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	<title>pixelbreaker &#187; Open Source</title>
	<atom:link href="http://blog.pixelbreaker.com/category/open-source/feed" rel="self" type="application/rss+xml" />
	<link>http://blog.pixelbreaker.com</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Mon, 21 Dec 2009 12:58:33 +0000</lastBuildDate>
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		<title>Back from Flash on the Beach</title>
		<link>http://blog.pixelbreaker.com/flash/back-from-flash-on-the-beach</link>
		<comments>http://blog.pixelbreaker.com/flash/back-from-flash-on-the-beach#comments</comments>
		<pubDate>Thu, 08 Nov 2007 21:21:40 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/uncategorized/back-from-flash-on-the-beach/</guid>
		<description><![CDATA[I got back from Brighton yesterday, exhausted after 3 days of excellent sessions and some heavy drinking sessions too! The high points for me were Mario Klingemann&#8217;s &#8220;2D or not 2D, that is the question&#8221; talk about working with BitmapData. He showed how to make a &#8220;Magic Wand&#8221; tool a la photoshop. His process was [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm1.static.flickr.com/144/318169351_90e15f3a2e.jpg" title="photo by BIT-101" alt="photo by BIT-101" height="375" width="500" /><br />
I got back from Brighton yesterday, exhausted after 3 days of excellent sessions and some heavy drinking sessions too!</p>
<p>The high points for me were Mario Klingemann&#8217;s  &#8220;2D or not 2D, that is the question&#8221; talk about working with BitmapData. He showed how to make a &#8220;Magic Wand&#8221; tool a la photoshop. His process was impressive to say the least, and I&#8217;m very interested in playing with the paletteMap method of the BitmapData class.</p>
<p>The session from <a href="http://blog.andre-michelle.com/">André Michelle</a> was amazing, he demoed his <a href="http://code.google.com/p/popforge/">PopForge</a> sound synthesis engine. Generating sound entirely within flash at run-time. See the video below, this is all generated and manipulated in flash. It&#8217;s simply amazing, I can&#8217;t wait to get some time (after this post) to start messing around with sound in flash.</p>
<p><span id="more-61"></span><br />
There were lots of other talks that were brilliant, Jared Tarbell, Eric Natzke, Craig Swann, they were all very inspiring to watch and listen to. I also went to a few more technical talks, Grant Skinner&#8217;s actionscript 3.0 talk was good, as was Ted Patrick&#8217;s Flex worst practices talk. Though I don&#8217;t use flex (well, rarely) it was still a good talk that highlighted some very important points about the development process for me.</p>
<p><strong>I&#8217;ve just found some videos I filmed of André Michelle talking about popforge, see below</strong></p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/VuPze1GeK70&#038;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/VuPze1GeK70&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/GeS9U8Aw9Yc&#038;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/GeS9U8Aw9Yc&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
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			<wfw:commentRss>http://blog.pixelbreaker.com/flash/back-from-flash-on-the-beach/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>2D Physics API</title>
		<link>http://blog.pixelbreaker.com/flash/2d-physics-api</link>
		<comments>http://blog.pixelbreaker.com/flash/2d-physics-api#comments</comments>
		<pubDate>Thu, 25 Jan 2007 20:36:55 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[ActionScript 2.0]]></category>
		<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/uncategorized/2d-physics-api/</guid>
		<description><![CDATA[I&#8217;ve recently been doing some games work that required some pretty full on physics, after battling with vectors and collision reflection on wheels and other objects, I ditched what I had done and am now working with FlaDE (Flash Dynamics Engine) an AS 2.0 GPL Licensed API. It&#8217;s written by Alec Cove, and is very [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently been doing some games work that required some pretty full on physics, after battling with vectors and collision reflection on wheels and other objects, I ditched what I had done and am now working with <a href="http://www.cove.org/flade/" target="_blank">FlaDE</a> (Flash Dynamics Engine) an AS 2.0 GPL Licensed API. It&#8217;s written by Alec Cove, and is very easy to use. It never went to final release, and he has now moved on to <a href="http://www.cove.org/ape/" target="_blank">APE</a> (ActionScript Physics Engine) which is written instead in AS 3.0 and is again GPL Licensed.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.pixelbreaker.com/flash/2d-physics-api/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>SWFObject add-on: Size limiting for full window flash</title>
		<link>http://blog.pixelbreaker.com/flash/swfforcesize</link>
		<comments>http://blog.pixelbreaker.com/flash/swfforcesize#comments</comments>
		<pubDate>Sun, 12 Nov 2006 01:11:09 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/2006/11/12/uncategorized/swfobject-add-on-size-limiting-for-full-window-flash/</guid>
		<description><![CDATA[[slug]swfforcesize[/slug]Here&#8217;s another add-on for SWFObject. This one allows you to create a full-window flash movie, but when the browser window is set below the specified size, the div containing the flash is kept at the minimum size and horizontal/vertical scrollbars are displayed. Again it&#8217;s easy to implement, you have to make a few small changes [...]]]></description>
			<content:encoded><![CDATA[<p>[slug]swfforcesize[/slug]Here&#8217;s another add-on for <a target="_blank" href="http://blog.deconcept.com/swfobject/">SWFObject</a>. This one allows you to create a full-window flash movie, but when the browser window is set below the specified size, the div containing the flash is kept at the minimum size and horizontal/vertical scrollbars are displayed.</p>
<p>Again it&#8217;s easy to implement, you have to make a few small changes to the HTML/CSS/JavaScript<br />
<span id="more-12"></span></p>
<p>Firstly, you have to remove the !DOCTYPE declaration from the very top of the HTML document, as, for some reason, this causes the browser to scroll, even though the flash container is set to 100% height. Then modify the CSS so the the html&#8217;s overflow is set to auto. Also, the #flashcontent div needs to have it&#8217;s positioning set to absolute, this stops Safari on Mac OS from showing the vertical scrollbar.<br />
[css]<br />
html {<br />
    height: 100%;<br />
    overflow: auto;<br />
}</p>
<p>#flashcontent {<br />
	position: absolute;<br />
	top: 0px;<br />
	left: 0px;<br />
	height: 100%;<br />
	width:  100%;<br />
}<br />
[/css]</p>
<p>In the javascript, do the following:<br />
[js]<br />
var so = new SWFObject(&#8216;flash.swf&#8217;, &#8216;website&#8217;, &#8217;100%&#8217;, &#8217;100%&#8217;, &#8217;8&#8242;, &#8216;#333333&#8242;);</p>
<p>so.useExpressInstall(&#8216;js/expressinstall.swf&#8217;);</p>
<p>so.addParam(&#8216;menu&#8217;, &#8216;false&#8217;);<br />
so.addParam(&#8216;scale&#8217;, &#8216;noscale&#8217;);<br />
so.addParam(&#8216;salign&#8217;, &#8216;lt&#8217;);</p>
<p>if( so.write(&#8216;flashcontent&#8217;) )<br />
{<br />
    var forcesize = new SWFForceSize( so, 900, 600 );<br />
}<br />
[/js]</p>
<p>When you call the &#8216;SWFForceSize&#8217; constructor, the last two arguments are the minimum width and height of the movie, in this case the minimum size is 900&#215;600 px.</p>
<p>Download <a href="/downloads/swfforcesize.zip">SWFForceSize here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.pixelbreaker.com/flash/swfforcesize/feed</wfw:commentRss>
		<slash:comments>78</slash:comments>
		</item>
		<item>
		<title>Tamarin Project</title>
		<link>http://blog.pixelbreaker.com/flash/tamarin-project</link>
		<comments>http://blog.pixelbreaker.com/flash/tamarin-project#comments</comments>
		<pubDate>Fri, 10 Nov 2006 23:00:03 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/2006/11/10/flash/tamarin-project/</guid>
		<description><![CDATA[The Actionscript Virtual Machine 2 (AVM2) is going open-source with Mozilla and Adobe joining forces. Tamarin will be a model for JavaScript 2.0 and ActionScript 3.0 and any other language that is fully ECMAScript 4 compliant. It&#8217;s aim is to create a more unified scripting interface for RIAs in future, it should also enable much [...]]]></description>
			<content:encoded><![CDATA[<p>The Actionscript Virtual Machine 2 (AVM2) is going open-source with Mozilla and Adobe joining forces. Tamarin will be a model for JavaScript 2.0 and ActionScript 3.0 and any other language that is fully ECMAScript 4 compliant. It&#8217;s aim is to create a more unified scripting interface for RIAs in future, it should also enable much more &#8216;native&#8217; language bridging, i.e. passing properly datatyped objects between JavaScript, ActionScript and JScript.</p>
<p><a target="_blank" href="http://www.mozilla.org/projects/tamarin/">http://www.mozilla.org/projects/tamarin/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.pixelbreaker.com/flash/tamarin-project/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>SWFObject add-on: MouseWheel on Mac OS</title>
		<link>http://blog.pixelbreaker.com/flash/swfmacmousewheel</link>
		<comments>http://blog.pixelbreaker.com/flash/swfmacmousewheel#comments</comments>
		<pubDate>Wed, 08 Nov 2006 00:13:21 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[ActionScript 2.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/2006/11/08/flash/deconcept-swfobject-mousewheel-for-mac/</guid>
		<description><![CDATA[I&#8217;ve had the mouse wheel working in flash on OS X for a while, and after seeing the SWFAddress add-on for deconcept&#8217;s SWFObject embedding system, I thought I&#8217;d add mousewheel functionality to SWFObject, rather than using my own &#8220;frankenstein&#8221; embedding system. It&#8217;s straight forward to implement. Download SWFMacMouseWheel here. Within ActionScript, you&#8217;ll barely notice any [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve had the mouse wheel working in flash on OS X for a while, and after seeing the <a href="http://www.asual.com/swfaddress/" target="_blank">SWFAddress</a> add-on for <a href="http://blog.deconcept.com/swfobject/" target="_blank">deconcept&#8217;s SWFObject</a> embedding system, I thought I&#8217;d add mousewheel functionality to SWFObject, rather than using my own &#8220;frankenstein&#8221; embedding system.</p>
<p>It&#8217;s straight forward to implement. Download <a href="/downloads/swfmacmousewheel.zip"><span id="mce_editor_0_parent"></span>SWFMacMouseWheel here</a>.</p>
<p><a href="/downloads/swfmacmousewheel.zip"><span id="mce_editor_0_parent"></span></a><br />
<span id="more-9"></span><br />
Within ActionScript, you&#8217;ll barely notice any difference. Only that instead of using Mouse.addListener(), you&#8217;ll refer to my class instead.</p>
<p>Example code:</p>
<p>[as]<br />
import com.pixelbreaker.ui.MouseWheel;</p>
<p>class Example<br />
{</p>
<p>function Example(){<br />
MouseWheel.addListener( this );<br />
}</p>
<p>public function onMouseWheel( delta:Number ):Void<br />
{<br />
// do something with the delta value<br />
}<br />
}</p>
<p>[/as]</p>
<p>All the javascript is included in the zip, with an example html file.</p>
<p>You simply have to add one line of code to the javascript:</p>
<p>[js]<br />
var so = new SWFObject(&#8216;test.swf&#8217;, &#8216;website&#8217;, &#8217;100%&#8217;, &#8217;100%&#8217;, &#8217;8&#8242;, &#8216;#FFFFFF&#8217;);</p>
<p>so.useExpressInstall(&#8216;js/expressinstall.swf&#8217;);</p>
<p>so.addParam(&#8216;menu&#8217;, &#8216;false&#8217;);<br />
so.addParam(&#8216;scale&#8217;, &#8216;noscale&#8217;);<br />
so.addParam(&#8216;salign&#8217;, &#8216;lt&#8217;);</p>
<p>// CHANGE BELOW<br />
if( so.write(&#8216;flashcontent&#8217;) )<br />
{<br />
var macmousewheel = new SWFMacMouseWheel( so );<br />
}<br />
[/js]</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.pixelbreaker.com/flash/swfmacmousewheel/feed</wfw:commentRss>
		<slash:comments>72</slash:comments>
		</item>
		<item>
		<title>Open Source Library</title>
		<link>http://blog.pixelbreaker.com/flash/open-source-library</link>
		<comments>http://blog.pixelbreaker.com/flash/open-source-library#comments</comments>
		<pubDate>Sat, 04 Nov 2006 17:29:19 +0000</pubDate>
		<dc:creator>pixelbreaker</dc:creator>
				<category><![CDATA[ActionScript 2.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Library]]></category>
		<category><![CDATA[Open Source]]></category>

		<guid isPermaLink="false">http://blog.pixelbreaker.com/2006/11/04/open-source-library/</guid>
		<description><![CDATA[I&#8217;m currently putting together a library for release under a GPL license. It will include animation management classes, a core kernel and threading engine to remove the reliance on onEnterFrame events, and a debugging tool. This lib is aimed at Flash Developers who predominantly work on animation intensive sites, rather than application development.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m currently putting together a library for release under a GPL license. It will include animation management classes, a core kernel and threading engine to remove the reliance on onEnterFrame events, and a debugging tool.</p>
<p>This lib is aimed at Flash Developers who predominantly work on animation intensive sites, rather than application development.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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