ActionScript 2.0 :: Using Class To Display Objects From Library To Stage?
Feb 27, 2011
I am using CS3. And this is all about understanding Identifier and Class from the symbol property under Linkage.
I read some articles where all are using class instead of attachMovie() method on TimeLine.
Its confusing to me and couldn't able to make it work.
The article I read says that attachMovie() method will be in class file.
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Jun 17, 2009
PBar contains two SimpleButtons (pBarProgress and pBarLoaded) and a MovieClip (pBarBg).I import pBar from the library like this:private var pBar:PBar = new PBar();and add it to a container MC on the stage like this:containerMC.addChild(pBar);Up to this point, everything works great. I can see pBar and its children on the stage when I run my movie. But then I want to start referencing and manipulating pBar's child objects, but nothing I do works. Ive tried ...pBar.pBarProgress.scaleX = 0;var pBarProgress:SimpleButton = Bar.getChildByName("pBarProgress") as SimpleButton; pBarProgress.scaleX
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Nov 11, 2010
does anyone know if it's possible to use variables to call objects from your library onto stage like this:I have an object in my library called Level01 as is it's linkage
Actionscript Code:
var MyMap:String = "Level01";addEventListener(Event.ENTER_FRAME,LoadMap);function LoadMap(event:Event) { var myLVL:MovieClip = new MyMap();// how do you use the variable
[code].....
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Dec 7, 2009
I am a flash developer and I've got some experience in games and applications, but there is a problem that always comes back and that I solve in sometimes discussing manners, but I've decided to find the "good way" of doing it.Ok, here's my problem :I have a game where I set the publish setting to export in Frame 10. Most of the graphic content is already on the stage on the frame 10, but there are a few MovieClips that I add and remove using AS from the stage (a "How To Play" movieclip, for example).All the movieclips I want to use with AS are set to export in Frame 10 and are used in different custom classes.Everything works just fine if I set everything to export on Frame 1 and all my graphics are on frame 10, but not if I export in any other frame than 1.The workaround I've found is to create an instance of the objects I want to load outside of the stage, but I hate that way of doing things :I get no error if I create an instance of my movieclips through AS, but they won't show up when added to the display list (yes, I know how to use addChild )
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Mar 11, 2010
I have a movie clip in my library and I would like to display it on the stage using AS3.
do I have to define it as a variable?Do I need to use this code: addchild(movieclip); can I use the 'x' and 'y' to position it?
What would the code look like?
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Aug 8, 2010
I need to create an object in code which can then be imported to the stage. Specifically it's a circle with an ellipse cut out of it. The size and position of the ellipse masked out need to be parameterized by sliders, and the size of the circle as a whole is also a parameter which might be dragged out on the stage.
Does anyone have an example of how to programatically create an object in action script which can be imported to the library which can take parameters (or rather expose some methods) which can be wired to other things in the project like a knob or slider?
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Jan 18, 2011
I'm currently working on a game. I'm breaking down each piece of the game into individual classes and movieclips. The intro begins by going to the main menu which is a MC in my fla library. This is called through the document class. then all actions the main menu MC performs are commanded through the MainMenu class. When starting the actual game, MainMenu calls a function from the document class, after it is removed from the stage, that puts an empty movieclip called Level on the stage.
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Oct 2, 2008
I'm passing a stage reference to my class, but when I try to access a movieclip on the stage I get an error.[url]...
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Apr 15, 2012
I'm new with strings and arrays. I want script to calling display objects to the stage and the timer to move images up and down to appear like a scrolling numbers. I start getting sloppy, and mess up passing to Tweener.
- An explanation or strategy may be enough, "I've got pretty close on this one"
- There was confusion regarding the Containers and addChildren...looked like arrays
The code "get as far as error with NumbersView and numbers undefined etc".
import flash.display.DisplayObject;
import flash.display.MovieClip;
import flash.utils.Dictionary;
import flash.events.Event;
import caurina.transitions.Tweener;
[Code] .....
The methods were proved separately. "I got a earlier version of the document going, but I need to work through this to understand it."
Symbol Properties
Class ImageView
Tweener
The "caurina" folder needs to be present
Rolling Numbers "Success loading numbers and connecting to counter".
Placed the movie clip object on stage with two dynamic text fields in it. Make sure the container is placed on stage, has the two text fields in it, and everything is given a proper instance name. Also include the caurina folder.
Seconds MovieClip symbol with instance name of seconds
firstDigit Dynamic text field with instance name of firstDigit, placed in seconds
secondDigit Dynamic text field with instance name of secondDigit, placed in seconds
Symbol
Un-tick 'Export for ActionScript'
Use 'Name, Class, and Instance' correctly
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Oct 3, 2011
I think there are 2 different practices with dealing with display object on the stage.You draw all the objects on the stage and then manipulate the "visible" attribute to show or hide them.You use addChild and removeChild to manipulate the visiblity.How do you think what is the best method for this?
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Apr 4, 2011
How can I use arrays and some how display my objects accordingly based on my code below?
What I have here are three buttons that when clicked a new clip is added to the stage with a predefined position which means that when button1 is clicked the MovieClip will be added at the very top and when button2 is clicked the MovieClip will be added at second and when button3 is clicked the clip will be added at the very bottom, but what I would like to do is to be able to dynamically position these objects based on how many clips exist, in other words if button3 is clicked first, I want the clip to be positioned at the very top and if later button1 is clicked the clip is positioned
Accordantly (at second place). I know this may be simple, in fact I could probably use a few IF statements but I know the code would look ugly (yes, even more) and I may have add more buttons later. What I would be awesome is to some-how use arrays or something that makes more sense to hold the MovieClips and then display them accordingly.
ActionScript Code:
button1.addEventListener(MouseEvent.CLICK, addItem1, false,0,true);
button2.addEventListener(MouseEvent.CLICK, addItem2, false,0,true);
button3.addEventListener(MouseEvent.CLICK, addItem3, false,0,true);
[Code].....
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Oct 22, 2007
I've been putting off asking this question and have tried to resolve it myself since it would seem to be so basic; however after much frustration , here goes:Can a display object (ie an instance of a class loaded from the library such as a filled rectangle {trying to keep this simple} be positioned on the main stage by using the following syntax:myrecTangle.stage.align = StageAlign.BOTTOM;I have created a fairly simple class to load objects to the stage by class type (recTangle) and name (myrecTangle) and all works fine up to the positioning. The objects are created and named properly and are placed on stage; however, they are all placed on stage at 0,0 stage coordinates. I can postion them anywhere using x. and .y values but when I use syntax similar to that above they are still positioned at 0,0. There are no errors thrown. I have also tried to create a sprite for each, load them into the sprite and addChild the sprite to the stage. They are still positioned on stage at 0,0. Is the stage.align/StageAlign syntax peculiar to absolute main stage positioning or am I allowed to use it also for object positioning.
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May 7, 2010
If an object exists outside of Flash's stage boundaries, is on the Display List, and is visible, is it causing a performance hit from Flash rendering it? In other words, does Flash render what isn't seen?
This leads me to believe so:
http://stackoverflow.com/questions/170203/how-do-you-make-flash-not-render-an-object-on-the-stage
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Jun 3, 2009
I have an app that displays XML as items. I am taking the createLayout() and trying to create a class that i can call from my custom component rather than having tons of code in the same file. The issue i am having is that when i call it, and run/debug, the display objects (text,links,date..) all have their visible property set to false. This happens even though I set the property to true in my code.
package com.ryancanulla.utils
{
import flash.display.Sprite;
import flash.events.MouseEvent;
[Code]....
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Mar 16, 2011
Take this class:
package {
import flash.display.MovieClip;
public class test extends MovieClip {[code]......
Why does the following code not move the created circle and how can I make it do so?
var s=new test(stage)
s.x=500
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Nov 15, 2011
When dispatching events in as3 I always have to extend class from sprite, or movieclip, but when I don't have display objects I don't wont to extend to sprite or movieclip. What is the most light class that I can extend, I mean no display object, and still do use event dispatching?
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Oct 14, 2009
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
{
[Code].....
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Oct 24, 2009
I know how to load an xml data into the stage by using one class from library However, rite now, I have 3 customer_mc with class for each:[code] how can i put three customer mc into the for loop? Do I put it in an array? Do you mind give me an example? I want to link the xml to each character classes,like char 1 is the first <customer> tag from the xml data. I know the logic, but to put it in the code is hard for me since im pretty new Second, I don't want it to be put randomly on the stage but only on the right corner of the stage. Is that mean, I put a precise coordinate for the customers mc?
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Aug 26, 2009
Is it even possible to associate a class file to a movieClip manually placed on the stage without setting up the class linkage in the library? If so, how?
P.S. linking in the library then placing on the stage is not a viable option. Nor is using "addChild" from the library.
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Apr 19, 2009
I have a MovieClip in the library with a class associated with it. I can instanciate the MovieClip just fine using code and add it to the stage without any problems. But how can I manually add the MovieClip to the stage and feed it the one parameter when it's instanciated? I've tried all the usual stuff but nothing seems to work:
var testClip:className = new className("helloworld");
testClip is the name of the MovieClip that's been manually placed on the stage.
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Jun 7, 2009
Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it.
Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC). I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
In Particle.as I have the following code:
package{ import flash.display.*; public class Particle extends MovieClip { public xVelocity:Number; public yVelocity:Number; public function Particle() { xVelocity = 0; yVelocity = 0; } public function update():void { this.x += xVelocity; this.y += yVelocity; } }}
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark. In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame. The class is called Spark and the Base class is Particle. For testing purposes I've dropped an instance on the stage and called it spark. Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
spark.xVelocity = 5;spark.yVelocity = -1;
function updateSpark(event:Event):void{ spark.update();}
addEventListener(Event.ENTER_FRAME, updateSpark);
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables. This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity.
Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.
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Nov 15, 2011
I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:
5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.
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Sep 3, 2009
How to access stage elements from within a class.
buttonControls.as
Code:
package {
import flash.display.Sprite;
public class buttonControls extends Sprite {
// Navigation Hover Color
var hover = "0xF1E960";
var normal = "0xFFFFFF";
public function changeColor(object, color){
[Code] .....
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Feb 24, 2010
I'm trying to access a MovieClip created within the authoring tool from an ActionScript class. Here is my code:
PHP Code:
package {
import flash.display.*;
public class MoreVideos extends Sprite {
[Code].....
I also tried changing that to [stage.moreVideosBox.visible = false;], but I then got "1119: Access of possibly undefined property moreVideosBox through a reference with static type flash.display:Stage."
Is it possible to directly alter items in the authoring tool from a class? If I move 'moreVideosBox.visible = false;' outside of the class, in the main .as file, it works fine.
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Mar 3, 2011
i have textfield myTxt on stage, and i have Room.as class file.
Actionscript Code:
package { public class Room { public function Room() { // constructor code myTxt.text = "yo!"; }
I need to access objects on stage from within class.
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Mar 3, 2011
Let's say that I've a button object (instance of Flip) and a coin object (instance of Coin) on the stage. The coin object has two frames: one showing Heads and one for Tails.
MyCoin class is as following:
package
{
import flash.display.MovieClip;
public class Coin extends MovieClip
[Code]....
Problem: How do I reach the coin object on the screen via onMouseClick function? Let's say that the object on the stage has instance name of myCoin. I suppose that had I not done this with an external class and simply used actions from the frame I could just use the instance name as a variable. I couldn't figure to do the same it in an external class. Do I first create the object which is already on the stage?
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Sep 22, 2010
Let say I have 3 objects of the MoveObject class. There is 1 symbol in the library linked to the MoveObject class. I dragged the symbol to the stage 3 times. Great.
If I type trace(this.x) in the class files it gives me the x value of all 3 objects.
My question is, how do I go through those x values one at a time?
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Aug 20, 2009
I am trying to learn how classes can interact with each other and I came across a problem I can't solve. On my stage I have a MovieClip called "myMovieClip".
[Code]...
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Sep 1, 2010
I'm trying to manipulate (in this particular case add eventListeners) objects (in this case some MovieClips) on the stage from a class that isn't the document class.
1120: Access of undefined property trans.
Now I know that it's probably a scope thing and I probably can't access stage objects directly from a non document class (as I'm doing in the code below) but I can't figure out how to access them properly.
Anyway, here's the deal:
I've got 3 dynamic text fields (called "NL", "FR" and "EN") on my stage in a movieclip called "trans". I'm trying to add eventlisteners in a second class to make them do something when clicked on.
Here's my document class:
package {
import flash.display.MovieClip;
// Import custom classes.
[Code].....
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Mar 24, 2010
I made a document class for a project that is similar to this:
package{
public class test1{
// stage assets : these are all objects that were put on the stage in CS4
public var object1:MovieClip;
[Code].....
It seems the inherited class does not want to access the objects on the stage. Is this correct?
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