Esta función
es EXPERIMENTAL_ Esto significa que el
comportamiento de esta función, el nombre de esta
función y en definitiva TODO lo documentado sobre esta
función, puede cambiar en una futura version de PHP SIN
AVISO_ La advertencia queda hecha, y utilizar esta extensión
queda bajo su propia responsabiliad_
swfaction() creates a new Action, and
compiles the given script into an SWFAction object_
The script syntax is based on the C language, but with a lot taken out_ the SWF
bytecode machine is just too simpleminded to do a lot of things we might like_
For instance, we can't implement function calls without a tremendous
amount of hackery because the jump bytecode has a hardcoded offset
value_ No pushing your calling address to the stack and returning_
every function would have to know exactly where to return to_
So what's left? The compiler recognises the following tokens:
break
for
continue
if
else
do
while
There is no typed data; all values in the SWF action machine are stored as strings_
The following functions can be used in expressions:
time()
Returns the number of milliseconds (?) elapsed since the movie started_
random(seed)
Returns a pseudo_random number in the range 0_seed_
length(expr)
Returns the length of the given expression_
int(number)
Returns the given number rounded down to the nearest integer_
concat(expr, expr)
Returns the concatenation of the given expressions_
ord(expr)
Returns the ASCII code for the given character
chr(num)
Returns the character for the given ASCII code
substr(string, location, length)
Returns the substring of length length at location location of
the given string string_
Additionally, the following commands may be used:
duplicateClip(clip, name, depth)
Duplicate the named movie clip (aka sprite)_ The new movie clip has name name
and is at depth depth_
removeClip(expr)
Removes the named movie clip_
trace(expr)
Write the given expression to the trace log_ Doubtful that the browser
plugin does anything with this_
Start dragging the movie clip target_ The lock argument indicates whether
to lock the mouse (?)_ use 0 (FALSE) or 1 (TRUE)_ Optional parameters
define a bounding area for the dragging_
stopDrag()
Stop dragging my heart around_ And this movie clip, too_
callFrame(expr)
Call the named frame as a function_
getURL(url, target, [method])
Load the given URL into the named target_ The target argument
corresponds to HTML document targets (such as "_top" or "_blank")_
The optional method argument can be POST or GET if you want to submit
variables back to the server_
loadMovie(url, target)
Load the given URL into the named target_ The target argument can be a
frame name (I think), or one of the magical values "_level0" (replaces
current movie) or "_level1" (loads new movie on top of current movie)_
nextFrame()
Go to the next frame_
prevFrame()
Go to the last (or, rather, previous) frame_
play()
Start playing the movie_
stop()
Stop playing the movie_
toggleQuality()
Toggle between high and low quality_
stopSounds()
Stop playing all sounds_
gotoFrame(num)
Go to frame number num_ Frame numbers start at 0_
gotoFrame(name)
Go to the frame named name_ Which does a lot of good, since I
haven't added frame labels yet_
setTarget(expr)
Sets the context for action_ Or so they say_ I really have no
idea what this does_
And there's one weird extra thing_ The expression frameLoaded(num) can be used
in if statements and while loops to check if the given frame number has been
loaded yet_ Well, it's supposed to, anyway, but I've never tested it and I
seriously doubt it actually works_ You can just use /:framesLoaded instead_
Movie clips (all together now_ aka sprites) have properties_ You can
read all of them (or can you?), you can set some of them, and here
they are:
x
y
xScale
yScale
currentFrame _ (read_only)
totalFrames _ (read_only)
alpha _ transparency level
visible _ 1=on, 0=off (?)
width _ (read_only)
height _ (read_only)
rotation
target _ (read_only) (???)
framesLoaded _ (read_only)
name
dropTarget _ (read_only) (???)
url _ (read_only) (???)
highQuality _ 1=high, 0=low (?)
focusRect _ (???)
soundBufTime _ (???)
So, setting a sprite's x position is as simple as /box_x = 100;_
Why the slash in front of the box, though? That's how flash keeps
track of the sprites in the movie, just like a unix filesystem_
here it shows that box is at the top level_ If the sprite named
box had another sprite named biff inside of it, you'd set its x
position with /box/biff_x = 100;_ At least, I think so; correct
me if I'm wrong here_
This simple example will move the red square across the window_
This simple example tracks down your mouse on the screen_
Ejemplo 2_ swfaction() example
<?php
$m = new SWFMovie();
$m_>setRate(36_0);
$m_>setDimension(1200, 800);
$m_>setBackground(0, 0, 0);
/* mouse tracking sprite _ empty, but follows mouse so we can
get its x and y coordinates */
$i = $m_>add(new SWFSprite());
$i_>setName('mouse');
$m_>add(new SWFAction("
startDrag('/mouse', 1); /* '1' means lock sprite to the mouse */
"));
/* might as well turn off antialiasing, since these are just squares_ */
$m_>add(new SWFAction("
this_quality = 0;
"));
/* morphing box */
$r = new SWFMorph();
$s = $r_>getShape1();
/* Note this is backwards from normal shapes_ No idea why_ */
$s_>setLeftFill($s_>addFill(0xff, 0xff, 0xff));
$s_>movePenTo(_40, _40);
$s_>drawLine(80, 0);
$s_>drawLine(0, 80);
$s_>drawLine(_80, 0);
$s_>drawLine(0, _80);
$s = $r_>getShape2();
$s_>setLeftFill($s_>addFill(0x00, 0x00, 0x00));
$s_>movePenTo(_1, _1);
$s_>drawLine(2, 0);
$s_>drawLine(0, 2);
$s_>drawLine(_2, 0);
$s_>drawLine(0, _2);
/* sprite container for morphing box _
this is just a timeline w/ the box morphing */
$box = new SWFSprite();
$box_>add(new SWFAction("
stop();
"));
$i = $box_>add($r);
for($n=0; $n<=20; ++$n)
{
$i_>setRatio($n/20);
$box_>nextFrame();
}
/* this container sprite allows us to use the same action code many times */
$cell = new SWFSprite();
$i = $cell_>add($box);
$i_>setName('box');
$cell_>add(new SWFAction("
setTarget('box');
/* ___x means the x coordinate of the parent, i_e_ (__)_x */
dx = (/mouse_x + random(6)_3 _ ___x)/5;
dy = (/mouse_y + random(6)_3 _ ___y)/5;
gotoFrame(int(dx*dx + dy*dy));
"));
$cell_>nextFrame();
$cell_>add(new SWFAction("
gotoFrame(0);
play();
"));
$cell_>nextFrame();
/* finally, add a bunch of the cells to the movie */
for($x=0; $x<12; ++$x)
{
for($y=0; $y<8; ++$y)
{
$i = $m_>add($cell);
$i_>moveTo(100*$x+50, 100*$y+50);
}
}
$m_>nextFrame();
$m_>add(new SWFAction("
gotoFrame(1);
play();
"));
header('Content_type: application/x_shockwave_flash');
$m_>output();
?>
Same as above, but with nice colored balls___
Ejemplo 3_ swfaction() example
<?php
$m = new SWFMovie();
$m_>setDimension(11000, 8000);
$m_>setBackground(0x00, 0x00, 0x00);
$m_>add(new SWFAction("
this_quality = 0;
/frames_visible = 0;
startDrag('/mouse', 1);
"));
// mouse tracking sprite
$t = new SWFSprite();
$i = $m_>add($t);
$i_>setName('mouse');
$g = new SWFGradient();
$g_>addEntry(0, 0xff, 0xff, 0xff, 0xff);
$g_>addEntry(0_1, 0xff, 0xff, 0xff, 0xff);
$g_>addEntry(0_5, 0xff, 0xff, 0xff, 0x5f);
$g_>addEntry(1_0, 0xff, 0xff, 0xff, 0);
// gradient shape thing
$s = new SWFShape();
$f = $s_>addFill($g, SWFFILL_RADIAL_GRADIENT);
$f_>scaleTo(0_03);
$s_>setRightFill($f);
$s_>movePenTo(_600, _600);
$s_>drawLine(1200, 0);
$s_>drawLine(0, 1200);
$s_>drawLine(_1200, 0);
$s_>drawLine(0, _1200);
// need to make this a sprite so we can multColor it
$p = new SWFSprite();
$p_>add($s);
$p_>nextFrame();
// put the shape in here, each frame a different color
$q = new SWFSprite();
$q_>add(new SWFAction("gotoFrame(random(7)+1); stop();"));
$i = $q_>add($p);
$i_>multColor(1_0, 1_0, 1_0);
$q_>nextFrame();
$i_>multColor(1_0, 0_5, 0_5);
$q_>nextFrame();
$i_>multColor(1_0, 0_75, 0_5);
$q_>nextFrame();
$i_>multColor(1_0, 1_0, 0_5);
$q_>nextFrame();
$i_>multColor(0_5, 1_0, 0_5);
$q_>nextFrame();
$i_>multColor(0_5, 0_5, 1_0);
$q_>nextFrame();
$i_>multColor(1_0, 0_5, 1_0);
$q_>nextFrame();
// finally, this one contains the action code
$p = new SWFSprite();
$i = $p_>add($q);
$i_>setName('frames');
$p_>add(new SWFAction("
dx = (/:mousex_/:lastx)/3 + random(10)_5;
dy = (/:mousey_/:lasty)/3;
x = /:mousex;
y = /:mousey;
alpha = 100;
"));
$p_>nextFrame();
$p_>add(new SWFAction("
this_x = x;
this_y = y;
this_alpha = alpha;
x += dx;
y += dy;
dy += 3;
alpha _= 8;
"));
$p_>nextFrame();
$p_>add(new SWFAction("prevFrame(); play();"));
$p_>nextFrame();
$i = $m_>add($p);
$i_>setName('frames');
$m_>nextFrame();
$m_>add(new SWFAction("
lastx = mousex;
lasty = mousey;
mousex = /mouse_x;
mousey = /mouse_y;
++num;
if(num == 11)
num = 1;
removeClip('char' & num);
duplicateClip(/frames, 'char' & num, num);
"));
$m_>nextFrame();
$m_>add(new SWFAction("prevFrame(); play();"));
header('Content_type: application/x_shockwave_flash');
$m_>output();
?>
This simple example will handles keyboard actions_
(You'll probably have to click in the window to give it focus_
And you'll probably have to leave your mouse in the frame, too_
If you know how to give buttons focus programatically, feel free
to share, won't you?)
Ejemplo 4_ swfaction() example
<?php
/* sprite has one letter per frame */
$p = new SWFSprite();
$p_>add(new SWFAction("stop();"));
$chars = "abcdefghijklmnopqrstuvwxyz"_
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"_
"1234567890!@#$%^&/*()_+_=/[]{}|;:,_<>?`~";
$f = new SWFFont("_sans");
for($n=0; $nremove($i);
$t = new SWFTextField();
$t_>setFont($f);
$t_>setHeight(240);
$t_>setBounds(600,240);
$t_>align(SWFTEXTFIELD_ALIGN_CENTER);
$t_>addString($c);
$i = $p_>add($t);
$p_>labelFrame($c);
$p_>nextFrame();
}
/* hit region for button _ the entire frame */
$s = new SWFShape();
$s_>setFillStyle0($s_>addSolidFill(0, 0, 0, 0));
$s_>drawLine(600, 0);
$s_>drawLine(0, 400);
$s_>drawLine(_600, 0);
$s_>drawLine(0, _400);
/* button checks for pressed key, sends sprite to the right frame */
$b = new SWFButton();
$b_>addShape($s, SWFBUTTON_HIT);
for($n=0; $naddAction(new SWFAction("
setTarget('/char');
gotoFrame('$c');
"), SWFBUTTON_KEYPRESS($c));
}
$m = new SWFMovie();
$m_>setDimension(600,400);
$i = $m_>add($p);
$i_>setName('char');
$i_>moveTo(0,80);
$m_>add($b);
header('Content_type: application/x_shockwave_flash');
$m_>output();
?>