables to load, and they don't always load in time.causing many glitches.
I'm having a serious problem with looping through an array. I'm trying to hitTestObject every MC in an array against every other MC in that array.The issue is that in my hitTestObject statement, if obviously looks at only 2 elements at a time.When 2 MC's touch, I set a property called "Touching" to true.The problem is these are moving MCs and at any given time only 2 out of 3 are touching.So what's happening is:The loop runs once testing Array[0] and Array[1].Say those are touching.It sets their "Touching" properties to true(thats what I want).THEN, it runs again testing Array[1] and Array[2], and finds that they are NOT overlapping.It this process it sets both of their "Touching" properties to false, EVEN THOUGH one of them may be overlapping a different array object.I want to individual set the "Touching" property for each array object.Right now these properties are getting overwritten even though 2 out of 3 objects are actually overlapping.[code]
I am making a simulation that involves particles dynamically added to the stage (lots of circles). When these circles collide (which are actually movieclips) they need to rebound (momentum switched). I have no problem with the physics but do not know how to efficiently check for collisions. It boils down to being able to 1) Check if a particle is colliding and 2) Getting which other particle (object) is involved in the collision?
I would ideally like particles to be able to check for their own collisions and adjust their own momentum, not just some meaty Render() function running on every frame. How could this be done?
I'm writing a general physics engine and I've come across the problem I've always had with flash. So far all my hittests in my physics engine have been calculated by using x/y coordinates and the 2 objects dimensions. This has worked fine for the objects so far because they have been very square-ish and do not rotated. How ever now I am trying to detect if 2 rotated objects are hitting. How can I do this ? I would really like to avoid using any .hitTest() functions.
I have a new flash with several objects(classes) created in as3.They are called Ball1,Ball2,Ball3 and are of type Ball.I wish to be able to insert them into an array and have the array loop test them all against each other like eg. array[i].interact(array[i+1]) and so forthAdditional things I'ld like are:Making sure an object isnt tested against itself,removing objects from an array.sorting the array(if neccessary).adding new objects to the array
I'm trying to create a sort of tree diagram such that, if you click on one of the circles, its child circles spread outward with some degree of randomness from the original circle, connected by lines. I have this working, but now what I want to do is make sure that none of the circles collide with each other and none of the lines criss cross. You can see the screenshot for what is currently happening. My code is below. How do I change this code so that it checks for collisions and avoids them? I've read up on flash's hitTestObject command, but that only works in the context one object to another. I want to test for one object contacting any display object.
import com.greensock.TweenMax; var sw = stage.stageWidth; var sh = stage.stageHeight;
I use this pattern to test for undefined and null values in ActionScript/Flex :
if(obj) { execute() }
Unfortunately, a ReferenceError is always thrown when I use the pattern to test for child objects :
if(obj.child) { execute() }
ReferenceError: Error #1069: Property child not found on obj and there is no default value.Why does testing for child objects with if statements throw a ReferenceError?
I had been wondering how to use shared objects for a long time and thanks a million to this mini-tut:url...I know how. The only thing is it says that to clear a shared object, you must type (used in his example) [code]but what if i wanted to delete a certain block of data on it, for example I have the shared object user.And i don't want to delete all of it, but just one block of data (specifically user.data.doc)[code]
I am creating a small game for a project im doing it is only ten levels long but I wish to include feature such as saving etc. I have one some research on Shared Objects and it seems to be the best method. The idea I wish to execute is to have at the end of a level after reaching the levels goal have a piece of code that runs and saves that the next level has been unlocked. This seems relatively simple. However i have done things awkwardly i think, instead of creating the whole game within a single fla. each level is a seperate file, eg. level1.fla, level2.fla etc. Is it possible to use the same shared object across multiple .fla's?
So i want to create a flash log in and registration form for my flash game. THis game is played on your local PC not in the internet and i am using AS 2.0. So on the registration from i want to have two input text fileds: username and password. When you click on register the data from those fields to be saved as Shared Object and then on the log in when you type something in the log in fields (again two fields : username and password) the data that you wrote in those fields to pass trough the saved data as shared objects and if those two are the same then the log in is successfull if i want the movie to go on a certain frame whare it says access denied.
I am reading the official Adobe PDF, Flash_as3_programming and am trying to get a grasp ofthe creation and use of Shared Objects. While the text does explain a lot, I am not understandingshared object store. When a .swf file is embedded in a web page, the shared object store wouldbe on the web site that hosts the .swf file? Is this a directory that contains files? How would an.swf file loaded into a client browser access these if they are on the remote host of the web site?
I've done this flash scoreboard with shared objects.but what i can done is it will replace the 1st score in my scoreboard, it won't have 2nd, 3rd, 4th and etc...the script i used is:
i'm overwriting the original SO each time i save to it here are my proto functions:
Code: interfaceClass.prototype.saveLSO=function(){ //saves color set vars to local shared object (cookie) on disk this.myN="gamecookie"; //name of cookie file trace("saveLSO");[code]....
i know i should do some kind of test, but the way to do it eludes me.
I just recently made an online game and was asked to implement saving features. Everything works fine but a single detail... When I update the swf (right now I have a new version with corrected bugs) people are gonna lose all their saved data !
Is there a way to use the same shared objects over multiple swf ? Or simply to keep them over the version change ?
I've done this flash scoreboard with shared objects. But what I can done is it will replace the 1st score in my scoreboard, it won't have 2nd, 3rd, 4th and etc...
The script I used is: submit_btn.onPress = function(){ //create a new sharedObject called 'userName' var mySharedObject:SharedObject = SharedObject.getLocal("userName"); var mySharedObject2:SharedObject = SharedObject.getLocal("userScore"); //assign (data) the sharedObject (mySharedObject) a var called 'name1', which has the value of whatever is in textField 'save_txt' [Code] .....
I want to have each higher score goes to the scoreboard, so will have 10 highest score in my scoreboard. Here is my attached file in CS5 format.
Anyway, Im currently making a flash game in a group as part of a university assignment. We have made several sections to this game in different swf files and need them to all be able to access the same sharedObject. Is this possible? At the moment, the two seperate swf's im using both have the same name for the object, so we assumed this would mean it would work between the two?
I have 2 questions about remote shared objects in Flex/ActionScript3:1) If I connect to a remote shared objects, but do not handle the SYNC event, will the shared object still receive data from the server? ie. will the server still broadcast data to this client ? This is what I expect
Using SharedObject.getLocal I can get access to what appears to be an infinite number of files simply by using unique identifiers in the method call; What I want to know is how can I retrieve a list of all active files or shared objects that have been saved for my current domain.
I'm trying to write a save game mechanism that allows you to save your game (potentially many megabytes) so using a single shared object seems like it might cause performance issues however if I use multiple objects I'm not sure how I'd find out what has been saved without using an object just to specify the id's of the other saves - then my question becomes what happens if this "header" object is removed or deleted - how can the player access the other files?
A snippet from the flash docs:
Local disk space considerations. Local shared objects have some limitations that are important to consider as you design your application. Sometimes SWF files may not be allowed to write local shared objects, and sometimes the data stored in local shared objects can be deleted without your knowledge. Flash Player users can manage the disk space that is available to individual domains or to all domains. When users decrease the amount of disk space available, some local shared objects may be deleted. Flash Player users also have privacy controls that can prevent third-party domains (domains other than the domain in the current browser address bar) from reading or writing local shared objects.
If I'm attempting to create a file that takes information a user inputs using input fields,save them, and then load them again later after the file has been opened and an option selected, what sort of things would I need to most research? I know there's something called sharedObject I need to research. What else? I've been searching Google, but I'm not finding anything covering this particular aspect.
Can we use or access shared object stored in another system? I'm storing some data in shared object in one system can I access that shared object data from another system? I think Shared objects are stored in local machine. Can we give the path to (specified system i.e., server) where the shared objects will store, and can we access that object through same path?
Can I create a "MAC" projector file that can use the shared object commands of the original .fla? It seems the projector does not use the shared object commands on the mac side but does if I create a windows projector. I am looking to create an autorun hybrid (Mac and PC) with shared object functionality.
I'm working with a friend with some changes to their complex flash site after their previous developer jumped ship on them. In the process of making some edits I noticed that the previous developer had exposed all of their data to the world. Any slightly tech-savy user could pretty much read all the table data in their database by visiting a php page.
So here's the scenario I'm trying to solve. - The flash site uses Shared Objects to save users access privileges when they log in successfully. - There are frequent calls to the database to display information (whether logged in or not). The site calls a php page.. lets say... query.php?table="tablename" and returns all tables data... (what a mess). Only specific columns are needed to be returned to the user (whether they are logged in or NOT logged in). there is no check to see if the user is logged in or not when this page is called. so anyone can call a page and get this data. - Only the ADMIN should get returned the full table set as they are the ones that need to see all the data in flash. however the same php query is called for the admin and for the regular user and any non-logged in user.
So. I guess I can limit the data set returned for the average logged in or not logged in user so the more sensitive data isn't shared. But how can I authenticate the logged in admin to share the full table data?
I have abc.swf that gets loaded into main.fla. abc.swf has about 15 frames on it's timeline. Even though I am using flash CS5 and AS3.0, I am doing the code in timeline right now. I wanted to know how do I use shared object to remember the last visited frame of the user and then to make sure it goes to that frame on the next visit?
I am trying to make a to-do list application. I would like it to save each time I close. So I researched shared objects, and somehow cannot get it to work. I hold all my "items" in an array, then copy that array to a shared object. Here is the code used to copy the array: At the top. I put the array in a Global class, just ignore the GlobalVars.vars. junk. It's not really necessary, but it definitely works everywhere. ListItem is a class I made that works fine by itself.
Code: var listCookie:SharedObject; listCookie=SharedObject.getLocal("lkjasdf"); if(!listCookie.data.itemArray) { listCookie.data.itemArray=new Array(); } for(var i in listCookie.data.itemArray) [Code] .....
When this function is called, it equates the two arrays fine. I trace them both afterwards, and they have the same items in there. But when I close the .swf and reopen it, the saved array is full of undefined references. It has the same length, just nullifies everything it was supposed to have.
I'm building a training module in flash.I have main.swf for the main movie.I have menu.swf for the menu of the main movie.I have menu1.swf, menu2. swf, menu3.swf, etc for each section of the training module.I would like for the user to be able to finish later the training module.By doing this, I need to add sharedobject to my flash movie.I'm assuming I will add this on my main movie.How do I go by making sure the user comes back where he/she stop and continue with the training module at a later time?
flash site that has a login screen...i used Shared Objects to allow the user to save their password when they visit the site (like cookies)...this all works fine...however, to save you all from an exhaustive explanaition of why i did this, there is a log-in page for EVERY individual page on the site (there's roughly 20 in all).this way, when the user clicks Log In, it takes them to the specific page they are requesting, instead of just defaulting to the home page (god i hope that made sense).
so here's the issue:for some reason the user info is only being saved on a page-by-page basis...meaning, that if the user clicks to the photos page, logs in and then closes their window...then later, clicks to some other page, their info is not retrieved on this new page...i understand that i am using different flash files for each log in page, but its the same script referencing the same shared object (which from what i see creates a .txt file), so it seems like it should workhere is the code:first frame: