Task management:


     Project Name


+ Gather Requirements

- Meet with customer
- Competitive Research

+ Design

- Create wireframes
- Detailed Design
- Review

+ Implementation

- Graphic Design
- Coding
- Testing and rework
- Presentation


Folder management:


     Project Name


- Artworks
- Assets
- Document
- Build_Folder
- JIRA_ITEMs
- Files Review


5.Teamwork

 

Web-based project management tool that helps managers,staff and clients work together more productivity online.Stay on track,Share & collaborate,work faster and host it yourself.you get room for 2 projects, free storage space and you can instantly upgrade to a paid plan at any time.

Benefits

  •  Manage projects
  • Manage task lists
  • Schedule milestones
  • Add messages
  • Time tracking
  • Upload files
  • Manage people
  • E-mail integration
  • Multi language support


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stage.addEventListener(Event.ENTER_FRAME, cameraFollowCharacter);

function cameraFollowCharacter(evt:Event){
    root.scrollRect = new Rectangle(char.x - stage.stageWidth/2, char.y - stage.stageHeight/2, stage.stageWidth, stage.stageHeight);
}
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Water festival is the most popular ceremony for all Cambodian to identify their nation to the world known.
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first  we may have flash called preloader that contain a movie clip name preloader. Preloader has it own class link called preloader. Inside preloader in has a movie clip called progress bar that given instant name called progBar.

We have a class called main.as that is link from prelader.fla and the code below

package
{
    import flash.display.MovieClip;
    import flash.events.Event;
   
    /**
    * @oudom chheang
    */
    public class Main extends MovieClip
    {
        /**
        * Constructor
        * Stop timeline and add event listener to preloader.
        */
        public function Main()
        {
            this.stop();
            preloader.addEventListener( Event.COMPLETE , _initContent );
        }
       
        /**
        * Load has finished, remove preloader and preceed to next frame.
        */
        private function _initContent(evt:Event):void
        {
            preloader.removeEventListener( Event.COMPLETE , _initContent );
            this.removeChild(preloader);
            nextFrame();
        }
    }
}

We have a class called preloader.as this will

package
{
    import flash.display.Sprite;
    import flash.display.LoaderInfo;
    import flash.events.Event;
   
    /**
    * @oudom chheang
    */
    public class Preloader extends Sprite
    {
        /**
        * Alias for stage LoaderInfo instance
        */
        private var _targetLoaderInfo:LoaderInfo;

        /**
        * The percent loaded
        */
        private var _loadPercent:Number = 0;
       
        /**
        * Constructor
        * Listen for when the preloader has been added to the stage
        * so that the progress of the remaining load can be monitored.
        */
        public function Preloader()
        {
            trace("win");
            this.addEventListener( Event.ADDED_TO_STAGE , _init );
        }
       
        /**
        * Initialize variables.
        * Set initial width of the progress bar to 0
        * and listen for enter frame event.
        */
        private function _init(evt:Event):void
        {
            _targetLoaderInfo = stage.loaderInfo;
           
            progBar.scaleX = 0;
           
            this.removeEventListener( Event.ADDED_TO_STAGE , _init );
            this.addEventListener(Event.ENTER_FRAME, _onCheckLoaded);
        }
       
        /**
        * Check the status of the load, once complete dispatch a complete event.
        */
        private function _onCheckLoaded(evt:Event):void
        {
            _loadPercent = _targetLoaderInfo.bytesLoaded / _targetLoaderInfo.bytesTotal;
            progBar.scaleX = _loadPercent;
            if (progBar.scaleX == 1)
            {
                this.removeEventListener(Event.ENTER_FRAME, _onCheckLoaded);
                this.dispatchEvent( new Event(Event.COMPLETE) );
            }
        }
    }   
}
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View Fullscreen


try {
                stage.displayState = StageDisplayState.FULL_SCREEN;
            }catch (e:Error) {
                trace("#", e.message);
    }


Resize and object to fit the screen


stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;

stage.addEventListener(Event.RESIZE, resizeListener);
stage.displayState = StageDisplayState.FULL_SCREEN;
redraw();

function resizeListener (e:Event):void {
    redraw();
}

function redraw(){
    mcBackground.width = stage.stageWidth;
    mcBackground.height = stage.stageHeight;   
    mcContentInner.width = stage.stageWidth;
    mcContentInner.scaleY = mcContentInner.scaleX;
    mcContentInner.x = stage.stageWidth/2 - mcContentInner.width/2;
    mcContentInner.y = stage.stageHeight/2 - mcContentInner.height/2;
}
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