Every now and then you may need to use a Sprite or MovieClip with a EventListener. And chances are that 99% of these times it will be a MouseEvent, since these objects are easy to place in custom classes and build an entire interface with Actionscript... at least that will be 100% of the times for me ;)
So in these cases you don't want to make Button objects, but still be able to feedback the user that in "this" object contains an action with the mouse.
Well simply placing three lines of code you can show your user the hand cursor (like it appears in a web page), and have the behaviour of a button. Furthermore the third line prevents the hand cursor not to be active if the button has text in it. Those lines go like this:
var button:MovieClip = new MovieClip();
button.buttonMode = true;
button.useHandCursor = true;
button.mouseChildren=false;
addChild(button);
Cheers
Personal blog were I will post as3 snippets that will help all AS3 programmers to achieve small tasks, not always simple or straightforward.
Sunday, 19 December 2010
MouseButton and HandCursor
Etiquetas:
actionscript flash as3 button cursor hand
Tuesday, 12 October 2010
How to count number of lines in a TextField
I was facing this dilema to correct a game were in the textfields the text can have 1, 2 or 3 lines. Depending on the number of lines I wanted to center the text vertically so that when it had only 1 line, it would append a new line "\n" before the text.
This only applies to normal dynamic textfields, not TFL. These have their own methods to center text both horizontally and vertically... much easier.
There's a property called numLines, but this only states that the chosen TextField will have an x number of lines that you specify, you can't use it to return the number of text lines that you see.
So you have to make another type of calculation, and the textfield must be multiline.
myText.height = myHeight; // here is the trick, try removing this line
trace("DYNAMIC TEXTFIELD HAVE "+myText.maxScrollV+" LINES");
Cheers
This only applies to normal dynamic textfields, not TFL. These have their own methods to center text both horizontally and vertically... much easier.
There's a property called numLines, but this only states that the chosen TextField will have an x number of lines that you specify, you can't use it to return the number of text lines that you see.
So you have to make another type of calculation, and the textfield must be multiline.
var myHeight:Number = myText.height; //store the height of the textfield
myText.multiline = true; //don't need to do this, if it is in the properties panel
myText.wordWrap = true; //same as above
myText.wordWrap = true; //same as above
myText.height = myHeight; // here is the trick, try removing this line
trace("DYNAMIC TEXTFIELD HAVE "+myText.maxScrollV+" LINES");
Cheers
Etiquetas:
text format textfield lines
Time lapse for FLVPlayback
This is one of those cases when the Adobe documentation is rare, or doesn't help much.
I had a hard time figuring out how to place a bar that would grow along with the playback of a movie in the FLVPlayback component.
First make a custom MovieClip with a rectangle (it can be another shape, but usually rectangles are best for these) and give it a name: myPlayhead
You must have already the FLVPlayback component on stage, with a given name. I will name it: myFLVplayback
For the script we will need to import a class to do this: VideoEvent. This class has several events you can use to get info from the FLVplayback when playing video (http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/fl/video/VideoEvent.html)
import flash.video.VideoEvent;
//The movie doesn't start
myFLVPlayback.stop();
//Rewinds automatically if the video is stopped or it reaches the end.
//By default it's false
myFLVPlayback.autoRewind=true;
//Adds the listener for each time the playhead updates it's position
myFLVPlayback.addEventListener(VideoEvent.PLAYHEAD_UPDATE, videoHandler);
function videoHandler(evt:VideoEvent):void{
var totalSeconds:Number = myFLVPlayback.totalTime;
var elapsedSeconds:Number = myFLVPlayback.playheadTime;
var percent:Number=Math.round((elapsedSeconds/totalSeconds)*100);
//The custom seekBar will change it's size according the the percentage
//of the played movie
seekBt.progressMc.scaleX=percent;
}
Cheers
I had a hard time figuring out how to place a bar that would grow along with the playback of a movie in the FLVPlayback component.
First make a custom MovieClip with a rectangle (it can be another shape, but usually rectangles are best for these) and give it a name: myPlayhead
You must have already the FLVPlayback component on stage, with a given name. I will name it: myFLVplayback
For the script we will need to import a class to do this: VideoEvent. This class has several events you can use to get info from the FLVplayback when playing video (http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/fl/video/VideoEvent.html)
import flash.video.VideoEvent;
//The movie doesn't start
myFLVPlayback.stop();
//Rewinds automatically if the video is stopped or it reaches the end.
//By default it's false
myFLVPlayback.autoRewind=true;
//Adds the listener for each time the playhead updates it's position
myFLVPlayback.addEventListener(VideoEvent.PLAYHEAD_UPDATE, videoHandler);
function videoHandler(evt:VideoEvent):void{
var totalSeconds:Number = myFLVPlayback.totalTime;
var elapsedSeconds:Number = myFLVPlayback.playheadTime;
var percent:Number=Math.round((elapsedSeconds/totalSeconds)*100);
//The custom seekBar will change it's size according the the percentage
//of the played movie
seekBt.progressMc.scaleX=percent;
}
Cheers
Etiquetas:
video flvplayback time lapse
Custom controls for the FLVPlayback video component
This time I had to help a friend that needed to play some videos in a fancy interface.
The problem was that he didn't want the buttons that Flash provides for video playback, and wanted some flexibility towards mouse events, i.e., beeing able to hide or show the buttons with custom events or mouse events.
For now I will tell how I changed the controls.
First of all you need to make some custom MovieClips for the buttons. One MovieClip per button.
(this is valid for actionscripting the interface, or placing the components directly on stage)
Place the FLVplayback component in the stage and give it a name: myFlvplayback
Place the buttons where you want on the interface, and give them a name: playBt, pauseBt, stopBt,... and so on.
Now the script. You have to associate the buttons to the video component, stating what each button will do, like this:
myFlvplayback.playButton=playBt;
myFlvplayback.stopButton=stopBt;
myFlvplayback.seekBar=seekBt;
myFlvplayback.pauseButton=pauseBt;
That's it. If you run the movie, you'll see that this is enough to custom controls for this video component.
A further step is to make a custom interface with the all buttons inside a single MovieClip. Then you can make your custom autohide function with some MouseEvents.
Cheers
The problem was that he didn't want the buttons that Flash provides for video playback, and wanted some flexibility towards mouse events, i.e., beeing able to hide or show the buttons with custom events or mouse events.
For now I will tell how I changed the controls.
First of all you need to make some custom MovieClips for the buttons. One MovieClip per button.
(this is valid for actionscripting the interface, or placing the components directly on stage)
Place the FLVplayback component in the stage and give it a name: myFlvplayback
Place the buttons where you want on the interface, and give them a name: playBt, pauseBt, stopBt,... and so on.
Now the script. You have to associate the buttons to the video component, stating what each button will do, like this:
myFlvplayback.playButton=playBt;
myFlvplayback.stopButton=stopBt;
myFlvplayback.seekBar=seekBt;
myFlvplayback.pauseButton=pauseBt;
That's it. If you run the movie, you'll see that this is enough to custom controls for this video component.
A further step is to make a custom interface with the all buttons inside a single MovieClip. Then you can make your custom autohide function with some MouseEvents.
Cheers
Thursday, 2 September 2010
Logical XOR
Flash doesn't have a logical XOR, only a bitwise XOR. That means that you can only do bitwise operations, or swap number and attribute the result to a variable.
Well I needed a Boolean XOR, like the one with Truth Tables that we know from logical programming. Well this little function takes care of this:
Well I needed a Boolean XOR, like the one with Truth Tables that we know from logical programming. Well this little function takes care of this:
public function xor(lhs:Boolean, rhs:Boolean):Boolean { }
return !( lhs && rhs ) && ( lhs || rhs );
Cheers,
Leonel
Etiquetas:
as3 logic xor
Wednesday, 1 September 2010
Fullscreen... and back
To get your stage into full screen you must do in two steps. The first is to set your stage display state in ActionScript. The other is to allow this scaling in the HTML page.
First of all, place a MovieClip in the stage, by code, or directly in the stage. Give it a instance name.
I will cal mine: fullScr
Associate with fullScr an event listener to catch a mouse event to execute the full screen:
fullScr.addEventListener(MouseEvent.CLICK, handleMouseClick);
Write the handleMouseClick function that will set the display state of the stage. This function will detect the current display state, and change it accordingly. If the display state is NORMAL, it will set it to FULLSCREEN. Otherwise it will be NORMAL again:
private function handleMouseClick(me:MouseEvent):void
{
if (stage.displayState == StageDisplayState.NORMAL) {
try{
stage.displayState=StageDisplayState.FULL_SCREEN;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}else {
try{
stage.displayState=StageDisplayState.NORMAL;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}
}
If you have a video component like FLVPlayback, when you hit fullscreen, this component will take over the screen because it is on top of everything else. To prevent this add this line:
myPlayer.fullScreenTakeOver=false;
Cheers,
Leonel
First of all, place a MovieClip in the stage, by code, or directly in the stage. Give it a instance name.
I will cal mine: fullScr
Associate with fullScr an event listener to catch a mouse event to execute the full screen:
fullScr.addEventListener(MouseEvent.CLICK, handleMouseClick);
Write the handleMouseClick function that will set the display state of the stage. This function will detect the current display state, and change it accordingly. If the display state is NORMAL, it will set it to FULLSCREEN. Otherwise it will be NORMAL again:
private function handleMouseClick(me:MouseEvent):void
{
if (stage.displayState == StageDisplayState.NORMAL) {
try{
stage.displayState=StageDisplayState.FULL_SCREEN;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}else {
try{
stage.displayState=StageDisplayState.NORMAL;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}
}
If you have a video component like FLVPlayback, when you hit fullscreen, this component will take over the screen because it is on top of everything else. To prevent this add this line:
myPlayer.fullScreenTakeOver=false;
Cheers,
Leonel
Etiquetas:
as3 fullscreen video
Friday, 13 August 2010
Function Call Back
This is very handy feature when programming in AS3.
Imagine that you make a AlertBox class, that when called, it makes a custom Alert message. Imagine then, that you can put 1, 2 or 3 buttons, according to the message type.
If you want to reuse this class in several projects, it's a good idea to tell the different buttons what or where to return when it's pressed.
That's were the Function Call Back enters. After a couple of hours and some search in the web, I came up with a solution, which I want to share.
It's very simple.
First declare in your class a variable that will keep the function reference later on, like this:
private var callBack:Function;
Then when you instantiate the Class, one of the arguments, of the constructor or function, will keep the function name, like this:
createAlert(..., callback){
...
}
Finally inside the constructor or function, you have to attribute the argument to the variable you defined earlier, like this:
callBack=callback;
Then place this variable as a call of some event, like this:
button1.addEventListener(MouseEvent.CLICK, callBack);
... and that's it.
If you want to call the call back function with arguments, instead of a event, just call this way:
typeOfMessage=1;
callback(typeOfMessage);
Imagine that you make a AlertBox class, that when called, it makes a custom Alert message. Imagine then, that you can put 1, 2 or 3 buttons, according to the message type.
If you want to reuse this class in several projects, it's a good idea to tell the different buttons what or where to return when it's pressed.
That's were the Function Call Back enters. After a couple of hours and some search in the web, I came up with a solution, which I want to share.
It's very simple.
First declare in your class a variable that will keep the function reference later on, like this:
private var callBack:Function;
Then when you instantiate the Class, one of the arguments, of the constructor or function, will keep the function name, like this:
createAlert(..., callback){
...
}
Finally inside the constructor or function, you have to attribute the argument to the variable you defined earlier, like this:
callBack=callback;
Then place this variable as a call of some event, like this:
button1.addEventListener(MouseEvent.CLICK, callBack);
... and that's it.
If you want to call the call back function with arguments, instead of a event, just call this way:
typeOfMessage=1;
callback(typeOfMessage);
Etiquetas:
callback function as3
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