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.
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Please help me to convert this code..............
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;var nextballs:int = 4; // <- nextballs needs to be defined, though need not be defined this way.
for (var i:int = 1; i <= nextballs; i++)
var nextarray[i]:Array = new Array(0, 0, 0);
this["nextballs"+i]=new balls();
addChild(this["ballballs"+i]);
// xnext and ynext need to be defined and should probably be updated in this for-loop
// this part of your code makes no sense given your attachMovie() statement.
_loc2.inGame["nextballs" + i].x = xnext;
_loc2.inGame["nextballs" + i].y = ynext + i * 60;
_loc2.inGame["nextballs" + i].scaleX = 1.4;
_loc2.inGame["nextballs" + i].scaleY = 1.4; -
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 { -
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. -
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hello,
anybody knows a software convert java code into UML? Classes Diagram.
for example JBuilder do that.
// i use Netbeans.its not a speed issue although sometimes it can be painfully slow (but now slower that sun one). I constantly found myself getting into infinite error message loops (e.g. "incorrect input"... click ok... "incorrect input"... errr click ok.... "incorrec..." etc etc), and also it (relatively) regularly falls over. I tried to export diagrams as GIFs, and when I imported them into Word they looked ok, but when I printed them they printed negative!! I used about 100g of toner before I realised, and had to go thru all diagrams changing them to JPGs. Plus, I think the interface for 6 is a lot less intuitive than 4.2, and it's trying to be too feature rich. Personally I would never use it as a code editor as it's too big and lumbering. For me, it's a diagramming tool, but it doesn't even put pretty pictures as nodes on deployment diagrams!! I want pictures of workstations, PDAs and databases!! Only kidding...
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_root.createEmptyMovieClip("myLine", 0);
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Thanks in advance!
Signed,
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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 {
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addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
function onMouseMove(e:MouseEvent):void {
g.lineTo(mouseX, mouseY);
function onMouseUp(e:MouseEvent):void {
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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"];
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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). -
Convert vbs code into a standard template
Appreciate if anyone can guide/show me on how to convert or copy the original vbs code into a standard template. I have tried copy and paste all the code into Sub Main but been getting errors. FYI, i have taken out all the function section and placed it
outside Sub Main but still getting error. Appreciate some help here. Thanks in advance.Sorry, but you can't just copy and paste code between scripts and expect things to just somehow work.
You have to understand what the code is doing and how to write in that language.
What you are asking still doesn't make sense. We don't know what your "agreed format" is, and even if we did, it is not the purpose of this forum to merge your scripts for you.
If this is critical work you need to complete, you need to study how to write scripts or hire a consultant.
Bill -
Report for converting the documents into the PDF format.
Hello Experts,
I need to know if any report/ T-code is available in SAP to convert the files into PDF format.
We are processsong these PDF's then into IXOS system.
Regards,
Anna.Hello ,
You may check with the below programs:
Program name Report title
RSTXCPDF Routines for Converting OTF Format to PDF Format
RSTXPDF2 Administration/Upload of type 1 and TrueType font files
RSTXPDF3 Customizing for OTF-PDF Conversion
RSTXPDF4 Help Report from CONVERT_OTFSPOOLJOB_2_PDF
RSTXPDF5 Help Report from CONVERT_ABAPSPOOLJOB_2_PDF
RSTXPDFT Test report for PDF conversion - converting standard texts to PDF
RSTXPDFT2
RSTXPDFT3 Test
RSTXPDFT4 Convert SAPscript (OTF) or ABAP Lists Spool Job by PDF
RSTXPDFT5 Test: GUI Download of Spool Request
Regards
Ramesh Ch
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