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fl.controls.TextArea and fl.core.UIComponent are Adobe classes that are not available for KoolMoves if I'm correct.
As far as I can see, textarea is only used for output so you could probably use a...
It's probably the variable scope.
If you define a variable inside a function, it is local to that function. Outside of the function it's not visible.
I looked at things more closer and it turns out the possibilities are rather limited.
When it comes to Apple devices, this document states what's possible...
There's the string functions charAt(index) and charCodeAt(index) you could use to access each character.
If you want 800 images played at 30fps, it would be better to use a video file instead.
What you are asking for is not that easy.
You can use link events inside a dynamic textfield. That way a link event is dispatched when you click the link but it doesn't work for hovering.
You will have to monitor the loading of the image and scale it once it has been initialized. Width and height properties of the image are not ready before that.
It might be possible using the AIR SDK (or Flex SDK).
The Air Developer Tool (ADT) included in the SDK should be able to package into an iOS or Android app.
Using the AssetManager, you can do it like this.
// import the required classes
// add a loader object to the stage
var myLoader:Loader = new Loader();...
This forum has a search option. The subject has come up before.
A Loader object can load swf movies. AltLoader was developed to load text files.
An instance if the Loader class is a visual object that should be added to the display list.
So what you should do...
For documentation on classes, the AS3 language reference is a good place
KoolMoves itself has a class...
Glad that you got it to work.
When using AS3, you use the Loader class to load a swf.
It has a property contentLoaderInfo that refers to an object containing information about load progress.
You could try the MovieClipLoader class.
Using that class you can assign an onLoadComplete function that is executed when the load has finished.
The problem with a lot of code you will find on the...
Maybe you could look at the code from the preloader Remus created.
There's one on his website in the KoolMoves / AS1 section
You have to put the loading code in frame 1 and make frame 2 have no script.
That way you are doing it now, it keeps returning to the point where it starts loading.
A preloader is a small piece of code running in the first frames of a movie that stays there until the load is completed and continues with the rest of the movie when everything is loaded.
That server should be fast enough to stream flv movies.
If a connection is not fast enough, downloading 20 MB will take a long time and most of the viewers will be gone before it even has finished...
Preloading flv files or embedding that much images is not a great choice.
Maybe you can decrease the resolution of the flv files so they require less bandwidth.
A preloader is for the main swf itself. If you have a main swf that is very large, it shows the preloader until the loading of the main movie is finished.
flv movies are supposed to stream. It's not...
To access local files, you need the load and save methods from the FileReference class.
Try assigning to
SoundTransform with the upper case 'S' is the class.
With the 'new' keyword you create a new instance of the class that is assigned to the soundTransform property of the mediaplayer component.
soundTransform is a mediaplayer property.
If you want a volume of 60%, you can simply do it like this
mediaplayer1.soundTransform = new SoundTransform(.6);
You can embed a font using the symbol library.
If you have embedded the verdana font and your mediaplayer is named mediaplayer1, the code you need should like this
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