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Zeke Sikelianos

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Single-Line commenting in Actionscript with Textmate

- open the bundle editor and select the Actionscript bundle
- use the add button to make a new preference item, give it a scope of source.actionscript
- name it whatever
- paste in the following:

{   shellVariables = (
        {   name = 'TM_COMMENT_START';
            value = '// ';
        },
    );
}


- that's it! got these instructions on IRC from Infininight: http://pastie.textmate.org/private/clmfldbv2sexjcd7u6qjw

AS3 FlashVars equivalent: LoaderInfo

// Add this to your package..
import flash.text.*;

// And throw this in wherever..
var t:TextField = new TextField();
t.autoSize = TextFieldAutoSize.LEFT;
t.border = true;
addChild(t);

t.appendText("params:" + "\n");
try {
var key:String;
var val:String;
var flashvars:Object = LoaderInfo(this.root.loaderInfo).parameters;
for (key in flashvars) {
val = String(flashvars[key]);
t.appendText("\t" + key + ":\t" + val + "\n");
}
} catch (error:Error) {
t.appendText(error);
}

PHP for removing www from request and redirecting. (Useful for System.security.allowDomain issues)

<?
	// if www.domain.com, redirect to domain.com
	if (strtolower(substr($_SERVER['HTTP_HOST'], 0, 3)) == "www") {
		header("Location: http://rgcreative.com" . $_SERVER['REQUEST_URI']);
	}
	
	// Full path to current URL (including query string)
	//echo "http://" . $_SERVER['HTTP_HOST'] . $_SERVER['REQUEST_URI'];
?>

Actionscript Perpetual easing

MovieClip.prototype.ease = function(prop, target, speed) {
	delta = this['_' + prop] - target;
	if (delta != 0) {
		this['_' + prop] = this['_' + prop] - (delta / speed);
		delta = this['_' + prop] - target;
		if (delta < .25 and delta > -.25) {
			this['_' + prop] = target;
			delta = 0;
		}
	}
};

Pass JSON to Flash's ExternalInterface

var json : String =
	"{a: 1, b: 'hello world', c: [1, 3, 4, 5]}";

var o : Object =
	ExternalInterface.call("function(){return " + json + ";"}");


The variable o should now contain an object representation of the string json.
Stolen from http://blog.iconara.net/2007/01/20/parsing-json-using-externalinterface/

Display FPS in Flash Movie

_root.createEmptyMovieClip("movFrameRate",100); 

_root.movFrameRate.onEnterFrame = function() { 
this.t = getTimer(); 
this.frameRate = Math.round(1000 / (this.t - this.o)); 
//trace(this.frameRate); 
this.o = this.t; 
}

Robert Penner Easing Equations

/*
  Easing Equations v1.5
  May 1, 2003
  (c) 2003 Robert Penner, all rights reserved. 
  This work may not be redistributed in any form--original,
  modified, or derivative--without express prior permission of the author.
  This work is subject to the terms in http://www.robertpenner.com/terms_of_use.html.
  
  These tweening functions provide different flavors of 
  math-based motion under a consistent API. 
  
  Types of easing:
  
	  Linear
	  Quadratic
	  Cubic
	  Quartic
	  Quintic
	  Sinusoidal
	  Exponential
	  Circular
	  Elastic
	  Back
	  Bounce

  Changes:
  1.5 - added bounce easing
  1.4 - added elastic and back easing
  1.3 - tweaked the exponential easing functions to make endpoints exact
  1.2 - inline optimizations (changing t and multiplying in one step)--thanks to Tatsuo Kato for the idea
  
  Discussed in Chapter 7 of 
  Robert Penner's Programming Macromedia Flash MX
  (including graphs of the easing equations)
  
  http://www.robertpenner.com/profmx
  http://www.amazon.com/exec/obidos/ASIN/0072223561/robertpennerc-20
*/


// simple linear tweening - no easing
// t: current time, b: beginning value, c: change in value, d: duration
Math.linearTween = function (t, b, c, d) {
	return c*t/d + b;
};


 ///////////// QUADRATIC EASING: t^2 ///////////////////

// quadratic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be in frames or seconds/milliseconds
Math.easeInQuad = function (t, b, c, d) {
	return c*(t/=d)*t + b;
};

// quadratic easing out - decelerating to zero velocity
Math.easeOutQuad = function (t, b, c, d) {
	return -c *(t/=d)*(t-2) + b;
};

// quadratic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuad = function (t, b, c, d) {
	if ((t/=d/2) < 1) return c/2*t*t + b;
	return -c/2 * ((--t)*(t-2) - 1) + b;
};


 ///////////// CUBIC EASING: t^3 ///////////////////////

// cubic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInCubic = function (t, b, c, d) {
	return c*(t/=d)*t*t + b;
};

// cubic easing out - decelerating to zero velocity
Math.easeOutCubic = function (t, b, c, d) {
	return c*((t=t/d-1)*t*t + 1) + b;
};

// cubic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutCubic = function (t, b, c, d) {
	if ((t/=d/2) < 1) return c/2*t*t*t + b;
	return c/2*((t-=2)*t*t + 2) + b;
};


 ///////////// QUARTIC EASING: t^4 /////////////////////

// quartic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInQuart = function (t, b, c, d) {
	return c*(t/=d)*t*t*t + b;
};

// quartic easing out - decelerating to zero velocity
Math.easeOutQuart = function (t, b, c, d) {
	return -c * ((t=t/d-1)*t*t*t - 1) + b;
};

// quartic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuart = function (t, b, c, d) {
	if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
	return -c/2 * ((t-=2)*t*t*t - 2) + b;
};


 ///////////// QUINTIC EASING: t^5  ////////////////////

// quintic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
Math.easeInQuint = function (t, b, c, d) {
	return c*(t/=d)*t*t*t*t + b;
};

// quintic easing out - decelerating to zero velocity
Math.easeOutQuint = function (t, b, c, d) {
	return c*((t=t/d-1)*t*t*t*t + 1) + b;
};

// quintic easing in/out - acceleration until halfway, then deceleration
Math.easeInOutQuint = function (t, b, c, d) {
	if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
	return c/2*((t-=2)*t*t*t*t + 2) + b;
};



 ///////////// SINUSOIDAL EASING: sin(t) ///////////////

// sinusoidal easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInSine = function (t, b, c, d) {
	return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
};

// sinusoidal easing out - decelerating to zero velocity
Math.easeOutSine = function (t, b, c, d) {
	return c * Math.sin(t/d * (Math.PI/2)) + b;
};

// sinusoidal easing in/out - accelerating until halfway, then decelerating
Math.easeInOutSine = function (t, b, c, d) {
	return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
};


 ///////////// EXPONENTIAL EASING: 2^t /////////////////

// exponential easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInExpo = function (t, b, c, d) {
	return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
};

// exponential easing out - decelerating to zero velocity
Math.easeOutExpo = function (t, b, c, d) {
	return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
};

// exponential easing in/out - accelerating until halfway, then decelerating
Math.easeInOutExpo = function (t, b, c, d) {
	if (t==0) return b;
	if (t==d) return b+c;
	if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
	return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
};


 /////////// CIRCULAR EASING: sqrt(1-t^2) //////////////

// circular easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInCirc = function (t, b, c, d) {
	return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
};

// circular easing out - decelerating to zero velocity
Math.easeOutCirc = function (t, b, c, d) {
	return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
};

// circular easing in/out - acceleration until halfway, then deceleration
Math.easeInOutCirc = function (t, b, c, d) {
	if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
	return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
};


 /////////// ELASTIC EASING: exponentially decaying sine wave  //////////////

// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
// t and d can be in frames or seconds/milliseconds

Math.easeInElastic = function (t, b, c, d, a, p) {
	if (t==0) return b;  if ((t/=d)==1) return b+c;  if (!p) p=d*.3;
	if (a < Math.abs(c)) { a=c; var s=p/4; }
	else var s = p/(2*Math.PI) * Math.asin (c/a);
	return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
};

Math.easeOutElastic = function (t, b, c, d, a, p) {
	if (t==0) return b;  if ((t/=d)==1) return b+c;  if (!p) p=d*.3;
	if (a < Math.abs(c)) { a=c; var s=p/4; }
	else var s = p/(2*Math.PI) * Math.asin (c/a);
	return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
};

Math.easeInOutElastic = function (t, b, c, d, a, p) {
	if (t==0) return b;  if ((t/=d/2)==2) return b+c;  if (!p) p=d*(.3*1.5);
	if (a < Math.abs(c)) { a=c; var s=p/4; }
	else var s = p/(2*Math.PI) * Math.asin (c/a);
	if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
	return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
};


 /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2  //////////////

// back easing in - backtracking slightly, then reversing direction and moving to target
// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
// t and d can be in frames or seconds/milliseconds
// s controls the amount of overshoot: higher s means greater overshoot
// s has a default value of 1.70158, which produces an overshoot of 10 percent
// s==0 produces cubic easing with no overshoot
Math.easeInBack = function (t, b, c, d, s) {
	if (s == undefined) s = 1.70158;
	return c*(t/=d)*t*((s+1)*t - s) + b;
};

// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
Math.easeOutBack = function (t, b, c, d, s) {
	if (s == undefined) s = 1.70158;
	return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
};

// back easing in/out - backtracking slightly, then reversing direction and moving to target,
// then overshooting target, reversing, and finally coming back to target
Math.easeInOutBack = function (t, b, c, d, s) {
	if (s == undefined) s = 1.70158; 
	if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
	return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
};


 /////////// BOUNCE EASING: exponentially decaying parabolic bounce  //////////////

// bounce easing in
// t: current time, b: beginning value, c: change in position, d: duration
Math.easeInBounce = function (t, b, c, d) {
	return c - Math.easeOutBounce (d-t, 0, c, d) + b;
};

// bounce easing out
Math.easeOutBounce = function (t, b, c, d) {
	if ((t/=d) < (1/2.75)) {
		return c*(7.5625*t*t) + b;
	} else if (t < (2/2.75)) {
		return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
	} else if (t < (2.5/2.75)) {
		return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
	} else {
		return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
	}
};

// bounce easing in/out
Math.easeInOutBounce = function (t, b, c, d) {
	if (t < d/2) return Math.easeInBounce (t*2, 0, c, d) * .5 + b;
	return Math.easeOutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
};


//trace (">> Penner easing equations loaded");







Adjust FPS with Actionscript

// Usage 

// sets _root.yourMC fps to 100 playing forward, but none of the child mcs, that will stop on the last frame 
// _root.yourMC.engineTune(100) 

// sets _root.yourMC fps to 20 playing forward, including the child mcs 
// _root.yourMC.engineTune(20, true) 

// sets _root.yourMC fps to 50 playing backward if the currentframe is greater than 20, without altering the child mcs 
// _root.yourMC.engineTune(50, false, "down", 20)

MovieClip.prototype.engineTune = function(fps, inherit, dir, endF) { 
   var intv, mc, d, end; 
   intv = 1000/fps; 
   d = (dir == "down") ? -1 : 1; 
   if (!endF) end = (dir == "down") ? 1 : this._totalframes;    
   clearInterval(this.tuneUpID); 
   this.tuneUpID = setInterval(fineTune, intv, this, d, this._currentframe, end); 
   if (inherit) { 
      for (var i in this) { 
         if (typeof (this[i]) == "movieclip") { 
            clearInterval(this[i].tuneUpID); 
            this[i].tuneUpID = setInterval(fineTune, intv, this[i], d, this[i]._currentframe, end); 
         } 
      } 
   } 
   function fineTune(mc, d, sf, end) { 
      _if = (sf<end) ? mc._currentframe < end : mc._currentframe > end 
      if (_if) { 
         mc.gotoAndStop(mc._currentframe+d); 
      } else { 
         clearInterval(mc.tuneUpID); 
      } 
   } 
}; 


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