ActionScript 3.0 :: Additional Methods And Props For Classes Exported From Flash?
Oct 14, 2010
I have an application using a class that was originally a MovieClip exported for Actionscript by Flash. I have not been able to figure out how to add new properties to this class.
I am trying to use AsDoc on the code of one of my projects in flash. Some of the classes that I use inside the code are "exported for actionscript" classes from my FLA file. Of course the AsDoc compiler complains that those classes are not defined anywhere. Does anyone know how to make it ignore these class types?
I've always wrote all my code into the .fla and now I'm trying to use classes more. I have my file loading the document class. Then the document class imports two additional classes. In my constructor of the document class I am creating a new instance of both additional classes. Here is my doc class:
[Code]...
Now inside of the other two classes I should be able to just use main_class.myFunc(); Correct? Why isn't is working? How can I interact classes? If I create a new instance to the class I want to access then I get a stack over flow error. Inside remoting class in the constructor my code; main_class = new CheckoutMain(); main_class.myFunc();
I am trying to do an app that requires me to change the behavior of a few native methods and classes of a an application.I want to override methods such as:ExternalInterface.call, ExternalInterface.addCallback, flash.net.navigateToURL in a loaded movie.There are a few ways to do this for example:1. Getting the SWF's bytecode and decompile it. Then change the symbols table with my own class.2. Loading the other movie in my applicationDomain, by doing so, I would be able to rewrite it's own classes.o do (2) what I did was:1. Turn off the "-strict" flag.2. Turn on the "-es" flag.in the compiler and then do something like:
Code: flash.net.navigateToURL = function(u:URLRequest,window:String):void { throw new Error("yay it works");
When I load an swf dynamically using the Loader, is there any way that I can retrieve the symbols that are exported as as3 classes? I know I can instantiate the symbols when I know the classname using loaderInfo.applicationDomain.getDefinition(fullyQualifiedName) as Class But I can't find something like applicationDomain.getDefinitions() which would result an array of fully qualified classnames, like
What I want to do is compile an .fla with nothing on the stage but several of the movieclips are set to export on first frame in the properties linkage manager. When the .swf runs, I want to loop through and get the names of all the exported assets so I can place them in an array and manipulate them later.
I want to turn the code over to the art team where all they have to do is attach my .as file for the document class. I will not know what they name their movieclips, yet they are instructed to name them alphabetically according to what order they should appear. (My code is a sort of self contained slide show).
I want to create a game using pure AS in FlashDevelop.
The problem is that there are some methods I want to use, and because I don't like copying/pasting code, i decided to define in classes. Here is an example:
[Code].....
When I hit compile, I get an error like Call to a possibly undefined method distance through a refference with static type Class.
Is there a way in AS 3 to list all classes and their associated methods? Or at least a way to list the methods within a particular class? It seems that it's all so overwhelming and although I'm well versed in Lingo and have a handle on the Lingo dictionary,I feel as though the AS 3 library is dauntingly big.
I have this problem from time to time with AS3 where I extend a Class and then try call methods and variables which are public from the new class but I get errors that method or variable doesn't exist. My IDE recognises the methods and variables though.[code]When I run the script flash hates it. I thought when you extend a class it was supposed to inherit its properties and methods?Does anyone else have these problems? I shouldn't have to cast it as Box. I swear I have this working in a project but cant see the different in setup?
It's not clear to me, where I have to define Classes and Constructor methods. In AS2 it was possible, to define a class "light" by defining a constructor method. In AS3, I read, a class can only be defined in an external AS-file. Is it still possible to use the constructor method inside the Flash-File or do I have to source out all my constructor methods and implement them into real classes into an external AS-File?
my understanding of extending classes is that you gain all the functions and methods of that class thus You could over ride any one of them. How ever I am confused on weather or not you inherit and can over ride private methods of the class you are extending or if you have to have all methods public in an extended class.
From what I read, interfaces are basically classes for methods, right? If two classes implements the same interface, then they should both have methods described in the interface.
Now, how is this useful? Let's say I want to call foo()
I have a question about classes. I just learn that static means that functions and/or properties are specifics to a class, but is it a synonym of private? And why statics (not available to any instances?) properties and/or methods can have a public (available anywhere else (timeline)) access modifier? PS: I just start with classes.
Imagine I have a game with a base Entity class, with an init method that takes no arguments. Now I have a Wizard class, but I want to pass in 2 parameters, say speed and strength. In AS3 (and I believe Java and C#) I will not be allowed to do this - it is an "incompatible override" because the method signatures won't match. Now I could just make an "initWizard" method instead, but then I have the problem of the init method of each class potentially having different names. I need solutions that work in AS3, Java or C#.
Yesterday I found myself wondering, what is the difference between either having a class with methods that are all static, or simply giving your class the static attribute?
I have a Flex application that automatically loads the SWF and it's contents and displays the default progress bar like in all Flex apps. Currently I have a class in the application using a Loader instance to load an external bitmap to be added to the stage/canvas. I'd like to handle the loading of this bitmap in the Flex default preloader and get rid of the Loader instance entirely.
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).
get all MovieClip objects that have been exported for ActionScript from a compiled SWF. It seems like it's something that should be possible, but I've never done/needed to do it until now, and it has me a bit puzzled.I guess I could just export all of the SWFs individually, but I'm looking for a better way to keep track of my items...
I'm working through Dreamweaver fairly well, and I'm now wanted to import Flash buttons I've created myself into Dreamweaver for a website I'm currently building, and it's here that I'm finding the problem. I have been to the 'get URL Function', but it says something about needing to link to a web page? But my problem is how can I link Flash Buttons to a web page, when my site is still being developed and not published? Do I have to publish first?
I have purchased a flash cursor (.fla) with nice sparkling effects while a cursor is being moved. I would like to make similar/same sparkles playing around a cursor ALSO while a mouse is not being moved. but only stackoverflow.com has the experience in flash, I do lack of it. i use adobe flash cs5 and tried to find a solution for a hell of hours, but unsucessfully. zipped cursor file .fla can be downloaded here: [URL]
A sore point but can we simply export our apps to the iPhone with CS5 or would we need to "tidy up" some bits first. By the way, would I use vector graphics or bitmaps preferibly not to over use the iPhone processing power.
I created a MovieClip symbol in flash containing a dynamic TextField and a background. I exported it in a SWC(using this method) and I'm trying to use it from flex. When I try to change the default value of the text field the new value is not displayed(indeed the default value I put in flash is cleared on screen, but in the debugger it shows that the new value is set in the text field)
I'm currently integrating one of my games with the SDK of a certain publisher (who shall remain nameless), but I'm having real problems. They require all games to load their content (ie. images, sounds etc) from an external SWF, like so:
Code: private var __gameScreen:MovieClip; private function onContentSwfLoaded(result:MediaLoaderResult):void {
[code]....
The problem here is that I really don't want to have to use MovieClips as all of my games use nothing but BitmapData, so I'm wondering if there's a way of extracting a Bitmap or BitmapData from an SWF? It doesn't appear that Flash CS3 caters for this though - you can assign an "instance name" to a MovieClip, but not a Bitmap as far as I can tell. I usually develop in Flex Builder 3 but I've not managed to extract anything from an SWF exported from it, probably because you can't assign instance names to objects, I'm guessing. My current work-around for this problem is to draw each MovieClip to a BitmapData object, but this is very long-winded and probably not too efficient either.