I am a designer so its a pretty useful way of making things happen quickly but would really like more options in terms of animation.For example.. I know how to make one object do something...
I'm getting %@!#!#!@I have a mc and I want to use the Tweenclass in it.I want the mc to do random things. I tried everything i guess, just not the right thing my last code:
I'm getting the following error: Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol. I don't have any ungrouped shapes (it's all text), each layer has 5 instances of only one symbol (keyframes), no objects are grouped and text is all static text.
When watching the animation, the first word (web) looks fine, on the second word (design) the tween fails on the last couple of frames of that clip (the blur filter disappears), the third word (and) is OK, and on the forth word (development) the blur filter is not applied to the last 16 frames of that clip.I broke each animation into its own MC thinking that was causing the issue, but that didn't fix anything.
I am building an image gallery which has a very simple design. The gallery has a button area, where the buttons are movieclips, and an area where there are images, which are also movieclips.I am using flash CS3, AS3.Each time I use an eventlistener to tween the alpha value of each image (the brightness) when the button movieclip is pressed, I must call a command to reduce the value of every OTHER image that is in my gallery as well as increase the alpha value of the single image I want.This means I have a lot of typing and I was wondering if there was an easier way to manage my movieclips, such as to use the Array class or the Object class. However I can not seem to on the subject on adding a movieclip instance name and its property to a class that could store the data, or the reasonable command to select/omit other movieclips
If I have the following on the timeline in my FLV, it works and attaches my movie from the library to the stage. If I do the same from my class, it does not. var myMC:ToolTipMc = new ToolTipMc(); addChild(myMC);
I'm trying to add a class to the screen so the stuff I have in the class can be seen. I'm using a class called "Upgrades" to add the other class "BuyStuffContent" to the screen through [code]This is a game and I'm using Model,View, Controller if that helps. Anything added to _gameModel. screen goes on the screen. I tried this in another section of the game and it worked fine.[code]
Basically I want to create my own drawRect() for as2.normally, I would just prototype it:
Code: MovieClip.prototype.drawRect = function(x,y,w,h){ //etc.. } and then I would be able to use it like: Code: mymc.drawRect(a,b,c,d);
Is there a way to make that function a class so that I can still call it from a movieclip directly? I read in another post somewhere about calling super.drawRect() in an extended class, but I'm not 100% on how to actually do this.So far I have what is below. I don't think I'm supposed to be declaring the mc var, but I can't think of another way to do it.
Code: class drawRect extends MovieClip{ private var mc:MovieClip; function drawRect(x,y,w,h){
I don't have much action script experience at all but If someone could point me in the right direction it would be awesome....I have an image gallery supplied from xml. I want to add a tween to each image as it opens, so far it works on only the first image, I'm guessing I need to create a mc for each image that is loaded so each mc can have a tween? I really need some direction this is what I have so far:
i've been getting difficulties regarding how to put a stage on a .AS how should i declare it? I want to put my movie clip on the stage using a class only. i want my hero to go at the middle of the screen but it doesnt come out.
in my Doc Class I am trying to load in multiple MCs onto the stage which come from a class held in the library ...I get an error whilst trying to name them .. perhaps it too much of an AS2 way?ps code is only a snippet of the problem..
i've been getting difficulties regarding how to put a stage on a .AS ow should i declare it? I want to put my movie clip on the stage using a class only. i want my hero to go at the middle of the screen but it doesnt come out. here's my current code
What i'm trying to do is create an errorAlert class. The role of this class is to as you might expect display an alert:) So the current class is set up in such a way.
1. pass in an errorcode returned from the server into the constructor.
2. This runs through a switch and sets a msg variable to the right textual prompt based on the code. At this stage it also sets an alert type, so as an example it could be a severe alert where the user has no option other than ot refresh the browser. Or it is a softer alert where the user is able to press a close button and proceed.
Because all of the type handling and everything is held within the class. I want to avoid adding the instance to the display list within the main document class. Ideally just letting the class add itself to the stage AND IF it is a softer alert, it can show the close button, add an event listener, and, then remove itself.
I am not sure if this is possible, but can I add a custom property to the MovieClip class. I'd like to add a tooltip-functionality to some things so I'd just need a "tip"-property in which I can store a String. Would this work, or do I have to create a new Class extending MovieClip?
I have a MovieClip with multiple child MovieClips. I would like to add a class to each child MovieClip. Unfortunately, I can't just create the class and mc.addChild(class) because classes aren't display objects.
I am trying to make a "Achtung! die kurve" - like game in Actionscript 3.0. So far I've done the movement of one of the 'worms', and it works alright. I wanna divide it into different class files, but I can't seem to get it to work. I have a .fla file and 4 .as files. So far I only have code in two of these. When I put all my code directly into the fla file, it works perfectly fine, but when I put it into my player class, it won't 'add the child' to the stage. Here is my player .as file: [URL].
The reason why I commented the addChild, is because I wanna do this in my mainFile.as. This is from the main file: [URL]. I'm not quite sure how to call it in the main file, so I'm guessing that this would be the issue. All the files are named and placed correctly in the same folder, and flash says that each of my .as files are targeting the .fla file, so this doesn't seem to be the issue. How I can change the speed of my sprite.
I have created a custom class called SceneNavagation.as which i use to add my navigation to the stage. I was having problems getting the addChild to display my mc on the stage. So I passed the stage instance into my class and used that to attach my movieclips. _stage.addChild();
This worked but Im new to as3 and just wanted to know if this was a good way to do this below is my code.
chat.fla Code: Select allimport maero.entities.*; var p:Player = new Player(1, "player one");
[code]....
There we go. What i want to do is, I want to create an instance of the Player class, which then creates an instance of the Actor class, which in the _draw() function should add an image to the stage, but I can't figure out how to do that. I want this image to be an instance in the Player's Actor instance, so i later can move it around, the same goes for the user name text. how do i add an image and a user name text field to the stage at player.__x and player.__y?
For the game I am making, I'm using a self-made sprite managing system.I've got three classes: SpritesManager, SpriteGroup extends Movieclip and Sprite extends Movieclip.The idea is: SpritesManager is holding an object: "mainSprites", SpritesManager also hasa method "newGroup", wich creates a new SpriteGroup in mainSprites.In this way I want to make a system for creating and managing some sort of Movieclip-tree.For example:mainSprites.enemies.badEnemyThe method newGroup in SpritesManager has a param "name" wich is the name of the SpriteGroup to create.Here's where I'm stuck: how do I create a new SpriteGroup referenced to as "name" in mainSprites?
For the game I am making, I'm using a self-made sprite managing system. I've got three classes: SpritesManager, SpriteGroup extends Movieclip and Sprite extends Movieclip.
The idea is: SpritesManager is holding an object: "mainSprites", SpritesManager also has a method "newGroup", wich creates a new SpriteGroup in mainSprites. In this way I want to make a system for creating and managing some sort of Movieclip-tree. For example: mainSprites.enemies.badEnemy
The method newGroup in SpritesManager has a param "name" which is the name of the SpriteGroup to create. How do I create a new SpriteGroup referenced to as "name" in mainSprites?
I'm trying to make a new method for the XMLNode class and I want to use this method in other classes of mines that manipulate XMLNodes. Here's what I did :
1. I wrote an Ext class which you can read here :
[Code].....
It didn't work (saying that myMethod doesn't exist), so I added this line "static var e : Ext = new Ext();" before "function Testing () {}" Then my method worked. I don't understand why but great.
3. The problem is that I want to use the method not only in the main function but also in other classes of the application. However, when another class tries to call the custom method, it says that it is not defined. I don't know how to solve that.
Additional infos: I'm using the Eclipse IDE rather than the traditional Flash IDE so I don't have such a thing as "the first frame". My app only has the main function. -MTASC which compiles my code doesn't support #include
ok. so here's the thing..i have a class from where i created an array with the time, name, and position of each movieclip data.. and wanted it to go through each one and execute at a certain time.. So i tried something like this:
[Code]...
the first part works well.. but its when i try and add it to the stage that i get confused.. i tried something but i think its wrong.. can anyone help me? Basicly i want flash to get the array.. use index 1 for the name.. index 2 for the x position and index 3 for the y position.. but all this name referencing in as3 really confuses me.
Actionscript Code: public function Main():void { var my1:MovieClip = new Sp(); var my2:MovieClip = new Jp(); var my3:SimpleButton = new But(); var rel; for (var i:Number = 0; i < 3; i++) { rel = "my" + (i + 1); trace(rel); addChild(rel); }
See the above script, Here I don't wanna add the MovieClip and button class separately using "addChild" like,
So I used for loop function. But it is showing error: TypeError: Error #1034: Type Coercion failed: cannot convert "my1" to flash.display.DisplayObject. at com.priyan::Main() at mainFile_fla::MainTimeline/frame1()
I create 3 instances of the class below. I need to find a way to call them with a delay so they get added to the stage one after the other. Is there a class that lets me queue up functions? Or an economical way to do it with the functions built into flash.
I have a main menubar.fla file, which has a document class on it linking to a menubar.as. the as3 file is just some simple Papervision3d stuff, and creates a few buttons on the stage from the library. Here you can see the project as it is now I am trying to make it so when your mouse leaves, the the head will tween back to facing forward. But to find the mouse leaveing, I am using the code found HERE In an FLA without a document class, it works fine, but when I add it to my menubar.fla I get the errors:
1046: Type was not found or was not a compile-time constant: TextField. 1180: Call to a possibly undefined method addFrameScript.
The first one comes from the text box alone on the stage.I had a similar problem when adding the buttons, that eventually made me link them for actionscript and just create them directly in the AS file, because placing them on the stage threw similar errors. I would do that for this code too, but according to the source site, "This event is only available added to the stage."
Does flash have an equivalent to Flex'sApplication.application.[insert application method or propertyI want to get access from an as3 class file to the mainstage. a call to this.root from the stage to the class will notwork because I need the root object stage to execute an addChild
From a tutorial page, I manage to built this flash page with xml capabilities. But when I add more scene to the flash page, I have errors like this.
TypeError: Error #1009: Cannot access a property or method of a null object reference. at MyContent/init() at MyContent() TypeError: Error #1009: Cannot access a property or method of a null object reference. at MyContent/onComplete() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete()
How do I edit the "MyContent.as" file so that I can add more scene to the flash. I understand that, once i put the "MyContent.as" in the document class, it will load immediately, is there any way to tell it to load only in scene 2 (which is where the xml is needed).
I'm trying to create an application with an extensive user interface. I've come pretty far and decided I wanted to really take advantage of the object oriented features that AS3 has to offer.
I've started off by created a few classes: User, Background and Main. Main is the document class of course. In the document class I have a function "resetStage" that clears the display list of all children. This is because I have many layers of images making up the UI and they all show up at startup unless I remove them. Besides I want to see where the stuff is positioned in the Authoring tool so I don't want to just create movieclips and then delete them.
My issue is with my Background class. Basically what I want to do is create a new DisplayObjectConatiner called bgContainer or something and then put all the background stuff in it. (The main background image and a status bar image). Then add the bgContainer and its children to the stage. This should all happen when the object is constructed.
Main .as --------------------- package { public class Main extends MovieClip {