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  • Beginner flash game development: Start with framework or from scratch?

    - by captaincomic
    I want to write some simple flash games (as a hobby). I have a lot of programming experience, but no experience with Flash/ActionScript. My question is: As a beginner, is it a good idea to start with a framework like Flixel, FlashPunk or PushButton or would it be better to write my first games from scratch? Also, if you vote for using a framework, which one would you recommend? What are the differences? And another question: What about Flex, would you recommend using it?

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  • Any Programming Languages Recommendations? A Space shooter game that allows two people to play at the same time?

    - by Bombcode
    Hey Everyone, Do you remember a arcade game, that allow two people to versus or play each other? A Galaga/Gradius type game. Me and a couple of other people I know wanna make a game like this. We want to get some other opinions on what programming languages to use.(C or C++ isn't an option .). We plan to use an engine to help us build. It's gonna be a multiplayer game, so we would be handling the networking with this language as well. We are thinking about C#, Java, or Actionscript 3. Any Advice on this? And if anyone knows the arcade game I am referring to please post up :)! Edit Let me add something here, this game will be plain on computers and laptops only. We mainly wanna what's good for handling the networking and Dual screen play.

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • What is the most effective way to test for combined keyboard arrow direction in ActionScript 3.0?

    - by Relee
    I need to monitor the direction a user is indicating using the four directional arrow keys on a keyboard in ActionScript 3.0 and I want to know the most efficient and effective way to do this. I've got several ideas of how to do it, and I'm not sure which would be best. I've found that when tracking Keyboard.KEY_DOWN events, the event repeats as long as the key is down, so the event function is repeated as well. This broke the method I had originally chosen to use, and the methods I've been able to think of require a lot of comparison operators. The best way I've been able to think of would be to use bitwise operators on a uint variable. Here's what I'm thinking var _direction:uint = 0x0; // The Current Direction That's the current direction variable. In the Keyboard.KEY_DOWN event handler I'll have it check what key is down, and use a bitwise AND operation to see if it's already toggled on, and if it's not, I'll add it in using basic addition. So, up would be 0x1 and down would be 0x2 and both up and down would be 0x3, for example. It would look something like this: private function keyDownHandler(e:KeyboardEvent):void { switch(e.keyCode) { case Keyboard.UP: if(!(_direction & 0x1)) _direction += 0x1; break; case Keyboard.DOWN: if(!(_direction & 0x2)) _direction += 0x2; break; // And So On... } } The keyUpHandler wouldn't need the if operation since it only triggers once when the key goes up, instead of repeating. I'll be able to test the current direction by using a switch statement labeled with numbers from 0 to 15 for the sixteen possible combinations. That should work, but it doesn't seem terribly elegant to me, given all of the if statements in the repeating keyDown event handler, and the huge switch. private function checkDirection():void { switch(_direction) { case 0: // Center break; case 1: // Up break; case 2: // Down break; case 3: // Up and Down break; case 4: // Left break; // And So On... } } Is there a better way to do this?

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  • How to scale rotated objects properly in Actionscript 3?

    - by Tom
    This is unfortunately a quite complex issue to explain, so please don't get discouraged by the wall of text - it's there for a reason. ;) I'm working on a transformation manager for flash, written with Actionscript 3. Users can place objects on the screen, for example a rectangle. This rectangle can then be selected and transformed: move, scale or rotate. Because flash by default rotates around the top left point of the object, and I want it to rotate around the center, I created a wrapper setup for each display object (eg. a rectangle). This is how the wrappers are setup: //the position wrapper makes sure that we do get the top left position when we access x and y var positionWrapper:Sprite = new Sprite(); positionWrapper.x = renderObject.x; positionWrapper.y = renderObject.y; //set the render objects location to center at the rotation wrappers top left renderObject.x = 0 - renderObject.width / 2; renderObject.y = 0 - renderObject.height / 2; //now create a rotation wrapper, at the center of the display object var rotationWrapper:Sprite = new Sprite(); rotationWrapper.x = renderObject.width / 2; rotationWrapper.y = renderObject.height / 2; //put the rotation wrapper inside the position wrapper and the render object inside the rotation wrapper positionWrapper.addChild(rotationWrapper); rotationWrapper.addChild(renderObject); Now, the x and y of the object can be accessed and set directly: mainWrapper.x or mainWrapper.y. The rotation can be set and accessed from the child of this main wrapper: mainWrapper.getChildAt(0).rotation. Finally, the width and height of the display object can be retreived and set by getting the child of the rotation wrapper and accessing the display object directly. An example on how I access them: //get wrappers and render object var positionWrapper:Sprite = currentSelection["render"]; var rotationWrapper:Sprite = positionWrapper.getChildAt(0) as Sprite; var renderObject:DisplayObject = rotationWrapper.getChildAt(0); This works perfectly for all initial transformations: moving, scaling and rotating. However, the problem arises when you first rotate an object (eg. 45 degrees) and then scale it. The scaled object is getting out of shape and doesn't scale as it should. This for example happens when you scale to the left. Scaling left is basically adding n width to the object and then reduce the x coord of the position wrapper by n too: renderObject.width -= diffX; positionWrapper.x += diffX; This works when the object is not rotated. However, when it is, the position wrapper won't be rotated as it is a parent of the rotation wrapper. This will make the position wrapper move left horizontally while the width of the object is increased diagonally. I hope this makes any sense, if not, please tell me and I'll try to elaborate more. Now, to the question: should I use a different kind of setup, system or structure? Should I maybe use matrixes, if so, how would you keep a static width/height after rotation? Or how do I fix my current wrapper system for scaling after rotation? Any help is appreciated.

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  • Flex 4 + Apache Ant, Cannot Load FlashPunk Libraries

    - by SquareCrow
    I have been searching google, Apache Docs*, and FlashPunk forums looking for an answer to this: I cannot get Ant/Flex to find and compile the FlashPunk libraries. Here is my build.xml. [code] <!-- Fetch the JAR full of Flex tasks if it is not already in the source directory --> <copy file="${FLEX_HOME}/ant/lib/flexTasks.jar" todir="${SOURCE_PATH}"/> <!-- Add flextasks to the project --> <taskdef resource="flexTasks.tasks" classpath="${SOURCE_PATH}/flexTasks.jar"></taskdef> <!-- Release build Flash Player 10.1 --> <target name="build"> <!-- Build the FlashPunk library --> <echo message="building swc..." /> <compc output="FlashPunk.swc" keep-generated-actionscript="false" incremental="false" optimize="false" debug="true" use-network="false"> <include-sources dir="${FLASHPUNK_PATH}/net" includes="**/* flashpunk/utils/* flashpunk/masks/*" excludes="**/*.TTF **/*.png"/> <load-config filename="${FLEX_HOME}/frameworks/flex-config.xml"/> </compc> <echo message="building swf..." /> <mxmlc file="${SOURCE_PATH}/epOne.as" output="${OUTPUT_PATH}/epOne.swf" debug="false" incremental="false" strict="true" accessible="false" link-report="link_report.xml" static-link-runtime-shared-libraries="true"> <optimize>true</optimize> </mxmlc> </target> [/code] Results in many errors of the type "Definition net.flashpunk.masks:Grid could not be found" even though when I open the directories I can see the *.AS files right there. Sorry if this is very basic. I am piecing together knowledge of Ant from docs and tutorials. *I decided to use Ant because neither FlashDevelop for Windows nor Eclipse for Linux seemto work for me.

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • 360 snake movement

    - by Darius Janavicius
    I'm trying to do 360 degree snake game in actionscript 3. Here is my movement code: //head movement head.x += snake_speed*Math.cos((head.rotation) * (Math.PI /180)); head.y += snake_speed*Math.sin((head.rotation) * (Math.PI /180)); if (dir == "left") head.rotation -= snake_speed*2; if (dir == "right") head.rotation +=snake_speed*2; //Body part movement for(var i:int = body_parts.length-1; i>0; i--) { var angle = (body_parts[i-1].rotation)*(Math.PI/180); body_parts[i].y = body_parts[i-1].y - (25 * Math.sin(angle)); body_parts[i].x = body_parts[i-1].x - (25 * Math.cos(angle)); body_parts[i].rotation = body_parts[i-1].rotation; } With this code head moves just like I want it to move, but body parts have the same angle as head and it looks wrong. What I want to achieve is to make body parts to move like in game "Ultimate snake". Here is a link to that game: http://armorgames.com/play/387/ultimate-snake P.S. I saw similar question here "How to approach 360 degree snake" but didnt understand the answer :/

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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  • How to access Actionscript from Javascript in Adobe AIR

    - by David Robinson
    I have an AIR application written in html/javascript and I want to use the Actionscript print functions but I have no experience in Actionscript for AIR. Where do I put the Actionscript code ? Does it go into an mxml file or does it need to be compiled into a Flash application. Where do I put it and how do I include it into the html document ? Finally, how do I call the AS function from Javascript ? =====update===== I know I have to compile either an .mxml or .as file into .swf using mxmlc and I have the following in my .as file: package { import mx.controls.Alert; public class HelloWorld { public function HelloWorld():void { trace("Hello, world!"); } } } Or alternately, this in a .mxml file: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ import mx.controls.Alert; public function HelloWorld():void { Alert.show("hello world!"); trace("Hello, world!"); } ]]> </mx:Script> </mx:Application> This compiles OK, but when I include it in a html file with: <script src="actionscript.swf" type="application/x-shockwave-flash"></script> I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at mx.managers::FocusManager/activate() at mx.managers::SystemManager/activateForm() at mx.managers::SystemManager/activate() at mx.core::Application/initManagers() at mx.core::Application/initialize() at actionscript/initialize() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::childAdded() at mx.managers::SystemManager/initializeTopLevelWindow() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::docFrameHandler() at mx.managers::SystemManager/docFrameListener() Any ideas what that means ?

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  • Export Flash Animation to ActionScript

    - by user107715
    Hi I would like to make an animation using some tool (like e.g. Flash CS) and then export it for ActionScript. I thought this could be done in Flash CS but I just tried it by making an animation, converting it to a symbol and then selecting "Export for ActionScript". The problem: in the project folder there are no ActionScript classes generated. Am I doing it wrong or do I have to use a different tool to do the animation? Many many thanks for your help, Gloria

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  • Is Flash/Actionscript any safer than Javascript for persistent online game?

    - by Sean Madigan
    I'm finding lately how unsecure Javascript is when programming a game (I'm trying to do a turn based RPG and currently the battle calculations are done through Javascript which any player can cheat with of course giving themselves as much XP as they want), so I'm wondering if I were to move my battle screen to flash if this would be any more secure, or is there just as easy of a way to cheat this?

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  • ActionScript Drag and Drop Display Objects With Mask And Filter?

    - by TheDarkIn1978
    i've created a sprite to drag and drop around the stage. the sprite is masked and has it's mask as it's child so that it too will drag along with the sprite. everything works fine until i add a drop shadow filter to the sprite. when the drop shadow is added, i can only mousedown to drag and mouseup to drop the sprite if the mouse events occur within the original location of the sprite when it was added to the stage. how can i fix this problem? could this be an issue with 10.1? if not what am i doing wrong? var thumbMask:Sprite = new Sprite(); thumbMask.graphics.beginFill(0, 1); thumbMask.graphics.drawRoundRect(0, 0, 100, 75, 25, 25); thumbMask.graphics.endFill(); var thumb:Sprite = new Sprite(); thumb.graphics.beginFill(0x0000FF, 1); thumb.graphics.drawRect(0, 0, 100, 75); thumb.graphics.endFill(); thumb.addEventListener(MouseEvent.MOUSE_DOWN, drag); thumb.addEventListener(MouseEvent.MOUSE_UP, drop); thumb.filters = [new DropShadowFilter(0, 0, 0, 1, 20, 20, 1.0, 3)]; thumb.addChild(thumbMask); thumb.mask = thumbMask; addChild(thumb) function drag(evt:MouseEvent):void { evt.target.startDrag(); trace("drag"); } function drop(evt:MouseEvent):void { evt.target.stopDrag(); trace("drop"); }

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  • Stupid Actionscript 3.0 question: Keypress AND click for a function?

    - by tara
    I know how to make the mouse event work. I know how to make the keypress event work. Now what I can't figure out is how to make one button respond to both keypress and/or mousevent. In other words, a button that you can click or press "enter" for it to work. This seems really basic but on googling all I can find is basic "how to do a keypress" stuff.

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  • Is it possible to move the stage in actionscript 3.0?

    - by Joe.F
    Hi to keep it short and simple let's say I have a stage with 400x400 size in pixels, but I've drawn a map of 1000x1000 size in pixels. I want my player to be able to "walk" about the stage, but it appears stage.x and stage.y are read-only? Is there any method or way to have the stage "scroll" about, without having to move each object on the map? Thanks!

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