ActionScript 2.0 :: Declare Multiple Classes And Movieclips?
Jul 17, 2004
Can you declare multiple classes and then register each movieclip from the library to a different class? It isnt working for me.
I created two different classes and created two entire different movieClips and registered each movie clips to a different class.
However, I can only use on movieClip at a time, when I use the duplicateMovieClip... command to create copies of the movieclip, i find that only those movieclips, whose class i declared first, appear on stage.
multiple classes and then register each movieclip from the library to a different class? It isnt working for me. I created two different classes and created two entire different movieClips and registered each movie clips to a different class. However, I can only use on movieClip at a time, when I use the duplicateMovieClip. command to create copies of the movieclip, i find that only those movieclips, whose class i declared first, appear on stage
Can I declare 2 classes in the one AS3 file? I tried this without success package { public class ClassTest { private var a:classTest2; public function ClassTest() { a=new ClassTest2(); [Code] ......
i am trying to tidy my code, but all my classes need to have sections in the root for their respective onload events. i would much rather they were in the classes for code neatness
i am trying to tidy my code, but all my classes need to have sections in the root for their respective onload events. i would much rather they were in the classes for code neatness
The examples I'll use don't do anything - they're classes without ANY members - no variables, methods, anything.
Let's say I extends Sprite and call it MySprite.
I save it in test.core
[code]...
Now I create another custom class called MyWindow that extends MySprite.
I save it in test.windows
[code]...
Then I create another class that extends MyWindows (the example I'll use is a document class - but that doesn't matter - I've tested using an instance too).
[code]...
Notice that I'm not even trying to instantiate the helper classes - just having them there throws the error.
If there is only a single helper class, everything runs fine.
Also note that - as far as I can tell - this only happens when extending one class from another package, then extending that class with more than one helper object.I'm pretty sure there's no namespace bumps or typographical errors, as this is a very pared-down version of the original application.
EDIT: seems the problem exists even without the crossing packages - even extending MySprite in the document class with multiple internal classes generates this error.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I've created a carousel class which takes one parameter, an array of menu item names, these will then be displayed on the carousel. I've then created two movieclips for the left and right controls, added them to the library and given them classes of their own.Within the carousel class I instantiate instances of the two control classes which then enables me to add event listeners for rollover and rollout.
What I'd like to know is, is this the best way to do this short of creating the controls using pure actionscript?I'd like to not have to add the class properties for the left and right controls and have a situation where I could just give them the right name and they would work or maybe pass them in as parameters and use them that way.
How is this done in ActionScript 3.0 properly?I just want my external class (mech.as) to be able to be used in my FLA (main.fla), by making a MovieClip and assigning it the "mech" class.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
I am having some trouble with Classes with respect to a movieclips 'As 2.0 class' in the linkage settings.After an attachMovie i am expecting my Class members to exist but they are not
OK, This is what i was doing...I create a MovieClip called Class1_mc and another called Class2_mc, original eh.i then stick an instance of class2_mc INSIDE of Class1_mc, call it clipinner
ok so i assign Class1 to Class1_mc and Class2 to Class2_mc via the linkage settings.
am trying to get a movieclip in one class to stay at the same x and y value of a movieclip in another class. the arm is meant to stay on the player's mc in armClass.as .here is the code.
After switching to AS3, I've been having a hell of a time figuring out the best way to manage MovieClips that have UI elements spread across multiple frames with a single class. An example that I am working on now is a simple email form. I have a MovieClip with two frames:
the 1st frame has the form elements (text inputs, submit button) the 2nd frame has a "you" message and a button to go back to the first frame (to send another email) In the library I have linked the MovieClip to a custom class (Emailer). My immediate problem is how do I assign a MouseEvent.CLICK event to the button on the 2nd frame? I should note at this point that I am trying to avoid putting code on the timeline (except for stop() calls). This is how I am 'solving' the problem now:
Emailer registers an event listener for a frame change ( addEventListener("frame 2", onFrameChange) )On the 2nd frame of the MovieClip I am calling dispatchEvent(new Event("frame 2")); (I would prefer to not have this code on the frame, but I don't know what else to do)
My two complaints with this method are that, first I have calls to addEventListener spread out across different class methods (I would rather have all UI event listeners registered in one method), and second that I have to dispatch those custom "onFrameChange" events. The second complaint grows exponentially for MovieClips that have more than just 2 frames.
My so called solution feels makes me feel dirty and makes my brain hurt. I am looking for any advice on what to do differently. Perhaps there's a design pattern I should be looking at? Should I swallow my pride and write timeline code even though the rest of my application is written in class files (and I abhor the Flash IDE code editor)?
I absolutely LOVE the event system, and have no problem coding applications with it, but I feel like I'm stuck thinking in terms of AS2 when working with mutl-frame movieclips and code.
I have a designer who has created a set of movie clips that I want to create instances of using ActionScript, but all I have is the name of the MovieClip as it's stated in the library (not the instance name).
Is there any way to create instances of the MovieClips using just their name? Or do I have to create separate classes for each?
what the easiest way to play movieclips is using pure AS in classes. Basically, I have a MC instance on the stage with 25 frames and simply want to play it once. Using the play() method causes it to play infinitely, and I can't find any other methods which let me choose the frames i want to play between.
i'm creating an application using AS3.0 and class files. in this application i have a MovieClip in the library i'm using that contains several symbols and configurable textfields and have already defined the functionality for these symbols. my question is, if i'm creating an application and through actionscript and i'm spawning instances of a symbol, do i have to define the functionality and initialize this symbol in the main application class?
specifics: i'm creating a panorama app with markers that are papervision3d planes. they use a movieClip texture that i've created and i want to configure textfields and display pictures that describe the info in the marker. i created a panoApp.as class file that configures the panorama. but i also have a marker.as class that defines the symbol's behavior. this movieclip has symbols in it it's stage that i've defined (ie: name_textfield, description_textfield, etc..) when i compile the project, the compiler errors saying that the variables/identified internal symbols are missing.
I have an array of ingredients for soup as strings. These ingredients are also movieclips in my library, all linked with an identifier. I want to add the movieclips to the stage dynamically.
I tried getDefinitionByName but I keep getting an error that the variable "appel" (veg[0] in this case) is undefined. And basically, I only have a general idea what I'm doing here, so I would be grateful if someone could explain it to me or link me to a helpful tutorial.
How do you subclass multiple classes. I have a class that subclasses MovieClip. I added a new feature. Now its yelling that my class needs to subclass SimpleButton. I know there both part of the display class. But how do you subclass that?
I'm trying to compile AS files using the mxmlc but the particular class depends on other classes. My command is something like this: mxmlc -includes classA classB -source-path=. com.example.com.classC.
This gave me classC.swf but when I loaded it, it was still looking for classA.swf and classB.swf. Is there anyway I can have just one swf file?
I'm trying to set up an AS3 project using a single package, that will have multiple classes coded in seperate files.I am looking for examples and tutorials for this kind of project.As I understand it, these files must have the same package, and their class must be public. This will allow the multiple files and various classes to be used in the single package.[code]Either of both of these files could then be imported into the main movie and their classes / functions used in the package.
Is there a way I can load an xml-file in a separate as-file and use this for multiple classes? (Or, should I load the xml-file in every class I want to use it in)
for example i set up a basic xml structure
test.xml
Code: <xml> <first>use this data in the first class</first> <second>use this data in the second class</second>
So, what exactly are the rules on several classes inside of one AS file?So far, the only way I have been able to do this is by putting the class outside of the package brackets with no namespace selected (which I believe means 'internal' by default, right?)[code]So, using this notation, I'm wondering if a few things are possible:
1. Putting several 'secret' classes in the same AS file?
2. Making these classes public via the "Main" class, the one that the AS file is actually made for?Both examples applied here. Are these the right ways to do this?:[code]
3. Since these classes are marked as internal, they should be available to classes which extend the Main class AND classes in the same package without any import statements, correct?
4. Does embedding classes like this affect performance in any way?
5. Will these embedded classes always be compiled even if they are never accessed or referenced, similar to Library items or other classes?
I am attempting to use multiple AS3 timers to run a short animation in flash but I'm having a problem with some of the instances running slowly or not being removed when they are supposed to. I found a way to make things work the way I want but in being new to AS3 I believe my runtime issues are due to jumbled code.
I'd have thought this to be simple, but nothing works. I have a game I'm working on, and in it, there will be a speed stat. The fast you are going, the faster everything else has to move to make it look like you are moving faster.The problem is, the speed stat (obviously not called speed) is one of the upgradable stats, and needs to be available for the class handling upgrades for it to be changed, and it needs to be read by the class handling moving objects.The second class however, has absolutely no idea the variable even exists. I've tried for weeks to look up a tutorial on it, but there doesn't seem to be any at all that I can find. (I am using public variables, and have tried various ways of trying to point at the class it's from but apparently I must be using the wrong syntax)