Detect Line Break in AS3 Input TextField - actionscript-3

I want to be able to write a paragraph in a textfield, and then click and hold, or do some similar gesture, and have the entire paragraph selected. I'm then going to drag it (using bitmapdata or whatever) to another textfield.
In order to do this, I need to be able to detect where a given paragraph ends. So I'm trying to do that with the following code, which searches for "\n" in the text. It isn't finding it. Can anyone see why (or suggest another technique for doing this)?
TIA,
David
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFieldType;
import view.controls.CustomButton;
public class Main extends Sprite
{
private var bt:CustomButton;
private var tf:TextField;
public function Main()
{
tf = new TextField();
tf.name = "tfield";
tf.type = TextFieldType.INPUT;
tf.width = 400;
tf.height = 200;
tf.x = 100;
tf.y = 100;
tf.selectable = true;
tf.border = true;
tf.background = true;
tf.backgroundColor = 0xFFFFFF;
tf.multiline = true;
tf.text = "Like most of the things I get excited about and share with you, this technique really doesn’t have much to it, but I love its elegance, how it works in the background and gets out of your way. While it’s really simple I think this one is a real gem, ’cause when you look at a class that uses it, it looks like magic!\n\nOkay, so you know how when you’re writing a site or app that’s of a small to medium scale, you default to storing data in XML, and you map that XML to model classes, usually pretty directly? Or, maybe you use a configuration file for your site to load in some constants or something, and XML is a pretty easy choice for this. With E4X you can really parse through that XML quickly.";
tf.wordWrap = true;
addChild(tf);
bt = new CustomButton("Detect", 0xFFFFFF, 0x000000,50,20);
bt.x = 250;
bt.y = 350;
addChild(bt);
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event):void
{
bt.addEventListener(MouseEvent.CLICK, clickHandler);
}
private function clickHandler(e:MouseEvent):void
{
var lineBreak:int = tf.text.indexOf("\n");
trace(lineBreak);
}
}
}
//custom button class
package view.controls
{
import flash.display.GradientType;
import flash.display.SimpleButton;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
public class CustomButton extends Sprite
{
private var textColor:uint = 0x000000;
private var myColor:uint = 0xFEEE9E9;
private var btnWidth:Number;
private var btnHeight:Number;
public function CustomButton(buttonText:String, gradientColor:uint, borderColor:uint, myBtnWidth:Number, myBtnHeight:Number)
{
var colors:Array = new Array();
var alphas:Array = new Array(1, 1);
var ratios:Array = new Array(0, 255);
var gradientMatrix:Matrix = new Matrix();
var lineThickness:Number = 1;
//var myColor:uint = 0xFF0000;
gradientMatrix.createGradientBox(myBtnWidth, myBtnHeight, Math.PI/2, 0, 0);
this.btnWidth = myBtnWidth;
this.btnHeight = myBtnHeight;
var ellipseSize:int = 20;
var btnUpState:Sprite = new Sprite();
colors = [0xFFFFFF, myColor];
//btnUpState.graphics.lineStyle(1, brightencolor(myColor, -500));
btnUpState.graphics.lineStyle(lineThickness, borderColor);
btnUpState.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, gradientMatrix);
btnUpState.graphics.drawRoundRect(0, 0, myBtnWidth, myBtnHeight, ellipseSize, ellipseSize);
btnUpState.addChild(createButtonTextField(buttonText, textColor));
//
var btnOverState:Sprite = new Sprite();
colors = [0xFFFFFF, brightencolor(myColor, 50)];
//btnOverState.graphics.lineStyle(1, brightencolor(myColor, -50));
btnOverState.graphics.lineStyle(lineThickness, borderColor);
btnOverState.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, gradientMatrix);
btnOverState.graphics.drawRoundRect(0, 0, myBtnWidth, myBtnHeight, ellipseSize, ellipseSize);
btnOverState.addChild(createButtonTextField(buttonText, textColor))
//
var btnDownState:Sprite = new Sprite();
//colors = [brightencolor(myColor, -15), brightencolor(myColor, 50)];
btnDownState.graphics.lineStyle(lineThickness, borderColor);
btnDownState.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, gradientMatrix);
btnDownState.graphics.drawRoundRect(0, 0, myBtnWidth, myBtnHeight, ellipseSize, ellipseSize);
btnDownState.addChild(createButtonTextField(buttonText, textColor))
//
this.btnWidth = myBtnWidth;
this.btnHeight = myBtnHeight;
var myButton:SimpleButton = new SimpleButton(btnUpState, btnOverState, btnDownState, btnOverState);
myButton.name = buttonText;
addChild(myButton);
}
private function createButtonTextField(Text:String, textcolor:uint):TextField {
var myTextField:TextField = new TextField();
myTextField.textColor = textcolor;
myTextField.selectable = false;
myTextField.width = btnWidth;
myTextField.height = btnHeight;
var myTextFormat:TextFormat = new TextFormat();
myTextFormat.align = TextFormatAlign.CENTER;
myTextFormat.font = "Arial";
myTextFormat.size = 12;
myTextField.defaultTextFormat = myTextFormat;
myTextField.text = Text;
myTextField.x = (btnWidth/2)-(myTextField.width/2);
myTextField.y = 1;
return myTextField;
}
private function brightencolor(color:int, modifier:int):int {
var hex:Array = hexToRGB(color);
var red:int = keepInBounds(hex[0]+modifier);
var green:int = keepInBounds(hex[1]+modifier);
var blue:int = keepInBounds(hex[2]+modifier);
return RGBToHex(red, green, blue);
}
private function hexToRGB (hex:uint):Array {
var colors:Array = new Array();
colors.push(hex >> 16);
var temp:uint = hex ^ colors[0] << 16;
colors.push(temp >> 8);
colors.push(temp ^ colors[1] << 8);
return colors;
}
private function keepInBounds(number:int):int {
if (number < 0) number = 0;
if (number > 255) number = 255;
return number;
}
private function RGBToHex(uR:int, uG:int, uB:int):int {
var uColor:uint;
uColor = (uR & 255) << 16;
uColor += (uG & 255) << 8;
uColor += (uB & 255);
return uColor;
}
}
}

import flash.text.TextField;
import flash.text.TextFieldType;
import flash.display.Sprite;
import flash.events.MouseEvent;
var tf:TextField = new TextField();
tf.type = TextFieldType.INPUT;
tf.width = 400;
tf.height = 200;
tf.x = stage.stageWidth / 2 - tf.width / 2;
tf.y = stage.stageHeight / 2 - tf.height / 2;
tf.selectable = true;
tf.border = true;
tf.background = true;
tf.backgroundColor = 0xCCCCCC;
tf.multiline = true;
tf.wordWrap = true;
tf.text = "Enter text here, hit enter to create new paragraphs."
stage.addChild(tf);
var pushme:Sprite = new Sprite();
pushme.graphics.beginFill(0xCCCCCC, 1);
pushme.graphics.drawRect(0, 0, 100, 25);
pushme.graphics.endFill();
pushme.buttonMode = true;
pushme.addEventListener(MouseEvent.CLICK, pushedme);
pushme.x = tf.x + tf.width - pushme.width;
pushme.y = tf.y + tf.height + 15;
stage.addChild(pushme);
function pushedme(e:MouseEvent):void {
var paragraphCounter:int = 1;
var curParagraphOffset:int = -1;
for (var i:int = 0; i < tf.numLines; i++) {
if (tf.getFirstCharInParagraph(tf.getLineOffset(i)) == tf.getLineOffset(i) && tf.getFirstCharInParagraph(tf.getLineOffset(i)) > curParagraphOffset) {
trace("Paragraph " + paragraphCounter + " text: \n" + tf.text.substr(tf.getFirstCharInParagraph(tf.getLineOffset(i)), tf.getParagraphLength(tf.getFirstCharInParagraph(tf.getLineOffset(i)))));
paragraphCounter++;
curParagraphOffset = tf.getFirstCharInParagraph(tf.getLineOffset(i));
}
}
}
Paragraph Detection
Step by step
You can probably take it from here and ignore the empty paragraphs, but to explain:
Setup textfield, input more text manually (as shown)
Create the button to check for paragraphs
Set paragraph counter to 1 so it outputs properly for the first detected paragraph
Paragraph offset needs to be -1 for the if statement to be satisfied for the first iteration as the first paragraph should be at character 0
If the first character in the paragraph is also the first character on this line and we're not part of the previous paragraph, we have a new paragraph on this line.
Output the paragraph text based on the first character and the length of the paragraph by taking a substring of the tf.text property.
Increment paragraphCounter and set the curParagraphOffset to the new first character index.
If you want to be able to click and hold on a given paragraph, all you need to do is call:
tf.getCharIndexAtPoint(x, y)
on click of your text field. You can then find the first character in that paragraph, grab the substring based on the paragraph length, and go from there.
Hope this helps!

Related

(Actionscript 3) Pixel-perfect collision detection between the walls and player?

I am trying to make a flash game in which there is collision detection between the player and the walls. However, when I try using Wall11.hitTestPoint(), I cannot get the collision detection to be perfect. Then, I decided to use bitmap but it is hard to code this because the wall is irregularly shaped (it is not a square, rectangle, circle or any regular shape). Is there anyway to improve the collision detection with walls?
function checkCollision(_debug:Boolean = false):Boolean {
var bmd1:BitmapData = new BitmapData(Wall11.width, Wall11.height, true, 0);
var bmd2:BitmapData = new BitmapData(LevelOnePlayer.width, LevelOnePlayer.height, true, 0);
bmd1.draw(Wall11);
bmd2.draw(LevelOnePlayer);
if (_debug) {
var bmp:Bitmap = new Bitmap(bmd1);
bmp.x = Wall11.x;
bmp.y = Wall11.y;
addChild(bmp);
var bmp2:Bitmap = new Bitmap(bmd2);
bmp2.x = LevelOnePlayer.x;
bmp2.y = LevelOnePlayer.y;
addChild(bmp2);
}
if(bmd1.hitTest(new Point(Wall11.x, Wall11.y), 255, bmd2, new Point(LevelOnePlayer.x, LevelOnePlayer.y), 255))
return true;
if (!_debug) {
bmd1.dispose();
bmd2.dispose();
}
return false;
}
These are basics of hitTestPoint stuff.
package
{
import flash.geom.Point;
import flash.events.Event;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
public class HitTest extends Sprite
{
private var textArea:TextField;
private var Circle:Shape;
private var Box:Shape;
public function HitTest()
{
if (stage) onStage();
else addEventListener(Event.ADDED_TO_STAGE, onStage);
}
private function onStage(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, onStage);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.showDefaultContextMenu = false;
stage.align = StageAlign.TOP_LEFT;
stage.stageFocusRect = false;
addShapes();
addLabel();
onFrame();
// Call it every frame to keep things updated.
addEventListener(Event.ENTER_FRAME, onFrame);
}
private function onFrame(e:Event = null):void
{
// Place graphics to the center of the stage.
x = stage.stageWidth >> 1;
y = stage.stageHeight >> 1;
// Lets detect collision with the circle.
var aPoint:Point = new Point();
// Take local mouse coordinates within the target shape.
aPoint.x = Circle.mouseX;
aPoint.y = Circle.mouseY;
// Convert them into the root coordinates - it is the ONLY correct way.
// Comment the next 2 lines to see how local coordinates fail to work.
aPoint = Circle.localToGlobal(aPoint);
aPoint = root.globalToLocal(aPoint);
// Hit test the point against shape.
// Set the last parameter to false to see hitTest against the shape bounding box.
var aHit:Boolean = Circle.hitTestPoint(aPoint.x, aPoint.y, true);
textArea.text = aHit? "! HIT !": "NO HIT";
}
private function addShapes():void
{
Circle = new Shape();
Circle.graphics.lineStyle(2, 0x000000, 1);
Circle.graphics.beginFill(0xCC99FF, 1);
Circle.graphics.drawCircle(0, 0, 50);
Circle.graphics.endFill();
Box = new Shape();
Box.graphics.lineStyle(0, 0xCCCCCC, 1);
Box.graphics.drawRect(-50, -50, 100, 100);
addChild(Box);
addChild(Circle);
}
private function addLabel():void
{
textArea = new TextField();
textArea.x = 10;
textArea.y = 10;
textArea.width = 70;
textArea.height = 20;
textArea.border = true;
textArea.wordWrap = false;
textArea.multiline = true;
textArea.selectable = true;
textArea.background = true;
textArea.mouseEnabled = false;
var aFormat:TextFormat;
aFormat = textArea.getTextFormat();
aFormat.font = "_typewriter";
aFormat.size = 12;
aFormat.bold = true;
aFormat.align = TextFormatAlign.CENTER;
textArea.setTextFormat(aFormat);
textArea.defaultTextFormat = aFormat;
stage.addChild(textArea);
textArea.text = "NO HIT";
}
}
}

flash actionscript error 5007 while file is not linked or included in any way

I created an xfl file called myfile.xfl and linked it to Main.as.
Because my script is kind of extensive, I planned to distribute it over several as-files.
The Main.as looks like this and is linked correctly from the xfl-file:
package {
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.xml.*;
import flash.events.Event;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.display.MovieClip;
import flash.text.*;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
public class Main extends MovieClip
{
var bestand:String;
var titelFont:Font = new Titelfont();
var werkFont:Font = new Werkfont();
var titelfmt:TextFormat = new TextFormat();
var werkfmt:TextFormat = new TextFormat();
var inputfmt:TextFormat = new TextFormat();
var snd:Sound;
var cnl:SoundChannel = new SoundChannel();
var xmlLoader:URLLoader;
var myList:XML;
var introClip:Containerclip = new Containerclip();
var dicteeClip:Containerclip = new Containerclip();
public function Main()
{
//DE INFORMATIE UIT DE URL //
//bestand = LoaderInfo(this.root.loaderInfo).parameters["bestand"];
//bestand += ".xml";
bestand = "xml/bron.xml"
loadXml();
}
function loadXml():void
{
xmlLoader = new URLLoader(new URLRequest(bestand));
xmlLoader.addEventListener(Event.COMPLETE,xmlLoaded);
}
function xmlLoaded(event:Event):void
{
myList = new XML(event.target.data);
myList.ignoreWhite = true;
createTextFormat();
createIntro();
createDictee();
createResultaten();
}
include "CreateStuff.as"
include "Dictee.as"
}
}
You can see my includes at the end: createstuff.as and dictee.as.
I was working on a third include, called Sound.as, and tried to preview my file when error 5007 popped up. "5007: An ActionScript file must have at least one externally visible definition"
I removed the include Sound.as line from my Main.as, thinking that must have cause the problem for some reason. When I republished the error popped up again, and flash automatically reopened the Sound.as file. While there is no link from anywhere to it anymore.
My other files are CreateStuff.as :
function createTextFormat() : void {
titelfmt.size = 32;
titelfmt.color = 0x003399;
titelfmt.font = titelFont.fontName;
werkfmt.size = 24;
werkfmt.color = 0x000000;
werkfmt.font = werkFont.fontName;
inputfmt.size = 32;
inputfmt.color = 0x333333;
inputfmt.font = werkFont.fontName;
//inputfmt.
}
function createTextfield (fmt) : TextField {
var tf:TextField = new TextField();
tf.defaultTextFormat = fmt;
if (fmt == titelfmt) {
tf.multiline = false;
tf.autoSize = "center";
tf.selectable = false;
tf.y = 10;
tf.x = stage.stageWidth / 2;
} else if (fmt == werkfmt) {
tf.autoSize = "left";
tf.multiline = true;
} else if (fmt == inputfmt) {
tf.multiline = true;
tf.width = 300;
tf.height = 40;
tf.border = true;
tf.borderColor = 0xCCCCCC;
tf.type = TextFieldType.INPUT;
}
return (tf);
}
function createIntro() : void {
introClip.x = 0;
introClip.y = 0;
introClip.name = "introClip";
var nttf:TextField = createTextfield(titelfmt);
nttf.text = "Instructie"
introClip.addChild(nttf);
var itf:TextField = createTextfield(werkfmt);
itf.text = "Wat weet jij nog?\nLuister naar de woorden.\nSchrijf ze op.";
itf.width = 300;
itf.x = stage.stageWidth / 2 - 150;
itf.y = 120;
itf.selectable = false;
introClip.addChild(itf);
var startBtn:Beginknop = new Beginknop();
startBtn.x = stage.stageWidth / 2 - startBtn.width / 2;
startBtn.y = 300;
startBtn.addEventListener(MouseEvent.CLICK, showDictee);
introClip.addChild(startBtn);
addChild(introClip);
}
function createResultaten() : void {
}
And Dictee.as :
function createDictee () : void {
dicteeClip.x = 0;
dicteeClip.y = 0;
var nttf:TextField = createTextfield(titelfmt);
nttf.text = "Dictee"
dicteeClip.addChild(nttf);
var iptf:TextField = createTextfield(inputfmt);
iptf.x = 135;
iptf.y = 205;
dicteeClip.addChild(iptf)
var dicteeSpeaker:Luidspreker = new Luidspreker();
dicteeSpeaker.x = stage.stageWidth / 2 - dicteeSpeaker.width/2;
dicteeSpeaker.y = iptf.y - dicteeSpeaker.height - 40;
//dicteeSpeaker.addEventListener (MouseEvent.CLICK, playSnd);
dicteeSpeaker.name = dicteeSpeaker;
dicteeClip.addChild(dicteeSpeaker);
var volgendeKnop:Controleknop = new Controleknop();
volgendeKnop.x = iptf.x + iptf.width + 30;
volgendeKnop.y = iptf.y;
dicteeClip.addChild(volgendeKnop);
}
function showDictee(event:MouseEvent) : void {
addChild(dicteeClip);
removeChild(introClip);
speelDictee();
}
function speelDictee() : void {
//bepaal geluid
//afspelen geluid
//volgende knop-actie
}
I initially called the file Sound.as but thought the error might come from that Sound is a reserved word, so I changed it to Sounds.as
I'm well out of my depth here and I have no clue why the error pops up. Or the file Sound.as while it is not linked.
My flash version is Flash-CC but the tag doesn't exist yet so I couldn't specify it in the tags.
#5007 is commonly caused by
Not correctly using a package
Including an import statement any level below the package level
I'm answering this question because for some reason the error disappeared and I have no idea why. I don't want to leave it open, I'd prefer to delete it as it's of no use to anyone but I'm not sure how to do that.

Update TextField StyleSheet doesn't make any effect

I'm trying to update some TextField's style, eg. color, fontSize, fontFamily.
I'm creating field by:
var textField:TextField = new TextField();
var style:StyleSheet = new StyleSheet();
style.parseCSS("p{color: #000000; fontFamily: System; fontSize: 20px;}");
textField.styleSheet = style;
textField.selectable = false;
//textField.embedFonts = true;
textField.antiAliasType = AntiAliasType.ADVANCED;
///textField.defaultTextFormat = myFormat;
textField.text = text;
textField.wordWrap = true;
textField.width = 800;
textField.height = 40;
some_other_mc.addChild(textField);
Then I'm trying to update textField:
private function SetStyle(name:String, value:String):void {
var current_styles:Object = _active_text_field.styleSheet.getStyle('p');
switch(name) {
case 'color':
current_styles.color = value;
break;
case 'fontSize':
current_styles.fontSize = value;
break;
case 'fontFamily':
current_styles.fontFamily = value;
break;
}
_active_text_field.styleSheet.setStyle('p', current_styles);
}
The _active_text_field is linked to textField.
Every trigger SetStyle makes no changes. I can't find bug for a long time.
Please and thank you for any help :)
I suggest you take this simple sample
package {
import flash.display.Sprite;
import flash.text.StyleSheet;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class StyleSheetExample extends Sprite {
public function StyleSheetExample() {
var style:StyleSheet = new StyleSheet();
var heading:Object = new Object();
heading.fontWeight = "bold";
heading.color = "#FF0000";
var body:Object = new Object();
body.fontStyle = "italic";
style.setStyle(".heading", heading);
style.setStyle("body", body);
var label:TextField = new TextField();
label.styleSheet = style;
label.htmlText = "<body><span class='heading'>Hello </span>World...</body>";
addChild(label);
}
}
}

creating dynamic rectangle

I'm wondering how I can create a dynamic rectangle which has some text in it, the text is dynamic so the rectangle has to adapt to the length of the text. Any ideas on how to approach this?
here is a basic one for single line text:
import flash.display.Sprite;
import flash.text.TextField;
var rectClip:Sprite = new Sprite();
var rect:Sprite = new Sprite;
rect.graphics.beginFill(0xff0000, 1);
rect.graphics.drawRect(0, 0, 100, 100);
rect.graphics.endFill();
var tf:TextField = new TextField();
tf.autoSize = "left";
tf.text = "Lorem ipsum dolor sit amet...";
addChild(rectClip);
rectClip.addChild(rect);
rectClip.addChild(tf);
rect.width = tf.textWidth + 12;
rect.height = tf.textHeight + 12;
tf.x = Math.round(rect.width/2 - tf.width/2);
tf.y = Math.round(rect.height/2 - tf.height/2);
Rob
Another way if you want to draw your rectangle in Flash instead of actionscript (although the above way might be more useful).
Create a layer with a rectangle.
Make the rectangle some sort of graphic or sprite and set it to 9-slice scaling. This way the rectangle will scale properly with the textbox (good if it's a rounded rectangle)
Also choose Linkage for the rectangle and give it a class name (say, "Background")
public var textBackground:Background; // can make public or private depending if you leave it on the stage or generate it
private var myTextField:TextField;
Then have two functions:
private function createTextField():void
{
// create your textfield here using actionscript
myTextField = new TextField();
// customize your textfield
}
private function createTextBackground():void
{
textBackground = new Background;
textBackground.height = myTextField.height + 20;
}
Then:
createTextField();
createTextBackground();
addChild(textBackground);
addChild(myTextField);
I usually change the height depending on the text and set the width to a fixed width and set my positioning how I like.
If the TextField is multiline, you will need to set a fixed width , you can then determine the TextField height after it's been formatted.
private var format:TextFormat = new TextFormat();
private var textWidth:int = 300;
private var hPadding:int = 10;
private var vPadding:int = 10;
private var boxColor:uint = 0x990000;
private function init():void
{
var tf:TextField = getTextField("Your text..........etc...");
tf.x = hPadding;
tf.y = vPadding;
var rectWidth:int = textWidth + ( hPadding * 2);
var rectHeight:int = tf.textHeight + ( vPadding * 2);
var container:Sprite = getTextContainer( rectWidth , rectHeight );
container.addChild( tf );
}
private function getTextField( text:String ):TextField
{
var tf:TextField = new TextField();
tf.defaultTextFormat = format;
tf.autoSize = TextFieldAutoSize.LEFT;
tf.multiline = true;
tf.width = textWidth;
tf.text = text;
// etc...
return tf;
}
private function getTextContainer(width:int , height:int ):Sprite
{
var sp:Sprite = new Sprite();
with( sp.graphics )
{
beginFill( boxColor );
drawRect( 0 , 0 , width , height );
endFill();
}
return sp;
}

How to create a light effect inside a rectangle in Actionscript 3?

I have tried to do this here http://wonderfl.net/c/9Kdv but what I want is not this
alt text http://reboltutorial.com/images/flash-banner-trial.png
but rather the equivalent of this. As I'm flash newbie I don't see how:
(source: reboltutorial.com)
action script 3 code below:
package {
import flash.display.*;
import flash.text.*;
import flash.net.URLRequest;
import flash.filters.*;
import flash.geom.Rectangle;
public class FlashTest extends Sprite {
public function FlashTest() {
var mc:MovieClip = new MovieClip();
mc.graphics.beginFill(0x400000);
mc.graphics.drawRoundRect(0, 0, 278, 170,25,25);
mc.graphics.endFill();
mc.x = 80;
mc.y = 60;
addChild(mc);
//from tut http://blog.0tutor.com/post.aspx?id=116
var filt:GlowFilter = new GlowFilter();
var filt_shadow:DropShadowFilter = new DropShadowFilter();
//here we add some properties to the two filters, the glow filter we give a color.
filt.color = 0xFF0000;
//and how much it should blur.
filt.blurX = 7;
filt.blurY = 7;
//then the dropshadow filter, also how much it should blur on the object.
filt_shadow.blurX = 4;
filt_shadow.blurY = 4;
//and finally an alpha, the alpha goes from 1 to 0, 1 being fully visible and 0 is transparent, then of cause .5 is just in between.
filt_shadow.alpha = .4;
mc.filters = [filt,filt_shadow];
var theTextField:TextField = new TextField();
theTextField.border = false;
theTextField.x = 30;
theTextField.y = 50;
theTextField.autoSize = TextFieldAutoSize.LEFT;
theTextField.text = "Experiment";
var myformat:TextFormat = new TextFormat();
myformat.color = 0xFFFFFF;
myformat.size =24;
myformat.align="center";
myformat.font = "Impact";
theTextField.setTextFormat(myformat);
mc.addChild(theTextField);
var url:String = "//www.rebol.com/graphics/reb-logo.gif";
var urlReq:URLRequest = new URLRequest(url);
var ldr:Loader = new Loader();
ldr.load(urlReq);
ldr.x=30;
ldr.y=88;
mc.addChild(ldr);
}
}
}
Instead of this line:
mc.graphics.beginFill(0x400000);
you can use beginGradientFill with the fillType set to GradientType.RADIAL. You would just need to adjust the focalPointRatio to make it offcenter. Check out the example in the docs for how to do this.