ActionScript 2.0 :: Inherit Their _parents X And Y Values And Move?
Mar 25, 2005
I have a bulletsystem where when u fire one it is attached to the movieclip that fired it, and I was wondering is there a way to make it so the bullets don't inherit their _parents x and y values and move as if they wer outside it but were still attached?..
As the title says, need best way to move objects in game. Always used x and y increments. Read about tweenlite and use it, very easy. So which do I use taking into account that these games can be ported to mobiles ie: which is more optimized. It's a platform type game. I will have a. A little girl that walks and climbs
b. Little platforms that slide from side to side - you have to jump on them
c. The little girl will jump
d. Little baddies will fly around the screen.
ALSO, as the girl jumps I would like it to look natural Gravity as she falls down The correct increment on x and y as she jumps. Shouldn't their be an actionscript 3 games forum
1067: Implicit coercion of a value of type __AS3__.vec:Vector.<Foo> to an unrelated type Array.Really? Doesn't Vector include all the properties, methods and signatures of Array? Is there some low level reason Vector cannot be cast to Array?
Note: This is an Actionscript project, not a Flex project.
I have class A defined in an RSL (technically, it's an art asset that I made in the Flash IDE and exported for actionscript. The entire .FLA was then exported as a SWC/SWF).
I my main project I have class B, which inherits from class A. The project compiles fine, with no errors.
However, when when the project runs and I try to create an instance of Class B, I get a verify error. Creating an instance of Class A works just fine, however:
import com.foo.graphics.A; // defined in art.swf / art.swc import com.foo.graphics.B; // defined locally, inherits from A ... <load art.SWF at runtime>
I have the following panel component called AdvancedPanel with controlBarContent:
<!-- AdvancedPanel.mxml --> <s:Panel> <s:states>
[Code]....
Using the CustomAdvancedPanel inside an application component shows an empty panel with the "Go to edit" button. But when I click it, the "Extra edit button" becomes visible, but the "Show in edit" button inside the controlBar doesn't.
When the CustomAdvancedPanel is empty, without redeclared states and "Extra edit button" the panel works just fine.
I think it is because the State object declared in AdvancedPanel isn't the same as CustomAdvancedPanel, so the state is different, even if they have the same name. However. I can't use the states of AdvancedPanel inside CustomAdvancedPanel without (re)declare them in mxml.
Is there any way to achieve this kind of state-reuse? Or is there a better way to obtain the same result?
I have Class A defined in an RSL (technically, it's an art asset that I made in the Flash IDE and exported for actionscript. The entire .FLA was then exported as a SWC/SWF).
I my main project I have Class B, which inherits from Class A. The project compiles fine, with no errors.
However, when when the project runs and I try to create an instance of Class B, I get a verify error. Creating an instance of Class A works just fine, however[code]...
I have a Flash application with one MyApp.fla file and one MyApp.as file as the document class. The problem is that I need to implement my own slider with programmatically drawn notches controlled by custom properties. I want to inherit from Slider class and do all what I've mentioned above.
I am trying to build a class that inherits from the MovieClip class.Basically I am having issues in the constructor. Since MC's are unique in that they can only be created via createEmptyMovieClip or attachMovieClip, I am at a loss as to how you instantiate the inheriting class in the .fla? I figured if I just left the constructor out of the new class and do the following it would work but is doesn't:[code]How do I inherit from the MovieClip class and still instatiate the class using the above type actionScript?I have seen alot of information about inheritance and AS1.0 (which I have little understanding of). I am trying to stick to OOP practices and AS2.0. I searched for things like super & constructor to no avail.
how I would go about creating a new instance of a class that inherits from the MovieClip class. Rather, I know how to adjust linkage properties inside the library, and can create new instances that way.... but my main problem is that a good number of times I find I want to create a new instance using the Constructor function, which is chock full of parameters that I use inside the class. I currently have a class called MenuButton, and if I use Linkage properties, I can make it all work just fine... But I also have a class called Menu, which arranges those MenuButtons... by creating them using MenuButton's Constructor. According to my code, these instances are created... but they are not visible and do not show up in the debugger.
I'm creating a Flex 4 application which contains different modules in it. The main application contains a style sheet and the modules inherit the styles defined in this file.Its working fine when the swf's are generated using Flash Builder. But when I'm generating it using Ant script, the modules does not inherit the styles and everything looks weird.I added isolate-styles="false" as an additional parameter to mxmlc, but still its not working.
the final coordinate of the child would be x=200, y=200. But, is there anyway that that i cant addChild with only respect to the coordinate of iamchild?
I am new to Flex programming. I want to implement a custom toolstrip for an app. This tool strip will include a menu bar (or a customized equivalent) to display the common menu items such as File, Edit, etc as well as a search box. It should be flexible enough to include other menu items such as bookmarks, etc in the future. I have been thinking about mx:Group, s:BorderContainer, mx:HBox, but haven't been able to choose between them. And none of them seem espcially suited to my task as they merely specify layout of other objects. Is there any component which has direct support for such functionality. I have also thought about using mx:MenuBar but I don't know if it will be flexible enough to add non-menu items like search box.
I've got a bunch of mc's which I've put in an array. With these mc's you can do a lot of different things, like dragdrop and rotation. I also got a button which on mouse down, changes the image of the mc. It only changes the image.. not the size. So far so good...But when I've clicked the button and the mc's all change their image... They are not able to dragdrop / rotation anymore. I do not understand why this is happening... because by clicking that button... it doesn't change the names of the mc's.....here is the code:
ActionScript Code: library = new mc_library(); library.x = 100;[code]....
I notice in actionscript 3 that when a handler gets called, its able to access the senders properties. If I dispatch an event from my custom class. can all the listeners inherit all my public properties and methods?
Is there a way for the child of a movieclip object to not inherit the paren'ts properties? Because I scaled down the parent movieclip height and width and I'm loading external images into the parent movieclip and images are also scaled as well so I'm wondering if there is a way for it not to inherit the properties but remain inside the parent?
Ok every time I think I understand the DisplayObject model i find something else that seems like it should work but fails. Am I correct that if I create a sprite then create another sprite and add it as a child the original parent sprite will show a height of 0... In my case i have three classes that all extend Sprite and each one is creating the next with the "youngest child" being a class that adds an image to its "stage". I can see the image height fine but its holder does not nor does its holders parent... im having a real moment here as I debate if im just stupid and missing the obvious way to do this or if I really have to add a bunch of getters and setters to see the height that includes children.Maybe I am thinking of this too much like a CSS block element but it just seems like it should work this way...for example
I have been approached to design a configurator for a new television product. The Application will let users specify the colours of certain parts of the product and also attach addons, which then updates a cost total.
In the main interface i have a looping animation of the product slowly rotating around 360 degrees that i rendered in 3ds max. When a user clicks a button on the interface i need to load an external movieclip on top of the main animation so it looks as though a certain part has changed colour, this i have acheived. The problem is that when i load the external clip over the original, the loaded clip starts playing from frame 1 and i need it to inherit the playhead position of the main animation so the two layered pieces look as though they are rotating as one. I'm sure this must be possible, unless i need to approach the problem in a different way?
get a bunch of objects in my library to inherit from (or even be) one class that i have made, but without having to make .as files for every single one is this possible, or is there any other way to give objects another classes functionality in an auto-generated class?
Let's say Class A has the flash.events.Event imported. Now let's say Class B extends Class A. Why in the hell do i need to import flash.events.Event in Class B? It makes no sens at all to me.
I'm loading an image into a blank_mc within a movieclip called 'background_mc' using the MovieClipLoader object; when the onLoadInit for the MovieClipLoader object is fired, i then attempt to clone my 'backgound_mc' object and the loaded image it contains so i can do something with it (i,e a funky masky/blur thing, not important right now)I'm successfully loading my image into the blank clip within background_mc, the onLoadInit behaviour fires and duplicates background_mc once the image has been loaded, but in a disappointing turn of events, my clone of background_mc no longer has an image attached, and has instead reverted back to it's original form, just as ti was before it had the jpeg image loaded in.
I've gotten these sliders to work but can't get the output values to add up. For instance, depending on the values for slider 1, 2 and 3, I need the total to show up in a separate text box. I keep getting a NaN message in the text box.Here's the code I have so far:
tutorial where when you click on a movie clip it moves to a certain location on the page and then zoom in and makes it a certain size. Also i want it to move back to its original location if you click it again.I want the move and zoom to be smooth so the users can see it move across the screen then gradually get bigger.
I have 3 .as files at the moment as follows: Launchers.as
Code: package { public class Launchers[code]...........
Now what I'm trying to achieve is BounceGrenade and RocketGrenade classes to inherit the "maxAngle" property from their superclass "Launchers" so I could use code like:
well i want to make buttons that on rollover move to left, on rollout move back to their initial position, and if clicked, they but stay this time at the final rollover place, and be there until something else is clicked. When something else is clicked, the previous button , returns to its initial place. So i ve got it all figured out except for the freeze and move part when the buttons are clicked. All it does now , is when they are clicked they freeze at the position i want, but i havent got a clue how to update them, after so they start moving back, and reacting on rollover and rollout, when the next button is clicked.
I know this is very noob, but I need a simple AS move and loop. Move an object across the stage and once out of site, loop and start over again? It needs to be a slow and endless loop.
Using Tween class maybe? I tried the easeOut. But if will write 2 Tween, the 2nd one will overwrite the 1st one, so I only see the obj moving in the 2nd Tween direction, not the 1st Tween direction. I know the coordinates for the 2nd Tween below is not correct (cos all coordinates shld follow the defined reference point), so I need to find out the logo's width and height. But is alright now cos it is for testing purpose.