ActionScript 3.0 :: Access Display Objects Via Stage Var?
Oct 2, 2008I'm passing a stage reference to my class, but when I try to access a movieclip on the stage I get an error.[url]...
View 9 RepliesI'm passing a stage reference to my class, but when I try to access a movieclip on the stage I get an error.[url]...
View 9 RepliesI'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
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?
View 3 RepliesHow 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].....
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.
View 1 RepliesI'm having an issue accessing items on the stage from some imported code. I found this topic that discusses the same issue... [URL]
I'm not sure I totally understand how to go about this. I don't understand how to make the object global so I can access it from any class. (I have the same problem with an array I'm working with).
I have a MovieClip MainGame that is associated with my external AS File where all the code lies. Everything works really well but.. I place an object inside the MainGame movieclip and give it an instance name . Now when I try to access it from the .as it says "Access of undefined property xy.."
I tried it with textboxes and movieclips, all the same.. I know it worked 20 times exactly like this and I have even compared an older Game where I accessed it just like this.... I really don't know what Flash is playing on me..
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.
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.
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.
I have a serie of boxes (Destination) and a box I can drag (Origin). I want that when I reach each of the boxes in the array(Destination) with the Origin box, the Origin box is "attracted" by the Destination box (each one) and that the Destination box change its status from 1 to 2.I tried it and it has worked to me with a single Destination box, but when I have created the array of boxes I can't access each of them. Below is the code I've written so far to clarify better where I am.
Code:
package
{
import flash.events.*;
import flash.display.*;[code].......
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?
View 1 RepliesIf 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
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?
Base extends MovieClip document class extends Base how would Base properly access a display object which is already placed on stage in the flash ide? for example creating the var in Base's class definition = 1152: A conflict exists with inherited definition in name space public. but just referencing the var = 1120 undefined property , as the item is only a variable of the document class Is the only approach to let the classes load, then create the display object rather than have it on stage already?
View 6 RepliesI 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.
View 0 RepliesWhen using Loader class to load display objects (bitmaps, SWFs...) from remote URLs, is there any way for them to be instantiated (referenced as we know, by Loader::content property) as some user specified valid subclass? For example if I had a class that extended a Bitmap, is there any way for the loaded object to be of this class?
View 9 RepliesIs there any way to display flash objects which are outside the display area when flash is embeded in HTML
The reason i ask is my current project has a rotating + enlarging effect which is largely dynamic so sometimes an object may clip the edge of the stage areathis looks messy but i dont want to increase the stage area to cover the largest possible area any object could enter because most of the time the objects are at the center and small so i would end up with a lot of white space
I have a list containing display objects from throughout the application (insertion order). I want to process the list either top-down (parent, child) or bottom up (child, parent). The only requirement is that either a parent is processed before any child or vice versa a child before its parent. What is a good approach? This question is not about sorting a list. It's about retrieving the depth of a particular display object.
Example
Display list:
A (root)
B1
C1
C2
D1
B2
......
My list:
list = [E1, F4, A, B2, B1, C3, ..., N9, N8]
Bottom-up:
N9, N8, F4, E1, C3, B2, B1, A
Top-down:
A, B2, B1, C3, E1, F4, N9, N8
Does not matter if N9 before N8 or N8 before N9. Important is that any N is before M (first run) or any M before its children N* (second run).
can I resize a display object (container) without its contents (children) are resized?
For example, in the following code when I resize the green square, red is also resized. I wanted to resize only the green.
ActionScript Code:
import flash.display.Sprite;
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xff0000);
[Code].....
How do I identify all the display objects in the display list in ActionScript, bellow the one that I have clicked? All the other objects are shadowed by the first one. What if other objects have visible parameter as hidden?
View 1 RepliesI have drawn colored rods which I have placed in the library and have put one of each on the stage with instance names likeblueRod_mc, etc.I place them around with time-line code like
blueRod_mc.x = 300.0;I have now created an Actionscript class called Problem.I build a new object from Problem which I have called Riddle.But when I put blueRod_mc.x = 300.0 in a method (of Problem),I get the message that blueRod is not accessible.So I triedstage.blueRod_mc.x = 300.0;That did not work either.
I'm writing a web based flash app that's written entirely in AS3. I have objects on the screen as part of a GUI. I would like the user to be able to resize the window, or make it full screen. I would like everything to auto-scale with the resize, but also remain in the same relative position on the stage.
View 1 RepliesI have a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
View 0 RepliesI can't access a variable on a the stage from within a movieclip thats placed on the stage.
View 4 RepliesI am testing parts of an application as actionscript-only and then merge them into a flash project.[code]things align perfectly. When I do the same in flash, s1.height is 0 and objects sit on top of each other?
View 8 Repliesi don't understand why none of my display objects are not being removed. when i press the button, i'm expecting a trace and removal of both shapes and the button, but nothing happens:
[Code]...
i realize there are better ways of accomplishing this, but i'm learning and therefore only interested in why the above code doesn't work.
how does the display object level work? is it like in HTML where the latest appended or nested element is the highest?
and how can you give a display object a higher level?
I am trying to create a singleton class, that extends Sprite. It seems to work correctly, but it doesn't actually update the screen.If I access my instance and change the properties (x,y,alpha,etc) they will all update, but the display doesn't change.eg:My clip starts at x=0.MyClass.getInstance().x = 99;trace(MyClass.getInstance.x); //traces 99, but it still appears at 0 on the screen.
View 7 RepliesI am currently working on an AS3 where I need to fit many differently sized display objects within a rectangular boundary without them overlapping. If you take a look at this link, [URL]and take note of how the speech bubbles are able to align themselves in the swf without overlapping, this is pretty much exactly what I hope to achieve.
View 2 Replies