Download GSFlash v1.14 *Compiled for A5.5+* *BETA*
Download GSFlash v1.14 Source *Source for A5.5+*
Download GSFlash Example
Alternate version of GSFlash2 by Gary *Source for A5.24*
Use:
Free for all GameStudio projects without restrictions.
Disclaimer: If it blows up your machine it's not our fault.
Installation:
Unzip gsflash.wdl into your templates directory.
Unzip GSFlash.dll into your work directory.
Publishing:
You will have to copy the DLL manually to your .cd directory when you publish.
You will have to copy your SWF files manually to your .cd directory when you publish.
Testing:
When testing your SWF files should be in the bin directory.
Versions:
9/02/2003 -- v1.14 -- Released. Bugfix.
4/11/2003 -- v1.13 -- Released. Bugfix.
4/07/2003 -- v1.12 -- Released.
4/01/2003 -- v1.1 -- Released.
3/23/2003 -- v1.0 -- Released.
Usage:
See gsflash.wdl for a list of functions and their parameters.
Note on Flash Script Commands. If Flash_FSCmds(1); is run
then flash script commands run in the SWF be piped to
c-script. If the flash script command is called "blahblah"
you will need a c-script function called function blahblah() {}.
Any arguments of the flash script command are passed to the
first parameter of the function as a string. For example,
function blahblah(args) {} where args would contain the arguments
from the flash script command. Good luck.
Hints:
*Panel needs to be 16bit.
*Panel and flash need to be the same size.
*If your panel starts out as invisible you need to bmap_preload the
image before flash can access it.
*The default image for your panel can't have alpha data from a TGA.
Functions:
// name_str = name of flash component
// filename is the filename of the swf file
// returns 1 if error else returns 0.
dllfunction Flash_Create(name_str,filename);
// verbose_int = 1 show error messages // returns 1 if error else returns 0.
dllfunction Flash_Verbose(verbose_int);
// fscmds_int = 1 run flash script commands // returns 1 if error else returns 0.
dllfunction Flash_FSCmds(fscmds_int);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_Paint(name_str,bmap);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_MouseDown(name_str,x,y);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_MouseUp(name_str,x,y);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_MouseMove(name_str,x,y);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_SetBounds(name_str,width,height);
// name_str = name of flash component
dllfunction Flash_Play(name_str);
// name_str = name of flash component // returns 1 if error else returns 0.
dllfunction Flash_Free(name_str);
|