Projects tagged ‘actionscript3’ and ‘as2’


[9 total ]

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Action Script(2, 3) & PHP5 code frameworks
Created 7 months ago.

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With as2-to-as3 you can use actionscript 3 like actionscript 2.
Created 3 months ago.

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Stimulant is a library of algorithms, data structures, and utilities that are often needed but not found in AS 2 and 3. Make upgrading from AS2 to 3 much easier. We do this by writing all of our ... [More] classes against interfaces, allowing us to change our class internals for a specific language while maintaining a common API. This is standard library stuff. The code in our repository's trunk is mostly stable, but please be aware that it is not an official release - use it with care. We benchmark all of our code. [Less]
Created about 1 month ago.

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The goal of this project is: Develop a common multiplayer API that all flash game developers can use. Develop an emulator for testing games using the API. We currently only target flash games in ... [More] actionscript2 (AS2) or actionscript3 (AS3), for flash version 8 or above. [Less]
Created about 1 year ago.

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Flash Ad Manager enables Flash Platform developers to manage ads in their projects remotely via XML. This project lets developers remotely switch between several embedded ads or alternatively serve ... [More] custom ads from their own private server. Ads appear during the 'preloading' stage of an application. Flash Ad Manager consists of two core parts, the AdManager class and an XML configuration file. Flash Ad Manager works by 'calling home' to retrieve an XML file which is parsed to determine which ad type should be invoked. Ad types are defined simply as being custom or embedded. A custom ad is either a user created SWF or image which gets downloaded and displayed by the AdManager. An embedded ad can be anything embedded at compile time such as a custom graphic or animation to an alternate ad API such as MochiAds or GameJacket. Flash Ad Manager may be best thought of as a system for 'self serving' ads without relying on a third party API like MochiAds. The downloading and display of a custom graphic makes up the bulk of the code behind AdManager. A primary design goal has been to encapsulate as much of the inner working behind a simple to use API. XMLThis example shows the structure of the configuration XML which AdManager attempts to download from a server of your choosing. By editing this file a user may remotely change which ad type should be instantiated by changing use_ad_type to either CUSTOM or EMBEDDED. ad-disabled-domain1.com ad-disabled-domain2.com CUSTOM http://www.mysite.com/MyCustomAd.swf http://www.mysite.com/ 5 MochiAds AdManagerThe following is an example of a document class which instantiates the AdManager class, passing the URL of the configuration XML. package { import flash.display.MovieClip; import com.ahrooga.flash_ad_manager.AdManager; /** * This is a sample document class which attempts to explain the various methods of the AdManager class. */ public class Main extends MovieClip { private var adManager:AdManager; public function Main() { /* placeHolder is simply a DisplayObject which will be displayed until an ad type is resolved OR for the duration of the application's * preloading if the configuration XML is inaccessible. It can be any type of DisplayObject exported in Frame 1. In this example the class, * PlaceHolder, is a library asset in Example.fla. Placeholders can be positioned with their x & y properties relative to the stage. * In this example our placeholder is centered relative to the stage.*/ var placeHolder:MovieClip = new PlaceHolder(); placeHolder.x = (stage.stageWidth - placeHolder.width) * 0.5; placeHolder.y = (stage.stageHeight - placeHolder.height) * 0.5; /* Here we instantiate the AdManager class passing 3 parameters. A reference to a function, startApp, which will initialize the rest * of the application after the application has finished downloading. A place holder display object (defined above) and a URL pointing * to our XML file.*/ adManager = new AdManager(startApp, placeHolder, "http://www.mysite.com/AdManagerConfig.xml"); /* Optionally we can hard-code an ad disabled domain using addDisabledDomain. If AdManager detects the domain which the application * is currently loaded from matches a domain added using this method ads will not be loaded. Instead the place holder display object will * remain visible for the duration of the preloader. Domain should include sub-domains including www.*/ adManager.addDisabledDomain("www.kongregate.com"); /* We can also customize the color of the preloader used by AdManager. The preloader always appears at the bottom of the application. */ adManager.preloaderBarColor = 0xFF2F00; adManager.preloaderBaseColor = 0x000000; /* Use registerEmbeddedAd to match an ad name to an ad init method. The ad name string must match the ad_name element * defined in the loaded XML. AdManager will call the passed function if the XML calls for an embedded ad with a matching name. */ adManager.registerEmbeddedAd("MochiAds", initMochiAds); adManager.registerEmbeddedAd("GameJacket", initGameJacket); /* Finally, the AdManger instance MUST be added to the stage. AdManager will not initialize otherwise. All opitions must be set BEFORE * adManager is added to the stage.*/ addChild(adManager); } private function initMochiAds():void { trace("init MochiAds!"); } private function initGameJacket():void { trace("init GameJacket!"); } private function startApp():void { removeChild(adManager); adManager = null; trace("startApp"); /* Game/Application initialize code goes here. All ad API's should be configured to fire this method when finished. * * This is the application's main startup method which should initialize the rest of the program. */ } } } [Less]
Created 4 months ago.

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as classes for fast web development
Created 12 months ago.

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SWX is the native data format for Flash. Data is stored as SWF bytecode (you can't get more native than that on the Flash Platform) that is interpreted by the Flash Player. The SWX format is a subset ... [More] of the SWF format (just like JSON is a subset of JavaScript). With ActionScript 3 support, SWX provides you with custom events which are dispatched when your data is received, and it is available for use immediately. Using ActionScript 2, you can loadMovie() SWX data files and they are ready to use the moment they are loaded. When using either language you don't need to deserialize or massage the data in any way before using it as it is stored in native Flash objects. For questions, please see the project wiki, submit an issue, or join the discussion and support list at http://groups.google.com/group/swx-format. [Less]
Created 12 months ago.

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SimpleAS3 offers a fresh approach to Flash scripting that helps regular users create interactive experiences with less code than standard AS3. Typical daily tasks are easier when the compiler is not ... [More] as strict, and you can do your job without constantly searching for the meaning of a million obscure errors. One of the best parts is that SimpleAS3 code works right in the Adobe Flash authoring tool. Your regular daily workflow won't change much at all. You can still create your SWF by pressing Ctrl-Enter, and you can still put your code on the timeline. http://www.simpleas3.com/ Please visit the FuturePlans page to leave comments and answer some questions about how you'd like to see SimpleAS3 improve in the future. [Less]
Created 12 months ago.

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这里将会收集市面上见到的所有,有关于as3的开源代码
Created 2 months ago.