I've got a problem targeting objects is AS2 classes. In a class I have a multi-dimensional array with paths to some mc's in the main timeline (caminho['mc']). I need to reference them via method in a class, so i use something like this:
So i have multiple swf's that are within a stage. The main swf (index.swf) has a menu and once clicked it makes another swf to display. A common issue i'm having is that for the other swf's. I have animations which work within that swf but when i run from index they don't work.I know this is because of the targeting of the object but how do make this work?ample on 5.swf i have a button that has an action, when a mouse cursor goes over it a photo fades in and out on it, and that works when i run 5.swf
This seems like it should be fairly simple, but for some reason Im getting caught up when it comes to removing a layer from my drawing app, and when moving the layers up and down in the display list. My first problem is that when I do the (canvas.removeChild(layers[value]); it removes the child of the targeted layer, but it also removes the child of the objects before it? I think anyways.
The second problem is that my layerUp function works, but my layerDown does not, even though they are the same code? Confused I am indeed. I'm sure its fairly messy since Im just learning this stuff, so sorry for that too!
I'm trying to create a movieclip from the library dynamically on a certain event and then being able to target one specific movieclip by name after they've been created. I'm having problems being able to target and have tried a tone of different approaches, I think I'm close but I'm getting the error '#1006: getChildByName is not a function.'
I have 2 classes Main.as and RedPawn.as (yes, in the same folder).I am wanting to check if a child exists on a movie clip in Main.as through RedPawn.as.This is within a for loop since I am checking 24 possible values for _dest until I find a match.This simplified code example would be in the RedPawn class:
Code: _dest = 'example_mc'; // example_mc is pulled from an array if ( MovieClip(root)._dest.numChildren < 2 ) { // do stuff; }
I want to access an object from a class in which it was not created in. I have a main class (A) in which I create and instantiate an object (of class B), from this class I can obviously do whatever I want with the object, no problem. The issue I'm having is another class (C) needs to access the object in question to change its x and y location values. Class C doesn't know what the instance of class B, created in class A, is; this doesn't surprise me, but I can't figure out how to allow class C to get access to what class A created.
If I've got a bunch of plain old Objects, what's the best way to map them to a bunch of Classes?For example, if I use an HTTPService to pull in some JSON, then deserialize it, I'll have a bunch of objects which look like:
{ type: "person", id: 42, name: "David" }
And I want to turn them into instances of a Person class:
class Person { id:int; name:String; }
(also to be considered: how about some standard way of dealing with relationships between objects? For example, if the Person had an additional "spouse" field:
{ type: "person", spouse: 61, ... } // Where 61 is the ID of the spouse )
When I try to do this in an AS CDATA block, it tells me I can't have a class declared within a class (the MX:Application itself). Makes sense. But where and how do I do it?
So i a building a categorized menu of different foods. I have a class for "categories" (buttons) which essentially will return a string "salads", "drinks", etc. I now have another class "menuItems" for items within categories and this handles sizes such as "small", "med", "large", etc. My problem now is that when i return "salads", i want to invoke an array which contains all the elements of salads, send it to menuItems which will populate the menu. So far i have both the category objects and the menu object setup. I just cant seem to be able to send the data that the category object is returning and pass it to the menu object. Both of which are added to the stage as shown below:
If there was a way that i could say add all these classes to one class so that they can talk to each other that would be great but i dont know how to do this.
So I have a menu built inside of Flash CS4 that has a graphic for a background and five text fields that sit on it for menu options. The whole thing is saved as a movie clip in the library. The text fields all have instance names like infoBtn and mapBtn etc. and the menu is already on the stage and linked to it's own class in the library. My problem is accessing those text fields on the menu from the class. I keep getting "Error #1009: Cannot access a property or method of a null object reference." and the menu doesn't work. But if I trace the infoBtn.text in the class it outputs the text that is in the text field. So the code is accessing it but it's still not working?
I've been heavily mired in 3D recently, and decided to pay a visit back to good ole Flash.
My problem is this. I'm extending the MovieClipLoader class to create a Preloader Class (yes I'm sure it's been done fifty billion times but). I'm trying to refer to a symbol in a common library, the preloader symbol itself.
baseClip is a MovieClip object which takes a MovieClip passed to the constructor of the class in the FLA. (say a container movieclip which has a target clip preloaded into it) The class does load the target clip into the baseClip, but doesn't show the preloader, which makes me think I'm not referring to it properly.
Im trying to get used to packages and classes in AS3. Im used to put all code on the first frame of the timeline, but now i have 442 lines of code on the first frame. Yeah 442. And this is for a game engine so i thought i should put it inside some classes to make it easier to read an reusable. But i have noticed that if i create a class called Code and make a instance of that class like this:[AS]var codeObject:Code = new Code();[/AS]i get a bunch of errors because the class cant Acess the stage and the display list.i found a workaround by linking the class to a movieClip and and do this:[AS]MovieClip(parent);[/AS?
m new to as3 & am trying to make a platform game. i'm just not sure how to define the objects & variables. like my character & any other object i want it to collide with will be sprites, but im not sure where to go from there.
Is it possible to store instances of a class in a cookie or in shared objects.
Basically in my application I have an object "Diagram" that the user can create. If they hit save, I want to store the current instance as a cookie and allows them to reload it later.
Alternatively, I could see about getting them to store the saved version on the hard disk. But even then, all I want to save and retreive is my actionscript object.
I've tried storing the object to SharedObject.data.diag, but when I try to retrieve the object from the cookie doing SharedObject.data.diag as Diag returns null.
I'm working through a tutorial to create an mp3 player in actionscript. When I delete my first 4 lines of code, the .swf still works great! I thought you needed to declare what classes you're importing for every object you create later on.
I was wondering if I can create an array of created Classes. I have a feeling that I cannot, and that you can only create an array of values, not objects.
My array has a few objects that are revolving like on a carrousell...I want them to react on my mouseclick.I cant seem to get this to work...how would one make objects in an array do things?I cant even define the path to them properly, it appears that I SUCK. Allow me to present to you my little code-turdthat wont work in a million years level0.holder_mc.dot0.onRelease = function() {var xScaleT:Tween = new Tween(dot0, "_rotation", back.easeOut, 0, 1222, 2, true);
I am using Gaia framework with a fluid layout at here is what I get
This is the error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.gaiaframework.FluidLayout::FluidObject/reposition()
I've got an object declared and instantiated in my Flex application's singular MXML file: public var CDN:CDNClass = new CDNClass; I would like to access this same CDN object (and its public methods and properties) in another class declared in a separate .as file as such:
[Code]...
But when I try to access the public method parsePlayList in the CDN object in a method in the class defined in the .as file, I get the following error: Access of undefined property CDN The reason I want to do this is to break up the logic of my application into multiple AS files and have minimal MXML files, probably only one.
I have a CustomSimpleButton class and a CustomSprite class which creates a bunch of CustomSimpleButtons and displays them at runtime. How can I access other objects on the stage in Flash inside of my two custom classes? If I want an object tween to occur when one of my custom buttons is clicked how do i reference the object that I want to tween if I'm inside of my custom class.
I'm developing a webapp with Java backend and Flash (pure ActionScript) frontend using BlazeDS. I'm using the RemoteObject stuff to send objects, using custom serialization, where I need to implement Externalizable (Java) and IExternalizable (AS) interfaces. This works fine so far.
But now I need to send objects from Java to Flash, whose classes are generated with JAXB/XJC. Of course these generated Java classes don't implement the Externalizable interface, so it seems that I can't use my approach here. One possibility seems to be writing a XJC plugin which makes the classes implement Externalizable. But this looks like a tough job...
I'm about to start on a side-scrolling game which will involve around 10 different characters the play could choose from and probably about 20 different enemies. Each of these will have slightly different graphics, movement speeds, attack rates, etc. but I'm wondering how to manage it. The way I see it there's two options: Have a general classes "Player" and "Enemy" with a setter method for the exact character which could set a bunch of class variables like speed, max health, etc.. Most of the code would be the same but I'd need a lot of "if" statements in some places (ranged attack vs. sword, etc.).Have a whole bunch of classes "Goblin", "Scarecrow", "Skeleton", etc. that inherit from "Player" or "Enemy". All the stats could be hard coded in individual classes, no need to perform multiple checks on which character it is, but there will inevitably be some code repetition.
I'm bearing in mind that I'll have to reference these regularly. For example, each "Player" will probably have a "target" class variable to track who it's moving towards/attacking. If I strongly type this as "Enemy" and then set it to an instance of "Goblin", for example, will it be cast to "Enemy"? Is that a bad thing performance wise? What about using Vector.<Enemy> for tracking objects on screen? I'm guessing I'll have the same casting issue if the actual objects I push there are instances of Player's sub-classes. Will it negatively impact performance to have ~30 extra classes if I go with option 2?
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 am creating a library in AS3. Inside the library I make use of a bunch of classes/packages that need not be exposed to the end user of my lib. I want to only expose one of these classes.
I guess my questions are:
1) How are libraries commonly distributed in AS3?
2) Is there a .jar equivalent in AS3 that developers can include, but will only have access/knowledge of the classes I've declared as public?
I have an actionscript project which uses visual symbols from an SWC. I have a CheckoutButton which has the following class associated with it (compiled into the SWC in Flash CS3).
I'm trying to import a class from a class that is located in another folder. How do you move up a directory? Using./ or ../ doesn't seem to work. Essentially I want to access a TweenLite Class but not from the document class. My class is at com/myName and the class I want to access is at com/TweenLite. import ../TweenLite doesn't work... I realize I could just copy and paste the entire Tweenlite folder again, but there's got to be a less duplicative way of doing this..
inheritance and building classes from other classes.
I have 3 classes: gfxRoomText - changeable colour gfxRomInter - changeable colour - interactive gfxRoomImg - interactive - only image / no colour
The first two incorporate the same text field and functions to change colour. The second and third incorporate another class to interactive with. What is the best way of creating these classes using inheritance and how?
I have to use many custom classes for a project, each class includes lots of elements(methods,properties) and I generally forget their names when coding. Is there any editor which I can enumarate the elements of my classes after pressing "." like Flash's built in classes?