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 Desperado

    Considering 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);

  • Change as2 code to as3

    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,
    Glenn

    Just 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)

  • Load as2 swf in as3 swf

    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
    Harshal

    You 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 advance

    so 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??
    Thanks

    You 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/

  • Main movie in AS2 and MC AS3

    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
    MELAS

    Nope. 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?
    -bmorrise

    DVX100Shooter,
    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,
    Alex

    just 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.

Maybe you are looking for

  • FILE_OPEN_ERROR  gui_upload

    Hi there , I´m  facing some troubles with the following code : CALL FUNCTION 'GUI_UPLOAD'   EXPORTING     FILENAME                       = c:/example.txt     FILETYPE                       = 'ASC'    HAS_FIELD_SEPARATOR           = 'X'   HEADER_LENGT

  • Grouping the logical expressions in IF condition is not working

    Hi Experts,     My requirement is to group the logical expressions in IF condition like the below I tried it like IF ( &NAST-KSCHL& = 'ZBE0' OR &NAST-KSCHL& = 'ZBEC' ) AND ( &VBDKR-SPRAS& <> 'F' )   code... ELSEIF   Code.... ELSE    code... ENDIF But

  • Trouble with synchronizing in CS5

    Hello, I am fairly new to using Dreamweaver, but suddenly am having problems with synchronizing my projects. It was working fine until a few days ago, but I'll just list the steps of what happens now to try to make it clear. I refresh and click the s

  • Table data encryptions on the Administration Level

    Hi, I like to know is there any functions in the oracle database that encrypt my data in the particular table which even an administrator wouldn't be able to see the data unless he enter a password ? Anyone can help? Thanks

  • Trying to forward will not forward the original message or attachments

    When I click on forward for an email, neither the body of the email or the attachments appear on the forwarded page.