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Popping SWF Button


Hello everyone! I'm a new member here, and I'm new to Flash as well. I've been working with smaller flash elements for about a year now, with no education whatsoever in web/graphic design other than tinkering. I figured I'd tackle some ActionScript to see what I can come up with, but clearly I've discovered I'm no programmer

Anywho, I have some questions about how I've set up my current site. It's just a rough outline, and the site is still in progress. But at any rate, I'm wondering how I can code it so the JB Design logo doesn't pop every time it's rolled over. I want the swf to just work inside the movie, with the sheen changing each time it's rolled over. Currently the AS for the particular button/swf in question is set on its own level, and a button set on the movie part to activate it. The rest of the swfs called should be constantly active. Take a look:

http://www.jbrobst.com/

Here are screen shots of the setup I'm using. I'm using AS 2.0 with CS3. Any help is immensely appreciated (and be gentle, I'm a noob ). Thanks!




KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 07-07-2008, 01:23 PM


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Popping
Hi...

I`ve done a fair bit of animation before... but this is the first time I`ve tried to make a web page....

Well so far most of the project has gone smoothly, except for the part where I made a button and it supposed to bring up a popup window with a picture inside it.....

I tried to use one of the tutorial, but I did not quite understand:
__________________________________________________ ________
http://www.flashkit.com/tutorials/Dy...-748/more2.php
__________________________________________________ _______

The Author writes:

__________________________________________________ _________
on (release) {
getURL ("javascript:NewWindow=window.open('ShowPopup.php' ,'newWin','width=400,height=300,left=0,top=0,
toolbar=No,location=No,scrollbars=No,status=No,res izable=No,fullscreen=No'); NewWindow.focus();
void(0);");
}
__________________________________________________ __________

Ok... I copied and pasted the text and the popup came up.... but how do I place my picture inside it (model.jpg)?

I would guess it should go where the "ShowPopup.php" is... But how do I convert a .jpg file to a php file...._?
Or more logically, how do I put a .jpg file inside a .php file_?

"Everything is damn simple when you know how to do it"

Regards
Gerrypig

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http://www.geocities.com/vegasdzl/

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Any idea how I can avoid this?

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here is the code:
main class

ActionScript Code:
package{ import flash.display.*; import flash.events.*; public class main extends MovieClip{ private var myBubble:Bubble; public function main(){ for(var i:int = 0; i < 15; i++){ myBubble = new Bubble(this); addChild(myBubble); } } } }


bubble class

ActionScript Code:
package { import flash.display.*; import flash.events.*; public class Bubble extends Sprite { var angle:Number; var randomSpeed:Number; var theParent:Object; public function Bubble(theParent) { theParent = theParent; angle = Math.random() * 140 - 200; randomSpeed = Math.random() * 10; this.x = theParent.stage.stageWidth/2.5; this.y = theParent.stage.stageHeight-150; this.scaleX = this.scaleY = Math.random(); addEventListener(Event.ENTER_FRAME,floatUp); } public function floatUp(evt:Event) { var radian:Number = angle * Math.PI/400; var vx:Number = Math.ceil(radian) * randomSpeed; var vy:Number = Math.sin(radian) * randomSpeed; this.x += vx; this.y += vy; } }}


pin class

ActionScript Code:
package{ import flash.display.*; import flash.events.*; public class Pin extends MovieClip{ var mypin = new Pin(); public function addPin(evt:Event){ addEventListener(MouseEvent.MOUSE_DOWN,addPin); addChild(mypin); mypin.x = mouseX; mypin.y = mouseY; mypin.startDrag(true); } public function floatUp(evt:Event) { evt.target.y -= evt.target.theParent; if (evt.target.hitTestPoint(mypin.x - mypin.width / 2, mypin.y, true)) { evt.target.removeEventListener(Event.ENTER_FRAME,floatUp); evt.target.theParent.removeChild(evt.target); } } }}

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http://www.superhere.net/
I'm not talking about making exact same windows, but about the idea itself... I tried to look in the tutorials section, but didn't find anything. Can anybody please help me out here? How do I do that??
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I am having a problem trying to successfully pop a window from within Flash. I am using the follwing code to do this.

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The problem I am having is that the window opens with no problem but the page that has the Flash embedded in it changes to display a page that just says [object]
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The URL here has been changed because the real URL is on a development site. The real URL is an .ASP page that is expecting parameters that get passed to Flash in the new page via FlashVars

I know that if I was to do this from a regular HTML document using just javascript I would need to assign the window.open to a variable as in
windowOpener = window.open() etc.
How do I assign it to a variable in Flash?

I have looked in different books and online and it looks like all I need to do is what I have been doing. But this does not work.

Any ideas?

I am using Flash MX

Thanks,

Colin

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I recently saw an FLA that used Javascript in the getURL command, as follows:
getURL("_javascript:window.open('page.html','name' ,'width=650,height=400,toolbar=no,scrollbars=no,re sizable=yes,menubar=no'); void(0);");

Does this latter technique work cross-browser and cross-platform?

Any advice on the best way to this would be appreciated.

Thx.

- Brian

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Your guidance is appreciated!

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i have tried all sorts of settings with no results. i can't get the music to play without popping. what setting should i be using to remedy this problem. it's unacceptable to send a SWF to a possible client/job with a bunch of popping in the sounds.

thanks
kurt

i have tried both mp3 and wav formats

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hi
i was lookin at an earlier thread by 'dna' and they produced a game where you click bubbles onto the screen then by pressing the spacebar your cursor becomes a pin and pops the bubbles.
i was wondering if anyone knew how to make the bubbles float up themselves from a particular poisition (say at a specific point along the x-axis).
Problem is i prefer to do it as an external .as file.
could anyone help me???

this is their code:

stage.addEventListener(MouseEvent.MOUSE_DOWN, addBubble);
var pin:mcpin = new mcpin();

function addBubble(event:MouseEvent):void
{
var newBubble:mcBubble = new mcBubble();
newBubble.x = mouseX;
newBubble.y = mouseY;
newBubble.scaleX = newBubble.scaleY = Math.random();
//add a custom property (floatFactor) to newBubble:
newBubble.floatFactor = Math.floor(Math.random() * 2 + 1);
newBubble.addEventListener(Event.ENTER_FRAME, floatAndTestForHit);
addChild(newBubble);
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, addPin);

function addPin(event:KeyboardEvent):void
{
//disallow adding any more bubbles and pins once a key is pressed:
stage.removeEventListener(MouseEvent.MOUSE_DOWN, addBubble);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, addPin);
//add the pin to the stage and move it to the mouse coordinates:
addChild(pin);
pin.x = mouseX;
pin.y = mouseY;
pin.startDrag(true);
}

function floatAndTestForHit(event:Event):void
{
//float:
event.target.y -= event.target.floatFactor;
//test for hit with pin:
if(event.target.hitTestPoint(pin.x - pin.width / 2, pin.y, true))
{
event.target.removeEventListener(Event.ENTER_FRAME , floatAndTestForHit);
event.target.parent.removeChild(event.target);
}
}

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anyone have any suggestions on how this might be worked around?

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Here is my code, thanks:

var iconArray:Array = new Array();
var ball:Ball;
var icon_count:int = 0;

add_btn.addEventListener(MouseEvent.CLICK,startAdd );
sub_btn.addEventListener(MouseEvent.CLICK,stopAdd) ;

function startAdd(evt:MouseEvent){


addBall(1);

}

function stopAdd(evt:MouseEvent){
subBall(1);
}

function subBall(num_ball:int){
add_btn.removeEventListener(MouseEvent.CLICK,start Add);

for(var i:int = 0; i < num_ball; i++){
iconArray.pop()
removeChild(ball);
trace(iconArray);
}

}

function addBall(num_ball:int){

for(var i:int = 0; i < num_ball; i++){
ball = new Ball();
iconArray.push(ball);
trace(iconArray);
addChild(ball);
ball.x = icon_count * 100;
ball.y = 100;
icon_count++;
}


}

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First off thanks for all the help. I am truly inspired by this forum. This is a great place for learning. I have read through many posts and have learned a great deal from other peoples posts and questions, so thanks again.

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}

on (release) {
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here is my new site:
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I'm thinking of doing it like this. In the main stage have a scene with a main question in. That scene loads a generic "clock" clip that counts down and redirects you to a "time's up" scene when it runs out.

In the "clock" clip I want to randomly load from a set of movie clips one secondary question clip that appears in front of what they're working on. I want that question clip to appear with the following conditions:

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G

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ball3._x += (ball4._x - ball3._x)/30;
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ActionScript Code:
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//This is designed to support Macintosh, Windows, Linux, PocketPC versions of the Macromedia Flash player.
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////////////USER SETTINGS////////////
//These variables can be set on the object & embed tags In the HTML that hosts this Flash movie.
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//-------------------
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//--------------------
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MACLatestMinorRevision = 0;
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WINLatestMajorRevision = 0;
WINLatestMinorRevision = 0;
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WINCELatestMajorRevision = 0;
WINCELatestMinorRevision = 80;
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playerOS_str = "";
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i++;
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        contentMinorRevision = Number(eval(playerOS_str add "LatestMinorRevision"));
}
//go ahead with checking the player against the content rather than latest version
if (allowFlashAutoInstall eq "true" && playerOS_str eq "WIN") {
        //if we want to autoInstall on Windows go right to the content.
        //getURL(flashContentURL, "_blank");
} else if (playerVersion<contentVersion) {
        getURL(altContentURL, "_blank");
} else if (playerVersion>contentVersion) {
        //getURL(flashContentURL, "_blank");
} else if ((playerVersion eq contentVersion) && (playerMajorRevision<contentMajorRevision)) {
        getURL(altContentURL, "_blank");
} else if ((playerVersion eq contentVersion) && (playerMajorRevision eq contentMajorRevision) && (playerMinorRevision< contentMinorRevision)) {
        getURL(altContentURL, "_blank");
} else if ((playerVersion eq contentVersion) && (playerMajorRevision eq contentMajorRevision) && (playerMinorRevision >= contentMinorRevision)) {
        //getURL(flashContentURL, "_blank");
}
// This is the failsafe for when all the above is not understood by player version 3 or below.
// This must be the last operation in the detection scheme so do not move it up in the sequence
flash3test = 1;
if (flash3test<>1) {
        //This getURL will be called only in Flash versions < 4.0. Please edit the URL as you wish.
        //Because of backward compatibility requirement, this address cannot be set with a variable.
        getURL("upgrade_flash/upgrade_flash.html", "_blank");
}


Sandman9

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Hi
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Upon onRelease of each thumbnail a pop up larger-view movie clip appears to display the respective larger image. The viewer movie clip appears fine and in the correct position. The problem is the larger image does not get loaded into the holder clip within the viewer. Output is telling me that the value that I'm pulling from the XML file is undefined.

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Code:
class Photos extends MovieClip {
//
public var a:Number;
public var i:Number;
//
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_root.detail.photoSec.photosHolder["img"+a].img._alpha = 100;
}
//
//
//
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//
//
//
}
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}
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/*_root.detail.photoSec.photosHolder["img"+_root.locNum].onRelease=function():Void {
_root.detail.largeViewerHolder.removeMovieClip();
_root.detail.createEmptyMovieClip("largeViewerHolder", _root.detail.getNextHighestDepth());
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_root.detail.largeViewerHolder["largeViewer"+i].img._x = _root.detail.largeViewerHolder["largeViewer"+i]._x + (_root.detail.largeViewerHolder._width - _root.detail.largeViewerHolder["largeViewer"+i].pic._width)*.5;
_root.detail.largeViewerHolder["largeViewer"+i].img._y = _root.detail.largeViewerHolder["largeViewer"+i]._y + (_root.detail.largeViewerHolder._height - _root.detail.largeViewerHolder["largeViewer"+i].pic._height)*.5;
}*/
for (i=0;i<_root.photosArray.length;i++) {
_root.detail.photoSec.photosHolder["img"+i].onRelease=function():Void {
_root.detail.largeViewerHolder.removeMovieClip();
_root.detail.createEmptyMovieClip("largeViewerHolder", _root.detail.getNextHighestDepth());
_root.detail.largeViewerHolder.attachMovie("largeViewer", "largeViewer"+i, _root.detail.largeViewerHolder.getNextHighestDepth(), {_x: 251.1, _y:-27.9});
_root.detail.largeViewerHolder["largeViewer"+i].createEmptyMovieClip("img", _root.detail.largeViewerHolder["largeViewer"+i].getNextHighestDepth());
_root.detail.largeViewerHolder["largeViewer"+i].img.loadMovie("images/md_"+_root.photoXML.childNodes[0].childNodes[i].attributes.filename+".jpg", i);
_root.detail.largeViewerHolder["largeViewer"+i].img._x = _root.detail.largeViewerHolder["largeViewer"+i]._x + (_root.detail.largeViewerHolder._width - _root.detail.largeViewerHolder["largeViewer"+i].pic._width)*.5;
_root.detail.largeViewerHolder["largeViewer"+i].img._y = _root.detail.largeViewerHolder["largeViewer"+i]._y + (_root.detail.largeViewerHolder._height - _root.detail.largeViewerHolder["largeViewer"+i].pic._height)*.5;
}
}
}
}


I appreciate any insight into this conundrum.

ETA: photoFile is the culprit of 'undefined'

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