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Bob Hartzell
02-06-2001, 01:18 PM
Get the beta at http://www.koolmoves.com/km185beta.exe

This is what has changed:

1. Added capability to add a Flash movie to an existing web page
2. Added capability to view/edit sound in audio editors defined in preferences
3. Added a floating popup for editing frames
4. Added tabbed pages to properties popup and changed some titles
5. Added FS command action
6. Background image can now be a .bmp, .jpg, .png, .tif, or .pcx file
7. Added a preference option for preserving selection of shapes and points as current key frame is changed
8. Added Last Selection command (ctrl+L)(under Shapes) which invokes the previous shape or point selection
9. Changed range for transparency from 0 - 255 to 0 - 100 % (only effects gui not animation files)
10. Replaced shape and point selection drawer (submenu) with separate selection scope tool
11. Replaced screen capture software (for the fourth time)
12. Fixed a bug in shape naming when converting text to shapes with points
13. Fixed a bug in determining a file's path when opening from a floppy
14. Fixed a bug when zooming text at high zoom factors

I will get to bitmap scale/rotation next and fix symbol rotation problems.

johnie
02-06-2001, 07:12 PM
My comments on the new version...

The shape Icons have gone from Pink to Orange (Not Mentioned :) ).

I like the new Frame tools that you added but wish that the window was resizable becuase becuase once they are named then the window is to small.

The Add HTML to existing web page is pretty niftey.

I liked the tabs in the properties.

The edit sound feature is nice.



Would be nice if...

The list frames window was resizable.

There is a Javascript choice under advanced actions along with the FS Commands.

I would still like to see a button that opens the Actions and sounds interface (And or a hot key for that interface)


Would Be awsome if ...

We could have Actionscripts.

SWF Import.

Have sprites.


- Get actionscripts then there is little or no reason to use Flash.

Bob Hartzell
02-06-2001, 08:16 PM
The shape Icons have gone from Pink to Orange (Not Mentioned :) ).
-> True. It didn't seem worthy of mention. There are some other color changes as well. I would love to employ IconSolutions to design icons for the interface. They did the logo for Netscape and the icons for Eudora.

I like the new Frame tools that you added but wish that the window was resizable becuase becuase once they are named then the window is to small.
-> I think that is quite doable. I will see if I can make that change before the final release.

The Add HTML to existing web page is pretty niftey.
-> I get a lot of questions about how to add the animation to web pages. For mass appeal we need to reduce the magic of creating flash animation at all levels. The people that frequent the forum tend to be the more adept users. There are many people that are embarrassed to ask the basic questions to a group of people for fear of appearing stupid.

I liked the tabs in the properties.
-> With bones and effects (starting with drop shadows), it was necessary to make that transition. Bones were also one of the the causes for switching to a selection scope tool.

The edit sound feature is nice.
-> Much easier to do than recreate my own wav and mp3 sound editors.

There is a Javascript choice under advanced actions along with the FS Commands.
-> Is it exactly the same as FS Command? The FS Command is just a pretty interface in front of get url as you have pointed out. I use the word Command instead of URL and Arguments instead of Target. What is the equivalent for Javascript.

I would still like to see a button that opens the Actions and sounds interface (And or a hot key for that interface)
-> At 640 resolution, we are running out of toolbar space. We envision possibily combining actions and sounds with the new frame editor but how is not clear at the moment. A hot key is easy enough to do.

We could have Actionscripts.
-> I need to learn more about this. Actions from an export port of view are quite easy. I believe that they all look very similar in code. I am anxiously awaiting Jesse Ezell's SDK code.

SWF Import.
-> I pulled in all my swf parsing code in the new version and am using a small part of it to get the movie width, height, background color from the selected .swf. That is the first step toward full import.

Have sprites.
-> In the future.

johnie
02-07-2001, 04:58 PM
The Javascript command is Javascript: in the front of a get URL. There should be no target. If you wanted to get real fancy (and I don't suggest this) you could have some real basic commands to issue from it and then the program would write some of the functions.

I would use the Sounds and actions interface with the renaming and frame sorting keys from the list frame interface on it. That would combine the two interfaces and provide a pretty good Frame tool sorting tool.

As for actionscripts I wouldn't do anything to fancy with it just a window to type the scripts (make it fairly large)then the program would just read the source and push the scripts and then that's it. I would imagine that it would be something realitivly easy to implement but then I could be wrong. I would keep it simple though becuase those who would use such a tool would be equally confused or comfortable by an interface (Macromedia has one such interface and the interface is more confusing then typing the code by hand) as typing code into a good sized text box.

I also would recomend that if you implement sprites give the users the tell target or set target action (they are the same command- Tell target is what they call it in Flash and set Target is how the command is refered to in the SDK's), It appears as if Swish 2 (From the alpha 5) allows sprites but does not allow tell target.

Bob Hartzell
02-07-2001, 07:36 PM
The Javascript command is Javascript: in the front of a get URL. There should be no target.
-> Would it be appropriate to put "javascript:" as the initial text in the edit box? That way it is clear what is included. Is there an equivalent for FS Command?

As for actionscripts I wouldn't do anything to fancy with it just a window to type the scripts (make it fairly large)then the program would just read the source and push the scripts and then that's it.
-> Are actionscripts associated with frames and buttons? Sorry for my ignorance. I should spend a few minutes teaching myself about this topic. Maybe a simple link for me to get up to speed would help.

-> I implemented a resizable frames dialog and a hot key for frame sounds and actions as you suggested. Good ideas.

johnie
02-07-2001, 08:30 PM
The Javascript command is Javascript: in the front of a get URL. There should be no target.
-> Would it be appropriate to put "javascript:" as the initial text in the edit box? That way it is clear what is included. Is there an equivalent for FS Command?



Yes, and the FS Command is not implemented quite right. The first thing would be FScommand: (You wouldn't have to show the user what you are doing).
As it is now you would have to type that into the first line of the command box for it to work right.


-> Are actionscripts associated with frames and buttons? Sorry for my ignorance. I should spend a few minutes teaching myself about this topic. Maybe a simple link for me to get up to speed would help.

Both. An Actionscript can be associated with a button, a movieclip (sprite), or a layer over a series of frames.

The SDK on Flash 4 Actions will start to tell you how it is done programatically and then check these tuts on actionscript http://www.actionscripts.org/tutorials.shtml and http://www.flashkit.com/tutorials/Actionscripting/Basic/index.shtml

While I was thinking about this I was thinking how odd the MM Actionscript model is in general. I also while reading through the tuts on it realized that most people who are writting tuts on actionscripts have no Idea what they realy do!!! I may have to ask around a bit and fidle with some things to give you a better answer.

johnie
02-07-2001, 08:45 PM
This is the section from the SDK:

SWF version 4 supports a greatly enhanced action model including an expression evaluator, variables, conditional branching and looping.

The Flash 4 player incorporates a stack machine that interprets and executes SWF4 actions. The key SWF4 action is ActionPush. This action is used to push parameters on to the stack. Unlike SWF3 actions, SWF4 actions do not have parameters embedded in the tag, rather they push parameters onto the stack, and pop results off the stack.

The expression evaluator is also stack based. Arithmetic operators include ActionAdd, ActionSubtract, ActionMuliply and ActionDivide. The Flash authoring tool converts expressions to a series of stack operations. For example, the expression 1+x*3 is represented as the following action sequence:

ActionPush “x”
ActionGetVariable
ActionPush “3”
ActionMultiply
ActionPush “1”
ActionAdd

The result of this expression is on the stack. Note that all values on the stack, including numeric values, are stored as strings. In the example above, the numeric values 3 and 1, are pushed on the stack as the strings “3” and “1”.

The Program Counter
The current point of execution of the player is called the Program Counter or ‘PC’. The value of the PC is defined as the address of the action following the action currently being executed. Control Flow actions such as ActionJump, change the value of the PC. These actions are similar to ‘branch’ instructions in assembler, or ‘go to’ instructions in other languages. For example, ActionJump tells the player to ‘jump’ to a new position in the action sequence. The new PC is specified as an offset from the current PC. There can be both positive and negative offsets, so the player can jump forward and backward in the action sequence.

SWF4 Actions
Below is an overview of SWF4 actions:

Arithmetic Operators
ActionAdd ActionMultiply ActionDivide
ActionSubtract
Numerical Comparison
ActionLess ActionEquals
Logical Operators
ActionAnd ActionOr ActionNot
String Manipulation
ActionStringAdd
ActionStringLength
ActionMBStringLength ActionStringEquals
ActionStringLess
ActionStringExtract
ActionMBStringExtract
Stack Operations
ActionPush ActionPop
Type Conversion
ActionToInteger ActionCharToAscii ActionAsciiToChar
ActionMBCharToAscii ActionMBAsciiToChar

Control Flow
ActionJump ActionIf ActionCall
Variables
ActionGetVariable ActionSetVariable
Movie Control
ActionGetURL2
ActionGetProperty
ActionRemoveSprite
ActionWaitForFrame2 ActionGotoFrame2
ActionSetProperty
ActionStartDrag
ActionSetTarget2
ActionCloneSprite
ActionEndDrag

Utilities
ActionTrace
ActionGetTime ActionRandomNumber



Stack Operations
ActionPush
Pushes a value to the stack
(See class FActionPush in the Flash File Format SDK)

Field Type Comment
ActionPush UI8 Action = 0x96
Type UI8 0 = string literal
1 = floating-point literal
String IF Type = 0, STRING Null terminated string
Float IF Type = 1, FLOAT 32-bit single-precision little-endian fp value

ActionPush pushes a value on to the stack. The Type field specifies the type of the value to be pushed. If Type = 0, the value to be pushed is specified as a STRING. If Type = 1, the value to be pushed is specified as a 32-bit IEEE single-precision little-endian floating-point value.

Most data types are pushed on the stack as STRINGs, including numerical values. The numerical value 3.7, is stored as “3.7. The True value is stored as "1" and False as "0". The NewLine value is stored as "\n".

PropertyIds are pushed as FLOATs. PropertyIds are used by ActionGetProperty and ActionSetProperty to access the properties of named objects.


ActionPop
Pop a value from the stack
(See class FActionPop in the Flash File Format SDK)

Field Type Comment
ActionPop UI8 Action = 0x17
1. Pops a value off the stack and discards the value.


Arithmetic Operators
ActionAdd
Add two numbers
(See class FActionAdd in the Flash File Format SDK)

Field Type Comment
ActionAdd UI8 Action = 0x0A
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. The numbers are added.
5. Pushes the result, A+B, to the stack.

ActionSubtract
Subtract two numbers
(See class FActionSubtract in the Flash File Format SDK)

Field Type Comment
ActionSubtract UI8 Action = 0x0B
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. A is subtracted from B.
5. Pushes the result, B-A, to the stack.

ActionMultiply
Multiply two numbers
(See class FActionMultiply in the Flash File Format SDK)

Field Type Comment
ActionMultiply UI8 Action = 0x0C
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. The numbers are multiplied.
5. Pushes the result, A*B, to the stack.
ActionDivide
Divide two numbers
(See class FActionDivide in the Flash File Format SDK)

Field Type Comment
ActionDivide UI8 Action = 0x0D
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. B is divided by A.
5. Pushes the result, B/A, to the stack.
6. If A is zero, the result is the string #ERROR#.


Numerical Comparison
ActionEquals
Tests two numbers for equality
(See class FActionEquals in the Flash File Format SDK)

Field Type Comment
ActionEquals UI8 Action = 0x0E
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. The numbers are compared for equality.
5. If the numbers are equal, a 1 (TRUE) is pushed to the stack.
6. Otherwise, a 0 is pushed to the stack.

ActionLess
Tests if a number is less than another number.
(See class FActionLess in the Flash File Format SDK)

Field Type Comment
ActionLess UI8 Action = 0x0F
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. If B < A, a 1 is pushed to the stack; otherwise, a 0 is pushed to the stack.


Logical Operators
ActionAnd
Performs a logical AND of two numbers.
(See class FActionAnd in the Flash File Format SDK)

Field Type Comment
ActionAnd UI8 Action = 0x10
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. If both numbers are nonzero, a 1 is pushed to the stack; otherwise, a 0 is pushed to the stack.


ActionOr
Performs a logical OR of two numbers.
(See class FActionOr in the Flash File Format SDK)

Field Type Comment
ActionOr UI8 Action = 0x11
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are converted to floating-point; non-numeric values evaluate to 0.
4. If either numbers is nonzero, a 1 is pushed to the stack; otherwise, a 0 is pushed to the stack.


ActionNot
Performs a logical NOT of a number.
(See class FActionNot in the Flash File Format SDK)

Field Type Comment
ActionNot UI8 Action = 0x12
1. Pops a value off the stack.
2. The value is converted to floating-point; non-numeric values evaluate to 0.
3. If the value is zero, a 1 is pushed on the stack.
4. If the value is nonzero, a 0 is pushed on the stack.


String Manipulation
ActionStringEquals
Tests two strings for equality
(See class FActionStringEquals in the Flash File Format SDK)

Field Type Comment
ActionStringEquals UI8 Action = 0x13
1. Pops value A off the stack.
2. Pops value B off the stack.
3. A and B are compared as strings. The comparison is case-sensitive.
4. If the strings are equal, a 1 (TRUE) is pushed to the stack.
5. Otherwise, a 0 is pushed to the stack.

ActionStringLength
Computes the length of a string.
(See class FActionStringLength in the Flash File Format SDK)

Field Type Comment
ActionStringLength UI8 Action = 0x14
1. Pops a string off the stack.
2. The length of the string is calculated and pushed to the stack.

ActionStringAdd
Concatenates two strings
(See class FActionStringAdd in the Flash File Format SDK)

Field Type Comment
ActionStringAdd UI8 Action = 0x21
1. Pops value A off the stack.
2. Pops value B off the stack.
3. The concatenation BA is pushed to the stack.
ActionStringExtract
Extracts a substring from a string
(See class FActionStringExtract in the Flash File Format SDK)

Field Type Comment
ActionStringExtract UI8 Action = 0x15
1. Pops number count off the stack.
2. Pops number index off the stack.
3. Pops string string off the stack.
4. The substring of string starting at the index’th character and count characters in length is pushed to the stack.
5. If either index or count do not evaluate to integers, the result is the empty string.

ActionStringLess
Test if a string is less than another string
(See class FActionStringLess in the Flash File Format SDK)

Field Type Comment
ActionStringLess UI8 Action = 0x29
1. Pops value A off the stack.
2. Pops value B off the stack.
3. If B < A using a byte-by-byte comparison, a 1 is pushed to the stack; otherwise, a 0 is pushed to the stack.

ActionMBStringLength
Computes the length of a string, multi-byte aware.
(See class FActionMBStringLength in the Flash File Format SDK)

Field Type Comment
ActionMBStringLength UI8 Action = 0x31
1. Pops a string off the stack.
2. The length of the string in characters is calculated and pushed to the stack.
3. This is a multi-byte aware version of ActionStringLength. On systems with double-byte support, a double-byte character is counted as a single character.

ActionMBStringExtract
Extracts a substring from a string, multi-byte aware
(See class FActionMBStringExtract in the Flash File Format SDK)

Field Type Comment
ActionMBStringExtract UI8 Action = 0x35
1. Pops number count off the stack.
2. Pops number index off the stack.
3. Pops string string off the stack.
4. The substring of string starting at the index’th character and count characters in length is pushed to the stack.
5. If either index or count do not evaluate to integers, the result is the empty string.
6. This is a multi-byte aware version of ActionStringExtract. index and count are treated as character indices, counting double-byte characters as single characters.

Type Conversion
ActionToInteger
Convert to integer
(See class FActionToInteger in the Flash File Format SDK)

Field Type Comment
ActionToInteger UI8 Action = 0x18
1. Pops a value off the stack.
2. The value is converted to a number.
3. Next, any digits after the decimal point are discarded, resulting in an integer.
4. The resulting integer is pushed to the stack.

ActionCharToAscii
Convert character code to ASCII
(See class FActionCharToAscii in the Flash File Format SDK)

Field Type Comment
ActionCharToAscii UI8 Action = 0x32
1. Pops value off the stack.
2. The first character of value is converted to a numeric ASCII character code.
3. The resulting character code is pushed to the stack.

ActionAsciiToChar
Convert ASCII to character code
(See class FActionAsciiToChar in the Flash File Format SDK)

Field Type Comment
ActionAsciiToChar UI8 Action = 0x33
1. Pops value off the stack.
2. The value is converted from a number to the corresponding ASCII character..
3. The resulting character is pushed to the stack.
ActionMBCharToAscii
Convert character code to ASCII, multi-byte aware
(See class FActionMBCharToAscii in the Flash File Format SDK)

Field Type Comment
ActionMBCharToAscii UI8 Action = 0x36
1. Pops value off the stack.
2. The first character of value is converted to a numeric character code. If the first character of value is a double-byte character, a 16-bit value is constructed with the first byte as the high order byte and the second byte as the low order byte.
3. The resulting character code is pushed to the stack.

ActionMBAsciiToChar
Convert ASCII to character code, multi-byte aware
(See class FActionMBAsciiToChar in the Flash File Format SDK)

Field Type Comment
ActionMBAsciiToChar UI8 Action = 0x37
1. Pops value off the stack.
2. The value is converted from a number to the corresponding character. If the character is a 16-bit value (>= 256), a double-byte character is constructed with the first byte containing the high-order byte, and the second byte containing the low-order byte.
3. The resulting character is pushed to the stack.

Control Flow
ActionJump
Unconditional branch
(See class FActionJump in the Flash File Format SDK)

Field Type Comment
ActionJump UI8 Action = 0x99
BranchOffset I16
1. BranchOffset bytes are added to the instruction pointer in the execution stream.
2. The offsets is a signed quantity, enabling branches from –32,768 bytes to 32,767 bytes.
3. An offset of 0 points to the action directly after the ActionJump action.

ActionIf
Conditional Test and Branch
(See class FActionIf in the Flash File Format SDK)

Field Type Comment
ActionIf UI8 Action = 0x9A
BranchOffset I16
1. Pops Condition, a number, off the stack.
2. Tests if Condition is nonzero: If Condition is nonzero, BranchOffset bytes are added to the instruction pointer in the execution stream.
3. The offset is a signed quantity, enabling branches from –32768 bytes to 32767 bytes. An offset of 0 points to the action directly after the ActionIf action.

ActionCall
Call a subroutine
(See class FActionCall in the Flash File Format SDK)

Field Type Comment
ActionCall UI8 Action = 0x9E
1. Pops a value off the stack.
2. This value should be either a string matching a frame label, or a number indicating a frame number.
3. The value may be prefixed by a target string identifying the movie clip that contains the frame being called.
4. If the frame is successfully located, the actions in the target frame are executed. After the actions in the target frame are executed, execution resumes at the instruction after the ActionCall instruction.
5. If the frame cannot be found, nothing happens.
6. NOTE: This action's tag (0x9E) has the high bit set, which will waste a few bytes in SWF file size. This is a bug.

Variables
ActionGetVariable
Gets a variable’s value
(See class FActionGetVariable in the Flash File Format SDK)

Field Type Comment
ActionGetVariable UI8 Action = 0x1C
1. Pops name off the stack, which is a string naming the variable to get.
2. Pushes the value of the variable to the stack.

A variable in another execution context may be referenced by prefixing the variable name with the target path and a colon. For example: /A/B:FOO references variable FOO in movie clip with target path /A/B.

ActionSetVariable
Sets a variable
(See class FActionSetVariable in the Flash File Format SDK)
Field Type Comment
ActionSetVariable UI8 Action = 0x1D
1. Pops value off the stack.
2. Pops name off the stack, which is a string naming the variable to set.
3. Sets the variable name in the current execution context to value.

A variable in another execution context may be referenced by prefixing the variable name with the target path and a colon. For example: /A/B:FOO references variable FOO in movie clip with target path /A/B.

Movie Control
ActionGetURL2
Get URL, stack-based
(See class FActionGetURL2 in the Flash File Format SDK)

Field Type Comment
ActionGetURL2 UI8 Action = 0x9A
Method UI8 0 = None
1 = GET
2 = POST
1. Pops window off the stack. window specifies the target window, which may be an empty string to indicate the current window.
2. Pops url off the stack. url which specifies the URL to be retrieved.
3. Method specifies the method to use for the HTTP request.
o A value of 0 indicates that this is not a form request, so the movie clip’s variables should not be encoded and submitted.
o A value of 1 specifies a HTTP GET request.
o A value of 2 specifies a HTTP POST request.
o If method is 1 (GET) or 2 (POST), the variables in the current movie clip are submitted to the URL using the standard x-www-urlencoded encoding and the HTTP request method specified by method.

ActionGotoFrame2
Go to frame, stack-based.
(See class FActionGotoFrame2 in the Flash File Format SDK)

Field Type Comment
ActionGotoFrame2 UI8 Action = 0x9F
Play UB[1]
1. Pops frame off the stack.
2. If frame is a number, the next frame of the movie to be displayed will be the frame’th frame in the current movie clip.
3. If frame is a string, frame is treated as a frame label. If the specified label exists in the current movie clip, the labeled frame will become the current frame. Otherwise, the action is ignored.
4. Either a frame or a number may be prefixed by a target path, e.g. /MovieClip:3 or /MovieClip:FrameLabel
5. If the Play flag is set, the action goes to the specified frame and begins playing the enclosing movie clip. Otherwise, the action goes to the specified frame and stops.

ActionSetTarget2
Set current context, stack-based
(See class FActionSetTarget2 in the Flash File Format SDK)

Field Type Comment
ActionSetTarget2 UI8 Action = 0x20
1. Pops target off the stack and makes it the current active context.
2. This action behaves exactly like the original ActionSetTarget from Flash 3, but is stack-based to enable the target path to be the result of expression evaluation.

ActionGetProperty
Gets a movie property
(See class FActionGetProperty in the Flash File Format SDK)

Field Type Comment
ActionGetProperty UI8 Action = 0x22
1. Pops index off the stack.
2. Pops target off the stack.
3. Retrieves the value of the property enumerated as index from the movie clip with target path target and pushes the value to the stack.

The Property index values are as follows:

Property Value
_X 0
_Y 1
_xscale 2
_yscale 3
_currentframe 4
_totalframes 5
_alpha 6
_visible 7
_width 8
_height 9
_rotation 10
_target 11
_framesloaded 12
_name 13
_droptarget 14
_url 15
_highquality 16
_focusrect 17
_soundbuftime 18

ActionSetProperty
Sets a movie property
(See class FActionSetProperty in the Flash File Format SDK)

Field Type Comment
ActionSetProperty UI8 Action = 0x23
1. Pops value off the stack.
2. Pops index off the stack.
3. Pops target off the stack.
4. Sets the property enumerated as index in the movie clip with target path target to the value value.

ActionCloneSprite
Clones a sprite
(See class FActionCloneSprite in the Flash File Format SDK)

Field Type Comment
ActionCloneSprite UI8 Action = 0x24
1. Pops depth off the stack.
2. Pops target off the stack.
3. Pops source off the stack.
4. Duplicates movie clip source, giving the new instance the name target, at z-order depth depth.

ActionRemoveSprite
Removes a clone sprite
(See class FActionRemoveSprite in the Flash File Format SDK)

Field Type Comment
ActionRemoveSprite UI8 Action = 0x25
1. Pops target off the stack.
2. Removes the clone movie clip identified by target path target.

ActionStartDrag
Starts dragging a movie clip
(See class FActionStartDrag in the Flash File Format SDK)

Field Type Comment
ActionStartDrag UI8 Action = 0x27
1. Pops target off the stack. target identifies the movie clip to be dragged.
2. Pops lockcenter off the stack. If lockcenter evaluates to a nonzero value, the center of the dragged movie clip is locked to the mouse position. Otherwise, the movie clip moves relatively to the mouse position when the drag started.
3. Pops constrain off the stack.
4. If constrain evaluates to a nonzero value:
1. Pops y2 off the stack.
2. Pops x2 off the stack.
3. Pops y1 off the stack.
4. Pops x1 off the stack.

ActionEndDrag
Ends drag operation
(See class FActionEndDrag in the Flash File Format SDK)

Field Type Comment
ActionEndDrag UI8 Action = 0x28
1. Ends the drag operation in progress, if any.

ActionWaitForFrame2
Wait for a frame to be loaded, stack-based
(See class FActionWaitForFrame2 in the Flash File Format SDK)

Field Type Comment
ActionWaitForFrame2 UI8 Action = 0x8D
SkipCount UI8
1. Pops frame off the stack.
2. If the frame identified by frame has been loaded, SkipCount actions following the current one are skipped.
3. frame is evaluated in the same way as the Goto Frame 2 action.


Utilities
ActionTrace
Sends debugging output string
(See class FActionTrace in the Flash File Format SDK)

Field Type Comment
ActionTrace UI8 Action = 0x26
1. Pops value off the stack.
2. In the Test Movie mode of the Flash editor, appends value to the output window if the debugging level is not set to None.
3. In the Player, nothing happens.

ActionGetTime
Reports milliseconds since player started
(See class FActionGetTime in the Flash File Format SDK)

Field Type Comment
ActionGetTime UI8 Action = 0x34
1. Calculates the number of milliseconds since the Player was started (an integer).
2. This number is pushed to the stack.

ActionRandomNumber
Calculates a random number
(See class FActionRandomNumber in the Flash File Format SDK)

Field Type Comment
ActionGetTime UI8 Action = 0x30
1. Pops maximum off the stack.
2. Calculates a random number, an integer in the range 0 ... (maximum-1)
3. This random number is pushed to the stack.

Bob Hartzell
02-08-2001, 10:43 AM
Thanks, Johnie. I will see how easy it is to integrate. I will be back with questions.

Bob Hartzell
02-08-2001, 01:57 PM
It will be very helpful if you can send me a swf with an actionscript involving if/else and a screen capture or simple .txt file copied from the flash authoring screen of the actionscript. I will then be able to determine how difficult it is to get from user entered actionscript code in an edit box to what swf wants.

johnie
02-08-2001, 02:16 PM
I can arrange that.

I'll whip one up and get it to you later tonight.

johnie
02-08-2001, 09:02 PM
OK, I tried to whip it up and found that the Flash 5 Trial had run out. Thats okay becuase I found a Flash 4 Trial download (and this link is worth gold boys and girls as Flash 4 is one hard download to find where as Flash 5 trial can be found at MM and Flash 2-3 trial and Future Splash Animator trial can be had off of zd net) here is one of those rare Flash 4 trial links:

http://www.geeksworld.de/html/downloads/pc/grafik/animation/download_flash.html



So I will try to get that SWF to you ASAP.

johnie
02-09-2001, 01:26 PM
I sent the SWF, a screnshot, the FLA, and the HTML to you in a zip. If you didn't get them I will resend.

Bob Hartzell
02-09-2001, 01:27 PM
I updated the beta -- same location http://www.koolmoves.com/kmbeta185.exe -- with the following changes:

1. Added Javascript action
2. Made minor change to FSCommand action
3. Added capability to use 8 bit wav files
4. Added capability to import an image for over or down button state using Import Image Graphic
5. Fixed a bug in which changing hit area affected all buttons in the frame
6. Added a resizable frames dialog
7. Added hot keys for frame sounds/actions and group/ungroup

I will probably release it for public download Monday.

ShaunLeahy
02-09-2001, 03:01 PM
The link is

http://www.koolmoves.com/km185beta.exe

Bob Hartzell
02-09-2001, 03:58 PM
Thanks.