ActionScript 3.0 :: Convert Code As 1.0 To As 3.0
Sep 28, 2010I have a code for moving objects in and out dynamically according user control in car racing game.I have code in as1.0 working perfectly.I need same code in as3.0.[code]
View 0 RepliesI have a code for moving objects in and out dynamically according user control in car racing game.I have code in as1.0 working perfectly.I need same code in as3.0.[code]
View 0 RepliesI have a button with the following code attached to it:
[Code]....
I want to use this code on a frame. Is it onLoad I need to use??
I have the code which is written in C++ I will like to convert the same in to Action Script 3 code can anyone help me how to coveter is available this is any converter is available for the same?
View 3 RepliesCan anyone point me to online tutorials, parsing apps, etc for converting C code into actionscript3?
View 1 RepliesI'd like to know how to convert this MX code to Actionscript?
[Code]...
I have serveral draggable MC's on the stage. When a button is ckicked, I want the MC's to tween to a specific target area on the stage. I can do this in MX, but can't do this in FLash 5..... can anyone convert the code below to work on Flash 5? Or just come up with a differnet way.
***************CODE for flash MX below *********************
on (release) {
startEasing(T1, 10.0, 148.9, 10);//"ball" is the name of the object you want to move, then the ending X position, ending Y position, and the number of frames you want it done in
[code]....
I am getting a code error in my Actionscript 3.0 when trying to convert to .swf. I can't figure out what's wrong.
thumpy.addEventListerner(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void{ getURL("http://www.thumpersf.com", "_blank"); }[code]...
The purpose is that I am making a little slideshow in Flash where at some points, some Movie Clips have to be clickable.
I have a utility function that will display a filesize in an appropriate form like Windows Explorer does, i.e; convert it to nearest KB, MB, GB etc. I wanted to know if the code that i wrote is correct, and if it can be made simpler.The function that i wrote is as follows :
public static function formatFileSize(bytes:int):String
{
if(bytes < 1024)
[code].....
i need help in converting the below code from Actionscript 3.0 to Actionscript 2.0. The below code is a simple panorama viewer programmed with AS3.
[Code]...
can anyone assist with converting this code into a package. Right now I have it on the timeline of a .fla file.
Code:
var questions:Array = new Array();
var i:uint = 0;
[code].....
I have a flash module in a simple webpage.In that flash module : a short video and some graphic elements.When the user clic on "OK", it should export the animation in .avi format and He could have that.Is it possible to create a AS script for that? (avi exportation)
View 1 RepliesI want to create a board class from canvas, which will allow to track click position on it in coordinates like A2, where A...D is Y coordinate in some scale and 1...3 is X coordinate [URL]What I want to create is a kind of convertor from canvas localX and localY to my new coordinates like A2.I am thinking of implementing if condition this way if (0.4 - x*size(from 1-3 here)/canvas.width <= X <= 0.4 + x*size(from 1-3 here)/canvas.width)
X = x;
This way I can assigned needed coordinates in X range. e.g. 1, 2 ,3 etc But what to do with alphanumeric range. (if for example I want to make it extensible)...
ok so I am trying to draw a curve and then make it into a mask, the problem is, flash only calculates the mask for a fill and thus using the line does not work. Does anyone know of a way to convert a line to a fill with as3 without using something like bitmap data as I would like to keep it as vector data if possible, below is my code:
ActionScript Code:
line = new Sprite();
this.addChild(line);
[code]......
I need some help with this issue. I want to convert code written in Java to Actionscript code.
Or to find the way to call Java applets with actionscript.
I'm trying to update an old flash 5 site I made years ago so that I can put video clips in it. I opened the file is flash cs3 and compiled just to see if it would work as is before modifying. It's hanging on a bunch of code, all which have eval() in them. It's been a loooong time since I coded actionscript so while I know that the bracket syntax is what I should be using, after trying various ways of writing it I just can't figure it out. Can someone tell me how the following should be written in Actionscript 2.0 and I can extrapolate from there?[code]...
View 1 RepliesI've got a project that I've been avoiding because it's something I've never done before. I have a concept game that I put together with internal AS3. I wasn't given much time make it work, otherwise I would have done the code externally to start.
The project is now 'go', but I want to convert the crappy internal code to external. I don't have any of those fancy IDE's. I could get one, if it would help.Does anyone know of any tutorials covering internal to external conversion? Has anyone else done this? Is there a simple list of things to convert to make the code work externally?
I need for my little project know a way to do following things:
- Getting any character from string (preferably operating on strings like on 1 dimensional arrays)
- Get ASCII code for character
- Convert number which contains ASCII code to character
Is there a clean and efficient way to import documents in a flash presentation?I have a big number of doc documents to import in a flash presentation and i'm wondering what's the best way to attach them. I've worked passing them to HTML before, but the doc to HTML conversion is messy, ugly and doesn't output valid HTML code, besides, it's a chore to clean the embed CSS style the conversion leaves inside the code. is there a library that allow to use a more portable format? if not, is there a clean way to convert a doc file to valid html code?
View 1 RepliesI passed dynamically value for color code But Its number format,but i need Hexadecimal color code?how can i convert numer format to Hexadecimal format in as3?here my code
ActionScript Code:
var tf:TextField = new TextField();
tf.text ="jkg"
[code].....
Basically I'm using the code below to change the colour of the text in a movie clip that I'm using as a button. This works fine, but I have 8 buttons in my navigation and at the moment have to duplicate this code for each one. How to turn the colour change code into a function that I can reuse?
[Code]...
I found this great rotator on Flashkit. [URL]. Love the user interface. Unfortunately it is using FlasVars in the object code to load images. That won't work for me, and I would prefer to load subSWFs. I can't figure out what I need to do to convert it.
<param name="FlashVars" value="imageOne=image1.jpg&imageTwo=image2.jpg&ima geThree=image3.jpg
Code:
//This is needed in order to take advantage of the tween function
import mx.transitions.Tween;
//This hides the 3 grow bars from sight
TimeBar_mc1g._alpha = 0;
TimeBar_mc2g._alpha = 0;
[Code] .....
what happened in my flash document was, I created a button, "next_btn" with the following commands:
on(release){
//to remove all the splats
for (score=0;score<100;score++){[code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips.And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
First of all, I would like to apologise for not knowing whether this code belongs to F5 or FMX Action Script. I'm that noobish, yup. Anyway, what happened in my flash document was, I created a button, "next_btn" with the following commands:
[Code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips. And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.
For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
convert this code in action script 2.0 .
submit.addEventListener("mouseDown", sendData)
function sendData(evt:Event){
if(Title.text!="" && Comments.text !="" && Image.text!=""){[code].....
I have one designign query in need the code of Swf file so first i need to convert it to fla then i need a script code of it.but didnt fine it on internet.
View 1 RepliesI've got this countdown timer that was created back in the days of flash 5. I'm trying to add it to a new movie I've created that I'm exporting using flash 6 and the timer doesn't work. No numbers even show up.I'm assuming that it's due to some conflict with the version and the script that each one supports. Is there anything in the following code that I can change to make it compatible with my flash 6 movie?
This tells text field "sec2" to count down by subtracting one
set("/:sec2", (/:sec2-1));
This states that if text field "sec2" is less than 0 then tell text field "sec1" to subtract one and add a nine in text field "sec2", hence completeing the seconds countdown.
if (/:sec2<0) {
set("/:sec1", (/:sec1-1));
/:sec2 = "9";[code]......
I have a Flash5 Actionscript here that does not work on Flash8, I�ve tryed to fix but had no sucess...
Code:
largodemo = 25;
myString = this._name;
temp1 = "";
for (n=0; n<largodemo; n++) {
[code]....
I've got this countdown timer that was created back in the days of flash 5. I'm trying to add it to a new movie I've created that I'm exporting using flash 6 and the timer doesn't work. No numbers even show up. I'm assuming that it's due to some conflict with the version and the script that each one supports. Is there anything in the following code that I can change to make it compatible with my flash 6 movie?
// This tells text field "sec2" to count down by subtracting one
set("/:sec2", (/:sec2-1));
This states that if text field "sec2" is less than 0 then tell text field "sec1" to subtract one and add a nine in text field "sec2", hence completeing the seconds countdown.
if (/:sec2<0) {
set("/:sec1", (/:sec1-1));
/:sec2 = "9";[code]....
As stupid as my question might sound, i have spent the last 2 weeks reading oop books; but could use some guidance. I have a flash project that is basically a supped up slide show. On the stage i have the following: main_mc (instance name = images_mc) = movieclip which holds "pictures" ui1 (instance name = ui1_mc) = user interface that allows user to draw on picture (when drawing is enabled) ui2 (instance name = ui2_mc) = activates invisible hit areas (buttons) on select pics, when hit area is clicked, we jump to another pic in the main_mc.
I accomplished all of this on the timeline, but am updating the code to OOP. I am having A HELL OF A TIME trying to figure out how to store references to the instances (images_mc etc..), so i can control them from varying class files. I have found it is easy to control the instances from the documentclass, but not from unrelated class files. Example: images_mc.stop(); works in document class; but ovieclip(Parent).images_mc.stop() doesn't seem to work from any class file.(ui2 class file for example);
[Code]...
here's a part of my code:
player_mc.onEnterFrame = function() {
if (enemy0.hitTest(this)) {
enemy0.speed = 0;
} else {
[code]...
Note the red code, I need to repeat this an unknown amount yet multiple times but with the number on the end of enemy incremented by 1 each time. It starts with 0 as you can see the code just above the red. I heard about for loops using 'i' but im unsure about how to use it.
edit: ah, this forum isnt letting me highlight red. Everything in this editor is also failing. well, when I say code in red i mean this code:
if (enemy1.hitTest(this)) {
enemy1.speed = 0;
} else {
enemy1.speed = 1;
}