I wrote a big Actionscript project using AS3 as an "Actionscript Project" in Flash Builder 4.5. I have a bunch of solid, reusable, code, but one of the big components is a main.as file that extends Sprite and serves as the display code for my application. I now, for various reasons, need that to be a Flex application. I'm trying to get the most minimal wrapper possible, so here's what
Canvas.addChild() insists any DisplayObject added implements IUIComponent. But I don't want my core graphics engine dependent on Flex. Is there an obvious/common way around this, to have simple graphical objects like Sprites & Shapes in a Flex application? The individual DisplayObject children I want to add as children represent objects in a game world, like a spaceship or a missile or a horse...
Not sure if Canvas is the most appropriate container, perhaps Group or another class is optimal for a game-engine... example MXML & AS3 code showing a skeleton setup is most welcome. I'm targeting Flex4 & Flash 10, but Flex3/Flash9 solutions are still of interest.
This is a project I'm working on for a simple demo tutorial application in Flex. I am using mxml pages. You can see to the left that I will have my main application and then other mxml files (In the Examples Package) as the examples that will be loaded into the main application mxml. How can I dynamically pull the value from the object in the list to load the child mxml file into the container that I have further down in the application?
Is there any opensourse, free set of components for creating Flex mxml graphs? like aviary Peacock style ones with at least Drag, drop, and connect generators so each graph element could have or something like that. Framework should be opensource (like GPL, LGPL etc) BTW: I found one wary bacic made by Erno Aapa with Degrafa but I would really love to see something much more Flex 4 - mxml oriented and frienfdly.
I would like to include an MXML file in my MXML file in the same way you can include an external file in AS3 using the include directive. Using the include directive brings the code from the external file into the original file at compile time placing it in the same scope. For example,
How to take an existing custom component in Flex and convert it into a module? EDIT: What should be done in the mxml where this custom component is used? Should it be replaced with a to load the module? If yes, how to deal with code that uses instances of the components?
how to use actionscript over mxml for flexibility. I have this simple block of mxml that I'm trying to convert to actionscript, but I'm stuck half way though
I have a cube and on each side of the cube is a eventlistener. Each time the use clicks on a side of the the "sideclicked" function is fired. The code below works fine. The problem i am running into now is i want to use my own bitmap files. Im not sure how to use my own bitmap files as event listeners.What i have tried to do is convert them to a sprite, but to no avail.
I've got a Sprite object that I would like to extract somehow into a Bitmap object in order to manipulate certain pixels. For example, if i have a diamond shaped Sprite, I would like to convert it into a bitmap
/*the point of this is to add a keyboardEvent to animate the image*/I am loading a bitmap image using this function:
var myLoader : Loader = new Loader(); var myURLRequest : URLRequest = new URLRequest("thesus.png");myLoader.load(myURLRequest); function myOnComplete(event : Event) : Bitmap{ var loader : Loader =
I'm trying to convert a Sprite that I have into BitmapData so I can perform some collision detection. There are a few things about the way the Sprites are used that is making this more difficult than I expected:
The Sprite itself is a container which holds another Sprite that actually has a box drawn in it. The inner Sprite is positioned negative half its width & height so that it can be rotated from the center via the container. The container may be rotated at any angle at any given time
So my approach thus far has been attempting to draw the outer Sprite onto a new BitmapData object with a Matrix to account for the difference. Whilst I can use a Matrix to make this work for one particular rotation angle, I cannot find a way to make it work for any rotation.
Here's what I'm doing to draw onto the new BitmapData:
var p:Product = getProduct(); // Product is the container with the inner sprite var bounds:Rectangle = p.getBounds(stage); var bd:BitmapData = new BitmapData(bounds.width, bounds.height, true, 0x00FFFFFF);
[Code]....
Translating by the same amount as the previous example will no longer work here, and the box will still be cut off. I've looked around at some solutions posted before or suggestions from other people but they don't seem to work for me due to my container Sprite and rotation.
I have to work with a .fla file. I would like to rewrite this file in AS3. Is it possible? I mean, I would get a .swf file as result of compilation of mxml file in Flash Builder 4 IDE, not Flash CS5 (I don't know CS5, I'm a newbie) . Main target is getting a .swf file by compilation of mxml file, not fla file. Could you explain in detail how this code works? For example what's TXT ? Is it a inputText? Where is this variable defined? Now I 'm linking .fla file ....
I have a datagrid that allows user to change and save columns widths and visibility. I'd like to add a reset button that would just reset the datagrid to it's original mxml. This is the original datagrid code.
Creating a window-based mxml component, but in design mode all components that I'm adding are not movable, why? If I create component based on group f.e., it's ok, but based on window - they are frozen. Using Flash Builder 4.6.
So I'm working on my portfolio and I got this problem. The code posted scrolls the sprite "cellContainer" based on the position of stage.mouseY. Perfect.Problem is that I want stage.mouseY to equal the entire cellContainer height. Kind of like how a small tablet equals a huge monitor. So when stage.mouseY = 0,cellContainer.y = 0 and when stage.mouseY = stage.stageHeight, cellContainer.y = stage.stageHeight - cellContainer.height. Right now, it scrolls, but it takes a while to scroll throught the entire height of cellContainer. I want it to be proportional to stage.mouseY.
Actionscript Code: private function scrollStart(e:Event)[code]....
I have a flash file where i load a remote SWF file into my own, now what i want to do is convert that remote SWF file into a gif that i can save onto my server. The remote file is a swf that has a variable amount of frames, and i somehow need to be able to figure out the amount of frames (i presume), and take a snapshot (picture) of every frame, to turn the taken pictures / into a gif file. That's what i THINK has to be done, however i have no idea if it's even possible to take pictures / snapshots of remote swf files.
I am taking over a Flex / MXML project for work. The last programmer lost the original source code so I ran it through a decompiler. In the main MXML file there are 3 lines that return errors. IMPORT COM.TURBO.*I've never heard of this and I can't seem to find anything on it. I assume its some kind of plug-in. Does anyone know what it is?
I am currently working on the largest Flex / Flash Builder 4 application I have ever built. I am acustomed to keeping all of my MXML programming in one file. What are some best practice procedures for keeping large MXML files readable?
this swf is loaded into another swf using Loader and added with addChild(loader).i then need to call the init function from the parent swf. how can i do this? just calling
loader.content.init();
fails.another question is, what is the exact classname of this mxml file?
The idea is there are two buttons(Sprites), one on the left & one on the right, when either button is moused over a the script should start setting the alpha of the relevant visible element. (i'm not worried that they both would be fading out as the mouse moves left to right at this point)
ActionScript Code: private function turnOnInterfaceHinting():void { this.addEventListener(Event.ENTER_FRAME, InterfaceHinting); }
affect the position of a sprite using perlin noise? Looking at this flag example:
[URL]
If you imagined a sprite with say just a circle drawn in it positioned on the top right corner of the flag, is there a way to calculate the change in position to keep it in-sync with the flag corner as that animates? What I'm after is the fluid motion but not the distortion.