I recently started working on a simple 3D fps and I did some planning.But I'm not entirely sure what's the best way to layout my classes.I made a diagram but I'm not sure if it's right..Is it wise to initialize all my classes in the Main class or should I initialize them from other classes that relate to them?
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'm trying to create a base class for components by extending Group in Flex 4, but I can't seem to define the layout through MXML. Any time I try to move the definition to a subclass of my base component, I get the following error:
Error: Could not resolve <s:layout> to a component implementation.
Judging by that error, it seems that some magic from the framework's side goes into assigning it for a Group and thus the compiler fails when trying to assign it for any other classes. Does anyone know how this is supposed to work? how to allow me to define it in subclasses?
how to make the preloader works on the full screen website/ fluid layout. I add the Stage.resize on the code for FYI When I added this code to the bar, it expanded to full screen, but there's no loading bar. The text is also no progress.
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?
I am new to classes and I am just starting to follow tutorials on how to assign classes and sub classes and I am wondering when you assign a base class or class to an object(Symbol e.g movieclip) through the properties, are all instances on the stage no matter how many and what they are named influenced and is the Stage/main timeline always the parent? and just one more question, is the parents objects display list all the movieclips that are used on the stage or all the instances on the stage?
I am doing an Actionscript 3.0 project which involves introspection. I am wondering if there is a way to get all the classes within a given package structure.
I'm just learning how to do a liquid layout,I found one tutorial which gave me this basic script:[code]It does what the tutorial says, but there's an error in the output. It doesn't work when I give the 2nd function another name or when I combine both functions. Is there a way to fix this script, or is there a better way to approach this?
I have somehow managed to change the layout of my timeline in CS4 so that it shows the layer names, across the entire window. This means I cant see any of the frames, just the layer names.No matter how many times i reset the workspace or change it, it wont come back! If i hover the mouse over the edge I get the double ended arrow that should allow me to pull the side bar over to reveal the frames but it doesnt do anything!.
I'm learning layouts in Flex. I try to make the following layout.The red arrow means when enlarge the window, the red arrow widget will become large too. Can anyone implement this layout in Flex?
I need to develop a GUI for a self-service kiosk. The kiosk will take food orders (i.e pizza, burgers, salads) and provide the ability to pay using a credit card. Can anyone suggest the best GUI layout or approach? I want to make it intuitive and simple. I want to minimize the number of button clicks. If you can provide examples,
I want to make an area where I can make a grid of varying colors, starting with a small 3x3 grid. The final goal is to reduce the size of each element and increase the number of squares to get a higher resolution. The shades of color are stored in an array and I can get the drawing going, but the shapes don't get deleted when repeating the function call and they go on top of everything else I've put on the stage.
I am making a liquid layout in flash using as3,it worked pretty well with the following code, for the movie clips that are going to be on stage from the very beginning.
But when I try to load a movie clip by clicking a button and using the ddEventListener , it dose load, but doesn't float here is the code that I think have some problem:
demon_mc.addEventListener(MouseEvent.CLICK, getSlider); function getSlider(event:MouseEvent):void {[code]....
as you can see I have defined the variables Width adn Height inside the function as well and I am using WIDTH/2 to define the x position,Well it laods in the exact position but won't float as I minimize the stage
I am having an issue with an animation constructed on a Mac using CS4 appearing differently when viewed online using a PC. When viewed on a PC the letter 'a' within the logo drops below the border of the small red square. On a Mac it appears as designed, centered within the red square. Website [URL]. It seems to be a PC hardware difference as the animation appears incorrectly using either IE and Safari using a PC while on a mac on all available browsers, Safari, Firefox,Opera, Flock the animation displays correctly.
When my website loads I would like some objects to come up from the bottom of the screen, no matter what size the screen is.Does anyone know how to do this?
I have a problem when I try to animate a layout with TweenLite.
I have an accordion menu that should animate its layout when an Item is opened or closed.
I have this function which works if I don't animate it but when I try to animate it its relying on the previous items y position plus its height to place the next items position. because the y position is still in animation it screws up the position of the next one in the for loop.[code]...
I keep asking myself why Flash is so simple when it comes to text layout and finally today I was thinking that that really can't be, considering Flash is meant to layout text in web sites. In my text field, I am looking to create a half return, so if I want space between two paragraphs, I don't have to use an empty return each time. Kind of like p padding in css. I also want to create a tab order in my text field, for better alignment of information. I am looking to create the look of two columns, where I have a date with a paragraph associated with it, with the paragraph being more then one line of the date, but staying indented. Lastly, and I am assuming this is a given, I would like the text to come from a xml or html file.
I have two labels (A and B) in a Flex VBox, with the horizontal alignment set to "center". I'd like to set A to be vertically centered (in the exact center of the container) and B to be underneath A (or on the bottom; either will do). What's the best way to rig this?