Actionscript 3 :: Copying The Object And Then Mapping The Changes To It When A User Confirms They Want To Save?
Sep 2, 2011
When a user selects a record in a datagrid I launch a pop-up window with more detailed info. The user can make changes to the record in this window but they don't have to save them. For example, they can click the X to close the window.whenever a user makes changes I update the object directly.Is there a pattern for copying the object and then mapping the changes to it when a user confirms they want to save?
how can i make a shared object save a user name for a scoreboard it works like this i made a mc that is the scoreboard and the scoreboard has text boxes in it and the game gets a popup when it starts with a editeble text i want that text to save on to a text box in the scoreboard mc how can i do that?
I just saw one of the Sears websites in which you can "copy" a portion of the swf using a selection window. Once they click and drag and release the selection window, another swf pops up with their selection in it. Can someone point my in a direction for this copying functionality?
I have an object, which I would like to copy into a new object. This new object would not be a pointer to the new object. I need it to be totally independent, yet identical to the first object. Example
I have two classes, call them A and B. They both contain a Loader object. In class A I load content into the Loader object.
public class A { var loader:Loader; public function A():void {
[Code].....
But that's not what I want. I don't want to manage a bunch of children when I know I only have one child but just want to change its content.
Is there a way to copy/assign a Loader directly? I tried assigning to 'content' but that's read-only. Basically I have an array of Loader objects that all get loaded with images. I then have a single Loader that's on the stage and I want to assign to it images (Loaders) from my array.
When I use Bitmap.draw() to copy a displayObject do I lose the transparency? In one case I might be copying a .png file that had transparency and in another case I'm copying a composite image made up of multiple DisplayObjects. It seems as though the resulting images are bitmaps with no transparency.
Is it possible to duplicate .png files in memory, preserving the transparency and having unique objects for using in different places in the display?
I'm making a card game and each card has a certain symbol on it which is loaded from an external .png file. I don't want to make it so that it has to load the .png every time it make a card, so I made it load in the preloader/background. How do I make new objects that looks the same as the loader, like copying the loader's data or something?
Background: Sorry for the complex title, but can't think of a better way to describe this. So I have an image which is constantly moving and rotating (using matrix rotation around a specific point) on the stage. Problem: So I'm looking for a way that, when the user presses a button, a smaller image (exactly the same as the original one, only 3 times smaller) to position itself so that the smaller image's location is proportional to the the larger one's location. This means that the exact point of the larger image where it is rotating should be the corresponding part of the smaller image, thereby causing a kind of zoom out effect.
The truth is, I'm finding it even difficult to match just the x and y positions so they correspond, ignoring rotation, assuming the position is relative to the rotation point. Even this would be useful.
I want to clone an object of a class (whose source code I do not have) and copy all of the associated event handlers from the original object to the new cloned object. Does anyone know how I can do that? I know how to copy the properties from the original to the new, but can I iterate over all the event handlers and add them to the new object?
I've been working on some project and have been constantly frustrated at the pointer copying aspect of saving one multi value 'object' to another. I'm getting error: 1051: Return value must be undefined when I try to execute memcpy as: myArrayA = new memcpy(myArrayB); That is when it throws the error.
Is it possible to make a feature that allows the user to save as swf?
lets say the user drag and drop something unto the stage.. the user got some sort of timeline to control the tween with.. the user make a second keynote. and moves the object earlier draged onto the stage, so now if user press "play", the object will move.. and now the 1million dollar question.. is it possible to save this tween/movement as a SWF? (or avi or whatever..) as long as it can be loaded again later? - using xml is not an option in this case.
I am trying to save user location in a course. I am looking for the a simple way for a new Flash CS4 and Actionscript 3 user. The program will be copied to the users hard drive. I am creating a course that has 3 topics each with about 8 sections. The user can go to any of the topics in order and when they complete can do a final assessment. I am looking for a simple way to keep track if the user has finished any of the topics, then to keep track of where they are in a section, so when they return to the program they can pick up where they left off. Also, wondered if their is a next label command like the nextScene command?
I am trying to save user data and I keep on coming up with the same problem. The problem code is highlighted red in the ITEM.as file. The problem is that when I update the variable it updates the savefile also, when it should not! I do not have a clue what is wrong because I am putting the traces for the savefile in one right after the other so the code can't be executing elsewhere right?
SAVE.as
ActionScript Code: class Save_mc extends MovieClip { var nSaveAnim:Number = 0; function onEnterFrame() {
I'm working on a project using AS3 and timeline coding. I can't figure out how to save user information and score. When I run the movie and complete form and answer quiz questions, information is displayed on closing section, but it doesn't save.
Here are the main sections by label:
// SECTIONS Introduction (labeled "intro") -- contains directions Information (labeled "inf") -- collects user information quiz-questions (25 questions -- from q1 to q25) -- presents questions
What's the best way to save user credentials in flex? Local storage doesn't seem like good place for storing confidential data, because it saves information as a plain text.
don't have any experience with it but I've designed a tool for people to use on my website.I need a way for them save a section of the flash interactive flash to their computer Hard disk.link here
I have found many drawing pad solutions. Some good, some not as good. All of them, however, fail to show how to save the file as a pdf (would be happy with bmp right about now) from the drawing pad to a server side folder via php. Can someone show how to do that using as3?
On the advanced side, I also need to figure out how to make it recognize logged in users of the preexisting CMS in order to save out to specific user folders. The CMS is Joomla 1.5 latest build, with JomSocial and JSPT multi profile. It would save out to folders created by the JMarketPro system.
I have a site that contains approx 20 pages of lengthy forms. The forms exist on single frames within the flash movie. This application is used as a demo only, so I do not have a need to submit the form data. The demo is used to go back and forth from form to form and fill in mock data. The problem is when the user goes from form to form the data they have entered is not saved. Is there a way I can set all frames to remember the data entered into the form without having to set every form control instance? There thousands of fields in these forms and I am trying to avoid individually naming them and scripting them to save their values.
I am developing a small flash application. In my application a user can draw a painting. I want to capture the drawing process as a video, and later allow him to view how he painted the drawing. Is such a thing possbile? If so how (do I need flash media server for this)?
What actionscript i need, to send the user balance to my Mysql and save it there. and when the user come back to the game get the same balance from the last time(override the user balance).here is part of the Flash code that in the game:
I'm working on a project using AS3 and timeline coding. How to save user information and score. When I run the movie and complete form and answer quiz questions, information is displayed on closing section, but it doesn't save.
Here are the main sections by label: // SECTIONS Introduction (labeled "intro") -- contains directions Information (labeled "inf") -- collects user information quiz-questions (25 questions -- from q1 to q25) -- presents questions closing (labeled "closing") -- displays user information plus score on quiz.
Here is the code by section // SECTION INTRODUCTION Section "intro" --- I have one button that goes to "inf" section stop(); intro_bt.addEventListener(MouseEvent.CLICK, gotoInf); function gotoInf(evt:MouseEvent): void{ [Code] .....
I want to save a jpg of dynamically loaded swf's to the user's computer. Everything works great, except the loaded swf's don't appear in the jpg (everything on the stage renders fine). Any thoughts?
I'm using a loader for people to use to upload their own images for a background, and I want it to remember the image the next time they come to the page, so is there any way to save the loader data in a shared object? I haven't tried just using something like
I am a developer in Web Flash Game.(I use AS3.0) I want to save and load the swf-file to a local disk of any user,Because I want to decrease the time for loading a flash movie from site.Is it possible?If it is possible, I hope the swf-file has only one loading from site and it will be loaded from a local disk of any user after that. (I know a concept of Internet temporary file. I want to know the other techniques of only using AS3.0.)
We are professional game developers working on our first game in the Flash format. As the game will be about 70 megabytes in size we would like to allow the player the option of saving the game to hard drive to avoid reloading in the future.