Actionscript, set objects invisible - actionscript-3

This is a script for when i click an object, it opens a small book with some page flip effect.
I'm done with almost everything but i want that when i click in a back button everything desapears and i go back to only seeing the original object. It is not working because its only deleting one of the pages! I tried doing an array but it didnt work either and Im not very good with arrays too. Can anyone help?
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.display.Sprite;
import flash.display.Loader;
var cont : DisplayObject;
var cont2 : DisplayObject;
var imgLoader : Loader;
//loads pages
for (var i:int=0; i<=4; i++){
imgLoader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.INIT, onLoadJPEG);
imgLoader.load(new URLRequest(""+i+".png"));
}
var imgLoader2 : Loader;
//loads back button
imgLoader2 = new Loader();
imgLoader2.contentLoaderInfo.addEventListener(Event.INIT, onLoadSketch);
imgLoader2.load(new URLRequest("voltaatrassketchbook.png"));
function onLoadJPEG (e : Event) : void {
cont = e.target.loader;
cont.x =250;
cont.y =50;
cont.width = (445-100)/2;
cont.height = (604-100)/2;
addChild(cont);
cont.addEventListener(MouseEvent.MOUSE_UP, FlipPage);
}
function onLoadSketch (e : Event) : void {
cont2 = e.target.loader;
cont2.x =450;
cont2.y =300;
cont2.width = 181/2;
cont2.height = 127/2;
addChild(cont2);
cont2.addEventListener(MouseEvent.MOUSE_UP, volta);
}
function FlipPage(e:MouseEvent):void{
setChildIndex(DisplayObject(e.currentTarget), this.numChildren - 1);
if (e.currentTarget.rotationY == 0) {
var myTween:Tween = new Tween(e.currentTarget, "rotationY",
Regular.easeInOut,0, 180, 1, true);
}
if (e.currentTarget.rotationY == 180) {
var myTween:Tween = new Tween(e.currentTarget, "rotationY",
Regular.easeInOut, 180, 0, 1, true);
}
}
//function to go back
function volta (e: MouseEvent): void {
gotoAndStop(1);
cont.visible=false;
cont2.visible=false;
}

Option 1
You are right that you could use an array. Put this at the top of your code, before you start loading the pages:
var pages:Array = [];
Then put this as the final line inside onLoadJPEG()
pages.push(cont);
That will add each image to the array when it is loaded.
Then in volta() you can loop through the array and make each image invisible
for(var i:int = 0; i < pages.length; i++) {
DisplayObject(pages[i]).visible = false;
}
Option 2
Another approach would be to add all the images to a container Sprite and then all you would have to do is make the container Sprite invisible.
Add this to the top of your code before you load the pages :
var pages:Sprite = new Sprite();
addChild(pages);
Then in onLoadJPEG() add cont as a child of the container
pages.addChild(cont);
Then in volta() :
pages.visible = false;
If you use this approach, don't forget to call setChildIndex() on the container inside of FlipPage() :
pages.setChildIndex(DisplayObject(e.currentTarget), this.numChildren - 1);

Related

AS3 Show and hide movieclip/image when button/mc is clicked

I want to make something like this http://www.bakedbymelissa.com/checkout/CustomizerCreator.aspx
for now I have squares(square1,square2,square3,square4) as cupcakes and circles(circle1,circle2,circle3,circle4) as the buttons. If I click circle1, square1 should appear and so on. The AS has a separate layer and the shapes are all in one layer. I placed the squares on top of each other but the problem is, when I click the buttons, the square shows up but it can't really be seen cuz it's beneath the square on top of it. How do you do it so that the corresponding square appears and the previous square that appeared, disappears? Any alternatives that you know that does the trick is fine.
my stage looks like this
AS3:
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.*;
var fadeIn:Tween;
var thisCircle:MovieClip;
var thisSquare:MovieClip;
var circles:Array = new Array(circle1,circle2,circle3,circle4);
var squares:Array = new Array(square1,square2,square3,square4);
for(var i:Number = 0; i < circles.length; i++)
{
thisCircle = circles[i];
thisCircle.buttonMode = true;
thisCircle.id = i;
thisCircle.addEventListener(MouseEvent.CLICK, doFadeIn);
thisSquare = squares[i];
thisSquare.alpha = 0;
}
function doFadeIn(e:MouseEvent):void
{
e.currentTarget.mouseEnabled = false;
trace(e.currentTarget.name + " is disabled while " + squares[e.currentTarget.id].name + " tweens in.");
fadeIn = new Tween(squares[e.currentTarget.id],"alpha",None.easeNone,0,1,2.5,true);
fadeIn.addEventListener(TweenEvent.MOTION_FINISH,enableButton(e.currentTarget));
}
function enableButton(thisButton:Object):Function
{
return function(e:TweenEvent):void
{
thisButton.mouseEnabled = true;
trace(e.target.obj.name + " has finished fading in, "+ thisButton.name + " is now enabled again.");
};
}
//credits to fruitbeard for the code.
I think that in your code you have forgot to fade out the current square and then fade in the new one.
Take a look on this code :
// to indicate the index of current active circle/square
var current:int = 0;
var fadeIn:Tween, fadeOut:Tween;
var thisCircle:MovieClip;
var thisSquare:MovieClip;
var circles:Array = new Array(circle1, circle2, circle3, circle4);
var squares:Array = new Array(square1, square2, square3, square4);
for(var i:Number = 0; i < circles.length; i++)
{
thisCircle = circles[i];
thisCircle.buttonMode = true;
thisCircle.id = i;
thisCircle.addEventListener(MouseEvent.CLICK, doFadeIn);
// keep the first square as visible
if(i != current){
thisSquare = squares[i];
thisSquare.alpha = 0;
}
}
function doFadeIn(e:MouseEvent):void
{
// if our button is the active one, exit
if(current == e.currentTarget.id) return;
// fade out current square
fadeOut = new Tween(squares[current], "alpha", None.easeNone, 1, 0, 2.5, true);
// fade in the new active square
fadeIn = new Tween(squares[e.currentTarget.id], "alpha", None.easeNone, 0, 1, 2.5, true);
current = e.currentTarget.id;
}
You can see this code working here.
I hope this can help you.

ScrollPane and ScrollBar not working

I have an application I'm trying to build where it will display a large map image (1920x1040 which is set as the base layer of frame one, then all my AS is on the layer above on the first frame too), then draw lines to it by reading in their coordinates from an external file (lines.txt) and associate a particular image with each line.
When a user clicks on a line, a ScrollPane should open, showing the image associated with the line they clicked on. These images are 1040 in height, and at least 4000px wide, so I want the image to fill the screen height, and then allow the user to use a scroll bar along the bottom to scroll left and right to see the full image.
Right now, I have it working where it reads in my lines.txt file, and draws the lines correctly. Then when I click on a line, it will load the corresponding image in the ScrollPane (along with a button to click that will remove the scroll pane and allow them to select a new line).
However, I can't get a horizontal scroll bar to work. I have it so that the space shows up at the bottom where a scroll bar should be, but there's no bar to drag left/right, and no way to scroll around.
I saw that it's possible to use dragging to scroll, which would be nice, but that hasn't worked either (it' now commented out), and when I have it turned on, when I click my Back Button and attempt to click another line, it throws an error saying,
"TypeError: Error #1009: Cannot access a property or method of a null object reference.
at fl.containers::ScrollPane/endDrag()"
Anybody able to help me clean this up and get it figured out what's going wrong here?
My code:
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import fl.containers.ScrollPane;
import fl.events.ScrollEvent;
import fl.controls.ScrollPolicy;
import fl.controls.DataGrid;
import fl.data.DataProvider;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.net.URLLoader;
import fl.controls.UIScrollBar;
import flash.events.Event;
import fl.controls.ScrollBar;
var worldLines:Array = new Array();
var lineSprites:Array = new Array();
var lineSpritesLength:int;
var basicColorTransform:ColorTransform = new ColorTransform();
basicColorTransform.color = 0x00FF00;
var hoverColorTransform:ColorTransform = new ColorTransform();
hoverColorTransform.color = 0xFFFF00;
populateWorldLines();
function populateWorldLines():void
{
var textFile:File = File.applicationDirectory.resolvePath("lines.txt");
var fileContents:String = getFileData(textFile);
var contentsLength:int = fileContents.split("$").length;
for(var i:int = 0; i < contentsLength; i++)
{
trace(i);
worldLines[i] = new Object();
worldLines[i]["x1"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["y1"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["x2"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["y2"] = fileContents.slice(0, fileContents.indexOf(","));
fileContents = fileContents.slice(fileContents.indexOf(",") + 1, fileContents.length);
worldLines[i]["image"] = fileContents.slice(0, fileContents.indexOf(";"));
fileContents = fileContents.slice(fileContents.indexOf("$") + 1, fileContents.length);
}
drawLines(worldLines);
}
function drawLines(lines:Array):void
{
for(var i:int = 0; i < lines.length; i++)
{
var line:Sprite = new Sprite;
line.graphics.moveTo(lines[i]["x1"], lines[i]["y1"]);
line.graphics.lineStyle(3, basicColorTransform.color);
line.graphics.lineTo(lines[i]["x2"], lines[i]["y2"]);
lineSprites.push(line);
addChild(line);
}
lineSpritesLength = lineSprites.length;
this.addEventListener(MouseEvent.MOUSE_OVER, checkLines);
}
function checkLines(e:MouseEvent):void
{
var targetSprite:* = e.target;
for(var i:int = 0; i < lineSpritesLength; i++)
{
if(targetSprite == lineSprites[i])
{
targetSprite.transform.colorTransform = hoverColorTransform;
targetSprite.addEventListener(MouseEvent.CLICK, lineClicked);
targetSprite.addEventListener(MouseEvent.MOUSE_OUT, resetColorTransform);
}
}
}
function lineClicked(e:MouseEvent):void
{
var targetSprite:* = e.target;
for(var i:int = 0; i < lineSpritesLength; i++)
{
if(targetSprite == lineSprites[i])
{
showImage(worldLines[i]["x1"], worldLines[i]["y1"], worldLines[i]["image"]);
}
}
//e.target.removeEventListener(e.type, lineClicked);
}
function showImage(xPos:int, yPos:int, imageName:String):void
{
var aSp:ScrollPane = new ScrollPane();
var aBox:MovieClip = new MovieClip();
drawBox(aBox, imageName);
aSp.source = aBox;
aSp.setSize(1920, 1040);
aSp.move(0, 0);
aSp.name = "scrollyPaneThing";
//aSp.scrollDrag = true;
aSp.horizontalScrollPolicy=ScrollPolicy.ON;
aSp.addEventListener(ScrollEvent.SCROLL, scrollListener);
addChild(aSp);
}
function scrollListener(event:ScrollEvent):void {
var mySP:ScrollPane = event.currentTarget as ScrollPane;
trace("scrolling");
trace("\t" + "direction:", event.direction);
trace("\t" + "position:", event.position);
trace("\t" + "horizontalScrollPosition:", mySP.horizontalScrollPosition, "of", mySP.maxHorizontalScrollPosition);
trace("\t" + "verticalScrollPosition:", mySP.verticalScrollPosition, "of", mySP.maxVerticalScrollPosition);
};
function drawBox(box:MovieClip,imageName:String):void {
trace(imageName + ":imageName");
var file:File = File.applicationDirectory.resolvePath("dataImages/"+imageName);
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest(file.url);
imageLoader.load(image);
imageLoader.x = 1;
imageLoader.y = 1;
box.addChild (imageLoader);
trace("backButton.png:imageName");
var file2:File = File.applicationDirectory.resolvePath("backButton.png");
var imageLoader2:Loader = new Loader();
var image2:URLRequest = new URLRequest(file2.url);
imageLoader2.load(image2);
imageLoader2.x = 10;
imageLoader2.y = 950;
box.addChild (imageLoader2);
imageLoader2.addEventListener(MouseEvent.CLICK, removeScrollyPaneThing);
}
function removeScrollyPaneThing(MouseEvent):void
{
removeChild(getChildByName("scrollyPaneThing"));
}
function resetColorTransform(e:MouseEvent):void
{
e.target.transform.colorTransform = basicColorTransform;
e.target.removeEventListener(e.type, resetColorTransform);
}
function getFileData(file:File):String
{
var fDataStream:FileStream;
var sContent:String;
fDataStream = new FileStream();
fDataStream.open(file, FileMode.READ);
sContent = fDataStream.readUTFBytes(fDataStream.bytesAvailable);
fDataStream.close();
return sContent;
}
Your Loader Object has a scrollRect property that is built in.
It is MUCH easier to use a simple ScrollBar than a ScrollPane,
but mouse dragging is much cleaner:
see: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObject.html#scrollRect
To mouse drag:
private var scrollyThingy:Rectangle;
private var map:Loader;
// holders for the location of the view
//(to allow for cancelling the drag):
private var _cx:int = 0;
private var _cy:int = 0;
private var downpoint:Point = null;
public function init():void{
// Load your image:
/* I prefer to use embeded png files
or draw simple line images, but
Loader objects also have a scrollRect property
From this point I will assume your main image ('map') is loaded,
and 'scrollyThingy' is the part you want diplayed
I could not follow the code once you added the
loader to the stage very well...
*/
// to enable mouse dragging:
map.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
var w:int = 100;
var h:int = 100;
scrollyThingy = new Rectangle(_cx, _cy, w, h);
map.scrollRect = scrollyThingy;
AddChild(map);
}
private function onMouseDown(event:MouseEvent):void{
_downpoint = new Point(event.stageX, event.stageY);
map.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
map.addEventListener(MouseEvent.MOUSE_DRAG, onMouseDrag);
map.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
map.addEventListener(MouseEvent.RELEASE_OUTSIDE , onReleaseOutside);
}
private function onMouseDrag(event:MouseEvent):void{
if (_downpoint == null)
return;
// the movement delta:
_dx = int((event.stageX - _downpoint.x));
_dy = int((event.stageY - _downpoint.y));
// (if the movement is backwards, use scrollyThingy.x -= _dx)
scrollyThingy.x += _dx;
scrollyThingy.y += _dy;
Loader.scrollRect = scrollyThingy;
}
private function onMouseUp(event:MouseEvent):void{
if (_downpoint == null)
return;
// new corner coords
_cx += int((event.stageX - _downpoint.x));
_cy += int((event.stageY - _downpoint.y));
resetListeners();
}
private function onReleaseOutside(event:MouseEvent):void{
// put it back where it was
resetListeners();
}
private function resetListeners():void{
scrollyThingy.x = _cx;
scrollyThingy.y = _cy;
Loader.scrollRect = scrollyThingy;
_downpoint = null;
if(!map.hasEventListener(MouseEvent.MOUSE_DOWN)
map.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
//(if it has one, it has them all!)
if(map.hasEventListener(MouseEvent.MOUSE_DRAG){
map.removeEventListener(MouseEvent.MOUSE_DRAG, onMouseDrag);
map.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
map.removeEventListener(MouseEvent.RELEASE_OUTSIDE , onReleaseOutside);
}
}
if you still want a ScrollBar, just scale it to your Loader dimensions less the
size of the viewport (xScrollBar.maximum = loader.content.width - scrollyThingy.width,
yScrollbar.maximum = loader.content.height - scrollyThingy.height) then you can use the
same listener for both bars:
function onScrollBarChange(e:event):void{
scrollyThingy.x = xScrollBar.value;
scrollyThingy.y = yScrollBar.value;
}
listen for a change Event and set the Loader.scrollRect.x and Loader.scrollRect.y
properties to the scrollBarx.value & scrollBary.value.
Note also that I did not include any value checking.
You should check the values before moving the scrollRect
to avoid rangeErrors
i.e. if (_cx > loader.width - loader.scrollRect.width)
_cx = Loader.width - Loader.scrollRect.width;

Issue with sharedObject usage / loading data

The main goal of my code is to create a 3x3 grid and when you click a cell from that grid you cant click it again even if you close the fla and load it again.
Something like a shop where the 1st row is level1 of the upgrade and the columns are the other levels.
There are also 2-3 other things that it does -> every cell of the grid has 4 mouseStates.
Also at the 1st load of the FLA you create the 3x3 grid and you can click only on the elements in the 1st row.(you cant get Speed 2 if you didnt have Speed1 before that.)
So you can click the 2nd element of a column only if the 1st element of the same column has been clicked before.
The same goes for the 3rd element of the column -> it can be clicked only if the 2nd was clicked before.
But im having trouble with the logic after loading the fla for the 2nd time.
To be more specific :
It is changing the mouseOver/out states on the elements that were clicked before(which is good (cause i want to see that)), but it is leting me click only the 1st row.And since Im loading the clickedBefore buttons and removing the mouseEvent.CLICK from them, I cant click some of them if i haven`t clicked them at the 1st load of the fla.
I have 2 classes: Main
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.getDefinitionByName;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.Graphics;
import flash.display.Bitmap;
import flash.display.SimpleButton;
import flash.net.SharedObject;
public class Main extends Sprite
{
private var elementRow:int = 0;
private var elementCol:int = 0;
private var myClassImage_Arr:Array = new Array();//this contains the different mouseState Images in Class data.
private var myBitmapNames_Arr:Array = ["speed1_", "speed2_", "speed3_",
"time1_", "time2_", "time3_",
"turbo1_", "turbo2_", "turbo3_",];
//------------------------------------------
private var index:int = 0;
private var col:int = 3;
private var row:int = 3;
//------------------------------------------
private var savedData:SharedObject = SharedObject.getLocal("ZZZ_newWAY_nextButton+imageChange_7");
private var buttonThatHaveBeenClicked_Arr:Array = [];
private var myButtons_Arr:Array = [];
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
for (var i:int = 0; i < col; i++)
{
var lastRowElement:BitmapButton = null;
for (var j:int = 0; j < row; j++)
{
for (var k:int = 0; k < 4; k++)//4states of mouse
{
var cls:Class = Class(getDefinitionByName(myBitmapNames_Arr[index] + k));
myClassImage_Arr.push(cls);
}
var myImage_mc = new BitmapButton(myClassImage_Arr[0 + (index * 4)],
myClassImage_Arr[1 + (index * 4)],
myClassImage_Arr[2 + (index * 4)],
myClassImage_Arr[3 + (index * 4)], i, j);
myImage_mc.x = 100 + i * (myImage_mc.width + 10);
myImage_mc.y = 100 + j * (myImage_mc.height + 10);
myImage_mc.name = "myImage_mc" + index;
this.addChild(myImage_mc);
myButtons_Arr.push(myImage_mc)
myImage_mc.mouseEnabled = false;
myImage_mc.mouseChildren = false;
myImage_mc.buttonMode = false;
myImage_mc.addEventListener("send_SOS", onCustomClick);
if ( lastRowElement == null )
{
myImage_mc.mouseEnabled = true;
myImage_mc.mouseChildren = true;
myImage_mc.buttonMode = true;
}
else
{
lastRowElement.next_1 = myImage_mc;
}
lastRowElement = myImage_mc;
index++;
}
}
if(savedData.data.myArray == undefined) trace(" 1st time loading this game\n")
else if(savedData.data.myArray != undefined)
{
trace(" Game was played before\n")
buttonThatHaveBeenClicked_Arr = savedData.data.myArray;
var savedData_length:int = savedData.data.myArray.length;
trace("Buttons that have been clicked before: " + buttonThatHaveBeenClicked_Arr + "\n");
for (var m:int = 0; m < myButtons_Arr.length; m++)
{
var myButtons_ArrName:String = myButtons_Arr[m].name
for (var p:int = 0; p < savedData_length; p++)
{
if(myButtons_ArrName == savedData.data.myArray[p])
{
myButtons_Arr[m].alpha = 0.9
myButtons_Arr[m].buttonMode = false;
myButtons_Arr[m].removeEventListener("send_SOS", onCustomClick);
myButtons_Arr[m].myInsideBtn.upState = myButtons_Arr[m].image3
myButtons_Arr[m].myInsideBtn.overState = myButtons_Arr[m].image4
}
}
}
}
}
private function onCustomClick(ev:Event):void
{
trace(ev.target.name);
if (ev.target is BitmapButton)
{
var btn:BitmapButton = ev.currentTarget as BitmapButton;
if (btn.next_1 != null)
{
btn.next_1.mouseEnabled = true;
btn.next_1.mouseChildren = true;
btn.next_1.buttonMode = true;
}
btn.mouseChildren = false;
btn.buttonMode = false;
btn.removeEventListener("send_SOS", onCustomClick);
buttonThatHaveBeenClicked_Arr.push( btn.name );
savedData.data.myArray = buttonThatHaveBeenClicked_Arr;
savedData.flush();
savedData.close();
}
}
}
}
and BitmapButton
import flash.display.Bitmap;
import flash.display.Sprite;
import flash.display.SimpleButton;
import flash.events.MouseEvent;
import flash.events.Event;
public class BitmapButton extends Sprite
{
public var next_1:BitmapButton = null;
//-----------------------------------
public var myInsideBtn:SimpleButton = new SimpleButton();
private var image1:Bitmap;
private var image2:Bitmap;
public var image3:Bitmap;
public var image4:Bitmap;
public var imageIsInRow:int;
public var imageIsInCol:int;
public function BitmapButton(active_OutState:Class, active_OverState:Class, notActive_OutState:Class, notActive_OverState:Class,col:int,row:int)
{
image1 = new Bitmap (new active_OutState() );
image2 = new Bitmap (new active_OverState() );
image3 = new Bitmap (new notActive_OutState() );
image4 = new Bitmap (new notActive_OverState() );
imageIsInRow = row;
imageIsInCol = col;
myInsideBtn.upState = image1;
myInsideBtn.overState = image2;
myInsideBtn.downState = myInsideBtn.upState;
myInsideBtn.hitTestState = myInsideBtn.overState;
addChild( myInsideBtn );
myInsideBtn.addEventListener(MouseEvent.CLICK, onClick);
}
private function onClick(ev:MouseEvent):void
{
myInsideBtn.upState = image3;
myInsideBtn.overState = image4;
var myNewEvent:Event = new Event("send_SOS");
this.dispatchEvent(myNewEvent);
trace("CLICK from inside the button");
}
}
}
ill also upload it to this link Grid_with_sharedObject with a zip.
and upload also Grod_before_Using_sharedObject if someone decides that he would help but the code is to messed up
If I'm reading your code correctly, I'd honestly say your problem is sequential. For whatever reason, the setting of the active and inactive rows is occurring BEFORE the data is actually being interpreted into the button states. As a result, the computer sees all buttons as off when it decides whether to make other rows clickable, and THEN updates the state of the buttons.
The easiest way to fix this, I think, would be to split the Main() function into a few sub functions, such as updateButtons() for the function that changes whether a row/button is clickable, and loadData() for the function the loads from the SharedObject. In Main(), put the calls to those functions. This will make Main() easier to work with, and you can call a function multiple times if necessary.
To solve your particular issue, you'd need to get the data for the buttons using the SharedObject FIRST (which obviously is working), and THEN update whether the other buttons are clickable.
A "soft-skills" tip for programming: when you run into a problem, grab a piece of paper, a pencil, and read through your code the way your computer would. Be the computer. Write down variables and their values when they change. Mark when functions are called. You'll spot a lot of errors this way.

flash as3 Fadein fadeout xml slideshow

I am new to as3.0 and want to complete my project.
I am using the below code for my xml slideshow but I want the pictures to fade into each other it should never fade to complete white. Hope any expert can help me.
import gs.*;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import fl.transitions.easing.*;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
//hides the description box until the image is loaded
//hides the image until it is loaded
theImage.alpha=0;
loadingBar.visible = false;
//variables to hold the final coordinates of the image tween
var finalX:Number;
var finalY:Number;
//variable to hold the number of images in the XML
var listLength:Number;
//keeps track of what image should be displayed
var currPainting:Number=0;
//arrays to hold the contents of the XML, using this to allow
//for the random order of the images
var imageArray:Array = new Array();
//Loader event for the XML
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, onLoaded);
var xml:XML;
loader.load(new URLRequest("galleries/xml/maingallery.xml"));
function onLoaded(e:Event):void {
//load XML
xml=new XML(e.target.data);
var il:XMLList=xml.images;
listLength=il.length();
populateArray();
}
function populateArray():void {
//takes the properties defined in the XML and stores them
//into arrays
var i:Number;
for (i = 0; i < listLength; i++) {
imageArray[i]=xml.images[i].pic;
}
beginImage();
}
function beginImage():void {
//grabs a random number between 0 and the number
//of images in the array
//load description
var imageLoader = new Loader();
//catches errors if the loader cannot find the URL path
imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, catchFunction);
//actually loads the URL defined in the image array
imageLoader.load(new URLRequest(imageArray[currPainting]));
//adds a listener for while the image is loading
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imgLoading);
//adds a listener for what to do when the image is done loading
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoaded);
function catchFunction(e:IOErrorEvent) {
trace("Bad URL: " + imageArray[currPainting] + " does not exist");
//take out the bad URL from the array
imageArray.splice(currPainting,1);
//check to see if there are images left,
//else restart the slideshow
if (imageArray.length==0) {
populateArray();
} else {
beginImage();
}
}
function imgLoading(event:ProgressEvent):void{
//show the loading bar, and update the width
//based on how much is loaded
loadingBar.visible = true;
loadingBar.bar.scale = (event.bytesLoaded/event.bytesTotal)*100;
loadingBar.x = stage.stageWidth/2;
loadingBar.y = stage.stageHeight - 400;
}
var widthRatio:Number;
var heightRatio:Number;
function imgLoaded(event:Event):void {
loadingBar.visible = false;
//add the image and get the dimensions to center the image
theImage.addChild(imageLoader);
if (imageLoader.width > stage.stageWidth){
widthRatio=imageLoader.width/stage.stageWidth;
trace(widthRatio)
trace(imageLoader.width);
}
if (imageLoader.height > stage.stageHeight - 207){
heightRatio=imageLoader.height/(stage.stageHeight - 207) ;
trace(heightRatio)
trace(imageLoader.height)
}
if (widthRatio > heightRatio){
imageLoader.width = stage.stageWidth;
imageLoader.height = imageLoader.height/widthRatio;
} else {
imageLoader.height = stage.stageHeight - 207;
imageLoader.width = imageLoader.width/heightRatio;
}
imageLoader.x = (imageLoader.stage.stageWidth / 2) - (imageLoader.width / 2);
imageLoader.y = 0
//take the contents of the loaded image and cast it as bitmap data
//to allow for bitmap smoothing
var image:Bitmap = imageLoader.content as Bitmap;
image.smoothing=true;
//start tween function
easeIn();
}
}
function easeIn():void {
TweenLite.to(theImage, 5, {onComplete:hideStuff});
TweenLite.to(theImage, 1, {alpha:1, overwrite:0});
}
function hideStuff():void {
TweenLite.to(theImage, 1, {alpha:0, onComplete:nextImage});
}
function nextImage():void {
//take out the image that was just displayed
imageArray.splice(currPainting,1);
//remove the picture
theImage.removeChildAt(0);
//start over
if (imageArray.length==0) {
populateArray();
} else {
beginImage();
}
}
Ok, first you need to create a variable for the image you wish to fade in. Let's organise it so it is clear which is which.
var theCurrentImage:DisplayObject;
var theNextImage:DisplayObject;
Load in the first image (now theCurrentImage) in the same way as before.
Now here's how you could load in the next image in the array:
function loadNextImage():void {
currPainting++;
// you should also make sure currPainting is not out of bounds here
loadImage();
}
function loadImage():void {
imageLoader = new Loader();
imageLoader.addEventListener(Event.COMPLETE, onImageLoaded);
// other listeners go here too
imageLoader.load(new URLRequest(imageArray[currPainting]));
}
function onImageLoaded(e:Event):void {
theNextImage = imageLoader; // stores the next image ready to be faded in
theNextImage.alpha = 0;
addChild(theNextImage); // now ready to be cross-faded in
crossFade();
}
function crossFade():void {
TweenLite.to(theCurrentImage, 1, {alpha:0});
TweenLite.to(theNextImage, 1, {alpha:1});
// remove theCurrentImage (now invisible) from the stage
removeChild(theCurrentImage);
// theNextImage is now the displayed image so...
theCurrentImage = theNextImage;
theNextImage = null;
// ready to load the next image by calling loadNextImage()
}

Correct usage of addtoStage when loading external swf

I am loading an external swf file into a parent swf file.
Previously, I was getting error 1009 and fixed that by using a listener event to add the swf to the stage before running any scripts.
The swf however fails to load completely when embedded into a parent swf as seen in this URL
http://viewer.zmags.com/publication/06b68a69?viewType=pubPreview#/06b68a69/1
Here is the code I am using.
Thank you for any input.
package
{
import com.greensock.TweenLite;
import flash.display.DisplayObject;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.SpreadMethod;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.utils.getDefinitionByName;
public class slider5 extends Sprite
{
public var thumbPath:String = "Trailchair_thumb";
public var featPath:String = "Trailchair";
public var sliderIndex:Number = 1;
public var currBg:Bitmap = new Bitmap();
public var thumbCount:Number = 8;
public var thumbHolder:Sprite = new Sprite();
public var thumbMask:Sprite = new Sprite();
public var thumbX:Number = 0;
public var thmPadding:Number = 10;
public var thmWidth:Number;
public var navLeft:Sprite = new Sprite();
public var navRight:Sprite = new Sprite();
public var timer:Timer = new Timer(5000,0);
public var sliderDir:String = "fwd";
public function slider5()
{
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
public function onAddedToStage(e:Event):void{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
//THE BACKGROUND IMAGE
currBg.alpha = 1;
stage.addChildAt(currBg, 0);
changeBg(sliderIndex);
//The thumbMask a sprite with graphic rectangle
thumbMask.x = 87;
thumbMask.y = 572;
thumbMask.graphics.beginFill(0xFFFFFF);
thumbMask.graphics.drawRect(0,0, 406, 181);
stage.addChildAt(thumbMask, 2);
//The thumbSlider
thumbHolder.x = 228;
thumbHolder.y = 573;
stage.addChildAt(thumbHolder, 1);
thumbHolder.mask = thumbMask;
buildThumbs();
//add the nav
navLeft.x = 100;
navLeft.y = 609;
navRight.x = 496;
navRight.y = 609;
stage.addChildAt(navLeft, 4);
stage.addChildAt(navRight, 4);
var navBmp:Bitmap = new Bitmap();
navBmp.bitmapData = new navarrow(109,109);
var navBmp_Rt:Bitmap = new Bitmap();
navBmp_Rt.bitmapData = new navarrow(109,109);
navLeft.addChild(navBmp);
navLeft.scaleX *= -1;
navRight.addChild(navBmp_Rt);
navLeft.useHandCursor = true;
navLeft.buttonMode = true;
navRight.useHandCursor = true;
navRight.buttonMode = true;
navLeft.name = "left";
navRight.name = "right";
navLeft.addEventListener(MouseEvent.CLICK, navClick);
navRight.addEventListener(MouseEvent.CLICK, navClick);
//add the active item frame
var frame:Sprite = new Sprite();
frame.x = 226;
frame.y = 570;
frame.graphics.lineStyle(10, 0x000000);
frame.graphics.drawRect(0,0,131, 181);
stage.addChildAt(frame, 6);
timer.addEventListener(TimerEvent.TIMER, timeEvt);
timer.start();
}
public function changeBg(index):void
{
//set the first slide from our library and add to the stage
var currBg_Class:Class = getDefinitionByName( featPath + index ) as Class;
currBg.bitmapData = new currBg_Class(597,842);
//fade it in
TweenLite.from(currBg, 0.5, {alpha:0});
}
public function buildThumbs():void
{
var currThm:Class;
for (var i:uint = 1; i<=thumbCount; i++)
{
currThm = getDefinitionByName( thumbPath + i ) as Class;
var thmBmp:Bitmap = new Bitmap();
thmBmp.bitmapData = new currThm(126,176);
thmBmp.x = thumbX;
thumbHolder.addChild(thmBmp);
thumbX += thmBmp.width + thmPadding;
}
thmWidth = thmBmp.width + thmPadding;
}
public function navClick(e):void
{
timer.reset();
timer.start();
var dir:String = e.currentTarget.name;
if (dir=="left" && thumbHolder.x < 228 )
{
sliderIndex--;
TweenLite.to(thumbHolder, 0.5, {x:thumbHolder.x + thmWidth});
//thumbHolder.x = thumbHolder.x + thmWidth;
}
else if (dir=="right" && thumbHolder.x > - 724 )
{
sliderIndex++;
TweenLite.to(thumbHolder, 0.5, {x:thumbHolder.x - thmWidth});
//thumbHolder.x = thumbHolder.x - thmWidth;
}
if (sliderIndex == thumbCount)
{
sliderDir = "bk";
}
if (sliderIndex == 1)
{
sliderDir = "fwd";
}
changeBg(sliderIndex);
}
public function timeEvt(e):void
{
if (sliderDir == "fwd")
{
navRight.dispatchEvent(new Event(MouseEvent.CLICK));
}
else if (sliderDir == "bk")
{
navLeft.dispatchEvent(new Event(MouseEvent.CLICK));
}
}
}
}
If you still need it you can try these two suggestions. Note I didnt know about Zmags and initially assumed that it was your own domain name. That's why I suggested you use the Loader class. It worked for me when I did a test version of a parent.swf' that loaded a test 'child.swf' containing your code. It actually loaded the child swf without problems.
Change from extending Sprite to extending MovieClip
Avoid checking for added to stage in this project
Explanations:
Extending MovieClip instead of Sprite
I Long story short Flash wont like your swf extending Sprite then being opened by a parent loader that extends Movieclip. The ZMag player will be extending MovieClip. It's logical and the docs do confirm this in a way. Whether it fixes your issue or not just keep it MovieClip when using ZMags.
Avoiding Stage referencing in your code..
Looking at this Zmags Q&A documentaion:
http://community.zmags.com/articles/Knowledgebase/Common-questions-on-flash-integration
Looking at Question 4.. In their answer these two stand out.
Reference of the stage parameter in the uploaded SWF conflicting with the publication
Badly or locally referenced resources in the SWF you uploaded which cannot be found
Is it really necessary to have an added_to_stage check in this? If it wont hurt then I suggest dropping the stage_added checking from function slider5() and instead cut/paste in there the code you have from the function onAddedToStage(e:Event).
Hope it helps.