I have to complete this code with these simple measures. Cannot do anything overly complicated. I want to translate from the top input text field and output on the bottom text field. So far, it looks right, but my translation simply outputs in the same text field as my input. I am a noob, and checked my notes and textbook, and cannot figure out how to change the output to the bottom field. It just doesn't seem to be possible with this level of code. The translation is right. I think I need to modify the Translate button, but am not sure where to indicate what. It works fine if I just wanted to output in my input box. Well, here is my code so far:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Translator4 extends JFrame implements ActionListener
{
public static final int WIDTH = 500;
public static final int HEIGHT = 500;
public static final int NUMBER_OF_CHAR = 50;
private JTextField phrase;
private JTextField translatedphrase;
public static void main(String[] args)
{
Translator4 gui = new Translator4();
gui.setVisible(true);
}
public Translator4()
{
//title bar and overall size
super("Pig Latin Translator v.4.0");
setSize(WIDTH, HEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLayout(new GridLayout(3,1));
//create input text filed
JPanel namePanel = new JPanel();
namePanel.setLayout(new BorderLayout());
namePanel.setBackground(Color.WHITE);
phrase = new JTextField(NUMBER_OF_CHAR);
namePanel.add(phrase, BorderLayout.CENTER);
JLabel nameLabel = new JLabel("Enter the phrase in English to be translated:");
namePanel.add(nameLabel, BorderLayout.NORTH);
add(namePanel);
//create the buttons
JPanel buttonPanel= new JPanel();
buttonPanel.setLayout(new FlowLayout());
buttonPanel.setBackground(Color.GREEN);
JButton actionButton = new JButton("Translate");
actionButton.addActionListener(this);
buttonPanel.add(actionButton);
JButton clearButton = new JButton("Clear");
clearButton.addActionListener(this);
buttonPanel.add(clearButton);
add(buttonPanel);
//create the output text field
JPanel namePanel2 = new JPanel();
namePanel2.setLayout(new BorderLayout());
namePanel2.setBackground(Color.WHITE);
translatedphrase = new JTextField(NUMBER_OF_CHAR*2); //output will be larger so I multiplied it by 2
namePanel.add(phrase, BorderLayout.CENTER);
JLabel nameLabel2 = new JLabel("Translation:");
namePanel2.add(nameLabel2, BorderLayout.NORTH);
add(namePanel2);
}
public void actionPerformed(ActionEvent e)
{
String actionCommand = e.getActionCommand();
if (actionCommand.equals("Translate")) //when the user wants a translation, this block executes
{
String[] words=new String[100]; //takes up to 100 words
String sentence = phrase.getText(); //the user input made into a string
String newSentence=""; //the output string generated
words = sentence.split(" "); //splits based on spaces, no other punctuation allowed
for (int index=0; index< words.length; index++) //steps thru the array of words
{
char firstChar = words[index].charAt(0); //rules for vowels, 'one' becomes 'oneway'
if (firstChar=='a'||firstChar=='e'||firstChar=='i'||firstChar=='o'||firstChar=='u')
{
words[index] = words [index] + "way";
newSentence=newSentence + " " + words[index]; //adds the word just now modified to new sentence
}
else //rules for words that don't start with vowels, 'blank' becomes 'lankbay'
{
firstChar = ' ';
words[index] = (words[index]).substring(1,(words[index].length()))
+ (words[index]).charAt(0) + "ay";
newSentence=newSentence + " " + words[index]; //adds the word just now modified to new sentence
}
phrase.setText(newSentence); //sends the new sentence back for output... problem here
}
}
else if (actionCommand.equals("Clear"))
phrase.setText("");
else
phrase.setText("Unexpected error.");
}
}
but my translation simply outputs in the same text field as my input
That's because that's what you're telling it to do
phrase.setText(newSentence); //sends the new sentence back for output... problem here
So I assume, phrase is the input and translatedphrase is the output, so that would mean, to fix your immediate issue, all you need to do is replace phrase with translatedphrase
translatedphrase.setText(newSentence); //sends the new sentence back for output... no more problem
I would also suggest you change the other setText calls you're making against phrase to translatedphrase as well
This...
translatedphrase = new JTextField(NUMBER_OF_CHAR * 2); //output will be larger so I multiplied it by 2
namePanel.add(phrase, BorderLayout.CENTER);
JLabel nameLabel2 = new JLabel("Translation:");
namePanel2.add(nameLabel2, BorderLayout.NORTH);
is also an issue, as you never actually add translatedphrase to anything, you just re-add phrase to namePanel again
So, I assume it should be
translatedphrase = new JTextField(NUMBER_OF_CHAR * 2); //output will be larger so I multiplied it by 2
namePanel2.add(translatedphrase, BorderLayout.CENTER);
JLabel nameLabel2 = new JLabel("Translation:");
namePanel2.add(nameLabel2, BorderLayout.NORTH);
Related
I have an issue with libgdx BitMapFont, I display labels inside of a scene2d table, but the font is "cut" at some parts of the text (see below).
Here is my code :
For declaring the font :
font12 = new BitmapFont(Gdx.files.internal("fonts/text.fnt"));
font12.setUseIntegerPositions(false);
font12.getData().setScale(0.2f);
For declaring the table :
Table table = new Table();
table.top();
table.setFillParent(true);
LabelStyle lblStyle = new LabelStyle();
lblStyle.font = font12;
scoreLabel =new Label("SCORE", lblStyle);
timeLabel = new Label("TIME", lblStyle);
levelLabel = new Label("LEVEL", lblStyle);
Thank you for your help.
[EDIT]
Here is the code I tried using freetype but this doesn't look smooth :
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-Regular.ttf"));
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = 18;
parameter.color = Color.BLACK;
generator.scaleForPixelHeight(18);
parameter.minFilter = Texture.TextureFilter.Linear;
parameter.magFilter = Texture.TextureFilter.Linear;
parameter.mono = false;
parameter.gamma = 2f;
font12 = generator.generateFont(parameter); // font size 12 pixels
font12.setUseIntegerPositions(false);
font12.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
generator.dispose(); // don't forget to dispose to avoid memory leaks!
First thing, you should always avoid scaling fonts because the result is pixelated and looks really bad. You can generator fonts to the correct size that you need within your program using the FreeTypeFontGenerator:
https://github.com/libgdx/libgdx/wiki/Gdx-freetype
When adding components to a table the table sets the size on its child components. Essentially, the table will override the size of the label when the label is added to the table.
To make sure the label keeps the same size, set the size on the table's cell that is holding the label like this:
table.add(label).size(label.getWidth(), label.getHeight());
You can also apply a different size to the label when adding it to the table (if for example you wanted to have extra space around the label):
table.add(label).size(500, 100);
EDIT
This code works for me, give this a try.
private Stage stage;
#Override
public void create () {
stage = new Stage();
stage.setViewport(new ScreenViewport(stage.getViewport().getCamera()));
Table table = new Table();
table.setFillParent(true);
stage.addActor(table);
FreeTypeFontGenerator gen = new FreeTypeFontGenerator(Gdx.files.internal("internal/arialbd.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter param = new FreeTypeFontGenerator.FreeTypeFontParameter();
param.size = 18;
param.borderColor = new Color(Color.BLACK);
param.borderWidth = 1;
BitmapFont font = gen.generateFont(param);
gen.dispose();
Label.LabelStyle style = new Label.LabelStyle();
style.font = font;
Label label = new Label("Hello World", style);
table.add(label).size(label.getWidth(), label.getHeight());
}
#Override
public void render() {
Gdx.gl.glClearColor(0.6f, 0.8f, 0.8f, 1.0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
#Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
I am developing a game in which i am making a Game Over Screen but the components are not rearranging properly.
What i am Getting on 1024 * 720 screen is:
and what it should look like:
and the code is:
#Override
public void show() {
stage = new Stage(new ScreenViewport());
camera = new OrthographicCamera(Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
Gdx.input.setInputProcessor(stage);
font = new BitmapFont(Gdx.files.internal("newfont.fnt"));
verysmallfont = new BitmapFont(Gdx.files.internal("verysmallfont.fnt"));
smallfont = new BitmapFont(Gdx.files.internal("smallfont.fnt"));
atlas = new TextureAtlas("ui/buttons.pack");//add atlas
skin = new Skin(atlas);
table = new Table(skin);
actiontable = new Table(skin);
actionbar = new Table(skin);
actionbar2 = new Table(skin);
table.setBounds(0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
actiontable.setBounds(0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
actionbar.setBounds(0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
actionbar2.setBounds(0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
TextButton.TextButtonStyle buttonback = new TextButton.TextButtonStyle();
buttonback.up = skin.getDrawable("back");
buttonback.pressedOffsetX = 1;
buttonback.pressedOffsetY = -1;
buttonback.font = font;
buttonBack = new TextButton("",buttonback);
TextButton.TextButtonStyle lifebuttonstyle = new TextButton.TextButtonStyle();
lifebuttonstyle.up = skin.getDrawable("life");
lifebuttonstyle.pressedOffsetX = 1;
lifebuttonstyle.pressedOffsetY = -1;
lifebuttonstyle.font = font;
buttonlife = new TextButton("",lifebuttonstyle);
TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
textButtonStyle.up = skin.getDrawable("heart_game_continue");
textButtonStyle.pressedOffsetX = 1;
textButtonStyle.pressedOffsetY = -1;
textButtonStyle.font = font;
buttonPlay = new TextButton("",textButtonStyle);
TextButton.TextButtonStyle adsfreeStyle = new TextButton.TextButtonStyle();
adsfreeStyle.up = skin.getDrawable("Video");
adsfreeStyle.pressedOffsetX = 1;
adsfreeStyle.pressedOffsetY = -1;
adsfreeStyle.font = font;
buttonVideo = new TextButton("",adsfreeStyle);
TextButton.TextButtonStyle sharebuttonStyle = new TextButton.TextButtonStyle();
sharebuttonStyle.up = skin.getDrawable("Replay");
sharebuttonStyle.pressedOffsetX = 1;
sharebuttonStyle.pressedOffsetY = -1;
sharebuttonStyle.font = font;
buttonReplay = new TextButton("",sharebuttonStyle);
Label.LabelStyle headingstyle = new Label.LabelStyle(font,Color.WHITE);
label = new Label("Game Over",headingstyle);
label.setFontScale(1.7f);
Label.LabelStyle contstyle = new Label.LabelStyle(smallfont,Color.WHITE);
cont = new Label("Continue?",contstyle);
cont.setFontScale(2f);
Label.LabelStyle replaystyle = new Label.LabelStyle(verysmallfont,Color.WHITE);
replay = new Label("Replay",replaystyle);
shortVideo = new Label("(Short Video)",replaystyle);
replay.setFontScale(2f);
shortVideo.setFontScale(2f);
table.align(Align.top);
table.padTop(197f);
table.add(label);
table.getCell(label).spaceBottom(150f);
table.row();
table.add(cont);
table.getCell(cont).spaceBottom(80f);
table.row();
table.add(buttonPlay).size(200f,200f);
actiontable.add(buttonVideo).size(200f,200f);
actiontable.add(buttonReplay).size(200f,200f);
actiontable.align(Align.bottom);
actiontable.getCell(buttonVideo).spaceBottom(20f).padRight(100f);
actiontable.getCell(buttonReplay).spaceBottom(20f).padLeft(100f);
actiontable.row();
actiontable.add(shortVideo).padRight(100f);
actiontable.add(replay).padLeft(100f);
actiontable.padBottom(197f);
actiontable.setFillParent(true);
actionbar.align(Align.topLeft).setWidth(Gdx.graphics.getWidth());
actionbar.add(buttonBack).align(Align.left).size(90f,90f);
actionbar2.align(Align.topRight);
actionbar2.add(buttonlife).align(Align.right).size(90f,90f);
actionbar.getCell(buttonBack).pad(43f);
actionbar2.getCell(buttonlife).align(Align.right).pad(43f);
stage.addActor(actionbar2);
stage.addActor(actionbar);
stage.addActor(table);
stage.addActor(actiontable);
buttonPlay.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new Main(level,a,start,sweep,collide,innerarcs,out,mid,arcsleft,left,pointerColor));
};
});
buttonReplay.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
int total = out+mid+innerarcs;
((Game) Gdx.app.getApplicationListener()).setScreen(new Main(level,a,total,pointerColor));
}
});
buttonBack.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new Menu(level));
}
});
}
SpriteBatch batch;
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0.184f,0.184f,0.184f,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
}
private OrthographicCamera camera;
#Override
public void resize(final int width, final int height) {
table.setTransform(true);
table.setSize(width,height);
actiontable.setTransform(true);
actiontable.setSize(width,height);
actionbar.setTransform(true);
actionbar.setSize(width,height);
}
I am new to libgdx please help i dont have any knowledge about how to use camera and viewports.
Thanks in advance..
€dit: sorry my bad - there's nothing like "stage.resize"
But I'll let the answer in, because it'll fix your problem, though not as fast as you wish, but in a more clear way.
(THE FOLLOWING TEXT IS NOT NECESSARRY FOR THE ANWSER AND ARE ONLY SUGGESTIONS)
(if you follow the following steps, you'll save yourself time & headaches in the future)
I'd suggest a viewport, because they'll kill many problems with scaling, and there are quite a few, from which you can choose, as you need.
LibGdx Viewports
A viewport takes care for different screen sizes with the help from different techniques (e.g. scaling, black bars)
Additionally a viewport is SUPER easy to implement.
You'll do the following(e.g. FitViewport(stretches content, if necessary)):
stage = new Stage();
OrthographicCamera cam = new OrthographicCamera();
cam.setToOrtho(false, 800, 600);
stage.setViewport(new FitViewport(800, 600, cam));
TADA. You implemented a viewport. Was not so hard.
(but make sure to call stage.getViewport().update(w, h) in the resize(w, h) method!! AND DON'T FORGET IT!!)
Second suggestion I'd do is:
Use a main table.
So you do following
Table myMothershipTable = new Table();
myMothershipTable.setFillParent(true);
myMothershipTable.add(add);
myMothershipTable.add(all);
myMothershipTable.add(content);
stage.addActor(myMothershipTable);
Now you've only one actor, which is the table, and you can be damned sure, that this table will fill the whole screen.
Your screen is 10999x3? yeah. the table will be 10999x3.
Good. If you've refactored your whole stuff into one table I'd suggest the next step:
stage.setDebugAll(true); //this will help you to see the actual buildup from your actors & elements
So heres the why:
The viewport takes care for your stage size
the single table makes sure, that your complete content will be within the screen ==> now you can add one item after another, and make sure with..
stage.setDebugAll(true).. that your content is placed properly.
If you follow this simple steps, you'll save yourself a lot of time and headache with designing the UI.
I am testing adding a collection of points to a map utilizing the Geotools API. I've been following this example as best I could Problem creating a point and adding it to FeatureCollection, as the example code is old, and things like FeatureCollections is deprecated. I tried using DefaultFeatureCollection instance instead, and I am not sure if I am using it correctly, and that is why the points do not appear on the map. What am I doing wrong? Here is some of my code:
private void plotMarkers() {
final SimpleFeatureType TYPE = this.createFeatureType();
final SimpleFeatureBuilder BLDR = new SimpleFeatureBuilder(TYPE);
DefaultFeatureCollection features = new DefaultFeatureCollection();
// arbitrary start position
Coordinate pos = new Coordinate(0, 0);
final double pointSpacing = 1.0;
String title = "Test";
features.add(creatureFeature(BLDR, pos, title));
// display points on screen
Style style = SLD.createPointStyle("circle", Color.RED, Color.RED, 1.0f, 5.0f);
Layer layer = new FeatureLayer(features, style);
this.getMapContent().addLayer(layer);
}
Maybe this can help you to make it work
private MapContent map;
private static Style pointStyle = SLD.createPointStyle("Circle", Color.RED, Color.RED, 0.5f, POINT_SIZE);
public static void CreatePoints(double X, double Y){
createPointLayer();
createFeatures(X,Y);
}
static void createFeatures(double X, double Y) {
Point point = geometryFactory.createPoint(new Coordinate(X, Y));
pointCollection.add(SimpleFeatureBuilder.build(pointType, new Object[]{point}, null));
//create map layer event
MapLayerEvent mple = new MapLayerEvent(pointLayer, MapLayerEvent.DATA_CHANGED);
//create maplayer list event
MapLayerListEvent mplle = new MapLayerListEvent(map, pointLayer, map.layers().indexOf(pointLayer), mple);
okvir.mapPane.layerChanged(mplle);
System.out.println(MessageFormat.format("Created Point: {0}", point));
}
private static void createPointLayer() {
if (pointType == null) {
pointFeatureTypeBuilder.setName("PointCreated");
pointFeatureTypeBuilder.setCRS(map.getCoordinateReferenceSystem());
pointFeatureTypeBuilder.add("the_geom", Point.class);
pointType = pointFeatureTypeBuilder.buildFeatureType();
pointCollection = new DefaultFeatureCollection(null, pointType);
}
pointLayer = new FeatureLayer(pointCollection, pointStyle);
map.addLayer(pointLayer);
}
I am trying to set the three buttons in the middle of this JPanel which is set above another panel.
Everything is working fine, but three buttons remains at the same position, no matter what.
How can I move the three buttons in the center of the panel2? Right now the three buttons are at the center Left of the panel2.
Code for my panel is here:
public AbcGeniusPanel()
{
//this.setVisible(false);
ImageIcon[] alphabets = new ImageIcon[26];
ImageIcon[] images = new ImageIcon[26];
setBackground(Color.yellow);
//Load the images for alphabet images into the alphabets array using a for loop
for(int i = 0; i < alphabets.length; i++)
{
alphabets[i] = new ImageIcon("C:\\Users\\Dip\\Desktop\\Java Projects\\AbcGeniusApp\\src\\Alphabets\\"+(i+1)+".png");
}
//Load the images images in the IMageIcon array
for(int i = 0; i < images.length; i++)
{
images[i] = new ImageIcon("C:\\Users\\Dip\\Desktop\\Java Projects\\AbcGeniusApp\\src\\Images\\"+(i+1)+".png");
}
//Create two JPanel objects
JPanel panel = new JPanel();
JPanel panel2 = new JPanel();
//Set a layoutManager on the panel
panel.setLayout(new GridLayout(2, 13, 5, 5)); //This is good for now
//Create an array for holdoing the buttons
buttons = new JButton[26];
/
//Try passing Images inside the JButton parameter later.
for(int i = 0; i < 26; i++)
{
buttons[i] = new JButton(alphabets[i]);
}
setLayout(new BorderLayout(2,0));
panel2.setLayout(new BoxLayout(panel2, BoxLayout.X_AXIS));
//add the panel to the Border layout
add(panel,BorderLayout.SOUTH);
add(panel2);
//Add evenHandling mechanism to all the buttons
for(int k = 0; k<26; k++)
{
buttons[k].addActionListener(this);
}
for(int count1 = 0; count1<26; count1++)
{
panel.add(buttons[count1]);
}
JButton button1 = new JButton();
JButton button2 = new JButton();
JButton button3 = new JButton();
panel2.add(button1);
panel2.add(button2);
panel2.add(button3);
}
You can use the BoxLayout (it may be easier just using Box.createHorizontalBox()) but you have to put vertical glue at each end of the box. You also may want to put horizontal struts between the buttons to give them some spacing.
It will be easier to just use a FlowLayout for your buttons, which does the equivalent of what I said without the extra code. There may be a potential drawback of the layout causing a button or 2 to flow over to the next line, but with your simple application it is probably not much of a chance.
Here are the two examples. Comment out one line and Comment in (???) the other line to see a different approach to the buttons:
import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.GridLayout;
import javax.swing.Box;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class AlphabetExample {
public static void main(String[] args) {
AlphabetExample alphabetExample = new AlphabetExample();
JFrame frame = alphabetExample.createGui();
frame.setVisible(true);
}
private JFrame createGui() {
JFrame frame = new JFrame("Letters!");
frame.setSize(400, 300);
Container contentPane = frame.getContentPane();
contentPane.add(setupLetters(), BorderLayout.CENTER);
// contentPane.add(setupButtonsWithBox(), BorderLayout.NORTH); // <-- with a BoxLayout
contentPane.add(setupButtonsWithFlowPane(), BorderLayout.NORTH); // <-- with a FlowLayout
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
return frame;
}
private JPanel setupLetters() {
String letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
JPanel lettersPanel = new JPanel(new GridLayout(2, 13, 5, 5));
for (char x : letters.toCharArray()) {
final String letter = String.valueOf(x);
JButton button = new JButton(letter);
button.setActionCommand(letter);
lettersPanel.add(button);
}
return lettersPanel;
}
private JComponent setupButtonsWithBox() {
Box b = Box.createHorizontalBox();
b.add(Box.createHorizontalGlue());
b.add(new JButton("Left Button"));
b.add(Box.createHorizontalStrut(5));
b.add(new JButton("Center Button"));
b.add(Box.createHorizontalStrut(5));
b.add(new JButton("Right Button"));
b.add(Box.createHorizontalGlue());
return b;
}
private JComponent setupButtonsWithFlowPane() {
JPanel panel = new JPanel(); // default layout manager is FlowLayout
panel.add(new JButton("Left Button"));
panel.add(new JButton("Center Button"));
panel.add(new JButton("Right Button"));
return panel;
}
}
This solved my problem
for(int count1 = 0; count1<3; count1++)
{
panel2.add(Box.createHorizontalGlue());
panel2.add(imageButtons[count1]);
panel2.add(Box.createHorizontalGlue());
}
So I am creating a module and I have a screen that I need to be able to allow the users to write questions that they have on their screens in a text box. Does anyone know how to do this?
This is the basic setup that I use for every screen:
package screens
{
import flash.filters.*;
import flash.text.*;
import mapSystem.screenSystem.*;
import mapSystem.*;
import screens.*;
import caurina.transitions.Tweener;
public class screen4 extends screenBase
{
public function screen4(pSystem:mapManager)
{
super(pSystem);
numActions = 1;
}
public override function onAction()
{
if (actionStep == 1)
{
map.fID("54");
}
}
public override function onEnter()
{
map.zoomTo("full");
}
}
}
For users to input text, simply create a textfield and set its "type" property to TextFieldType.INPUT. When you go to retrieve this data, just access the textFields "text" prop.
Update -
Ok = simple google search on "AS3 textField tutorial", first hit was this tutorial, which I yanked and added a couple things to for you. Its fairly basic and well documented, so, depending on your level of experience, should prove illuminating.
//Creating the textfield object and naming it "myTextField"
var myTextField:TextField = new TextField();
//Here we add the new textfield instance to the stage with addchild()
addChild(myTextField);
//Here we define some properties for our text field, starting with giving it some text to contain.
//A width, x and y coordinates.
myTextField.text = "input text here";
myTextField.width = 250;
myTextField.x = 25;
myTextField.y = 25;
//#b99 addition
myTextField.type = TextFieldType.INPUT;
//This is the section for our text styling, first we create a TextFormat instance naming it myFormat
var myFormat:TextFormat = new TextFormat();
//Giving the format a hex decimal color code
myFormat.color = 0xAA0000;
//Adding some bigger text size
myFormat.size = 24;
//Last text style is to make it italic.
myFormat.italic = true;
//Now the most important thing for the textformat, we need to add it to the myTextField with setTextFormat.
myTextField.setTextFormat(myFormat);
Hope that helps!