I made two buttons and created action script below and then i published it and tested on my Galaxy3 but multi touch does not work. can anyone tell me what to do step by step? i am very very new to scrips and all that. probably some example file would be so so so nice!
import flash. ui. Multitouch;
import flash. ui. MultitouchInputMode;
Multitouch. inputMode = MultitouchInputMode. TOUCH_POINT;
Check this URL, with all necessary information about touch, multitouch and gesture input.
Also, I extremely recommend you to check Gestouch (multitouch gesture recognition library for Flash (ActionScript) development), check some examples and how to use here
Related
I'm very frustrated with Google DoubleClick's AS3 documentation. I'm not an advanced ActionScript coder and I have limited experience with streaming video, but I feel like their API is omitting a lot of information about how these classes actually work.
I'm attempting to load an FLV to play in an expanded unit. Their video component API shows how to control playback of a video, but it doesn't say anything about how to actually load an flv file through code into the component.
http://www.google.com/doubleclick/studio/docs/sdk/flash/as3/en/com_google_ads_studio_video_VideoPlayer.html
I found a controller API, but I have no idea how a "controller" works, or what it is, and the API doesn't explain anything outside of vague general information. I assume the controller needs to be somehow associated with the video player component, but there's nothing anywhere on Google that explains this in any form.
http://www.google.com/doubleclick/studio/docs/sdk/flash/as3/en/com_google_ads_studio_video_VideoController.html
So, in conclusion, what I want is simple. I want to programically load an flv file into a video component on the stage, and have it play. I feel like this is a simple thing to do. I can do this with netstream objects and regular means, but Google has explained nothing in it's API on how to achieve this in studio rich media, and I have no idea how the inner workings of it's components function. Can anyone tell me how to achieve this?
For using video in Studio, you use either the basic or advanced video player component, and component inspector to specify your video, then upload all your assets.
You can literally browse through hundreds of templates, including filtering for features like video, and choose one that best fits your needs along with documentaion here.
http://www.richmediagallery.com/resources/template-database
Basic video overview
https://support.google.com/richmedia/answer/1719810?hl=en
I could only add 2 links to my answer above
Here is the AS3 API for video
http://www.google.com/doubleclick/studio/docs/sdk/flash/as3/en/com_google_ads_studio_video_VideoPlayer.html
And the one for video player advanced
http://www.google.com/doubleclick/studio/docs/sdk/flash/as3/en/com_google_ads_studio_video_VideoPlayerAdvanced.html
Our project is a MMORPG, using scaleform to render UI. Now we use Flash CS5 to create UI panels with scaleform CLIK. With the development of this project, we encountered some problems:
CLIK is not skinned, we have to create separate symbols for each component with different disappearance, so we have PushButton1, PushButton2, RadioButton1, RadioButton2...
Flash CS5 is not a What You See is What You Get tool. For instance, we have a shared component named Window, it has a close button as it's child. In a fla, we first pull a Window on the stage, and modify its size, the close button will be scaled in the stage.
We can constrain the close button in as code, but artists have to see the right result in Gfx Player on runtime.
We have some common components fla like common_button.fla with most of button components in it. Common components are runtime shared in different fla. In a UI fla (e.g. friendpanel.fla), when we need a common component, we copy it from common_xxx.fla and paste it in the new fla library. If a panel is complex, it's library will be confused and not easily managed. If the common one is not satisfying requirement, we will double-click the pasted component and modify it in the local fla, and this caused more resource management troubles.
So I consider if we should create a skinned UI component lib and an UI editor to handle this problems. Does any one has similar experience?
These are common workflow problems reported by many Flash IDE users unfortunately. Certainly, creating your own tool to solve these problems is a good option, but a costly one. The Scaleform team is investigating possible solutions to these types of issues for future versions of the SDK. In the meantime, there's not much that can be done to remedy these issues that I am aware of.
I'm currently working on an Adobe AIR project to pump out my level editor but I'm running into an issue. I basically need to implement an interactive movie editor. My question is how would you recommend I get the timeline editing started? Functionality wise it needs to be able to set tween key frames for position, scale, and alpha. Any ideas?
I've also been trying to look into pulling tween data from a swf. I'm not entirely sure how applicable this would be.
I'm not sure what you mean by movie editor - movie as in a sequence of images(bitmaps) or movie as in flash MovieClip ?
If it's the later, you could use a tweening engine like TweenLite to do the hard lifting and then it's up to you how you organize the scrollable GUI for the timeline (plenty of examples out there, starting with Flash/After Effectts/Blender/etc.) Feedback from your designer/animator is crucial I presume.
Pulling data from Flash could also be possible. If you'd like to parse the swf you can try Claus Wahlers' awesome as3swf library. Be sure to check some of his posts:
SWF Timeline Reconstruction with as3swf
Flash IDE Inspired Flex 4 Timeline Component
Another option would be to use jsfl (JavaScript scripting in the Flash IDE) and parse the tweens your designer/animator creates. It should be a matter of parsing a XML for the tween(be it old/classic or new/motion). If you go the JSFL route, you might also find the xJSFL project useful.
Also, for inspiration on game/animation tools check out Spriter
Suppose I have a flash application; let's say a chess game. The user is playing against a computer opponent. After every move, I want the flash application to add the move's "description" into the HTML of the page.
Does flash have this ability?
Are there any common round-about ways of doing this? Maybe the flash app updates a database, and some AJAX on the page frequently checks the database and adds content when appropriate.
Are there any examples on the web of this type of functionality?
From ActionScript, you can use ExternalInterface to call Javascript functions in the client browser, so yes, this is possible.
I see in my ActionScript 3.0 Bible, chapter 36 "Interfacing with JavaScript" that you can use flash.external.ExternalInterface to "both call JavaScript functions from Flash and to call ActionScript functions from JavaScript".
Therefore, you can change any DOM element from a JavaScript that you activate from Flash.
Your ActionScript code can access javascript methods that update the page's DOM.
You can access Javascript methods using the ExternalInterface class. more details at:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/external/ExternalInterface.html
Does anybody know if this is possible?
I am trying to create a flash movie that will show / preview what I am typing into a field in a normal HTML form. The call to update the flash movie would most likely be attached to an onKeyUp event.
Any advice or tutorials would be great
cheers!
Decbrad
Assuming you're using actionscript 3....
Check this out
You can also check this link out (its for Flex 3 though... AS3 should be similar for flash I believe)... I've used ExternalInterface in my Flex projects before.
As far as I'm aware, Flashplayer only listens to key events when it has focus (which it wouldn't have if you're typing into an HTML form. I'm not aware of any way to inject events into Flash with javascript.
Is there a particular reason why you can't use a text area in the actual flash movie itself?
My advise would be to grab your favorite event utility for JavaScript and then pair it with ExternalInterface. That way, you can add a callback to the EI in Flash which would mean that you could do something like this:
ExternalInterface.addCallback( "keyboardClicked", dispatcherFunc );
function dispatcherFunc():void
{
dispatchEvent( new Event( "javaScriptKeyClick" ) );
}
document.getElementById( "mySwf" ).keyboadClicked();
Hey guys, thanks for pointing me in the right direction! I haven't touched flash since version 4 so to say that i'm rusty... is an understatement!
The reason I haven't built the text area in the actual flash movie is because the system is 95% complete now and there's a lot of smarts on the server side. The flash preview is more or less the icing, as they say! Bit surprised there's not more of a hook into Flash.
Thanks again!
Dec