Actionscript 3 :: Get Values From Flash Authoring In JSFL Via XMLUI?
Aug 31, 2010
I want to set a variable from a flash file so that I can access if from JSFL in a Command. I am using a element in JSFL's XMLUI: Here's the JSFL:
[Code]....
but I get undefined when I use trace fl.xmlui.get('secretword') in JSFL after opening the panel. In a way it kind of makes sense, if the xmlui variables live as long as the xmlui dialog is display, and they become undefined as soon as the user click either accept or cancel. Can someone confirm is this is the case ? Aworkaround would be saving the 'secretword' in a text file through JSFL from xmlui, although just passing values from a xmlui node to JSFL would be simpler. Is there a 'cleaner' way of doing this, other than writing a file to disk ?
I've developed a neat WindowSWF panel after watching Lee's demonstration video. I got everything I needed to work, but I'm having trouble getting information from my sound files. Basically I have a list of sound objects (.wav format) in my library and I want to find the duration of each file so that I can add them to existing movie clips, then add or remove frames depending on the length of the sound file on the frame. I've been pouring over the jsfl actions libraries and can't find any method to get the duration of a selected sound file.
Is it possible to execute a jsfl function from a jsfl file instead of a full string with MMExecute? And above of that how can i change the base class with jsfl? i created a panel to create certain displayobjects but i really need to change the base class instead of the normal class name.
I like the Eclipse SDK for other languages like python/java etc for writing code. But the Flash CS4 environment is not as intuitive (specially the editor). Is there any alternative for writing actionscript?
It might sound silly but how about having a shorcut/tool in flash IDE to view recently published swf file basicaly i m not updating content outside flash i.e. XML,images and I dont want to use windows explorer to run swf file and check the updated content
Is there any way to use incremental compiling? I seem to have added alot of bitmap graphics to my library and I think I may have added to much over time and dind't notice how badly it was affecting my compile time. In my next project, i'll definately be doing bitmap graphics last. But is there a way for me to do incremental compiling in flash cs 5.5 authoring tool?[code]....
I have made an interactive application that runs on boothes that are 24h/24 running.I've tried to debbug it as far as possible from my computers, but when it runs on the boothes, it sometimes happen a bug.How could I log it? Is there a simple way to get what we have in the "input" window of the authoring tool into a log file?..... I've seen some tutos using the debug version of flash player, but in my case it's not working very well because i use some local and distant assets, and it gives me a lot of security warnings.
I'm creating a component that places symbols on the stage based on text input by the flash author. The component behaves as expected when the swf is published, but doesn't update in flash authoring when the data is changed in the component inspector. Live preview in the control tab is checked. The component functioned as expected until a couple of days ago, and I can't for the life of me see what I may have changed to cause it to stop functioning.
I have an actions layer, a sound layer and an image layer. I put one image from the library onto the image layer and all I see is the border. When I test the movie the image is visible. This just started suddenly. What is going on? Flash CS4.
I'm talking about watching my nested animations playback within Flash, while scrubbing the timeline. I've read this isn't possible, but I've found it to be a major hindrance. Anyone know of a plugin or workaround?
I draw a circle in authoring flash or in as3 and when i test it in flash ;it looks ok but when i doubleclik the swf in flashplayer i get an oval instaed of a circle!!!
I would like to be able the batch a bunch of JPGs and turn them into simple 1 or 2 frame vector swf files. I would like to be able to use the flash trace bitmap option as it does the best at what i'm trying to do. If i where using in photoshop i would use a script to do but i don't know how for flash.
So here is an outline of what i am ultimatly trying to do.
I have a swf called "page" page has two layers to it. layer one has some buttons and AS and Layer two is empty. I would like to batch a collection of 3000 images, all jpgs, and convert them into 100% vector and insert that vector in to layer two and save that swf as "original jpg file name.swf"
1. There has a subtle difference between a static text field in flash authoring tool which has been set to use the device font when it's got focus(state that user can type character in) and lose focus;
2. There also has a subtle difference between when it is being rendered in flash player and in flash authoring tool.(Note that the key factor here is setting the text field to use device font.)
I've been doing Flash for couple of months and I love it. I can easily use a rectangle tool to draw a rectangle and do shape/motion tweening within seconds.
Lots of people are talking about HTML5 vs Flash nowadays and I took a look on HTML5 Canvas today. To my surprised, I see whole bunch of "code". It's so complicated, they need to make a lot of calls (fill, stroke, moveto, closepath etc...) to make a simple shape. And even dozens lines of code mixing with javascript to do a simple movement???
Am I missing something? It'll make animation 10x more complicated with HTML5 Canvas than Flash.
I add everything dynamically via actionscript.In the Flash authoring environment, when I test the movie, sometimes all of the movieclips on stage disappear and all I see is the color of the Stage.The strange thing is that I can still rollover/rollout (I added trace statements to my rollover/rollout handlers).
I'm also tracing out the 'visible' and the 'alpha' property and visible=true and alpha=1.0 !On thing that I am seeing is sometimes the rollover/rollout methods get called multiple times in quick succession. I.e. the method invocation order is rollover, rollout, rollover or rollout, rollover, rollout.
The actions that I have in my rollover and rollout methods are really simple. All they do is turn on/off other movieclips...imagine a map...when you rollover an icon, a path shows up on the map and when your rolloff, the path goes away.
However, if I adjust the window of the test movie window, everything appears again!The crazy thing is that when I publish it, this behavior doesn't happen in the browser or as an app! Could it be a memory thing with the authoring environment?
Developing custom components within Flash Professional CS5.5, I am attempting to implement functionality similar to the way a UIScrollBar can be dropped on a TextArea to bind functionally.Place a TextArea on the artboard.Drop a UIScrollBar on to the TextArea.The UIScrollBar will auto-position itself against the TextArea, and if instance names are not defined, the TextArea will receive a name such as 'InstanceName_0' and the UIScrollBar's scrollTargetName will set to match.For those familiar with Flashblocks Flash CMS, this functionality is replicated using their Editblock component. The Editblock can be dropped on a component, automatically position itself, and bind instance names.Following threads and examples, I see mostly historical implementations citing _targetInstanceName and scrollTarget.[code]
Is this a special property of "scrollTargetName", or can this functionality be implemented with different property names?Have I correctly implemented this functionality per Adobe's intention of authoring on the artboard?UPDATE 2012-01-05My remaining issue is getting the dropped component to position itself. Regardless of x and y positioning, the DisplayObject remains at 0x0 upper-left corner. I know this must be possible as a scroll-bar can change its position when dropped on a text area.
I've built a UIComponent in AS3. When I drag it onto the stage during authoring time, the ADDED_TO_STAGE event fires.
I have an event handler, but it's really only meant to perform actions at runtime, not when I'm dropping the component onto the stage to design the layout. Is there any way to check to see if the component is "running" in a live SWF?
Basically, I don't want the ADDED_TO_STAGE event handler to do anything at design time.
I'm using FDT 3 and Ant to make a jsfl file that is then executed to compile fla's and I'm trying to figure out how to get the jsfl to remove the aso files. I've tried storing the path to the aso files in a property in Ant the is then added to the jsfl when its created and it works to remove the aso file but it means that everyone must edit that property to fit their machine, we are using Macs and Windows.
My question is, is there a way to have jsfl find and delete the aso files?
Is there a way to use JSFL to import ai file to flash and automatically create all shapes from illustrator as MovieClip? I want all of them to be in movieclip but amount of illustrator layers are too much to handle with manual hand-tick. Is there anyway to do this?
I am building a flash panel that reads metadata from a .fla when it is active in the Flash IDE. This panel is also storing metadata in the .fla and that is no problem. What is problematic is that I do not know how to stop the event listener from listening for onDocumentChange.
I want it to listen for it as long as it is open, but when it's closed it should clean up after itself because trying to read metadata every time a new document is selected is not a very nice thing to do.
I have tried to listen for all kind of events in the panel to detect when the user closes it, but with no success.
I'm trying to have a jsfl script import a video into my .fla project and export the entire thing as a .swf automatically Is it possible to disable the video wizard when importing videos? I'd hate to have to manually confirm all the options every single time. The video is in .flv format if that makes any difference
I want to be able to select a item (image, movieclip etc) that has been added to the stage in Flash and access its file name.
So if I drag a image called 'imageOne.png' onto the stage, I want to be able to access its name, 'imageOne.png', and pass it to a Extension for Flash that I'm building. I know I can get details from the library, but not from the items selected on the stage.
Can anyone tell me how to access this information using JSFL.
I made a JSFL command and I am curious if there is a way I can run it from a flash or air project. So for example there would be a button that the user clikcs, and when its clicked it would run the desired JSFL commandd.
I need basically a way to convert a group of selected text in movieclips separately with Flash commands. For example, I know to select just text items in the stage is:
var theSelectionArray = fl.getDocumentDOM().selection; for(var i = 0; i < theSelectionArray.length; i++){ if(theSelectionArray[i].elementType == "text"){ ... } }
And I know to convert a selection in a movieclip is:
I have an asset file (FLA) that will be updated a lot by other team members during the project. I would like to have an JSFL script that moves all selected movieclips in the timeline to a new layer (named using the movieclips library name).[code]...