how to choose one object from a sprite as3 - actionscript-3

How to choose one object(picture that loaded by file) from a sprite when it is several object on that?
I want to drag one that mouse clicked.
private var spstage1:Sprite = new Sprite();
private var vecpic1:Vector.<String> = new Vector.<String>();
private var iconpic1:iconpic=new iconpic();
spstage1.graphics.beginFill(0xcccccc);
spstage1.graphics.drawRect(250,100,450,668);
stage.addChild(spstage1);
spstage1.addChild(iconpic1);
iconpic1.addEventListener(MouseEvent.CLICK, picclicked);
function picclicked(event:MouseEvent):void {
var txtFilter:FileFilter = new FileFilter("picture", "*.jpg;*.png");
//root.browseForOpen("Open", [txtFilter]);
file = new File();
currentload="pic";
file.addEventListener(Event.SELECT, dirSelected);
file.browseForOpen("Select a picture",[txtFilter]);
//
/*file.browse();
file.addEventListener(Event.SELECT,onselect);*/
}
protected function dirSelected(e:Event):void {
var re1:URLRequest=new URLRequest(file.nativePath);
loader=new Loader();
loader.load(re1);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompletepic);
}
function loadCompletepic(event:Event):void{
var pic:BitmapData=new BitmapData(loader.width,loader.height,false);
pic.draw(loader);
bitmap=new Bitmap(pic);
spstage1.addChild(bitmap);
bitmap.x=ix;
bitmap.y=iy;
vecpic1.push(bitmap.name);
}

Add MOUSE_DOWN event listener to spstage1.
In the listener handler, check:
function clickHandler(evt:MouseEvent):void {
if (evt.target is Bitmap) {
// here you decide what you have clicked on.
(evt.target as DisplayObject).startDrag(); // do the stuff for dragging etc.
}
}
Here evt.target will be the object that is clicked.
All you have to do is to determine if it is the right object. In this example, it is just checked to be of the Bitmap type. If you have other Bitmaps in the container that don't need to be clicked, use other means, for example store the loaded object somewhere and then compare the target against all the stored objects. Or check for bitmap.name which you seem to already have, etc.

Related

want to change the code actionscript2 to actionscript3?

i am newbie to flash.i need to change the below actionscript code to actionscript 3.0 code.
i am currently working on drag and drop. so i want to duplicate the movieclip while dragging i found the code on internet but it is actionscript 2.0 so please convert it to as3. the box is a instance name of a movieclip.
the code blocks are:
var num:Number = 0
box.onPress = function(){
num++
duplicateMovieClip(box ,"box"+num, _root.getNextHighestDepth())
_root["box"+num].startDrag();
}
box.onReleaseOutside = function(){
trace(_root["box"+num])
stopDrag();
}
If you dont want to use seperate .as file, follow this steps:
1- assign AS linkage to box movieClip (in library panel):
2- Select frame 1 on the timeline, and paste this code in the Actions panel:
var boxes:Array=[];
//var box:Box=new Box();
//addChild(box);
box.addEventListener(MouseEvent.MOUSE_DOWN,generateBox);
function generateBox(e:MouseEvent):void{
var newBox:Box=new Box();
newBox.x = e.target.x;
newBox.y = e.target.y;
newBox.startDrag();
newBox.addEventListener(MouseEvent.MOUSE_UP,stopD);
newBox.addEventListener(MouseEvent.MOUSE_DOWN,startD);
boxes.push(newBox);
addChild(newBox);
}
function startD(e:MouseEvent):void{
e.target.startDrag();
}
function stopD(e:MouseEvent):void{
e.target.stopDrag();
}
Unfortunately, there's no duplicateMovieClip analog in AS3, so you'll have to create a Class for your box movieClip template. Let's say it will be called BoxTemplate. (You can google how to create Classes for your library object). Add a Class with this name and add this code (event subscription in the constructor and a private event listener). You'll get something like this:
package
{
public class BoxTemplate
{
public function BoxTemplate()
{
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
}
private function onMouseUp(e:MouseEvent):void
{
stopDrag();
}
}
Leave your present instance of this symbol on the stage. This is your code in the frame:
import flash.event.MouseEvent
box.addEventListener(MouseEvent.CLICK, onClick);
function onClick(e:MouseEvent):void
{
var newBox:BoxTemplate = new BoxTemplate();
newBox.x = e.target.x;
newBox.y = e.target.y;
addChild(newBox);
newBox.startDrag();
}
It will allow you to infinitely clone your boxes. Of course, you can add all of them in the array to keep the references.

AS3 Serialization

What I'm trying to do:
-Have objects in a toolbar, drag and dropable onto a movieclip (they then become a child of the movieclip). Once this is done, I want to be able serialize this object, so I can save it to a file. Then, I can reload this file, and continue draging/dropping things onto/off of this movieclip.
How I'm doing it:
public class Serialization {
public static function serializeToString(value:Object):String{
if(value==null){
trace("null isn't a legal serialization candidate");
}
var bytes:ByteArray = new ByteArray();
bytes.writeObject(value);
bytes.position = 0;
var be:Base64Encoder = new Base64Encoder();
be.encode(bytes.readUTFBytes(bytes.length));
return be.drain();
}
public static function readObjectFromStringBytes(value:String):Object{
var dec:Base64Decoder=new Base64Decoder();
dec.decode(value);
var result:ByteArray=dec.drain();
result.position=0;
return result.readObject();
}
}
This is where call the function/write it to the file:
var fr:FileReference = new FileReference;
fr.addEventListener(Event.COMPLETE, success);
var txtString:String = new String();
txtString = save.Serialization.serializeToString(pagePic);
trace(txtString);
fr.save(txtString, "test.txt");
Unfortunately, txtString appears to be blank. Am I approaching this wrong?
Side notes:
This is being developed for a mobile platform.
Unfortunately MovieClips, Sounds, and other resources cannot be serialized. My solution is to create a custom class that will store all my properties and reassign them upon loading, or just write to/parse a text file when saving/loading.

Some problems regarding removing a child added dynamically

I have this function where I want to get a movie clip (the function target) and change it to another one. The problem is that it obviously removes the movie clip before the new one is loaded.
var changePeca:Loader = new Loader;
var changeLoad:URLRequest = new URLRequest(e.target.name.substr(0,4)+".png");
changePeca.load(changeLoad);
e.target.removeChildAt(0);
e.target.addChild(changePeca);
I know that I must use the Event.COMPLETE thing, but how do I say which movie clip to remove, since I cant use e.target anymore?
"The problem is that it obviously removes the movie clip before the new
one is loaded."
Because you code says do so! :) You need to add the event listener which checks if the stuff is loaded.
private var holderMC:Sprite;
private var imageLoader:Loader;
private function load(e:Event):void
{
holderMC = e.target as Sprite // or something else you have there, just store it.
imageLoader = new Loader ();
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleLoadComplete)
imageLoader.load(new URLRequest(e.target.name.substr(0, 4) + ".png"));
}
private function handleLoadComplete(e:Event):void
{
if(holderMC.numChildren > 0)
holderMC.removeChildAt(0);
holderMC.addChild(imageLoader.content)
}

Flash AS3 - DisplayObject Argument Error - Trying to Remove and Add Loaded Content

I am working with flash and as3 to try and get a photo loader/viewer/upload tool built. I am using file reference to handle the browse/load/upload functions. My current stage has 2 loader boxes that i load the user selected image into. I need to be able to remove the image though and re-select another if the user decides.
So on the file loaded event i have this code:
// Load Image into Editor Function.
function onMovieClipLoaderComplete(event:Event):void {
var loadedContent:DisplayObject=event.target.content;
currentLoader =event.target.loader as Loader;
currentLoader.x=currentX;
currentLoader.y=currentY;
currentContent.buttonMode=true;
currentContent.addChild(currentLoader);
addChild(currentContent);
currentLoader.mask = currentMask;
addChild(replace_btn);
}
And on my replace button i have:
replace_btn.addEventListener(MouseEvent.CLICK, replaceImage);
function replaceImage(event:Event):void {
currentContent.removeChild(currentLoader);
removeChild(currentContent);
}
On pressing the replace button once it works fine but when i load another image into the loader - the next time i press the replace button (or any subsequent time) i get the following argument error in my flash as3 file:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at MethodInfo-13()
Does anyone know what this means? It's odd that it only happens on the second time onwards not at first. I thought that if i have:
currentContent.addChild(currentLoader); addChild(currentContent);
on load and then just
currentContent.removeChild(currentLoader); removeChild(currentContent);
on the replace function it would work?
Full as3 code is shown below if that also helps
I have only been learning flash for 3-4 months so please go easy on me and i apologise if my code is not done in the best way! :)
Lauren
// Set Start Up Values.
var image1_loader:Loader = new Loader();
var image1_content:Sprite = new Sprite();
var image1_mask:Sprite = new Sprite(); image1_mask.graphics.beginFill(0x000000,1); image1_mask.graphics.drawRect(54, 59, 330, 330); image1_mask.graphics.endFill();
var image2_loader:Loader = new Loader();
var image2_content:Sprite = new Sprite();
var image2_mask:Sprite = new Sprite(); image2_mask.graphics.beginFill(0x000000,1); image2_mask.graphics.drawRect(384, 59, 330, 165); image2_mask.graphics.endFill();
var currentBtn;
var currentLoader;
var currentContent;
var currentMask;
var currentX;
var currentY;
replace_btn.visible=false;
// Define FileReference.
var canvasImage:FileReference;
// Image Buttons Function.
image1_btn.addEventListener(MouseEvent.CLICK, start_fileRef);
image2_btn.addEventListener(MouseEvent.CLICK, start_fileRef);
image1_content.addEventListener(MouseEvent.MOUSE_DOWN, setCurrentSelection);
image2_content.addEventListener(MouseEvent.MOUSE_DOWN, setCurrentSelection);
function setCurrentSelection(e:MouseEvent):void {
if (e.currentTarget===image1_content){currentContent=image1_content;}
if (e.currentTarget===image2_content){currentContent=image2_content;}
}
// Browse File Function.
function start_fileRef(e:MouseEvent):void {
trace("onBrowse");
if (e.target===image1_btn){currentBtn=image1_btn; currentLoader=image1_loader; currentContent=image1_content; currentMask=image1_mask; currentX=54; currentY=59;}
if (e.target===image2_btn){currentBtn=image2_btn; currentLoader=image2_loader; currentContent=image2_content; currentMask=image2_mask; currentX=384; currentY=59;}
canvasImage=new FileReference();
canvasImage.addEventListener(Event.SELECT, onFileSelected);
var imageTypeFilter:FileFilter = new FileFilter("JPG/PNG Files","*.jpeg; *.jpg;*.gif;*.png");
canvasImage.browse([imageTypeFilter]);
}
// Selected File Function.
function onFileSelected(event:Event):void {
trace("onFileSelected");
canvasImage.addEventListener(Event.COMPLETE, onFileLoaded);
canvasImage.addEventListener(ProgressEvent.PROGRESS, onProgress);
var canvasImageName = canvasImage.name;
canvasImage.load();
}
// File Progress Function.
function onProgress(event:ProgressEvent):void {
var percentLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
trace("loaded: "+percentLoaded+"%");
}
// File Loaded Function.
function onFileLoaded(event:Event):void {
var fileReference:FileReference=event.target as FileReference;
var data:ByteArray=fileReference["data"];
trace("File loaded");
var movieClipLoader:Loader=new Loader();
movieClipLoader.loadBytes(data);
movieClipLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onMovieClipLoaderComplete);
canvasImage.removeEventListener(Event.COMPLETE, onFileLoaded);
}
// Load Image into Editor Function.
function onMovieClipLoaderComplete(event:Event):void {
var loadedContent:DisplayObject=event.target.content;
currentLoader =event.target.loader as Loader;
currentLoader.x=currentX;
currentLoader.y=currentY;
currentContent.buttonMode=true;
currentContent.addChild(currentLoader);
addChild(currentContent);
currentLoader.mask = currentMask;
addChild(replace_btn);
// Reveal Retry Button over Hover Function //
currentContent.addEventListener(MouseEvent.ROLL_OVER, hover);
replace_btn.addEventListener(MouseEvent.ROLL_OVER, hover);
currentContent.addEventListener(MouseEvent.ROLL_OUT, unhover);
replace_btn.addEventListener(MouseEvent.ROLL_OUT, unhover);
function hover(event:Event):void {
replace_btn.visible=true;
}
function unhover(event:Event):void {
replace_btn.visible=false;
}
replace_btn.addEventListener(MouseEvent.CLICK, replaceImage);
function replaceImage(event:Event):void {
currentContent.removeChild(currentLoader);
removeChild(currentContent);
}
}
This currentContent.removeChild(currentLoader); should be fine, but this removeChild(currentContent); is most likely the problem source. Because you added it as currentContent.addChild(currentLoader), you must remove the container var (currentContent) with it as well.

Using the Loader display object to load X jpegs, then resize each of the images differently while they're on the stage

Hey there, I was wondering if this is possible to do
I am able to load the image in and have it displayed easily enough by using addChild(myLoader); where myLoader is in the classWide private scope.
The problem is, whenever I call my function inside that class which adds the loader to the stage, it clears the old one and puts this new one in even if I add a bit where I change myLoader.name to something related to how many images it has completed.
This is a serious hinderance as I can't do anything besides KNOW how many images I will need to load and write the code X times. The problem being is that the urls are read from an XML file.
My main desire was to have a classWide private Array which contained my loaders and I would assign them using myArray.push(myLoader) each time the load had completed. There is a problem which is that it compiles but they never get displayed
it would work as this is written
public class Images extends Sprite
{
private var imagesLoaded = 0;
private var myLoader:Loader;
...
public function Images():Void
{
myLoader = new Loader;
//loop calling a myLoader.load(imageURL) for a bunch of urls
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
}
public function imageLoaded
{
myArray[imagesLoaded] = myLoader;
trace("does\'nt get to here!!");
addChild(myArray[imagesLoaded]);
imagesLoaded++;
}
}
You could create multiple Loaders to load your multiple files:
public class Images extends Sprite
{
private var imagesLoaded = 0;
private var myArray:Array;
...
public function Images():Void
{
myArray = [];
for each (var url:String in myBunchOfURLS)
loadURL(url);
}
private function loadURL(url:String):void
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
loader.load(new URLRequest(url));
// you'll need to add the loader to the display list to see anything!
addChild(loader);
}
private function imageLoaded(event:Event):void
{
var info:LoaderInfo = LoaderInfo(event.currentTarget);
info.removeEventListener(Event.COMPLETE, imageLoaded);
var loader:Loader = info.loader;
myArray[imagesLoaded++] = loader;
// or you could add the loader to the display list here instead?
}
}
If you have to have one loader, then you'll need to wait for each load to complete, get the bitmap data out of the loaded bitmap, add it to a new bitmap, then start loading the next image. That's a bit more of a pain - I'd stick to this approach if I were you.