Convert onEnterFrame Event Handler AS2 code into AS3
My code of AS2 is given below. I do not know what event handler type is used and which event handler is used in AS3.
onEnterFrame = function(){
this.addEventListener(Event.ENTER_FRAME,onEf);
// "this" references the movie itself, you can also use "stage" or the instance name of an object on the stage
// look up addEventListener in the online help. This method takes two arguments, the event that you want to "listen" for and the name of the function to execute when the event occurs.
// the function that will be called when the event occurs. It takes one argument that corresponds with the first argument of the addEventListener method.
function onEf(event:Event):void {
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. -
How to convert this random pos AS2 code to AS3?
Hi! I'm doing a sort of screensaver and need to random the logo all over the screen. In ActionScript 2 it was easy, just paste some code to the object and it works. The things to do this is total different in ActionScript 3 and I can't figure out how to solve this. It would be nice if someone could take a look at my very simple example and point me in the right direction. Maybe there is some example out there done in AS3?
I can't figure out how to post fla so I renamed it to jpg. Just change the extension to fla again...
Regards / JimmySORRY FOR THE LATE RESPONSE I WAS NOT ONLINE FOR THREE DAYS....
I am still not able to download the file.
What you can do is enclose the code which is called directly on the timeline in a function and call that function whenever required.
You can also send the file on my mail ID at [email protected] [Make sure you zip it and the version is saved in CS3] -
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) -
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
> -
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). -
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?
-
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); -
As2 code to As3 conversion please
Hey, could someone help me converting the following code to AS3. Thanks for any help..
id=_root.id;
if(this._y<>_root.txk){
this._y=_root.txk;
_root.txk+=60;
this._x=_root.txx;
textyazı="";
onEnterFrame=function(){
this._name=namet.text;
if(_root.txk==360){
_root.txx+=60;
_root.txk=60;
this.onPress=function(){
if(_root["t"+namet.text].txtn.text<>namet.text){
_root.attachMovie("txt_dd","t"+namet.text,_root.derinlik);
_root["t"+namet.text]._x=100;
_root["t"+namet.text]._y=100;
_root["t"+namet.text].txtyname.text=namet.text;
_root["t"+namet.text].txtn.text=namet.text;
_root["t"+namet.text].txtyazılar.text=textyazı;
_root.derinlik++;
txtac = SharedObject.getLocal(id);
setInterval(function(){
if(txtac.data.namet<>"" && txtac.data.id>0){
namet.text=txtac.data.namet;
textyazı=txtac.data.textyazı;
id=txtac.data.id;
}else{
namet.text=_name;
if(namet.text=="undefined"){
namet.text=_name;
if(textyazı==undefined){
textyazı="";
},50);
this.useHandCursor=false;1.download flashdevelop (Flash has bad code hinting and error descriptions)
2.start with deleting underscores in _root,_x,_y
3.work your way up from there
4.Lines like:
this.onPress=function
are probably attached directly to a button or MovieClip: This is not possible in as3 anymore. You have to take the code out of the button and put it on the timeline of the button, if it is a MovieClip.
5.The Event Model has changed considerably:
onEnterFrame=function(){
// do stuff here
is now
addEventListener(ENTER_FRAME, enterFrameHandler);
function enterFrameHandler(e:Event):void{
//do stuff here -
I have a code that I wrote in AS2 and I am now trying to
convert it into AS3 . . . When I converted it this is what I came
up with but I can still not get it to work.
Can someone help me fix it? I used a coverter for some of it
http://www.5etdemi.com/convert/index.php
. . . does anyone know of a better one?
Thanks for any help fixing the code:
-
How do you load an AS2 swf into AS3?
I think this is the way around my dilemma. How do you load and AS2 .swf into an AS3 file?
thanks again!
Stevecheck that code in your last thread:
What is the code to load a .swf file in AS3 on the same layer? -
External as2 userDrawingTablet into as3
created a tablet where the user could draw on the pad. i did it a while ago using actionscript 2. now i'm loading it externally into as3. when placed in as3 it seems to be confused as to where the tablet is and draws only on the bottom right and off the page. also have a text function that is not working properly either.
kind of a random application and random problem, but not sure where else to go with this...
was just wondering if anyone had done this and had a similar problem?
thanx"submitter" is a movie clip on the main timeline. this code is inside submitter layed out with a mc named "blackboard". blackboard has a mc named "innerBlackboard" inside of it.
blackboard.clearChalk = function():Void {
var cl = this._parent._parent.chalkLine;
this.createEmptyMovieClip("chalkLayer", 0);
this.chalkLayer.lineStyle(cl.thickness, cl.color, cl.alpha);
this.drawings = [];
blackboard.clearText = function():Void {
this.createEmptyMovieClip("textLayer", 10);
this.textfields = [];
blackboard.clearAll = function():Void {
this.clearChalk();
this.clearText();
blackboard.enterDrawMode = function():Void {
this.innerBlackboard.onPress = this.startDraw;
blackboard.startDraw = function():Void {
var x:Number = Math.round(this._xmouse);
var y:Number = Math.round(this._ymouse);
var coordinates = [x + "," + y];
this._parent.currentDrawing = coordinates;
this._parent.drawings.push(coordinates);
this._parent.chalkLayer.moveTo(x, y);
this._parent.onMouseMove = this._parent.drawChalk;
this.onRelease = function() {
delete this._parent.onMouseMove;
blackboard.endDraw = function():Void {
delete this.onMouseMove;
delete this.innerBlackboard.onRelease;
blackboard.drawChalk = function():Void {
if (this.hitTest(_root._xmouse, _root._ymouse)) {
var x:Number = Math.round(this._xmouse);
var y:Number = Math.round(this._ymouse);
this.currentDrawing.push(x + "," + y);
this.chalkLayer.lineTo(x, y);
} else {
this.endDraw();
updateAfterEvent();
blackboard.enterTextMode = function():Void {
this.innerBlackboard.onPress = this.startText;
blackboard.startText = function():Void {
var d:Number = this._parent.textLayer.getNextHighestDepth();
var x:Number = this._parent._xmouse;
var y:Number = this._parent._ymouse;
this._parent.textLayer.createTextField("t" + d, d, x, y, this._parent.width - x, this._parent.height - y);
var tf:TextField = this._parent.textLayer["t" + d];
this._parent.textfields.push(tf);
tf.type = "input";
tf.multiline = true;
tf.wordWrap = true;
tf.restrict = "^'<>";
tf.setNewTextFormat(this._parent._parent._parent.chalkFormat);
tf.embedFonts = true;
tf.text = "Type message";
Selection.setFocus(tf);
Selection.setSelection(0, tf.text.length);
tf.onKillFocus = function() {
this.type = "dynamic";
this.selectable = false;
blackboard.formatEntry = function():String {
var tf:TextField;
var d:Object;
var entryXML = "<entry>";
entryXML += "<text>";
for (var i:Number = 0; i < this.textfields.length; i++) {
tf = this.textfields[i];
entryXML += "<field x='" + tf._x + "' y='" + tf._y + "' text='" + tf.text + "' />";
entryXML += "</text>";
entryXML += "<drawings>";
for (i = 0; i < this.drawings.length; i++) {
d = this.drawings[i];
entryXML += "<drawing coordinates='" + d.join("|") + "' />";
entryXML += "</drawings>";
entryXML += "</entry>";
return escape(entryXML);
blackboard.clearAll();
blackboard.innerBlackboard.useHandCursor = false;
blackboard.width = blackboard._width;
blackboard.height = blackboard._height;
draw_bn.onRelease = function() {
blackboard.enterDrawMode();
text_bn.gotoAndStop("_Up");
text_bn.enabled = true;
this.gotoAndStop("_Down");
this.enabled = false;
text_bn.onRelease = function() {
blackboard.enterTextMode();
draw_bn.gotoAndStop("_Up");
draw_bn.enabled = true;
this.gotoAndStop("_Down");
this.enabled = false;
clear_bn.onRelease = function() {
blackboard.clearAll();
submit_bn.onRelease = function() {
var name:String = name_if.text;
if (name == "" || name == "name (required)") return;
var email:String = email_if.text;
if (email == "" || email == "email (required)") return;
entry = new LoadVars();
entry.name = name;
entry.email = email_if.text;
entry.message = blackboard.formatEntry();
returnEntry = new LoadVars();
returnEntry.onLoad = traceReturn;
entry.sendAndLoad("submitEntry.php", returnEntry);
function traceReturn() {
if (this.result == "success") {
blackboard.clearAll();
name_if.onSetFocus = email_if.onSetFocus = function() {
this.text = "";
delete this.onSetFocus;
name_if.restrict = email_if.restrict = "^'<>"; -
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.
Maybe you are looking for
-
I realize this is a Mac forum, but I am sure there are iOS users here as well. My problem is that apps made specifically for iPhone used to display in regular iPhone size on the iPad which was fine --- it was workable. Since upgrading to iOS 7.0, t
-
Crystal generates empty pages for a datasource with a lot of data
Hi, I hope someone have some hints to solve my problem with generating large reports. I have SAP Crystal Reports runtime engine for .NET Framework 4 32-bit installed on my Microsoft Windows 2008 R2 Enterprise Server. Since I update Crystal Reports to
-
WRT610N UPnP Media Server failing after minutes online
Hi, I have a WRT610N and I'm having issues with the media server. I have upgraded to the latest firmware and setup sharing and UPnP etc. When I initially plug in my USB hard drive (1TB Seagate Freeagent) it is discoverable by devices on my network (X
-
Tolerances for HU physical inventory differences
Tolerances customized in SPRO OMJ2 do not apply for HU physical inventory diferences generated by HUINV05 transaction. We need to implement tolerances on HU (Handling Units) physical inventories. So thank you for any help on the subject.
-
Would experienced programmers agree?
I was looking at Javaranch, and found the following stated: 3.1 - Constructs to Avoid Never use do..while. (examples and reasoning) Never use return in the middle of a method. (reasoning) Never use continue. (reasoning) Never use break other than in