ActionScript 3.0 :: Attaching Custom Data To Sprite?
Oct 5, 2009
Basiclally a simple thing, however i dont get an idea on how to solve this one:
Say I have a sprite which is already existing during runtime and at some certain point I want to attach some custom data to it, say, in a string.
How would I do that?
s:Sprite = new Sprite();
s["extra"] = .... gives me an error, so i got exactly that far till here.
s.name is already reserved for another string and for sure I thought about just adding a TextField with the string inside to it, like
s.addChild(myStringTf);
But I know there is a better way, I just cant find it. hasOwnProperty() just returns a boolean true in case i match the value already assigned to it, right? Isn't there a way to attach an annonymouse object to it?
Say I have an image that I loaded using a file loading class I wrote, but then I want to have another class be able to re-size the image anytime the browser is re-sized... can I do something like:
ActionScript Code: var _fileLoaded:FileLoaderClass; //this already contains a loaded image
I am doing some experiments with custom classes, and I am trying to create a MovieClip from using only classes. I have my MovieClip in my library of the FLA with the same linkage as the custom Ufo class, I am just getting a little flabberghasted, and I hope laying out all the details helps anyone that wants to take a stab at it. The movieclip does not display on the stage when I start the program Note: All the files are contained in one project folder with no paths obviously (to avoid complications) The Following Class is the main class of my fla used to initiate the creation of a Ufo movieclip
I'm reprogramming a particle explosion system for a game I'm making with AS 2.0 and I got troubled with the process of loading a attaching images dynamically inside a movie clip. The following code will explain better what I mean:
var myBmp:BitmapData = BitmapData.loadBitmap("fire.jpg"); var particle_mc = createEmptyMovieClip("main_holder", getNextHighestDepth()); var internal_holder:MovieClip =
How do I attach data to a movie clip that is generated dynamically?
In my code below I create 3 green boxes. I want it to trace the sequence number of each box after it's clicked on, but I can't figure out how to make that happen.
Code: for (var i:Number=0; i<3; i++) { var nubox:MovieClip=new MovieClip(); nubox.graphics.beginFill(0x0FF000);
I'm developing an AS3 module where the user interacts with certain hardware. One part is highlighting the hardware's features when the user hovers certain points on it. There's quite a lot of work to be done here (about 6 modules with about 30 highlights each) so I figured I would make it as changeable as possible.
On the stage I've placed all instances of a movieclip that acts as the pointer for the highlights. This movieclip uses a class that animates it upon mouseover/mouseout (hence only two animation functions are required for them all). At the same time I want to display a unique text for every point, and this is where the trouble comes in. I figured I could attach data with each instance to the class somehow, and then create a new text field upon accessing the class. This is what I came up with:
Code: // Features f1.name = "V�xla mellan anv�ndnings- och vilol�ge."; f2.name = "Display."; f3.name = "Visa den elektroniska programguiden.";
[code]....
As you can see I tried using the instance property name to attach the data, it failed though (I didn't get a compile error for this but I couldn't retrieve the data in the class).How would you approach this? Do I have to create a variable for each instance's data, then match them (same number etc.)?
I've got an app where numerous Sprite objects are being placed on the stage, and then when an event occurs (mouse click most likely) I want all the Sprites to move, independently, based upon an algorithm that each Sprite has. I can't get the Sprite objects to respond to the event; I get no errors.
Here's my Event class: package { import flash.events.Event; public class MyCustomEvent extends flash.events.Event { public static const CONTROL_TYPE:String = "moveThem"; [Code] .....
Basically I have lot of text fields that are rendered dynamically, and I want the user to be able to right click on one and edit it.
Is it good practise to use the right-click bring up custom menu on a sprite. And is the method guaranteed to work accross all browsers? Do mac mice have right mouse click buttons?
[URL]
And if not, what would be a good work around. Maybe bringing up a yahoo astra message box with the two options one for left mouse click, one for right click and edit text field?
I am writing a class button that extends Sprite. I use graphic fill to draw button and then use addEventListener to add Tween to MouseOver event. Problem is:
1) If I use MOUSE_OVER event, the tween became sometimes corrupt when Mouse is INSIDE the button.
2)If I use ROLL_Over event, the tween became sometimes corrupt when Mouse is NEAR the button BUT ok WHEN mouse is far enough.
I have a sprite A which has a child, sprite B.Sprite B has a variable, instance of class C which only extends EventDispatcherIn class C, I dispatch a custom Event. The eventlistener in sprite B reacts on the event.The same eventlistener in class A doesn't respond.If I dispatch the same custom event in the eventhandler in class / sprite B, this event is seen in class / sprite A.Is there a difference in events going through the displaylist and those who are from an EventDispatcher?
I am following this page to create a custom preloader extending Sprite to load an animation SWF, but it is not working (the animation SWF is not displaying): [URL]. I know the Animation.swf file is okay, because if I load it into the main app it displays and runs. The preloader works if an image is loaded by the preloader instead of the animation SWF. test.mxml (main app)
BTW, I typically have many more lines of ComboBox in the app to force the preloader to display, but limiting number of lines here.
I've made a simple package that creates a custom textfield and a circle sprite. pressing the circle sprite is supposed to update the textfield text with some sent string. The string is being sent by using a custom event. The problem is, for some reason the script never reaches the function that handles the custom event....why isn't the updateText event firing??
I am learner of AS3 and xml. So I have referred everywhere and copied the code. I am getting: "Error #1069: Property data not found on flash.display.Sprite and there is no default value. at flashhaupt01_fla::GalleryData01_1/imagepress()" error in as3.
I am trying to get the url from xml into as3, but not getting how to do it. Here is my code var xmlReq:URLRequest = new URLRequest("XML/ImagesData01.xml"); // rename to your file!!! var xmlLoader:URLLoader = new URLLoader(); //xmlLoader.addEventListener(Event.COMPLETE, xmlLoader); // event listener b4 load!!! xmlLoader.load(xmlReq); var myXML:XML; var headLoader:Loader; function imagepress(e:MouseEvent):void { [Code] .....
I want a class that I'm going to pass a short bit of XML data And then I want that class to create either a Sprite or Clip that consists of an image and some text based on the XML data Example my XML might look like
I know how to get to the data what I'm looking for is the best way to create this Sprite on my stage.should the class create a sprite or clip?should the class called to create an instance and then I addChild in my core script?
"Error #1069: Property data not found on flash.display.Sprite and there is no default value.at flashhaupt01_fla::GalleryData01_1/imagepress()" error in as3.I am trying to get the url from xml into as3, but not getting how to do itI need to demo this within 1 hourhere is my code
var xmlReq:URLRequest = new URLRequest("XML/ImagesData01.xml"); // rename to your file!!! var xmlLoader:URLLoader = new URLLoader(); //xmlLoader.addEventListener(Event.COMPLETE, xmlLoader); // event listener b4 load!!!
public function foo(bar1:int, bar2:uint, bar3:String, bar4:Boolean):void{}
What I want is to have the different types of data represented by custom named types which are essentially representing the original data types. In other words, I would like to proxy the data types and have a valid function as following[code]...
Below is basic structure of LetterClip class which extends WMovieClipwhich inreturns extends Movieclip Class.
public class LetterClip extends WMovieClip { public function LetterClip(char:String):void
[code]...
Error occurs at the push statement.It throws the given below error only when the same activity is executedsecond time in a sequece.
TypeError: Error #1034: Type Coercion failed: cannot convertorg.waterford.activity.erp.erp1.r1lt08.clipclass::LetterClip@282e9281 to org.waterford.activity.erp.erp1.r1lt08.clipclass.LetterClip.#Operating System: Windows XPBrowser: Microsoft IE
I have a Game-sprite representing a game room with up to 3 players, it works ok. And would like to populate a List component with those Game's, based on an XML data coming from a socket.I've prepared a simple test case demonstrating my problem -ListTest.fla (should have a List component in its Library):
Is there any way to attach custom data to elements? Kind of like the $.data() function in jQuery?I know you can subclass and element and add custom parameters, but it would be an overkill to create custom class just to add a single custom parameter.
I have an application where I'm loading in XML data externally. What i'm trying to figure out is the best way to store this data in my application so that I can pass the relevant XML or data to my custom classes.
Basically I have a navigation and gallery class I have written both of which are instantiated on the document class, I would like to pass them each their corresponding XML. My question is whether I should store or seperate the xml into objects in the document class first, or simply pass each class its own xml node? Is there another/more preferable way to handle XML data between custom classes?
At my last job I was teamed with a developer to make this stuff work, now I'm on my own and have been tasked with creating an e-learning suite that can track quiz data. Flash Templates will not work as there is some deeper interactivity we're creating. I've tried deconstructing the quiz templates, but that has proved very hard. The actionscript manuals have, as usual, proved not so useful; My personal design book library goes only to 5. Is there somewhere I can go, or a book you could recommend to either learn the easiest way to script data tracking for a (very) custom quiz, or find a few source files I can tear apart and reconstruct.
I have a class called LevelHandler. Inside each LevelHandler object is a bunch of arrays, various numbers, etc. Instead of saving the data for all these things separately, I've decided to save my LevelHandler object.
Here's what I've tried:
[code]...
You all expected this to work, right? Just kidding, it didn't. The problem is, when I try to set levelHandler equal to myLocalData.data.levelHandler, there is a type coercion failure (converting an Object to a LevelHandler). I know why this was happening, so I tried to make use of the "as" keyword. Still, apparently saved data can only be stored and understood as an Object.So, how can I save this LevelHandler object such that it can be accessed in the future (like when I need to trace how many levels there are)?
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....