Adding multiple movieclip from array - actionscript-3

I got this function from internet which slice an image into part like tiles and put them in a array (linear or multidimensional).
---EXAMPLE---
var sliceClips:Array = sliceMovieClip({source:sourceMovieClip, target:tilesContainer, cols:7, rows:5}).linear;
So this is the function:
private function sliceMovieClip(o:Object):Object
{
var returnArray:Array = new Array();
var arrayLinear:Array = new Array();
var array2D:Array = new Array();
var cols:uint = o.cols;
var rows:uint = o.rows;
var tileWidth:uint = o.source.width / cols;
var tileHeight:uint = o.source.height / rows;
var rect:Rectangle = new Rectangle(0,0,tileWidth,tileHeight);
var pnt:Point = new Point();
var imageBMPD:BitmapData = new BitmapData(o.source.width,o.source.height,true,0x000000);
var imageBMP:Bitmap = new Bitmap(imageBMPD);
imageBMPD.draw(o.source);
for (var tY:uint = 0; tY < rows; tY++)
{
var arrayRow:Array = new Array();
for (var tX:uint = 0; tX < cols; tX++)
{
var sourceRect:Rectangle = new Rectangle(tX * tileWidth,tY * tileHeight,tileWidth,tileHeight);
var destPoint:Point = new Point(0,0);
var tileBMPD:BitmapData = new BitmapData(tileWidth,tileHeight,true,0x000000);
var tileBMP:Bitmap = new Bitmap(tileBMPD);
var tileMCL:MovieClip = new MovieClip();
tileMCL.addChild(tileBMP);
tileBMPD.copyPixels(imageBMPD, sourceRect, destPoint);
tileMCL.x = tX * tileWidth;
tileMCL.y = tY * tileHeight;
o.target.addChild(tileMCL);
returnArray.push(tileMCL);
arrayRow.push(tileMCL);
}
array2D.push(arrayRow);
}
return {linear:arrayLinear, multi:array2D};
}
I'm trying to add to stage those part of image sliced into different spot with a function like this (look at the last if):
private function buildMap(e:Event):void
{
for (var i:int=0; i<visAreaY; i++)
{
for (var u:int=0; u<visAreaX; u++)
{
if ((MapID[i][u]) == 0)
{
var cell:MovieClip = new tile();
cell.gotoAndStop(MapID[i][u]+1);
cell.x = tileSide * u;
cell.y = tileSide * i;
addChild(cell);
}
if ((MapID[i][u]) == 1)
{
var cell2:MovieClip = new blacksquare();
cell2.gotoAndStop(MapID[i][u]+1);
cell2.x = tileSide * u;
cell2.y = tileSide * i;
addChild(cell2);
}
if ((MapID[i][u]) == 2)
{
var cell3:MovieClip = sliceClips[2][0];
cell3.gotoAndStop(MapID[i][u]+1);
cell3.x = tileSide * u;
cell3.y = tileSide * i;
trace("Obj: " + cell3 + " w:" + cell3.width + " h:" + cell3.height + " pos:" + cell3.x + " " + cell3.y);
addChild(cell3);
}
}
}
}
There is a problem with cell3 (which use the sliced image) cause it seem to use the same image and doesnt duplicate it on my stage, so if i have it 4 time on my map it will only show the image on the last tile.
I was trying to do:
var cell3:MovieClip = new sliceClips[2][0];
but it won't accept my "new" cause its not a class.
Any idea how i can work this out? How can i set my movieclip array to a class or something.. I'm a beginner in as3

Given your sliced images use a single Bitmap object, the best you can do with this is clone a bitmap into a new MC.
if ((MapID[i][u]) == 2)
{
var cell3:MovieClip = new MovieClip();
cell3.addChild(new Bitmap((sliceClips[2][0].getChildAt(0) as Bitmap).bitmapData));
// main magic happens here ^ we get the bitmapdata of source MC
// then make a new bitmap AND a new MC with it
cell3.x = tileSide * u;
cell3.y = tileSide * i;
trace("Obj: " + cell3 + " w:" + cell3.width + " h:" + cell3.height + " pos:" + cell3.x + " " + cell3.y);
addChild(cell3);
}

Related

How to Save positions for 3 objects in Array to make random position between each other by AS3?

How to Save positions for 3 objects in Array to make random position between each other by AS3?
import flash.geom.Point;
var arry:Point = new Point();
arry[0] = arry[78,200];
arry[1] = arry[217,200];
arry[2] = arry[356,200];
//object called b1
b1.x = arry[0][0];
b1.y = arry[0][1];
//object called b2
b2.x = arry[1][0];
b2.y = arry[1][1];
//object called b3
b3.x = arry[2][0];
b3.y = arry[2][1];
//make objects swap positions between each other
var rand:Number = (Math.random()*arry.length);
//output to see random position [[78,200],[217,200],[356,200]]
trace(arry);
to get random with tween like this... https://www.youtube.com/watch?v=8m_m64plQ6E
At compile time you should get this Error I suppose : "ReferenceError: Error #1069"
Here is a way to store the positions (like in the link you provided from youtube) :
import flash.geom.Point;
var squareWidth:uint = 40;
var squareHeight:uint = 40;
var marginX:uint = 100;
var marginY:uint = 75;
var spacer:uint = 10;
var positions:Vector.<Point > = new Vector.<Point > (9);
function setPositions(v:Vector.<Point>):void {
var count:uint = 0;
var posx:uint;
var posy:uint;
for (var i = 0; i < 3; i ++)
{
for (var j = 0; j < 3; j ++)
{
posx = (j * squareWidth) + (spacer * j) + marginX;
posy = (i * squareHeight) + (spacer * i) + marginY;
v[count] = new Point(posx,posy);
count++;
}
}
}
setPositions(positions);
trace(positions);
// output :
// (x=100, y=75),(x=150, y=75),(x=200, y=75),(x=100, y=125),(x=150, y=125),(x=200, y=125),(x=100, y=175),(x=150, y=175),(x=200, y=175)
So here you have nine Points to place the clips like in the video.
You just have to add a function to swap the nine boxes stored in another Vector.
In your case.
For 3 positions do the following if I understand your question.
import flash.geom.Point;
var positions:Vector.<Point> = new Vector.<Point>(3);
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
// output : (x=78, y=200),(x=217, y=200),(x=356, y=200)
So, you're still unclear!
Your issue is to find a random position?
This may help you if this is the problem you're facing :
import flash.geom.Point;
var positions:Vector.<Point > = new Vector.<Point > (3);
var numbers:Vector.<uint> = new Vector.<uint>();
var numbersAllowed:uint = 3;
var rndNmbrs:Vector.<uint> = new Vector.<uint>(3);;
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
function populateRndNmbrs(n:uint):void {
for (var i:uint = 0; i < n; i++)
{
numbers[i] = i;
}
}
populateRndNmbrs(numbersAllowed);
function populateRandomNumbers(n:uint):void
{
var rnd:uint;
for (var i:uint = 0; i < n; i++)
{
rnd = numbers[Math.floor(Math.random() * numbers.length)];
for (var j:uint = 0; j < numbers.length; j++)
{
if (rnd == numbers[j])
{
numbers.splice(j,1);
}
}
rndNmbrs[i] = rnd;
}
}
populateRandomNumbers(numbersAllowed);
trace("rndNmbrs = " + rndNmbrs);
for (var i:uint = 0; i < numbersAllowed; i++)
{
trace("b"+ (i+1) + ".x = " + positions[rndNmbrs[i]].x);
trace("b"+ (i+1) + ".y = " + positions[rndNmbrs[i]].y);
// In place of trace, you should place the boxes at those random positions.;
}
//output:
//(x=78, y=200),(x=217, y=200),(x=356, y=200)
//rndNmbrs = 2,0,1
//b1.x = 356
//b1.y = 200
//b2.x = 78
//b2.y = 200
//b3.x = 217
//b3.y = 200
Is that what you want? Or do you want to know how to create a motion effect?
I'm not sure about what you really need...
This will help you to place all the boxes in a random position.
You may do this like here bellow, and add a function to check if the random positions are not the same.
With only 3 MovieClips, you will often have the same random positions as long they're stored in the "positions Vector"
var squares:Vector.<MovieClip> = new Vector.<MovieClip>(3);
function populateMCs(target:DisplayObjectContainer,n:uint):void{
for (var i:uint = 0; i < n; i++){
squares[i] = target["b"+(i+1)];
}
}
function swapMCs():void{
for (var i:uint=0; i<squares.length; i++){
squares[i].x = positions[rndNmbrs[i]].x;
squares[i].y = positions[rndNmbrs[i]].y;
}
}
populateMCs(this,numbersAllowed);
swapMCs();
I give you a last example to get a motion effect in AS3.
I'm not a translator AS2 -> AS3 and a video is not the best way to show your code :(
This will make your boxes move smoothly, but not the way you want.
Now, you have to learn AS3 and try to make the job by yourself.
Then, if you have another issue, just ask clearly what you want.
var friction:Number = 0.15;
setDestination(squares[0],squares[0].x,350,friction);
setDestination(squares[1],squares[1].x,350,friction);
setDestination(squares[2],squares[2].x,350,friction);
squares[0].addEventListener(Event.ENTER_FRAME,moveClip);
squares[1].addEventListener(Event.ENTER_FRAME,moveClip);
squares[2].addEventListener(Event.ENTER_FRAME,moveClip);
function setDestination(mc:MovieClip,x:uint,y:uint,friction:Number):void{
mc.destinx = x;
mc.destiny = y;
mc.f = friction;
}
function moveClip(e:Event):void{
var mc:MovieClip = e.target as MovieClip;
trace(mc.name)
mc.speedx = (mc.destinx - mc.x);
mc.speedy = (mc.destiny - mc.y);
mc.x += mc.speedx*mc.f;
mc.y += mc.speedy*mc.f;
if((Math.floor(mc.speedx)<1) && (Math.floor(mc.speedy)<1)){
mc.removeEventListener(Event.ENTER_FRAME,moveClip);
trace("STOP MOVE FOR " + mc.name);
}
}

How to get Text Input In Adobe AIR

I'm new to Adobe AIR and here is what i'm doing, (please note that i'm doing this by AS3 code:
Adding a VGroup to the Canvas control.
var vIncomeHeader:VGroup = new VGroup();
vIncomeHeader.width = 1326;
vIncomeHeader.height = 29;
vIncomeHeader.id = "vIncomeHeader";
canvasIncome.addChild(vIncomeHeader);
Creating and adding a HGroup to the VGroup created in step one.
Creating 5 TextInput and adding it to HGroup. First textbox is editable and rest are not editable.
var hfIncomeHeader:HGroup = new HGroup();
var txt:TextInput = new TextInput();
vIncomeHeader.addElement(hfIncomeHeader);
var lp:int =0;
var lp-inner:int =0;
for (lp=0; lp<10; lp++)
{
hfIncomeHeader = new HGroup();
hfIncomeHeader.width = 1326;
hfIncomeHeader.height = 29;
//Amount
txt = new TextInput();
txt.id = "txtAmount_" + lp;
txt.width = 120;
txt.height = 22;
txt.restrict = "0-9.\\";
txt.addEventListener(Event.CHANGE, txtChangeIncomeAmount);
hfIncomeHeader.addElement(txt);
for (lp-inner=0; lp-inner<4; lp-inner++)
{
//Income Type
txt = new TextInput();
txt.id = "txt_" + lp + "_" + lp-inner;
txt.width = 120;
txt.height = 22;
hfIncomeHeader.addElement(txt);
}
}
//txtChangeIncomeAmount
protected function txtChangeIncomeAmount(event:Object):void
{
// HOW TO Do IT
}
[Second and third steps are part of a for loop from 0 to 10]
Now, what I want to do is to write the number in first textbox and automatically fill the same number to other 4 textboxes of that HGroup.
You can set names to your TextInput and then get them by names. Something like that:
...
txt.name = "txt_" + lp-inner;
...
protected function txtChangeIncomeAmount(event:Event):void
{
var txt:TextInput;
for (var i:uint = 0; i < 4; i++)
{
txt = hfIncomeHeader.getChildByName("txt_" + i) as TextInput;
txt.text = (event.currentTarget as TextInput).text;
}
}

error while converting AS2 starfield code to AS3

I've tried to convert a nice AS2 script for starfirld effect to AS3 But i'm still getting strange errors
would really appreciate if any one could help me understand what am i doing wrong
here is the original AS2 code:
var stars = 100;
var maxSpeed = 16;
var minSpeed = 2;
var i = 0;
while (i < stars)
{
var mc = this.attachMovie("star", "star" + i, i);
mc._x = random(Stage.width);
mc._y = random(Stage.height);
mc.speed = random(maxSpeed - minSpeed) + minSpeed;
var size = random(2) + 6.000000E-001 * random(4);
mc._width = size;
mc._height = size;
++i;
} // end while
this.onEnterFrame = function ()
{
for (var _loc3 = 0; _loc3 < stars; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = Stage.height;
_loc2.speed = random(maxSpeed - minSpeed) + minSpeed;
_loc2._x = random(Stage.width);
} // end of for
};
and here is my AS3 version:
import flash.events.Event;
import flash.events.MouseEvent;
function starField():void
{
var stars:int = 100;
var maxSpeed:int = 16;
var minSpeed:int = 2;
var i:int = 0;
while (i < stars)
{
var mc = new Star();
addChild(mc)
mc._x = Math.random()(stage.stageWidth);
mc._y = Math.random()(stage.stageHeight);
mc.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
var size = Math.random()(2) + 6.000000E-001 * Math.random()(4);
mc._width = size;
mc._height = size;
++i;
} // end while
}
addEventListener(Event.ENTER_FRAME, update);
function update(_e:Event):void
{
for (var _loc3 = 0; _loc3 < 100; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = stage.stageHeight;
_loc2.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
_loc2._x = Math.random()(stage.stageWidth);
} // end of for
};
the error message I'm getting is: "TypeError: Error #1010: A term is undefined and has no properties. at _fla::MainTimeline/update()"
I understand it has a problem with the 'update' function but I'm net sure which term it refer to?
I'll bet a can of juice here is your problem:
var _loc2 = this["star" + _loc3];
put these into an associative array and access them from there.
#Discipol is right.
Just wanted to add a few more notes:
You can also use the display list to get the movie clip by name:
var _loc2:MovieClip = MovieClip(getChildByName("star" + _loc3));
You've got untyped variables and your are relying on MovieClip as a dynamic class to add properties (such as speed) at runtime. For a really simple project the impact is barely noticeable, but on the long run, for bigger projects, it's worth extending Sprite if you don't use the timeline and add the properties you need:
package {
import flash.display.Sprite;
import flash.events.Event;
public class Star extends Sprite {
private var speed:Number;
private var minSpeed:Number;
private var maxSpeed:Number;
public function Star(min:Number,max:Number) {
minSpeed = min;
maxSpeed = max;
var size = (Math.random()*2) + 1.82211880039 * (Math.random()*4);
width = size;
height = size;
this.addEventListener(Event.ADDED_TO_STAGE,reset);
}
private function reset(e:Event = null):void{
speed = (Math.random() * (maxSpeed-minSpeed)) + minSpeed;
x = Math.random() * stage.stageWidth;
if(e != null) y = Math.random() * stage.stageHeight;//initialized from added to stage event
else y = stage.stageHeight;//otherwise reset while updating
}
public function update():void{
if (y > 0) y -= speed;
else reset();
}
}
}
and the rest of the code would be as simple as:
var stars:int = 100;
var starClips:Vector.<Star> = new Vector.<Star>(stars,true);//a typed fixed vector is faster than a dynamically resizable untyped Array
for(var i:int = 0 ; i < stars; i++) starClips[i] = addChild(new Star(16,2)) as Star;
this.addEventListener(Event.ENTER_FRAME,updateStars);
function updateStars(e:Event):void{
for(var i:int = 0 ; i < stars; i++) starClips[i].update();
}

AS3 creating dynamic Loader Names in a loop

EDITED for clarity: I want to load all kinds of images from an external url in a for loop.
I want to call them in a loop and when it's over I start the loop again. however I don't want to call them again with an "http request" rather I would like to loop through the loaded images over and over again.
Is it possible to create a dynamic Loader name in a loop?
Here is the code example:
var Count = 0;
// Loop Begins
var Count:Loader = new Loader();
Count.load(new URLRequest("myurl");
addChild(Count);
Count++;
// End Loop
Another example would be to have a NAME and just add the number on the end. But how
var Count = 0;
// Loop Begins
var MyName+Count:Loader = new Loader();
MyName+Count.load(new URLRequest("myurl");
addChild(MyName+Count);
Count++;
// End Loop
IN SHORT:
I want to load a bunch of images into an Array and loop through the loaded images by calling them later.
Thanks so much!
CASE1 code is how to load images in Sequence.
CASE2 code is how to load images in Synchronized.
First, the URL you want to import all images must be named sequentially.
for example Must be in the following format:
www.myURL.com/img0.jpg
www.myURL.com/img1.jpg
www.myURL.com/img2.jpg
www.myURL.com/img3.jpg
www.myURL.com/img4.jpg
www.myURL.com/img5.jpg
.
.
.
Try the code below, just a test.
CASE1
var imgLoader:Loader;
var imgRequest:URLRequest;
var count:int = -1;
const TOTAL_COUNT:int = 10;
var imgBox:Array = [];
var isCounting:Boolean;
function loadImage():void
{
count ++;
isCounting = true;
imgLoader = new Loader();
imgRequest = new URLRequest();
imgRequest.url = "www.myURL.com/img" + count +".jpg";
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedImg);
if(count == TOTAL_COUNT)
{
isCounting = false;
count = -1;
}
}
function onLoadedImg(e:Event):void
{
imgLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onLoadedImg);
var bmp:Bitmap = e.currentTarget.content;
bmp.x = Math.random() * width;
bmp.y = Math.random() * height;
bmp.width = 100;
bmp.height = 100;
this.addChild(bmp);
imgBox.push(bmp);
if( isCounting == false)
{
return;
}
loadImage();
}
function unloadedImg(e:IOErrorEvent):void
{
imgLoader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
trace("load Failed:" + e);
}
loadImage();
CASE2
var imgLoader:Loader;
var imgRequest:URLRequest;
const TOTAL_COUNT:int = 10;
var imgBox:Array = [];
function loadImage2():void
{
for(var i:int = 0; i<TOTAL_COUNT; i++)
{
imgLoader = new Loader();
imgRequest = new URLRequest();
imgRequest.url = "www.myURL.com/img" + i +".jpg";
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedImg);
}
}
function onLoadedImg(e:Event):void
{
imgLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onLoadedImg);
var bmp:Bitmap = e.currentTarget.content;
bmp.x = Math.random() * width;
bmp.y = Math.random() * height;
bmp.width = 100;
bmp.height = 100;
this.addChild(bmp);
imgBox.push(bmp);
}
function unloadedImg(e:IOErrorEvent):void
{
imgLoader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
trace("load Failed:" + e);
}
loadImage2();
If you want access loaded Image. refer a following code. If you do not put them in an array can not be accessed in the future.
for(var int:i=0; i<TOTAL_COUNT; i++)
{
var bitmap:Bitmap = imgBox[i] as Bitmap;
trace("index: " + i + "x: " + bitmap.x + "y: " + bitmap.y, "width: " + bitmap.width + "height: " + bitmap.height);
}
Now that we're on the same page:
var imgArray:Array = new Array;
var totalImages:int = 42;
var totalLoaded:int = 0;
var loaded:Boolean = false;
function loadImages():void{
for(var count:int = 0; count < totalImages; count++){
var image:Loader = new Loader();
image.load(new URLRequest("image" + i + ".jpg");
image.addEventListener(Event.COMPLETE, loaded);
imgArray.push(image);
}
}
function loaded(e:Event):void{
totalLoaded++;
if (totalLoaded == totalImages){
loaded = true;
}
}
function displayImages():void{
if (loaded){
for(var i:int = 0; i < imgArray.length(); i++){
addChild(imgArray[i]);
}
}
}

Flash CS5 AS3 Can not get Flashvars

I am new to fairly new to AS3 and I have found myself needing to extend a fla. that was written by a 3rd party.
The goal is to access flashvars but for the life of me can not get it to work...been at it for days learning..
the fla I am working with is code on timeline with 2 frames. the movieclip runs to frame 2 ans stops.
On frame 2 is where I require the use of the flashvar.
I have built a simple example that will populate a textbox on frame two that works fine.
frame 1
var my_var:String = new String();
my_var = root.loaderInfo.parameters.uploadId;
frame 2
my_txt.text = my_var;
stop();
However when I use the same approach on my 3rd party fla I get NULL output. I am not using any TLF text either (I think).
I don't understand why it works in one case but not the other. I am thinking it might have to do with conflict with the surrounding code but I don't know enough about AS to track it down. Any help on this would be greatly appreciated.
frame 1
import net.bizmodules.uvg.loading;
stop();
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.showDefaultContextMenu = false;
stage.quality = StageQuality.BEST;
function RandomValue()
{
var d = new Date();
return String(d.getDate()) + String(d.getHours()) + String(d.getMinutes()) + String(d.getSeconds());
}
var my_var:String;
my_var = root.loaderInfo.parameters.uploadId;
var userId;
var albums:Object;
var resource:Object;
var strUploadPage:String;
if (root.loaderInfo.parameters.uploadPage != undefined)
strUploadPage = root.loaderInfo.parameters.uploadPage;
else
strUploadPage = "http://localhost/dnn450/desktopmodules/ultramediagallery/flashuploadpage.aspx?PortalId=0&ModuleId=455";
if (strUploadPage.indexOf("?") > 0)
strUploadPage += "&";
else
strUploadPage += "?";
strUploadPage += "action=loadAlbums&seed=" + RandomValue();
trace(strUploadPage);
var myLoading:MovieClip = new loading();
myLoading.x = (stage.stageWidth - myLoading.width) / 2;
myLoading.y = (stage.stageHeight - myLoading.height) / 2;
addChild(myLoading);
var myRequest:URLRequest = new URLRequest(strUploadPage);
var myLoader:URLLoader = new URLLoader(myRequest);
myLoader.addEventListener(Event.COMPLETE, xmlLoaded);
function xmlLoaded(evtObj:Event)
{
myLoader.removeEventListener(Event.COMPLETE, xmlLoaded);
try
{
var xDoc:XMLDocument = new XMLDocument();
xDoc.ignoreWhite = true;
var xml:XML = XML(myLoader.data);
xDoc.parseXML(xml.toXMLString());
userId=xDoc.firstChild.attributes.userId;
if (userId < 0)
{
removeChild(myLoading);
txtError.text = "Please ensure you are logged in";
return;
}
if(xDoc.firstChild.childNodes.length > 0)
{
albums = xDoc.firstChild.childNodes[0].childNodes;
resource = xDoc.firstChild.childNodes[1].attributes;
}
else
{
removeChild(myLoading);
txtError.text = xDoc.firstChild.attributes.error;
return;
}
play();
}
catch(e:Error)
{
removeChild(myLoading);
txtError.text = e + "\n\nPlease check your Event Viewer to find out detailed error message and contact service#bizmodules.net";
}
}
frame 2
import net.bizmodules.upg.Alert;
stop();
removeChild(myLoading);
initialize();
function initialize()
{
Alert.init(stage);
upload.addVar("userId",userId);
lstAlbums.dropdown.rowHeight = 24;
loadAlbums(0, albums);
var my_so:SharedObject = SharedObject.getLocal("UPGUpload");
var lastAlbum = my_so.data.lastAlbum * 1;
var foundLastAlbum = false;
if (lastAlbum > 0)
{
for (var i:int = 0; i< lstAlbums.length; i++)
{
if (lstAlbums.getItemAt(i).data == lastAlbum)
{
trace("find previous album");
foundLastAlbum = true;
lstAlbums.selectedIndex = i;
break;
}
}
}
if (!foundLastAlbum)
{
lstAlbums.selectedIndex = lstAlbums.length - 1;
}
albums_change(null);
lstAlbums.addEventListener("change", albums_change);
lstAlbums.setStyle("backgroundColor", 0x504C4B);
lstAlbums.dropdown.setStyle("backgroundColor", 0x504C4B);
lstAlbums.setStyle("themeColor", 0x1F90AE);
lstAlbums.setStyle("color", 0xC4C0BF);
lstAlbums.setStyle("textSelectedColor", 0xC4C0BF);
lstAlbums.setStyle("textRollOverColor", 0xC4C0BF);
lstAlbums.setStyle("alternatingRowColors", [0x504C4B, 0x504C4B]);
lstAlbums.setStyle("borderStyle", 'none');
}
my_txt.text = "hello" + " " + my_var;
function loadAlbums(level:int, xml:Object)
{
var prefix = " ".substring(0, level * 4);;
for (var i:int = 0;i<xml.length;i++)
{
var itemValue = xml[i].attributes.itemid;
if (xml[i].childNodes.length > 0)
itemValue *= -1;
lstAlbums.addItem({data: itemValue, label: prefix + xml[i].attributes.name});
if (xml[i].childNodes.length > 0)
{
loadAlbums(level + 1, xml[i].childNodes);
}
}
}
function albums_change(e)
{
var albumId = lstAlbums.getItemAt(lstAlbums.selectedIndex).data;
upload.set_albumId(albumId);
if (albumId > 0)
{
var my_so:SharedObject = SharedObject.getLocal("UPGUpload");
my_so.data.lastAlbum = albumId;
}
else
{
Alert.show("The album you choosed is invalid", null, 0xEAEAEA, 0x000000);
}
}
private var flashVarObj:Object = new Object;
flashVarObj=LoaderInfo(this.loaderInfo).parameters;
var my_var:String = new String();
my_var = flashVarObj.uploadIdd;