Would like to understand the basic process behind an ecard before I attempt to construct one!Obviously there could be the following elements:Initial web page containing a Swf (choose swf) offering a user a choise of ecards and a consisting of a series of text input fields to collect recipients and senders address and a message. With actionscript that calls a php file on the server.
Passing variables holding the card choise the card text the email from and to etc from swf to php file.The php script runs and creates a copy of a swf card, the one chosen by the user(swf1) It populates the swf copy with text from the variables set by the choose card swf.the php then sends an email to the recipient address with ? and this is where I am unclear?Does it send an attachment of the swf1 or how does it do it?
How can I send 'eCards' from within flash? I want the user to pick/select an image and put some text and the email address the email goes to into formula. I want to send an customized email with individual text and (inline) attached image to a defined email address.
I have one that's almost done and the stage size is 700x800 px. But I'm starting to worry if that's going to look too small? To change it, will be a lot of work - there's animation, imported Jpegs etc. As far as I can tell, in order for it to look correct in larger dimensions I will need to basically create it again from the ground up. So, I'd really like to get an idea of what the optimal pixel dimensions would be for ecards to run on multiple platforms.
I really want to do this and I don't feel like I can move ahead until I get the viewing size correct. I don't even mind redoing the card. I just want my future cards to be the correct size. I don't want to have to come back and redo them all. By the way, the cards are being made in Flash. The site itself will be created in DreamWeaver.
Im doing a tutorial in a book that moves a car from one end of the screen to the next by buttons.When you release a button it moves the car 10 pixels more down the X axis.The code confuses me and I want to understand it Please Help!
Here is the code:
// stop the cars traveling stop(); // callback for onPress event on 'back' button back_btn.onPress = function() { // move my car -10 pix
[code]...
Why does the - sign and + sign appear before the = instead of after?Is this a logic operator(-= or +?Why doesn't putting the - sign or + sign after the = work?
In a RIA application you are supposed to put as much business logic as possible outside of the RIA layers (flash/silverlight etc). What is the reason behind this? Any logic that goes into the presentation tier gets the benefit of executing faster...
Is this because the RIA technology will most likely need a face lift down the road and you will have to rewrite all the business logic?
I was given a task to make a match making game in actionscript 2, problem is, i have very little knowledge about the language (well, and how matching works in as2, what are the important codes, code emplacements, and all I am new in AS2, and i really need a lot of help with our project. :)
I plan to match images. But.. I was planning to have a sort of "Compatibility" match-up game, like,..let's say we have two batteries, one has a 50v capacity(how do u measure batteries?) then the other has a 100v capacity, then there's this battery slot that only accepts a 50v battery, then you will have to match this 50v battery to that battery slot, that's my concept for the game, sir. I hope you got what i said, sir. :D
i missed something in the Aplly of ColorTransform, but i can't see...I made a background for the menu buttons that changes depending to the container x position.the problem is that it changes the text color too, and I don't figure why... here is the code :
I want to update 50 "Circle sprites" (sprite with a circle in graphics object) on a timer event. Each circle's radius and position is calculated with a formula based on preloaded xml data.
I'm working on an app which will, like most apps, have a whole boat load of buisness logic, almost all of which will need to be executed both on the server and the Flash-based client And I'm trying to figure out the best (read: least complex) way to implement the rules engine.
These are the parameters of the problem:
The rules engine must both run in a web browser (ie, in Flash Player) and on the server. Duplicating the logic (eg, by writing a "server" version and a "client" version) would be an unacceptable risk. The input/output data is fairly complex, so serialization is a nontrivial problem. We are currently using AMF for all of our serialization needs, and using another protocol would add significant complexity So it should probably be avoided. It is infeasible to implement a "rules description language". Experimentation has shown that rules are sufficiently complex that any such language would need to be Turing complete Which would also add a significant amount of complexity. The rules engine will not need to make some, but not very many, service calls.
Currently, the best contenders are:
Writing the code in ActionScript, then running it on the server. In theory it's possible to start up an AVM instance, get it long-polling a gateway, then pass data back and forth that way But that seems less than ideal. Writing the code in haXe. I don't know anything about haXe's AMF support, so that could be a deal-breaker. Something involving Tamarin. Seems like a viable option, but I haven't done enough research to tell either way.
i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)
I have the following code below. Is there any way to shorten it by putting it in a for loop. I want all values to be false, apart from go2 which will be true
Code: var goArray=[go1,go2,go3,go4, go5]; var go1:Boolean=false; var go2:Boolean=false;[code].....
I want to shorten this piece of code with conditional logic:[code]But i keep getting this error - TypeError: Error #1009: Cannot access a property or method of a null object reference.
I am trying to figure out the mini putt logic.. I understand that you give an angle and force then hit the ball. Now, once it hits a border, is it : the straight angle of the border minus ou plus (depending on the side) the angle of the ball that gives us the bounce angle? Any tips/formulas welcome
This is my problem that I have been fighting for way too long. I have a grid with some 300 boxes in it. I want these boxes to populate the grid randomly with random number of boxes populating each time.
My grid is a MC and all of the squares in it are the child of a another MC. All squares are named 1-300 and as you can see in the array, I am testing just 18 right now. I am hoping that it is possible to do what I want to do with an array because I think it would save me a lot of time and save computers a lot of processor juice.
I have been able to get the setProperty to affect the squares that the array points to, but it won't move on to any other squares. Or it will make the entire MC invisible.
CODE for frame 1: //This code should wipe the grid clean Boxes = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18]; for (count = 0; count<=18; count++) {
I'm builiding some sort of data portfolio in a section of a website. The method i'm using is the next one:
- Load an XML with all the data - Call a function to build the portfolio. - Use a "for" within said function to place all of the images at their respective positions
So, what I'm trying to achieve is to place the all of the nodes at the same time on and off screen following the next pattern:
@ 1) I have a big problem with Math.random logic in the animation on the top of this website ( danceacademy.cz ). If you leave it for lets say 3 minutes it'll start breaking (see for yourself please). @ 2) Also animation shows mostly the Yemi guy which is undesirable behavior . That's because he is on the end of the code ( else { // In case the random number is 1 myMainMovieClip = new yemimain(); )
I often see very different implementations of the Model View Controller Pattern, and completely understand that you should adapt and use what fits your needs the best, but I was wondering what would be the advantages/disadvantages/best practice of keeping simple game logic in ether the controller or model? In essence which is the correct way I should be doing this? for this simple example the player receives damage and I have listed three possible ways of dealing with it:
I want to be able to reuse my existing controller logic regardless of whether a request has been sent from a Flex client (using BlazeDS + Spring at the backend), or as a simple HTTP POST/GET request. For simple cases, things work OK, however, there are some occasions when I need to access some session attributes. At first, I almost exclusively used the FlexContext class, but then I realized that when one sends an HTTP request, then the Flex Context is obviously undefined.
My question is, what is the best approach to abstract the session extraction logic,regardless of the type of the request. In other words, I would make a class called SessionManager, which has a method getSession. This class will make a check whether there is a Flex context, if there is, it will return the session of that context. If not, it will simply return the current HTTP session (which I assume is the same as the Flex client session, but I was not sure)
My question is Should above logic go in updtaeDisplayList or remain in set data() itself. The output is smae from both. Whats the performance impact difference if we consider it from lifecycle perspective.(The heavy computations should be pushed towards the end of the frame rendering)
what i want to do is display a set of items by 10, so clicking next_btn shows the next 10 items and also adds 10 items to the start_count var so that the next set starts at the first count (ie 21,31, 41..). counting seems to work fine even if the limit_count var is 54, which shows only 51,52,53,54.
The problem is the backward counting, the operation looks normal but the logic is wrong, when i click the prev_btn the set is repeated (ex. click next appears 1-10, click next again shows 21-30, click prev shows 21-30).I've attached the code below so that you can see what i mean. I think my logic seems wrong somewhere along the code.
Code: var limit_count = 54; var start_count = 1; var end_count = 0;[code].......
I need to display my content in groups of 9 (3 rows, 3 columns). The content is listed in an XML doc. I load my XML and then (here's where I would like your thoughts):
1. I will create a loop to assign an int. for each XML sibling (the content that will be displayed).
2. I will create an empty MC for each int.
3. Display each int.'s corresponding content into the MCs.
4. Display each MC on the stage.
** displaying my MCs on the stage in 3 rows and 3 columns is also confusing me... but this is another thread for later.
Now I've dynamically created some buttons using XML. They're spread around the stage and I've modified a tooltip script to give each button a tooltip on Mouse_Over. But to se the logic and make it work using AS3 is hard (for me). I want a function that accept to parameters: Tooltip text and Object to tooltip. In my code I get this error msg when initiating the function on dynamically created buttons: 1118: Implicit coercion of a value with static type flash.display:Sprite to a possibly unrelated type flash.display:MovieClip. I beleive there are more than one thing here needing a fix.
I am making a game and I am trying to decide what is the best practice for exchanging damage between two objects on the screen. Should the damage be passed directly between the two objects or should it be pass through a central game engine that decides the damage and different criteria's such as hit or miss or amount dealt.
I'm trying to visualize the results of a quiz in ActionScript 3.0.What I would like some input on is how to best link the "filters" (top right corner in attached image) to the data source in a flexible OOP way.The result array now contains both number of correct answers and meta data about the person taking the quiz. The meta data could be both discrete (sex) or continuous (age).
How do I tell the boxes to, for example, change color when I change filter?Should each box object hold its own data or should there be some sort of controller listening to the filter object to dispatch an event and thereafter call a box.setColor method?
I need to develop a Build-Your-Own cabinet configuration application for a cabinet company. I need it to be a drag n drop application. there is a grid system involved, where you can fit 3 large cabs in a grid, or 6 small ones, and so fourth...so there is logic involved. Anyone ever build something similar? a drag n drop application with logic?