Archive for the ‘Tutorials’ Category

I decided to split the original blog post into two separate posts as “Secure” Flash/MySQL DB calls is fairly short, and it was scattered about in a post more on how to set up a High Score DB with AMFPHP.

So this will be a couple of very specific tips and things to set up when adding any sort of user-entered data from flash ( or PHP! ) to touch your database. You know the rule… never trust any data. Always make sure you strictly data type variables and typecast user-entered variables.

First up, as the user enters data into Flash, via an input TextField, use the .restrict setter to restrict characters entered to only characters that you need.  This is the first layer of protection against SQL injection attacks , and just follows the same sort of common sense “best practices” type of coding as datatyping variables.


nameInputTxt.restrict = "A-Z a-z 0-9";

This will restrict the characters allowed in this textField to only alpha-numeric, capitals and lower case. This excludes potential Injection-prone characters like the single apostrophe ” ‘ ” and semi-colon ” ; ” keys.

After that data gets entered, we’re going to send those variables thru AMFPHP into our PHP Class.  In the case of our High Scores Database example, we’re sending both the nameInputTxt data, as well as an integer based score value which gets handled by the following PHP code:


function addScore( $pName , $pScore )
{

$created = date( "Y-m-d H:i:s");
$cleanName = mysql_real_escape_string( $pName );
$cleanScore = intval( $pScore );

return mysql_query( "INSERT INTO $this->table SET `name` = '{$cleanName}' , `score` = $cleanScore , `created` = '{$created}' ");

}

You’ll see the $cleanName and $cleanScore variables a couple of lines into the function. For String type user-entered data, always run it through PHP’s mysql_real_escape_string() function. If somehow a single apostrophe made it this far, PHP will automatically “escape” the apostrophe adding a back-slash before: \’ instead of a dangerous ‘

As far as $pScore goes, we’ll send it thru PHP’s intval() function which will truncate any decimal portions as well as attempt to return an integer value for any data it comes across. This means if something crazy happened and malicious String code made it this far, if intval() could not find the proper integer to represent the data, it will return 0. And submitting a zero, even though it might be wrong, is infinitely better than having DROP TABLE code injected into the call.

That’s it

For More info on securing the actual AMFPHP install and files, check out Lee Brimlow’s Flash Blog post, AMFPHP Security Basics

Thanks to a comment posted by doggy, I’ve updated the FishEyeMenu class to listen for MouseDown events and keep track of selected items.  

New Functions:

  • public function get selected():*
  • public function get lastSelected():* 
  • public function set selected( clickedItemEvent:MouseEvent ):void  
New Event Type
  • FishEyeMenu.SELECTED_CHANGED – Triggered upon a change in selected menu item
Once you’ve pushed an item into the FishEyeMenu object, it keeps track of it’s own MouseDown events on the items in it’s array.  When a user clicks on a menu item, it sets the _lastSelected property to whatever Was selected, and sets the _currentSelected property to whatever menu item was clicked.  

You can now add an event listener for SELECTED_CHANGED which will dispatch upon MouseDown on a menu item.

Please note, the getters for selected and lastSelected are going to return the actual Object that you pushed to the menu.  So it will return a reference to the actual TextField or MovieClip or Sprite or whatever you’re using in the menu.  If you check the Example FLA, you’ll see this code as an example

// in the main function
fishEyeMenu.addEventListener( FishEyeMenu.SELECTED_CHANGED , changedHandler );
 
//later in the code:
/**
* Simple test of usage, fishEyeMenu.selected returns the object selected
* so it's just like calling the actual object that was clicked last and
* you can set whatever properties that object has.
* If this were a MovieClip, you could use fishEyeMenu.selected.gotoAndStop()
***/
private function changedHandler( e:* )
{
trace( "Selected Item Changed to : " + fishEyeMenu.selected.name );
trace( "Selected Item Changed to : " + fishEyeMenu.lastSelected.name );

fishEyeMenu.selected.x +=20;

}

In the simple example, calling fishEyeMenu.selected.x += 20; just moves the object you clicked over 20 pixels to the right (+20). But you could also use fishEyeMenu.selected.gotoAndStop( “Selected” ); if you had pushed several Movie Clips into FishEyeMenu… and they had a frame with framelabel “Selected”.  Post comments if you’d like… it only helps make things better.

 

Download FishEyeMenu v1.1 from GoogleCode

View Updated Documentation

This will be a quick post on some gotcha’s to keep an eye out for when loading your ActionScript 3 game swf from a preloader swf. Nothing revolutionary here, back in mid-December, I had posted a blog on ActionScript 3′s Event Handling and the stopPropagation method and just the other day working on the code for a new game project, I ran into a situation where I should’ve used the method, didn’t, and ran into some issues.

Note: If you’re here looking for code on how to write a flash preloader, Lee Brimlow’s video tutorial on Preloading in AS3 gives a beautiful example. When I was originally learning how to code a preloader, that tutorial, and a couple of other tutorials around the net that escape my memory at the moment, were absolutely perfect.

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So I’ve been working pretty hard on what started as a TowerDefense game for a tutorial here.  It has since become more complex, less tutorialtastic, and awesome.  … sort of.  I’m happy with where it’s going. Now that I’ve stroked my ego, let me stroke a few more.

First off I have to say one of the single-most priceless pieces of code ever is TweenMax.  I know I seem to mention them in every blogpost these days.  When I buy programming books, or browse thru Adobe AS3 Live-Docs , I’m reading to solve a problem.  My brains don’t encyclopedia-ize all of the things I come across.  I don’t need to keep them in my memory, that’s why they’re written elsewhere… in APIs and documentation and stuff that I don’t care about.  …Until I need something.

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A friend of mine that enjoys bitching until I help her with whatever popped into her head that moment messages me tonight.  “Hey for my site [that you'll make for me for free because i'm a girl and your friend] I want a menu system like that one I showed you [which you're supposed to magically remember out of all the sites you've seen on the whole internet in your life].” After she re-sent me the link, a beautiful site called ilovedust I took a look at the slick little fish-eye style menu and said, “Yeah that’s Animation, I do code.  Not pretty stuff like that.”

After 5 minutes of receiving complaining message (but mostly once my game was finished that I was playing at Kongregate, I actually thought about what was happening in that menu, and after about 20 minutes of coding, had a workable menu.  I thought I’d post the code here and make a little tutorial out of it.

I love TweenLite.  And TweenMax.  And pretty much everything at GreenSock.  Once you learn the class, it makes everything so easy.  For those that are here who are AS2 coders… a) Upgrade!  and b) They also have AS2 versions of all of their code.  There are a number of other Tween libraries to choose from. Some perform better than others.  But TweenLite was the first for me that ‘made sense’ in my budding AS3 days, which still continue.

This is a quick little example of making a 5 menu-item menu that does stuff when you mouse-over.  You could probably think of a million ways to optimize this code; putting the menu items in a loop to initialize and things like that.  I’m just going to lay it out, and you can make your own better.

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