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Add to paypal shopping cart

/* This is an add to paypal cart function.
*  Created by [email protected]
*  donations are welcome.
*  via paypal to [email protected]
*/


function AddToPaypalCart(){
        var paypalObj = new Object();
        paypalObj["add"] = 1;
        paypalObj.cmd = "_cart";
        paypalObj.business = "[email protected]"; //replace with your business name
        paypalObj.item_name="MJM Speedway Spares"; //replace with your item name.
        paypalObj.amount="1000.00"; //replace with the price
        paypalObj.page_style="Primary";
        paypalObj.no_shipping="2";
        paypalObj.cn="Comment";
        paypalObj.currency_code="AUD";
        var sUrl = "https://www.paypal.com/cgi-bin/webscr?"
        for (var o in paypalObj)
        sUrl += o + "=" + paypalObj[o] + "&";
        trace(sUrl);
        getURL(sUrl,"_cart","POST");
}




createEmptyMovieClip("myButton",50)
myButton.createTextField("bText",0,0,0,100,100)
myButton.bText.text = "Add to Basket";
myButton.onPress = function(){
        AddToPaypalCart();
}

Posted by: Isaac Levy | website http://www.actionscript.org
AddZeros
// Short and Unreadable - but it works!
// Inspired by blue
Number.prototype.addZeros = function(p) {
        return (new Array(p).join('0') + this).substr((new Array(p).join('0') + this).length - p);
}


// Usage:
points = 20000;
trace(points.addZeros(10));

Posted by: Matthias Kannengiesser | website http://www.flashstar.de
Alien lifeform
// Simply paste this text to the first frame of the root
mouseControl = false;// if it's true you can control the MC by mouse
if (mouseControl) {// try to follow the cursor
        this.getPosition = function (){
                this.whereX = _xmouse;
                this.whereY = _ymouse;
        }
        this.intv = 20;
} else {// move MC randomly
        this.getPosition = function (){
                this.whereX = ( Math.random()*(right-left+1) )+left;
                this.whereY = ( Math.random()*(bottom-top+1) )+top;
        }
        this.intv = 450;
}
setInterval( this, "getPosition", this.intv );

function atCrsLoaded () { // sets the properties
        advance = 0.15;	// between 0.01 and 0.20
        rotate = 5;
        left = 0;  // def. affected area
        top = 0;
        right = 500;
        bottom = 500;
        radius = 4;
        circleColor = [ 0xF0F028, 0xF5D36D ];	// colors
        this.createEmptyMovieClip("bg", ++_global.depth);
        with (this.bg){	// draw a rectangle for BG
                lineStyle (0.5, circleColor, 0);
                beginFill (0x000000) ;
                moveTo( left, top );
                lineTo( right, top);
                lineTo( right, bottom);
                lineTo( left, bottom);
                lineTo( left, top);
                endFill();
        }
        this.createEmptyMovieClip("cursor0", ++_global.depth);
        with (this.cursor0){		// draw a circle
                alphas = [ 100, 78 ];
                ratios = [ 0, 0xFF ];
                matrix = { a:radius*2, b:0, c:0, d:0, e:radius*2, f:0, g:10, h:0, i:0 };
                lineStyle (0.5, circleColor, 0);
                beginGradientFill ( "radial", circleColor, alphas, ratios, matrix ) ;
                moveTo( 0, -radius );
                curveTo( radius, -radius, radius, 0 );
                curveTo( radius, radius, 0, radius );
                curveTo( -radius, radius, -radius, 0 );
                curveTo( -radius, -radius, 0, -radius );
                endFill();
                _visible = false;
        }
        this["cursor0"].follow = function () {
                if  ( (this._x + (whereX-this._x)*advance>left) and (this._x + (whereX-this._x)*advance<right) ) {
                        this._x += (whereX-this._x)*advance;
                }
                if ( ( left<this._x ) and ( this._x<right ) ){
                        this._x += (whereX-this._x)/100;
                }
                if  ( (this._y + (whereY-this._y)*advance>top) and (this._y + (whereY-this._y)*advance<bottom) ) {
                        this._y += (whereY-this._y)*advance;
                }
                if ( (top<this._y) and (this._y<bottom) ) {
                        this._y += (whereY-this._y)/100;
                }
                this._rotation += rotate;
        }
        setInterval( this["cursor0"], "follow", 40 );
        
        for (var i = 20; i>=1; i--) {
                duplicateMovieClip("cursor0", "cursor"+i, ++_global.depth);
                this["cursor"+i].number = i;
                this["cursor"+i]._parent = this;
                with (this["cursor"+i]){
                        _alpha = 100/(.5*i)+3;
                        _width = i*5;
                        _height = i*12;
                        lineStyle (1, 0xFFCC99, 50);
                        moveTo( 0, -1 );
                        curveTo( 8, -1, 10, 0 );
                        curveTo( 8, 1, 0, 1 );
                        curveTo( -8, 1, -10, 0 );
                        curveTo( -8, -1, 0, -1 );
                }
        }
        for (var j = 1; j<=20; j++) {
                this["cursor"+j].setPosition = function () {
                        this._y += ( this._parent["cursor"+(this.number-1)]._y-this._y )*advance*5;
                        this._x += ( this._parent["cursor"+(this.number-1)]._x-this._x )*advance*5;
                        this._rotation = ( this._parent["cursor"+(this.number-1)]._rotation+1 )
                }
                setInterval( this["cursor"+j], "setPosition", 40 );
        }
        this["cursor1"].swapDepths(++_global.depth);
        this["cursor0"].swapDepths(++_global.depth);
}

this.onLoad = atCrsLoaded ();

Posted by: Giruna | website http://uimre.fw.hu
AllShoppingCart: Shopping Cart Class For Actionscript 2.0
/* AllShoppingCart
**  Actionscript 2.0 Class - AllSolutions Internet & Multimedia - www.allsolutions.cl
/*
Francisco Claude Faust - Enero	 2004 / Original Class For PHP 4.x
Francisco Aranda Leiva - Octubre 2005 / Adaptation for Actionscript 2.0; [email protected]
*/
/*USAGE:
* INICIALIZATION
* Import the Class and initiate it // See references of importing and using classes in flash
*  	import ShoppingCartClassEn.as
*  	var carr:ShoppingCartClassEn = new ShoppingCartClassEn(0);
* FUNCTIONS:
* 	carr.add_item(ID,qty); 	// add_item a item to de ShoppingCart
* 	carr.qty(ID); 		// Gives the defined item Quantity
* 	carr.empty_cart(); 		// empty_cart the ShoppingCart
* 	carr.del_item(ID); 		// del_itemete an item
* 	carr.mod_item(ID,qty); 	// mod_itemify an item
* 	carr.save_cart(); 	// save the ShoppingCart
*  	carr.MyToString(); 	// Gives an array |itemID:qty| of allitems in the ShoppingCart
*/
class ShoppingCartClassEn
{
        var items = new Array;
        var qtyes = new Array;
        var curr : Number = 0;
        var max : Number = 0;
        var str : String = "";
        function ShoppingCartClassEn (string)
        {
                max = 1;
                curr = 0;
                if (string == 0)
                {
                        string = "";
                } else
                {
                        var i : Number
                        var arr : Array
                        arr = string.split ("|");
                        var esp : Array;
                        for (i = 0; i < arr.length; i ++)
                        {
                                esp = arr [i].split (":");
                                if (esp.length == 2)
                                {
                                        add_item (esp [0] , esp [1]);
                                }
                        }
                }
        }
        public function add_item(item : Number, qty : Number)
        {
                if (curr == 0)
                {
                        curr = 1;
                }
                if (qtyes [item] > 0)
                {
                        qtyes [item] += qty;
                }
                else
                {
                        items [max] = item;
                        qtyes [item] = qty;
                        max ++;
                }
                return 1;
        }
        public function MyToString ()
        {
                str = "";
                var i : Number;
                if (curr == 0)
                {
                        return str;
                }
                for (i = 1; i < max; i ++)
                {
                        str += items [i] + ":" + qtyes [items [i]] + "|";
                }
                return str;
        }
        public function save_cart ()
        {
                str = MyToString ();
                return str;
        }
        public function del_item (item : Number)
        {
                if (curr == 0)
                {
                        return 1;
                }
                var i : Number;
                var j : Number;
                for (i = 1; i <= max; i ++)
                {
                        if (items [i] == item)
                        {
                                qtyes [items [i]] = - 1;
                                for (j = i; j <= items.length - 1; j ++)
                                items [j] = items [j + 1];
                                if (max == curr) curr --;
                                max --;
                                break;
                        }
                }
                return 1;
        }
        public function qty (item : Number)
        {
                return (((qtyes [item] > 0)) ?qtyes [item] : 0);
        }
        
        public function mod_item (item : Number, qty : Number)
        {
                if (qtyes [item] > 0)
                {
                        return (qtyes [item] = qty);
                } else
                {
                        return add_item (item, qty);
                }
        }
        public function empty_cart ()
        {
                qtyes = "";
                items = "";
                save_cart ();
        }
}

Posted by: Francisco Aranda Leiva | website http://www.allsolutions.cl
API Pong
/*This is a Pong game, made entirely with flash's drawing API...
You simply need to make a new movie with a black background.
You can use any framerate you wish, it will still be fluid.
Please leave this copyright note :)
API - Driven PONG by TrashLock
(c)May 2004
*/
Mouse.hide();
//get widht and height of the stage
w = Stage.width;
h = Stage.height;
//set the initial variables
ball_speed = -1.2;
ball_y = 0;
max_speed = 4;
enemy_score_one = 0;
player_score_one = 0;
//this is to determine the virtual framerate, should be 120 or something
fps = 120;
interval = Math.round(1000/fps);
//initiate the playing area (it's just a line, and it requires 7 lines of coding!)
function createArea() {
        _root.createEmptyMovieClip("area", 0);
        with (_root.area) {
                moveTo(w/2, 0);
                lineStyle(5, 0xFFFFFF, 80);
                lineTo(w/2, h+10);
        }
}
//Create those little textboxes
function textBoxes(new_score_p, new_score_e) {
        _root.createTextField("player_score", 1, 20, 10, 40, 40);
        _root.createTextField("enemy_score", 2, w-60, 10, 40, 40);
        score_style = new TextFormat();
        score_style.font = "Verdana";
        score_style.size = 20;
        score_style.bold = true;
        score_style.color = 0xFFFFFF;
        score_style.align = "center";
        player_score.selectable = false;
        player_score.text = new_score_p;
        player_score.setTextFormat(score_style);
        enemy_score.text = new_score_e;
        enemy_score.selectable = false;
        enemy_score.setTextFormat(score_style);
}
//This is the function to create a player
function createPlayer(instancename, depth) {
        _root.createEmptyMovieClip(instancename, depth);
        with (_root[instancename]) {
                moveTo(0, 0);
                beginFill(0xFFFFFF, 100);
                lineStyle(0, 0xFFFFFF, 0);
                lineTo(10, 0);
                lineTo(10, 50);
                lineTo(0, 50);
                lineTo(0, 0);
        }
}
//this one's a bit hard, because it creates a ball
//rather than a square
function createBall() {
        _root.createEmptyMovieClip("ball", 5);
        with (_root.ball) {
                moveTo(0, 0);
                lineStyle(0, 0xFFFFFF, 0);
                beginFill(0xFFFFFF, 100);
                curveTo(0, -5, 5, -5);
                curveTo(10, -5, 10, 0);
                curveTo(10, 5, 5, 5);
                curveTo(0, 5, 0, 0);
        }
}
//initiate ball position
function int_stuff() {
        _root.ball._x = w/2-5;
        _root.ball._y = h/2-5;
        _root.enemy._x = w-30;
        _root.enemy._y = h/2-30;
}
//show a "click to play" text...or any message.
//doesn't this function rock? ^_^
function click_2_play(message) {
        _root.createTextField("click2play", 10, 0, 20, w, 200);
        with (_root.click2play) {
                text = message;
                selectable = false;
                setTextFormat(score_style);
        }
}
//create a BIG button over the entire stage so we have something to click
function createBigButton() {
        _root.createEmptyMovieClip("big_button", 20);
        with (_root.big_button) {
                beginFill(0x000000, 0);
                moveTo(0, 0);
                lineTo(w, 0);
                lineTo(w, h);
                lineTo(0, h);
                lineTo(0, 0);
        }
}
//execute our onload functions
_root.onLoad=createArea(), createBall(), textBoxes(player_score_one, enemy_score_one), createPlayer("player", 3), createPlayer("enemy", 4), int_stuff(), click_2_play("Click Anywhere To Play"), createBigButton();
//is the big button pressed?
_root.big_button.onPress = function() {
        playing = true;
        click_2_play("");
};
//control player
function controlPlayer() {
        if (playing) {
                _root.player._x = 20;
                _root.player._y = _root._ymouse-25;
        }
        updateAfterEvent();
}
//ok, let's do some funky things with the ball.
function moveBall() {
        if (playing) {
                _root.ball._y += ball_y;
                if (_root.ball._y<=0 || _root.ball._y+10>=h) {
                        ball_y *= -1;
                }
                _root.ball._x += ball_speed;
                if (_root.ball.hitTest(_root.enemy) || _root.ball.hitTest(_root.player)) {
                        if (ball_speed<max_speed && ball_speed>-max_speed) {
                                ball_speed *= -1.5;
                        } else {
                                ball_speed *= -1;
                        }
                }
                if (_root.ball.hitTest(_root.enemy)) {
                        ball_y = ((_root.ball._y)-(_root.enemy._y+25))*0.2;
                }
                if (_root.ball.hitTest(_root.player)) {
                        ball_y = ((_root.ball._y)-(_root.player._y+25))*0.2;
                }
                //any points scored?
                //The enemy has scored
                if (_root.ball._x+10<=0) {
                        enemy_score_one += 1;
                        click_2_play("Enemy scored. Click to continue.");
                        textBoxes(player_score_one, enemy_score_one);
                        playing = false;
                        _root.ball._x = w/2-5;
                        _root.ball._y = h/2-5;
                        ball_y = 0;
                        ball_speed = 1.2;
                }
                //The player has scored
                if (_root.ball._x>w) {
                        player_score_one += 1;
                        click_2_play("You scored! Click to continue.");
                        textBoxes(player_score_one, enemy_score_one);
                        playing = false;
                        _root.ball._x = w/2-5;
                        _root.ball._y = h/2-5;
                        _root.ball_speed = -1.2;
                        ball_y = 0;
                }
        }
        updateAfterEvent();
}
//let's make some AI, shall we?
function enemyMove() {
        if (playing) {
                stupidity = 7;
                //okay, so if the ball is on his side, follow it...
                if (_root.ball._x+10>=w/2) {
                        _root.enemy._y += (_root.ball._y-(_root.enemy._y+25))/stupidity;
                }
        }
        updateAfterEvent();
}
//And at last execute our code
setInterval(moveBall, interval);
setInterval(controlPlayer, interval);
setInterval(enemyMove, interval);

Posted by: TrashLock | website http://www.locklegion.com

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