Tag Archives: blog.flashbanneronline.com

FrameSync Flash Extension for lipsync

This is a handy-dandy animation plug-in similar to Animonger’s AnimSlider, except that it uses frame labels and requires no other setup.

The video tutorial is now live. See the extension in action!

Update (8/26/09): A savvy user caught a stage refresh bug introduced in Flash CS4 with AS3. If you’re using Flash CS4 & AS3 and the symbol isn’t updating when you select a new frame from the panel, download the most recent version below (1.0.3 has the fix).

Update (8/16/10): Version 2.0 now has some great new features, including a “keyframe” mode, audio playback and frame navigation for Flash CS5, and performance improvements. See this post for more details on the updates.

Check out SmartMouth, the new extension that automatically lip syncs.

See Chris Georgenes demo FrameSync in his MAX 2010 Animation session.

Download (compatible with Flash MX 2004 & up)


New Design & Features in FlashBannerOnline

New features and outline a new online flash banner and added some small error on your behalf to send us the correction has been.

Summary new features:

* The most important change in the first flashbanneronline.com see changes in the general format is this site.

* Added RSS feeds for each user and Banners separate feeds for each category of banner uploaded.

* You downloaded JavaScript code to show a random banner from among the loaded you Bsayt this option and your blog can enjoy and limit the size category of each banner code downloads this section there.

* The minor version number of the problems is solve.

Other new features will be added soon.


Be successful and win ;)

Adobe Shortcut App for Creative Suite


Can’t remember your shortcuts? No worries. Introducing the Adobe Shortcut App, an amazing new tool from Adobe that lets you find and gather the shortcuts you need on your desktop. So they’re right where you need them, when you need them, allowing you to create your masterpieces with ease.

Download Adobe Shortcut App for AIR

Direct Link to Download Adobe Shortcut App for AIR

Happy New Year , by new Theme (Christmas 2010)

Happy New Year

new Theme (Christmas 2010) added to FlashBannerOnline.Com

For access to and use of this Template, it use the following path:

Step1 >> Banner Template BG >> Christmas 2010

Preview of Theme:

Sample Banner by this Theme :

With good luck and victory

FlashBannerOnline Team

Adobe Fireworks Save Paths as ActionScript3 FP10

This command will let you export a selection of path objects to ActionScript using the new ActionScript drawing APIs introduced in Flash Player 10 (Graphics.drawGraphcisData with Vectors, etc.). When exported, an ActionScript 3.0 class is created with each path as a static Vector. property. These paths can be referenced from this class directly or the class can be instantiated as a display list at which point it will draw each path within itself.

Currently only solid colors for fills and strokes are supported. Bitmaps, groups, or any other non-path/non-rectangle objects in your selection will be ignored.

Included in the zip is the MXP installer, the JSF command (for those who cannot use MXPs), and an example PNG with the ActionScript it generated.


Download Form Senocular.com

Event Handing in AS3

Event handling is the process by which any sort of interactivity is created in ActionScript 3.0. This tutorial will teach how to make your movie jump to life, whether it was by reacting to a mouse click, a keyboard stroke, or any event happening in Flash using the Event Handling system of AS3.

Our tutorial is divided into the following sections:

  1. Basic Event Handling Using the .addEventListener() method.
  2. Unregistered Events Listeners using the removeEventListener() method.
  3. Working with Event Targets.

Basic Event Handling Usage

An ActionScript Event is any interaction happening in the Flash environment, whether it was a mouse click, the movement of the timeline to a new frame, the completion of the loading process of an external asset, or any other occurrence. ActionScript can make any object react to any event by using an Event Listener. An event listener is basically a function created with the very specific purpose of reacting to an event. An object can react to an event using an event listener. This is done by using the .addEventListener method. This method simply registers an Event Listener and an Event to an object.

The process described above is written in ActionScript using in the format shown below:

myObject.addEventListener(Event, eventListenerFunction);

Our Event Listener will obviously have to be specified by declaring the function the same way any other function is declared in ActionScript, the only difference is that the listener function must have one argument to represent the event. This event argument can have any identifier as its name, I usually use the letter ‘e’ for it as shown in the generalized code below:

myObject.addEventListener(Event, eventListenerFunction);

function eventListenerFunction (e:Event):void{
//ActionScript statements to be executed when the event happens.

So for example, if we want a graphical object placed on stage to act like a button by reacting to a mouse click over it, we can simply register an event and an event listener to it this way:

myButton.addEventListener(MouseEvent.CLICK, myClickReaction);

function myClickReaction (e:MouseEvent):void{
trace(“I was clicked!”);

The format above is the basic format at which any event can be registered. Depending on the event you are trying to listen to, the object and the event to register for will differ. For example, if you are using the Loader Class to load an external asset at run time, you can perform a specific action only when the asset you are trying to load finishes loading. For this particular purpose you will need to register for the Event.COMPLETE as shown in the example below:

my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener);

function startListener (e:Event):void{
trace(“Loading Completed”);

You need to study each class on its own to learn about its supported events and how to use those specific events related to it. The easiest way for doing this is by checking the built-in ActionScript Reference.

Unregistering Event Listeners

The earlier heading explained the basic technique for registering an event listener using the .addEventListener() method. However, you must be cautious at how you use this method and only use it for events that you actually expected to happen, otherwise you must always remove any unnecessary event listeners to reduce the processing resources required by the Flash application. This practice can help ensure that your Flash movies do not crash or become unresponsive because of overwhelming event listeners.

To unregister an event you can use the .removeEventListener() method in the same exact way the .addEventListener() method is used. This method requires specifying the object from which the event listener is to be unregistered, the event to stop listening to, and the function that was assigned to this specific event. Here is a generalized code on the usage of this method:

myObject.removeEventListener(Event, eventListenerFunction);

For example, if an event listener function was registered to be triggered on the entry of each new frame on the main timeline we would have registered it this way:

this.removeEventListener(Event.ENTER_FRAME, loading);
The code above is taken from a movie that uses a graphical preloader to play the movie only when it finishes loading. You can see how that movie uses an event listener to track the loading progress of the movie and then unregisters this event when it is no longer needed. Click here to read the AS3 Preloader Tutorial.

Event Targets and Event Propagation

Depending on the event handled, an event would usually occur to a specific object. For example, a click event will happen to a specific button and a load complete event will happen to a specific instance of the loader class. Referring to these objects in basic movies is pretty simple, for example, if we want an object to become hidden when clicked, we can refer to the instance name of the object from within the listener function to hide it this way:

my_btn.addEventListener(MouseEvent.CLICK, hideMe);

function hideMe(e:MouseEvent):void{

That should work, but sometimes when working in more complex movies you might want to refer to the target of your event without specifying its name, most probably because you want to reuse the same listener function with more than one object. To do that we use the keyword e.currentTarget from within the listener function. For example, the code above could be rewritten this way:

my_btn.addEventListener(MouseEvent.CLICK, hideMe);

function hideMe(e:MouseEvent):void{

And that will create the same exact previous result. However, we can now reuse this listener function for more than one object without fear of breaking the code because of the smart reference to our event target:

my1_btn.addEventListener(MouseEvent.CLICK, hideMe);
my2_btn.addEventListener(MouseEvent.CLICK, hideMe);

function hideMe(e:MouseEvent):void{

If you are aware of the Display List system of ActionScript you would realize that some display containers (such as MovieClips) can have other display objects or display object containers inside them as well. It is possible to refer to the children of an object to which an event was registered using the keyword e.target (as opposed to e.currentTarget) to refer directly to these objects. This allows a developer to control any number of objects individually as long as they are hosted within a display object container by referring to them using the e.target keyword. For example, if we have a MovieClip movie that has three buttons, we can hide each of these buttons on its own when individually clicked by registering ONE event listener to ONE object only, which is in this case the display object container, i.e. the menu MovieClip, here is an example:

var myMenu_mc:MovieClip = new MovieClip();


myMenu_mc.addEventListener(MouseEvent.CLICK, hideThisButton);

function hideThisButton(e:MouseEvent):void{

The MovieClip myMenu_mc has three children, these are my1_btn, my2_btn, and my3_btn. The event listener function registered with myMenu_mc refers to e.target instead of e.currentTarget so that it refers to the actual button clicked and not the display object container that hosts them.

This last bit is relatively an advanced technique which might not be apparently helpful to novice ActionScript programmers, but it is one of the best techniques for reducing the amount of code you write. Our upcoming tutorials will show you how to make use of it in practical examples.

This concludes our basic tutorial on how to use the event handling system in ActionScript 3.0. We have not talked about advanced aspects of events handling such as bubbling, garbage collection, and creating custom events. We will hopefully talk about these in an advanced tutorial in the near future.

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