Friday 30 November 2012

Dynamic input box using custom font using action script 3.0


var myFont:Font = new Font1();

var myFormat:TextFormat = new TextFormat();
myFormat.font = myFont.fontName;
myFormat.size = 2;

testfont.defaultTextFormat = myFormat;




if you want to add some more parameters to code
(just for reference)

 
/*var myTextField:TextField = new TextField();
myTextField.autoSize = TextFieldAutoSize.LEFT;
myTextField.defaultTextFormat = myFormat;
myTextField.embedFonts = true;
myTextField.text = "The quick brown fox jumped over the lazy dog.";
addChild(myTextField);*/
//testfont.autoSize = TextFieldAutoSize.LEFT;










Output :-


How to import external font into a flash library



Go to Library ==>  right click and select New Font


Select Font name and click OK. as like as below screenshots.
 







Wednesday 28 November 2012

How to bounce a ball using arrow keys


//These variables will note which keys are down
//We don't need the up or down key just yet
//but we will later
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 7;
//whether or not the main guy is jumping
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 15;
//the current speed of the jump;
var jumpSpeed:Number = 0;

//adding a listener to mcMain which will make it move
//based on the key strokes that are down
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void{
    //if certain keys are down then move the character
    if(leftKeyDown){
        mcMain.x -= mainSpeed;
    }
    if(rightKeyDown){
        mcMain.x += mainSpeed;
    }
    if(upKeyDown || mainJumping){
        mainJump();
    }
}

//listening for the keystrokes
//this listener will listen for down keystrokes
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
function checkKeysDown(event:KeyboardEvent):void{
    //making the booleans true based on the keycode
    //WASD Keys or arrow keys
    if(event.keyCode == 37 || event.keyCode == 65){
        leftKeyDown = true;
    }
    if(event.keyCode == 38 || event.keyCode == 87){
        upKeyDown = true;
    }
    if(event.keyCode == 39 || event.keyCode == 68){
        rightKeyDown = true;
    }
    if(event.keyCode == 40 || event.keyCode == 83){
        downKeyDown = true;
    }
}
//this listener will listen for keys being released
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
function checkKeysUp(event:KeyboardEvent):void{
    //making the booleans false based on the keycode
    if(event.keyCode == 37 || event.keyCode == 65){
        leftKeyDown = false;
    }
    if(event.keyCode == 38 || event.keyCode == 87){
        upKeyDown = false;
    }
    if(event.keyCode == 39 || event.keyCode == 68){
        rightKeyDown = false;
    }
    if(event.keyCode == 40 || event.keyCode == 83){
        downKeyDown = false;
    }
}

//jumping function
function mainJump():void{
    //if main isn't already jumping
    if(!mainJumping){
        //then start jumping
        mainJumping = true;
        jumpSpeed = jumpSpeedLimit*-1;
        mcMain.y += jumpSpeed;
    } else {
        //then continue jumping if already in the air
        //crazy math that I won't explain
        if(jumpSpeed < 0){
            jumpSpeed *= 1 - jumpSpeedLimit/75;
            if(jumpSpeed > -jumpSpeedLimit/5){
                jumpSpeed *= -1;
            }
        }
        if(jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit){
            jumpSpeed *= 1 + jumpSpeedLimit/50;
        }
        mcMain.y += jumpSpeed;
        //if main hits the floor, then stop jumping
        //of course, we'll change this once we create the level
        if(mcMain.y >= stage.stageHeight - mcMain.height){
            mainJumping = false;
            mcMain.y = stage.stageHeight - mcMain.height;
        }
    }
}





  • Create a movie clip with name of ‘mcMain’ (use at above code)
  • Copy and paste code at action panel.
  • Press Ctrl+Enter to check output.

How to Bouncing or falling a ball in action script 3.0



var ball:Sprite = new Sprite();
ball.graphics.beginFill(0);
ball.graphics.drawCircle(0, 0, 10);
ball.x = 275;
ball.y = 390;
addChild(ball);

var xPos:Number = ball.x;
var yPos:Number = ball.y;
var xVel:Number = (Math.random() * 10) - 5;
var yVel:Number = (Math.random() * -10) - 10;
var grav:Number = 1;

addEventListener(Event.ENTER_FRAME, onLoop, false, 0, true);
function onLoop(evt:Event):void
{
    yVel +=  grav;
    xPos +=  xVel;
    yPos +=  yVel;

    if (yPos > 390)
    {
        yPos = 390;
        yVel *=  -.7;
        xVel *=  .7;
    }

    ball.x = xPos;
    ball.y = yPos;
}

How to move Clouds in action script 3.0



var value:Number = 0.0;

addEventListener( Event.ENTER_FRAME, onEnterFrame );

function onEnterFrame( e:Event ):void
{
                cloud.y = 40 + ( Math.sin( value ) * 4 );
                value +=  0.1;
}



  • Create a movie clip named as ‘cloud’.

  •  Copy and paste above code on your actionscript panel.

  • Press Ctrl+Enter and check cloud movement in output panel