Category 'Actionscript 3.0'


How to apply the technique of chroma key in Adobe Flash

The technique of the chroma key , ie the replacement of a given color with another (or a different source), has exploded once again in the last decade with considerable arrogance, thanks to the increasingly widespread technology present in the film and in the treatment of digital images.

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Adobe Flash CS4: Create an Ajax Loader or Activity Indicator

Create an Ajax Loader (or Activity indicator for those accustomed to using the Apple iPhone) for the Web is not a difficult thing: there are services that generate animated gif images of all types. However, the GIF format has the big drawback of not supporting transparent as it should. Transparency in GIF format now, involves only one bit plane with the consequence that if we do not have a uniform background color, image edges are noticeably grainy and fragmented.

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Actionscript 3.0 for beginners: lesson # 5

Who has started to develop code with scripting languages ​​like Javascript or Actionscript itself, might not know all the concept of data type. With some high-level languages, in fact, he used to - at best - to declare variables without giving a specific data type, not counting those languages ​​that do not require any statement (such as PHP - not in the strict version 5 ).

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Very short trick: ADDED_TO_STAGE

per capire quando il nostro MovieClip è disegnato effettivamente sulla stage: As we have seen repeatedly, in the constructor of a class that extends MovieClip may be necessary to add the event ADDED_TO_STAGE to understand when our MovieClip is actually drawn on the stage:

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Very short trick: addEventListener () AS3, a handler more events

In Actionscript 3.0 you must use addEventListener() to intercept any event:

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/ **
* Given a MovieClip mc, you set events and handlers
* /
( MouseEvent . CLICK , on_click ) ; mc. addEventListener ( MouseEvent . CLICK, on_click);
( MouseEvent . ROLL_OVER , on_roll_over ) ; mc. addEventListener ( MouseEvent . ROLL_OVER, on_roll_over);
( MouseEvent . ROLL_OUT , on_roll_out ) ; mc. addEventListener ( MouseEvent . ROLL_OUT, on_roll_out);
/ **
* Functions hander for the above events
* /
e : MouseEvent ) : void { on_click function (e: MouseEvent ): void {
/ / Click
}
e : MouseEvent ) : void { on_roll_over function (e: MouseEvent ): void {
/ / Roll over
}
e : MouseEvent ) : void { on_roll_out function (e: MouseEvent ): void {
/ / Roll-out
}

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Adobe AIR and the API Feedburner: reloaded

I get inspired by the excellent tutorial Napolux , Flex 3, Adobe AIR and the API Feedburner , which shows how to write a simple application (or widget) Adobe AIR using Flex 3, to show how to make the exact same thing using Adobe Flash CS3. If you wish, also, you can use the extension for creating Adobe AIR applications. It is not necessary for the purposes of this tutorial, complete the application as an AIR executable, you can use the proposed code as a simple Flash movie to be "affixed" to your Web pages

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Actionscript 3.0 for beginners: lesson # 4

We continue our example code of TicTacToe (found in full on Google Code ) and we begin to analyze it in detail.

Import definitions

With Actionscript 3.0 has done a great job of cleaning and accommodation nell'alberatura classes (contained in the packages, package ) used during development. In other programming languages, like C for example, when you want to use a feature must explicitly "import" in the code. This "delivery" is necessary to allow the compiler to have all the codes and definitions related to the features we want to use. ; Actionscript 3.0 mette a disposizione l'istruzione include che è identica all' #include del C/C++. In Actionscript 3.0, however, the instruction import should not be confused with the equivalent C / C + + #include ; Actionscript 3.0 provides education include that is identical to ' #include in C / C + +. The latter, in fact, "includes" actual code that, if used or not, is the final compiled executable. Education import is the highest level and is more "intelligent" at compile time. It is used primarily for access classes without specifying their full name. In alre words instead of using forms such as:

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flash.display . MovieClip = new flash.display . MovieClip ( ) ; var myMC: flash.display. MovieClip = new flash.display. MovieClip ();

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Very short trick: faster loops in Actionscript

In Actionscript cycles for it is good to use them with care. For example, it is good to use variables uint when you can:

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var i : uint = 0 ; i ++; i < 100 ) { for (var i: uint = 0; i + +; i <100) {
/ / ...
}

You can also use the - not always known - the form:

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uint = 0 ; var i: uint = 0;
/ / ...
; i ++; i < 100 ) { for (; i + +; i <100) {
/ / ...
}

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Actionscript 3.0: MovieClip MovieClip over

Just a Flash Developer / Actionscript is preparing to write a function similar to a tooltip, clashes immediately with the problem of propagation of events between overlapping MovieClip. In fact, if a MovieClip (B) is superimposed to a MovieClip (A) that respond, for example, to an event MouseEvent.Mouse_OVER , passing with the mouse on MovieClip (B) higher than any event will be intercepted by the MovieClip (A):

MovieClip MovieClip over

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Actionscript 3.0 for beginners: lesson # 3

We continue the analysis of the example of the game Tic Tac Toe, presented in Actionscript 3.0 for beginners: lesson # 2 . We had arrived at the function that creates the game grid:

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/ **
* Graphic design grid (3x3) on screen
*
* @ Param void
* @ Return void
* @ Private
* /
createGrid ( ) : void { private function createGrid (): void {
/ / Temporary pointer to a MovieClip
/ / Note: here you could also use a Sprite
/ / But in this case I need to extend the object
/ / Adding some personal proproetà. The Sprite
/ / Is a closed class and therefore not extensible runtime, while
/ / The MovieClip class is dynamic and therefore makes
/ / Possible the addition of runtime property
MovieClip , i : uint = 0 ; var tm: MovieClip , i: uint = 0;
/ / Add the MovieClip in a 3x3 pattern
; i < 9 ; i ++ ) { for (; i <9; i + +) {
( ) ; tm = new MovieClip ();
tm ) ; addChild (tm);
= OFFSETX + ( ( i % 3 ) * ( PLAYER_WIDTH + PLAYER_OFFSET ) ) tm. offsetX = x + ((i% 3) * (PLAYER_WIDTH PLAYER_OFFSET +))
= OFFSETY + Math . floor ( i / 3 ) * ( PLAYER_HEIGHT + PLAYER_OFFSET ) tm. OFFSETY + y = Math . floor (i / 3) * (+ PLAYER_HEIGHT PLAYER_OFFSET)
tm. _index = i;
0 ) ; drawPlayer (tm, 0);
}
/ / Draw the 2 lines and 2 horizontal veriticali
this . graphics ) { with (this. graphics) {
6 , 0x666666 ) ; lineStyle (6, 0x666666);
OFFSETX , OFFSETY + ( PLAYER_HEIGHT + 15 ) ) ; moveTo (offsetX, OFFSETY + (PLAYER_HEIGHT + 15));
OFFSETX + ( ( PLAYER_WIDTH + 20 ) * 3 ) , OFFSETY + ( PLAYER_HEIGHT + 15 ) ) ; lineTo (offsetX + ((PLAYER_WIDTH + 20) * 3), OFFSETY + (PLAYER_HEIGHT + 15));
OFFSETX , OFFSETY + ( PLAYER_HEIGHT + 20 ) * 2 ) ; moveTo (offsetX, OFFSETY + (PLAYER_HEIGHT + 20) * 2);
OFFSETX + ( ( PLAYER_WIDTH + 20 ) * 3 ) , OFFSETY + ( PLAYER_HEIGHT + 20 ) * 2 ) ; lineTo (offsetX + ((PLAYER_WIDTH + 20) * 3), OFFSETY + (PLAYER_HEIGHT + 20) * 2);
OFFSETX + ( PLAYER_WIDTH + 15 ) , OFFSETY ) ; moveTo (offsetX + (PLAYER_WIDTH + 15), OFFSETY);
OFFSETX + ( PLAYER_WIDTH + 15 ) , OFFSETY + ( ( PLAYER_HEIGHT + 20 ) * 3 ) ) ; lineTo (offsetX + (PLAYER_WIDTH + 15), OFFSETY + ((PLAYER_HEIGHT + 20) * 3));
OFFSETX + ( PLAYER_WIDTH + 20 ) * 2 , OFFSETY ) ; moveTo (offsetX + (PLAYER_WIDTH + 20) * 2 OFFSETY);
OFFSETX + ( PLAYER_WIDTH + 20 ) * 2 , OFFSETY + ( ( PLAYER_HEIGHT + 20 ) * 3 ) ) ; lineTo (offsetX + (PLAYER_WIDTH + 20) * 2 OFFSETY + ((PLAYER_HEIGHT + 20) * 3));
}
}

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