As2 sendandload in as3
Okay this can't be that hard, but Ihave as2 script that loads
xml, then i append few tags in it and send it to a php script.
I use the following to send it
myXML.sendAndLoad("processXML.php", receiverXML);
in the processXML.php i have:
<?php
$file = fopen("guestbook.xml", "w+") or die("Can't open XML
file");
$xmlString = $HTTP_RAW_POST_DATA;
if(!fwrite($file, $xmlString)){
print "Error writing to XML-file";
print $xmlString."\n";
fclose($file);
?>
Now i just can't figure out how i do that in AS3.
Can someone please help me with this?
Well, loading an xml document is fairly easy:
import flash.net.*
import flash.xml.XML
import flash.event.*
import flash.error.*
var xml:XML = new XML("<doc></doc>")
var url:String = "doc.xml";
var request:URLRequest = new URLRequest(url);
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, onComplete);
loader.load(request);
function onComplete(evt:Event){ trace(evt.target.data); }
That said, if you change the URLRequest method to POST and
attach some data,
it should look like this. (Note: I don't have access to a web
server at the
moment, so this is not tested.)
import flash.net.*
import flash.xml.XML
import flash.event.*
import flash.error.*
var xml:XML = new XML("<doc><node>Hello
World</node></doc>")
var url:String = "processXML.php";
var request:URLRequest = new URLRequest(url);
request.method=URLRequestMethod.POST;
request.data = xml;
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, onComplete);
loader.load(request);
function onComplete(evt:Event)
trace(evt.target.data);
xml = new XML(evt.target.data)
Similar Messages
-
Dummy Guide needed for converting AS2 code into AS3
I have to convert my existing AS2 code into AS3, but I might as well be reading chinese. I never even began to learn AS3, it was still fairly new at the time and the class ended before we had an opportunity to even touch on it. My major was not web design, it was the print side of design. I took an additional class, after I graduated, to learn web design and our teacher told us, basically, that we were designers, not coders so we won't be getting much into actionscripting, beyond the basics. At the time I was relieved, but looking back, I really wish we would have gotten more into it. Bottom line, I need to learn now.
Is there ANYONE that can help me out? I will list my code below, buy I am way beyond lost any help that can be provided, I would be so grateful!!!!
On the main timeline I have the basic..
stop(); -- I found the AS3 version, but I don't know what I'm looking at. I get "not_yet_set.stop()" and there are are 8 options I can choose from. I just want the timeline to stop until I tell it where to go next. And what is "not_yet_set"
Then I have my buttons, which are, basically...
on (release) {
gotoAndStop("Home");
Or "gotoAndPlay("Whatever");"
I also have buttons for scrolling...
on (press) {
play();
on (release) {
stop();
AND
on (press) {
_root.AboutMe_Controller.gotoAndPlay(…
on (release) {
_root.AboutMe_Controller.gotoAndStop(…
For the on(release) command, this is what I found as the AS3 version: not_set_yet.dispatchEvent()because that's really as1 code, you have steeper learning curve than going from as2 to as3.
first, remove all code from objects, assign instance names to your buttons and you can then start on as3:
// so, if you name your home button, home_btn:
home_btn.addEventListener(MouseEvent.CLICK,homeF);
function homeF(e:MouseEvent):void{
gotoAndStop("Home");
p.s. the not_yet_set stuff is there because you tried to use script assist or some other actionscript shortcut. -
Help! Convert simple Flash AS2 code to AS3
Hi everyone,
I'm a Flash beginner and followed a tutorial: http://www.webwasp.co.uk/tutorials/018/tutorial.php ... to learn how to make a "live paint/draw" effect. I didn't realize that if I made something in AS2, I wouldn't be able to embed it (and have it work) into my root AS3 file, where I've got a bunch of other stuff going on. I've tried following tips on how to change AS2 code to AS3, but it just doesn't work. I know it's simple code, and that some genius out there can figure it out, but I'm at a loss. Please help!
Here's the AS2 code:
_root.createEmptyMovieClip("myLine", 0);
_root.onMouseDown = function() {
myLine.moveTo(_xmouse, _ymouse);
ranWidth = Math.round((Math.random() * 10)+2);
myLine.lineStyle(ranWidth, 0xff0000, 100);
_root.onMouseMove = function() {
myLine.lineTo(_xmouse, _ymouse);
_root.onMouseUp = function() {
_root.onMouseMove = noLine;
Thanks in advance!
Signed,
Nicolle
Flash DesperadoConsidering the code is on timeline:
var myLine:Sprite = new Sprite();
addChild(myLine);
var g:Graphics = myLine.graphics;
addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
function onMouseDown(e:MouseEvent):void {
var ranWidth:Number = Math.round((Math.random() * 10) + 2);
g.clear();
g.lineStyle(ranWidth, 0xFF0000, 1);
addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
function onMouseMove(e:MouseEvent):void {
g.lineTo(mouseX, mouseY);
function onMouseUp(e:MouseEvent):void {
removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
removeEventListener(MouseEvent.MOUSE_UP, onMouseUp); -
I used a tutorial http://www.flash-game-design.com/flash-tutorials/funky-flash-website-tutorial-5.html to make a menu for my application, I've tried following tips on how to change AS2 code to AS3, but it just doesn't work.
menu = ["bulls", "about", "roster", "schedule"];
var current = menu[0];
for (var i = 0; i<menu.length; i++) {
var b = menu[i];
this[b+"_btn"].stars._visible = false;
this[b+"_btn"].txt = b;
this[b+"_btn"].onPress = function() {
_root.site[current+"_btn"].stars._visible = false;
_root.site[this.txt+"_btn"].stars._visible = true;
current = this.txt;
_root.site.content.gotoAndStop(this.txt)
this[current+"btn"].stars._visible = true;
this.onEnterFrame = function() {
this[current+"_btn"].stars.s1._rotation += 1;
this[current+"_btn"].stars.s2._rotation += 0.5;
Thank you,
GlennJust a note. Function declarations in a loop is an EXTREMELY bad practice that will lead to many problems if it doesn't have some already. So, the following lines:
for (var i:int = 0; i<menu.length; i++) {
var b:String = menu[i];
this[b+"_btn"].stars.visible = false;
this[b+"_btn"].addEventListener(MouseEvent.CLICK,fn);
this[b+"_btn"].txt=b;
function fn(e:MouseEvent):void{
this[current].stars.visible = false;
var nam:String=e.target.parent.name;
this[nam].stars.visible = true;
current = nam;
//MovieClip(root).site.content.gotoAndStop(this.txt)
should be:
for (var i:int = 0; i < menu.length; i++) {
var b:String = menu[i];
this[b+"_btn"].stars.visible = false;
this[b+"_btn"].addEventListener(MouseEvent.CLICK,fn);
this[b+"_btn"].txt=b;
function fn(e:MouseEvent):void {
this[current].stars.visible = false;
var nam:String=e.target.parent.name;
this[nam].stars.visible = true;
current = nam;
//MovieClip(root).site.content.gotoAndStop(this.txt) -
Hi All,
I am new to this forum.
Can anyone tell me how to load as2 swf in as3?
If this is possible,can anyone give me some sample example?
Thanks
HarshalYou can talk to loaded AVM1 (AS1/2) SWF using LocalConnection. I used Grant Skinner's SWFBridge class in the past and worked very well:
http://gskinner.com/blog/archives/2007/07/swfbridge_easie.html
Kenneth Kawamoto
http://www.materiaprima.co.uk/ -
Load AS2 swf into AS3 swf problem
I have a flash with AS3 and inside this swf i load in a AS2 swf.
to load swf works just fine, but the problem is when i load this i want to go to
a specific part of it, for example i want to go to frame 3 in the loaded swf.
i must control this from the AS3 swf, does someone know if this is possible?
thanks in advanceso can i do like this then to go to frame 3 in my loaded swf?
MovieClip(ldr.content).gotoAndStop(3); ?
sorry for being such an airhead
thanks for helping me out =)
Date: Sun, 7 Jun 2009 10:25:09 -0600
From: [email protected]
To: [email protected]
Subject: load AS2 swf into AS3 swf problem
no.
if, in your loaded swf, you have a function f1() on the loaded swf's main timeline and you load that swf using a loader (say ldr), use:
MovieClip(ldr.content).f1(); // to call f1() in the loaded swf
> -
Load AS2 SWF in AS3 SWF with FlashVars
I am able to load SWF which is created using AS2 in to AS3
SWF but I am not able to pass Flashvars to it..
Does any one has any idea, how can I do that??
ThanksYou can talk to loaded AVM1 (AS1/2) SWF using LocalConnection. I used Grant Skinner's SWFBridge class in the past and worked very well:
http://gskinner.com/blog/archives/2007/07/swfbridge_easie.html
Kenneth Kawamoto
http://www.materiaprima.co.uk/ -
Dear all,
I have a main movie is coding AS2 which contains a movieClip called MC_header.
And I have an external movie is coding with AS3.
My question is :
Can i loadmovie the external movieclip in the main movie????
if yes, how?
thanks
MELASNope. If the original movie is AS3 you can load in an AS2 clip and it will run as an AVM1 (ActionScript Virtual Machine 1, which understands AS1 and 2) Movie. But the AVM1 has no idea about AVM2 (which understands AS3) so you can't go the other way.
Even when you do load an AS2 into and AS3 file the communication between the main file and the loaded AVM1 movie is quite limited and you won't be able to control it the way you would if they were both of the same flavor -- if that is important to your project. -
MP3 plays fine in AS2, but not AS3
I have this code written in AS2 to play an MP3:
var my_sound:Sound = new Sound();
my_sound.loadSound("
http://download.podango.com/mediatracker/1/67943/ApplePhoneShow_46.mp3",
true);
Here is the code written in AS3:
var snd:Sound = new Sound(new URLRequest("
http://download.podango.com/mediatracker/1/67943/ApplePhoneShow_46.mp3"));
snd.play();
They both play the file, but the AS3 version is choppy.
Why would this be?
-bmorriseDVX100Shooter,
I am having a very similar problem, except it is happening to ALL of my music. For your case, perhaps you could try exporting to WAV from Soundtrack Pro (not sure if that is an option), and then let iTunes encode the audio in whichever format you choose. There shouldn't be any loss in quality in doing that.
As far as my situation, I have updated my iPod (5th Gen 80GB Video) to the latest firmware (v1.3), iTunes is completely updated, OS X v10.5 is completely updated. I have restored my iPod on both PC and Mac, but no luck. Basically, no matter what songs I put on my iPod (MP3s or Apple Lossless), nothing will play on the iPod. I can fully browse the library on the iPod, but when I select a song to play, it just sits at 0:00 forever. If I hook the iPod up to a computer, I can play the music off of it just fine, which indicates that the hard drive is working just fine. Adding however much music I want to works just fine. I even stumbled across the Diagnostics tests, all of which passed with no errors. To me, it just seems that the iPod wants to play the song, but for some reason the compressed data isn't getting through the decoder....or....the music is decompressed OK but won't go through the digital-to-analog converter. Anyone have any suggestions for either my or DVX100Shooter's case? -
Noob question: How to update very basic as2 code to as3.
I've been asked to update a web banner with old as2 code, and not being a coder or a regular Flash user, I'm stuck with what I'm sure is a simple problem. The code in the opening frame is;
function timeOut(pauseTime) {
stop();
pauseTimer = setInterval(this, "goPlay", pauseTime);
function goPlay() {
play();
clearInterval(pauseTimer);
After that there are a few frames that include timeOut(500); code, which seems basic enough, so I imagine my problems are all in the opening code.
I get 4 errors that all refer to Frame 1;
1120: Access of undefined property pauseTimer.
1067: Implicit coercion of a value of type CapOne_MM_648x480b_fla:MainTimeline to an unrelated type Function.
1067: Implicit coercion of a value of type String to an unrelated type Number.
1120: Access of undefined property pauseTimer.
Can anyone help or point me in the right direction? Thanks.For the code you show there would be no need to convert to AS3 since between AS2 and AS3 it hasn't changed. One thing you do need to do is declare variables and since pauseTimer is used in mutliple functions it needs to be declared outside any functions. Another thing you need to do is specify the variable types, including the arguments passed into function. As for the setInterval call itself it appears to be written incorrectly....
var pauseTimer:Number;
function timeOut(pauseTime:Number) {
stop();
pauseTimer = setInterval(goPlay, pauseTime); -
Help plsss converting this AS2 code to AS3!!
here is a little AS2 code that is in fact a photo gallery
that i use in my site and i want to convert it to AS3 but i just
cant seem to get it right... could someone plssss help me?!?!with what part are you having trouble?
-
Need assistance converting some AS2 code to AS3
Hi,
I have some simple AS2 code that brings in a MovieClip when
you click a button. This is currently AS2, and I would rather
convert it to AS3. I also have some code which closes the MovieClip
upon button Click.
The code I am currently using is below:addMC is the name of one of the event handler functions, not
the button(s). the button instance names are: addButton and
removeButton.
To have three of them, duplicate what you see and have new
variables, functions, and button names for all three sets, adjusted
appropriately.
I'm pretty sure this isn't over yet, I'm just giving you code
per your defined scenario, which may have a hole or two in it. Try
it out and see what you really want to do, then come back when you
find out things need to be tamed in some way or aren't working as
you want. There are more complicated ways to deal with a situation
depending on what you really want, and I'm one who prefers to see
some work done at your end that shows you've tried something (I'm
not mean, much, I just have this thing about learning by doing). -
Trying to convert AS2 code to AS3
I had this code in AS2 and it worked I am trying to convert
it to AS3 however and am stuck Please Help!!
Thanks,
Alexjust add your click listeners and handlers:
-
Convert as2 code to as3 please help
function fDieList()
if (pDieList.length > 0)
_root.inSFX.die.start();
for (var _loc2 = 0; _loc2 <= pDieList.length; ++_loc2)
pDieList[_loc2].fDie();
} // end of for
pDieList = [];
actioner.pKills = true;
} // end if
} // End of the function
function fDieListSetup()
if (pDieList.length > 0)
for (var _loc1 = 0; _loc1 <= pDieList.length; ++_loc1)
pDieList[_loc1].fDieSetup();
} // end of for
} // end if
} // End of the function
function recur(fromx, fromy, tox, toy)
var _loc2 = fromy;
var _loc1 = fromx;
var _loc3 = toy;
if (_loc1 == tox && _loc2 == _loc3)
return (true);
else
++len;
drum[len][0] = _loc1;
drum[len][1] = _loc2;
wa[_loc1][_loc2] = 1;
if (_loc1 > tox && _loc2 > _loc3)
if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
ok = recur(_loc1 - 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
ok = recur(_loc1, _loc2 - 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
ok = recur(_loc1 + 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
ok = recur(_loc1, _loc2 + 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
else if (_loc1 <= tox && _loc2 > _loc3)
if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
ok = recur(_loc1, _loc2 - 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
ok = recur(_loc1 + 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
ok = recur(_loc1, _loc2 + 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
ok = recur(_loc1 - 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
else if (_loc1 > tox && _loc2 <= _loc3)
if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
ok = recur(_loc1 - 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
ok = recur(_loc1, _loc2 + 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
ok = recur(_loc1 + 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
ok = recur(_loc1, _loc2 - 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
else
if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
ok = recur(_loc1, _loc2 + 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
ok = recur(_loc1 + 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
ok = recur(_loc1, _loc2 - 1, tox, _loc3);
if (ok)
return (ok);
} // end if
} // end if
if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
ok = recur(_loc1 - 1, _loc2, tox, _loc3);
if (ok)
return (ok);
} // end else if
} // end else if
} // end else if
--len;
return (ok);
} // end else if
} // End of the function
function way(fromx, fromy, tox, toy)
len = 0;
ok = false;
for (i = 1; i <= limits; i++)
for (j = 1; j <= limits; j++)
wa[i][j] = ma[i][j];
} // end of for
} // end of for
wa[fromx][fromy] = 0;
return (recur(fromx, fromy, tox, toy));
} // End of the function
function init()
var _loc2 = _root;
scorerule = new Array(40, 50, 60, 70, 80);
score = 0;
totalballs = 7;
nextballs = 3;
limits = 9;
kkk = 1000;
xnext = next1._x - 19;
ynext = next1._y + 21;
ballsput = 0;
drum = new Array();
wa = new Array();
st = new Array();
for (i = 1; i <= limits * limits; i++)
drum[i] = new Array(0, 0);
} // end of for
for (i = 1; i <= limits * limits; i++)
wa[i] = new Array(limits + 1);
} // end of for
selected = new Array(0, 0);
ma = new Array();
for (i = 1; i <= limits; i++)
ma[i] = new Array(limits + 1);
for (j = 1; j <= limits; j++)
ma[i][j] = 0;
_loc2.inGame["balls" + i + j].x = i;
_loc2.inGame["balls" + i + j].y = j;
} // end of for
} // end of for
nextarray = new Array();
for (i = 1; i <= nextballs; i++)
nextarray[i] = new Array(0, 0, 0);
attachMovie("balls", "nextballs" + i, kkk++);
_loc2.inGame["nextballs" + i]._x = xnext;
_loc2.inGame["nextballs" + i]._y = ynext + i * 60;
_loc2.inGame["nextballs" + i]._xscale = 140;
_loc2.inGame["nextballs" + i]._yscale = 140;
} // end of for
actioner2.swapDepths(20000);
} // End of the function
function generatenext()
var _loc2 = _root;
if (ballsput <= 81 - nextballs)
togenerate = nextballs;
else
togenerate = 81 - ballsput;
} // end else if
for (i = 1; i <= togenerate; i++)
do
x = random(limits) + 1;
y = random(limits) + 1;
} while (ma[x][y] != 0)
nextarray[i][0] = random(totalballs) + 1;
nextarray[i][1] = x;
nextarray[i][2] = y;
_loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
_loc2.inGame["nextballs" + i].buton._visible = false;
} // end of for
for (i = togenerate + 1; i <= nextballs; i++)
_loc2.inGame["nextballs" + i].gotoAndStop("blank");
} // end of for
nextballs3.buton._visible = false;
} // End of the function
function putnextballs()
var _loc2 = _root;
_loc2.inSFX.grow.start();
if (ballsput <= 81 - nextballs)
togenerate = nextballs;
else
togenerate = 81 - ballsput;
} // end else if
for (i = 1; i <= togenerate; i++)
if (ma[nextarray[i][1]][nextarray[i][2]] == 0)
ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
else
do
x = random(limits) + 1;
y = random(limits) + 1;
} while (ma[x][y] != 0)
nextarray[i][1] = x;
nextarray[i][2] = y;
ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
} // end else if
_loc2.inGame["balls" + nextarray[i][1] + nextarray[i][2]].gotoAndStop(nextarray[i][0] + 1);
line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
} // end of for
ballsput = ballsput + togenerate;
if (ballsput == limits * limits)
_loc2.fEndGame();
} // end if
} // End of the function
function line(x, y, c)
var _loc4 = 0;
var _loc6 = new Array();
var _loc5 = new Array();
var _loc2 = new Array();
var _loc3 = new Array();
for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
_loc6[_loc4] = new Array(2);
_loc5[_loc4] = new Array(2);
_loc2[_loc4] = new Array(2);
_loc3[_loc4] = new Array(2);
} // end of for
var _loc7 = 0;
fl = 0;
for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
if (ma[_loc4][y] == c)
if (fl == 0)
++_loc7;
_loc6[_loc7][0] = _loc4;
_loc6[_loc7][1] = y;
} // end if
continue;
} // end if
if (_loc7 < 4)
_loc7 = 0;
continue;
} // end if
fl = 1;
} // end of for
st1 = 0;
fl = 0;
for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
if (ma[x][_loc4] == c)
if (fl == 0)
++st1;
_loc5[st1][0] = x;
_loc5[st1][1] = _loc4;
} // end if
continue;
} // end if
if (st1 < 4)
st1 = 0;
continue;
} // end if
fl = 1;
} // end of for
fl = 0;
st2 = 0;
imin = x;
for (jmin = y; imin > 1 && jmin > 1; jmin--)
--imin;
} // end of for
imax = x;
for (jmax = y; imax < limits && jmax < limits; jmax++)
++imax;
} // end of for
if (imin == 1)
for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
if (ma[_loc4][jmin + _loc4 - 1] == c)
if (fl == 0)
++st2;
_loc2[st2][0] = _loc4;
_loc2[st2][1] = jmin + _loc4 - 1;
} // end if
continue;
} // end if
if (st2 < 4)
st2 = 0;
continue;
} // end if
fl = 1;
} // end of for
else
for (var _loc4 = jmin; _loc4 <= jmax; ++_loc4)
if (ma[imin + _loc4 - 1][_loc4] == c)
if (fl == 0)
++st2;
_loc2[st2][0] = imin + _loc4 - 1;
_loc2[st2][1] = _loc4;
} // end if
continue;
} // end if
if (st2 < 4)
st2 = 0;
continue;
} // end if
fl = 1;
} // end of for
} // end else if
fl = 0;
st3 = 0;
imin = x;
for (jmin = y; imin > 1 && jmin < limits; jmin++)
--imin;
} // end of for
imax = x;
for (jmax = y; imax < limits && jmax > 1; jmax--)
++imax;
} // end of for
if (imin == 1)
for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
if (ma[_loc4][jmin - _loc4 + 1] == c)
if (fl == 0)
++st3;
_loc3[st3][0] = _loc4;
_loc3[st3][1] = jmin - _loc4 + 1;
} // end if
continue;
} // end if
if (st3 < 4)
st3 = 0;
continue;
} // end if
fl = 1;
} // end of for
else
for (var _loc4 = jmax; _loc4 <= jmin; ++_loc4)
if (ma[jmin - _loc4 + jmax][_loc4] == c)
if (fl == 0)
++st3;
_loc3[st3][0] = jmin - _loc4 + jmax;
_loc3[st3][1] = _loc4;
} // end if
continue;
} // end if
if (st3 < 4)
st3 = 0;
continue;
} // end if
fl = 1;
} // end of for
} // end else if
destroyed = 0;
if (_loc7 >= 4)
for (var _loc4 = 1; _loc4 <= _loc7; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc6[_loc4][0] + _loc6[_loc4][1]]);
ma[_loc6[_loc4][0]][_loc6[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + _loc7;
score = score + scorerule[_loc7 - 4];
} // end if
if (st1 >= 4)
for (var _loc4 = 1; _loc4 <= st1; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc5[_loc4][0] + _loc5[_loc4][1]]);
ma[_loc5[_loc4][0]][_loc5[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st1;
score = score + scorerule[st1 - 4];
} // end if
if (st2 >= 4)
for (var _loc4 = 1; _loc4 <= st2; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc2[_loc4][0] + _loc2[_loc4][1]]);
ma[_loc2[_loc4][0]][_loc2[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st2;
score = score + scorerule[st2 - 4];
} // end if
if (st3 >= 4)
for (var _loc4 = 1; _loc4 <= st3; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc3[_loc4][0] + _loc3[_loc4][1]]);
ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st3;
score = score + scorerule[st3 - 4];
} // end if
if (destroyed >= 10)
--destroyed;
} // end if
ballsput = ballsput - destroyed;
scoretxt = score;
if (destroyed != 0)
fDieListSetup();
_root.inSFX.pickup.start();
} // end if
return (destroyed != 0);
} // End of the function
function fromactioner(fromx, fromy, tox, toy)
var _loc3 = toy;
var _loc2 = tox;
var _loc4 = fromy;
ma[_loc2][_loc3] = ma[fromx][_loc4];
ma[fromx][_loc4] = 0;
_root.inGame["balls" + fromx + _loc4].gotoAndStop("blank");
_root.inGame["balls" + fromx + _loc4].ball.gotoAndStop(1);
_root.inGame["balls" + _loc2 + _loc3].gotoAndStop(ma[_loc2][_loc3] + 1);
_root.inGame["balls" + _loc2 + _loc3].ball.gotoAndStop(1);
selected[0] = 0;
selected[1] = 0;
line(_loc2, _loc3, ma[_loc2][_loc3]);
actioner.gotoAndPlay(2);
} // End of the function
function move(fromx, fromy, tox, toy)
var _loc2 = _root;
var _loc3 = false;
if (way(fromx, fromy, tox, toy))
_loc3 = true;
fromactioner(fromx, fromy, tox, toy);
_loc2.inGame["balls" + _loc2.inGame.drum[ii][0] + _loc2.inGame.drum[ii][1]].gotoAndStop("blank");
} // end if
return (_loc3);
} // End of the function
function movetest(fromx, fromy, tox, toy)
var _loc1 = false;
if (way(fromx, fromy, tox, toy))
_loc1 = true;
} // end if
return (_loc1);
} // End of the function
pLastClicked = "none";
pLastClickedType = 1;
pClicked = false;
pDieList = [];
init();
generatenext();
putnextballs();
generatenext();
stop ();Zhanbolat,
In theory, conversion of this code is not difficult, especially because it is clear what the logic is designed to do. The issue is that you will not have an expected result once only this code is converted in isolation. This puppy uses some other objects that are written in AS2 including entities in the FLA library.
In short, it looks like this application needs a total overhaul at every level in order for it to properly function as an AS3 program.
With that said, although this is, again, not a difficult task, it is unlikely to find someone to do it for free. You may have a better luck if you start conversion yourself and post focused questions as you go. -
Communication between AS2 Template and AS3 Swf
I created a template in AS2 which loads as2 swf's. i want to load as3 swf. then how can load as3 swf.within as2 template.
please help me to find out this...hI,
Look at package SDYNAMICDOCUMENTS, or look for DD_* ( This is Dynamic Documents Tamplates ) in SE38.
Regards,
Marcelo Ramos.
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