- I am loading a particular FLA (let's call it Module1.fla) which contains a Symbol with an associtated class "FakeImage1"; the class file DOES NOT exist,s Flash creates it when compiling the FLA. This FLA has a Document Class (Module1.as), in which I instantiante FakeImage1 (which is a different asset/graphic) by calling ...new FakeImage1()
- then, I am using a custom ModuleManager to unload Module1 and load another SWF (Module2.swf/Module2.as). This one also has a FakeImage1 Symbol in it's Library and also instantiates it in the Document Class.
- now, assuming that I am correctly unloading Module1 (in my ModuleManager) before I load Module2, why is it that FakeImage1 in Module2 is instantiating the same asset that was instantiated in Module1 ?It seems that the automatically-created FakeImage1 class is still in memory (or wherever Flash puts it) when I load Module2 and therefore, my *new* asset isn't being loaded - instead, the first one is.
Note1: I DON'T want to use class/as files for my Library symbols;
Note2: of course, I could just use different class names in my modules/flas, but le'ts assume that I don't want to do that
i was trying to make a simple analog clock flash but when i try to make a new Date() line that pops: **Error** C:Documents and SettingsUserLocal SettingsApplication DataMacromediaFlash enConfigurationClassesFP8TextFieldStyleShee t.as: Line 7: The name of this class, 'TextField.StyleSheet', conflicts with the name of another class that was loaded, 'TextField.StyleSheet'.{Total ActionScript Errors: 1 Reported Errors: 14 and i tried to make that the only action on a different project it still shows exactly the same thing
Any way that I could get a variable definition straight from a class (or some sort) without having to create an object and read it from the object. Basically I need to know a whether an object will have a specific true or a false variable definition but I don't need to create the object right away for anything else. It seems a bit of extra processing to create an object I may not use for sometime but just needed to know a true/false early on. I can give it the name of the class just hoping to bypass the object creation and hope garbage deletion will take care of it.
I'm writing my first AS3 class and basically I'm trying to take code from an AS3 .fla and incorporate it into the class. I've been getting plenty of errors, but this one seems to be at the crux of the problem:Code:1120: Access of undefined property socket.Here is all the code that is required to cause this error:
PHP Code: package{ public class ScratchSocket { import flash.events.Event import flash.events.ProgressEventimport
I am new to AS3 and I want to organize my code as what I did in C++, which I can have a .h and .cpp file. Is there any way to organize code like this in AS3? [code]....
I know that a class definition can not extend to two .as files, it has to be in one.My question is, can 2 class definitions be on one .as file or, do all class definitions have to have their own exclusive .as file?
I'm trying to rewrite a procedural ActionScript program as an OOP one: in the procedural version I set up event handlers for movieclips on the stage with a loop and it worked fine.However, when I put these event handlers in a class definition, it's no good. Simplified version below, which is just supposed to make a sound when the user clicks on the boxclass definition:
class Event_stuff { var nLpCntr1:Number = 0; var nNumberOfChoiceBoxes:Number = 3;wrong use of terminology
I get this confusing message every time I start a new flash project and I dont know why. I understand what the message means, but its simply not true so that bugs me. My project so far consists of exactly one AS file so far: CMain.as, which contains exactly one public class: CMain. The file lives here: C:FlashProjGameasCMain.as. n my .FLA, I have set CMain as the Document class. In File->Publish Settings->ActionScript 3.0 ClassPath, I have added "C:FlashProjGameas".
When I press "OK" from this screen, I get this message: "A definition for the document class could not be found in the classpath, so one will be automatically generated in the SWF file upon export." On my last projects I think I have just ignored this message and everything worked out ok. But this time I want to know what the hell it means. My CMain class is definetly in the classpath, so what the heck is this message talking about?
I'm trying to get the as3corelib to work as when I run my file at the moment it tells me: 5001: The name of package 'com.adobe.images' does not reflect the location of this file. Please change the package definition's name inside this file, or move the file. /Users/markbunyan/Websites/craftmagic.co.uk/JPG_encoder/JPGEncoder.as I thought I had imported the as3corelib fine but can't get this to work. Can I simply import the code from JPGEncoder.as???
Is there any way for movieClips to share the same class definition?When you have alot of objects to keep track of it becomes a pain to have to write separate actionscript files to do the same thing.For example if I:Create an actionScript file which extends movieClip with the name ClassX.as with all the nescessary code incased in package{}I try properties>export for actionscript>ClassX.as for two movie clips (each with different graphics).An error occurs on the 2nd movieClip complaining that the class I used was not unique. y other question is how do I make an actionscript file file that both extends a movieClip and another class.For example:In a game there is a movieClip for an enemyShip1 with its own class definition contained in an actionscript file (defining its behavior)There are 2 child objects enemyShip2A and enemyShip2B each of which have there own images,class definition but which inherit all the functions from the enemyShip1Class.It would seem that the logical thing to do would be:
I have two Flash Builder projects. Let's call them MainWeb and MainAIR. MainWeb defines and includes all of the classes for my application including a runtime loaded module that interfaces with our web services. MainAIR's Source Path references MainWeb/src and includes only two unique parts. The first file is of course the root MXML document. The other file overrides a compiled, runtime module defined in MainWeb called DataStreamer. DataStreamer interfaces with our web services for MainWeb and the alternate version of DataStreamer interfaces with the OS filesystem for MainAIR. This makes a very easy to maintain pair of projects and easy to build both the web version and the AIR version of my application.
It has worked well until I needed to add an instance of mx.controls.Image. Image references SWFLoader and loads resource/content swfs at runtime. Some of those resources have executable code, so I needed to do the following:
I'm trying to get initKeys to trigger. 'kiosk' is my base class. I'm getting error 1017: The definition of base class kiosk was not found. project_folder/me/radbourne/kiosk.as
Code: package me.radbourne { import org.actionscript.*; public class kiosk extends MovieClip { public function kiosk() { CustomKeyboard.initKeys(); [Code] .....
I have a class definition as file. In it a variable gets passed to into a function (parameters). Then I want to use the name of this function to swapDepths with another movieclip.
Code: private function alphaZero(clipToSwap) { trace(clipToSwap+"+clipToSwap");
I'm setting up functions in a document class file, then from there I am going to call that function from a movieclip in flash. For some reason, maybe I have things set up wrong, but it is throwing me errors such as below: Line 37 1013: The private attribute may be used only on class property definitions. What am I doing wrong here and is there something I am not understanding? Here is my .as code. modal.as > package
I've used the GUI to create a rectangle that I turned into a button symbol (SimpleButton). I then edited the button so that it had 4 different button states and a text layer on top. I then created a class definition file for this object so that I could dynamically change the label text (the text layer) when adding instances of this button to the stage.
I was able to create and link a class file (DynamicButton.as) just fine, but when I try to access the text field that I created on the button, I get the error:
"Access of possibly undefined property btnLabel through a reference with static type com.examples:DynamicButton."
when i couldn't get that to work, I decided I'd try adding the TextField directly within the class definition file, using the following code:
The problem is that I can't seem to add the TextField to the SimpleButton, as it's not a display object. So, I tried adding it to the parent of the simple button (and I figured, I'd just place it exactly above the button). But then I get a "null object reference." error.
is there a way to access GUI-created elements from w/i a class definition file? How would I add the TextField to the button using only AS3 inside of a my class definition file?
I'd like to access the stage of the main timeline from w/i a class that extends a movieclip. Basically, I have a button in the main timeline that makes a HUD appear. The HUD is an extended MovieClip class. When people click on a button in the HUD, I'd like to remove the object from the stage of the main MovieClip.I think your confusion may come from the fact that I am running this code from a class definition file. Clicking on a button w/i this object should remove it from the DisplayList of the MainTimeline. Here's the code from the class definition file:
trace(e.currentTarget.parent.parent) gets me the MainTimeline, and trace(e.currentTarget.parent.parent.stage) appears to return the main stage, but I cannot use removeChild w/o getting an error that I am trying to coerce the stage to be a DisplayObject (which it ought to be).What's on the stage of the MainTimeline: A single button that, when clicked, adds an instance of the Answers class to the stage.
I need to know how to load and play a sound from within a CLASS definition file. I know the normal way of doing this, but Flash MX rejects that syntax, so there must be some special way of using sounds in a class file.
I need to know how to code for "if the score increases by any value." So, if the score goes from 0 to 1, the sound plays ONCE. If it increases from 1 to 2, the sound plays ONCE again.
I'm getting this error when testing it out: 1017: The definition of base class SceneObject3D was not found. I have tried everything ... and took the same exact code from a tutorial. Im getting these errors just by importing classes,
I am a complete nuff nuff when it comes to AS3 so bare with me. I had a website skeleton made by a scripter. He made lots of AS files that call to each other with a few movie clips that are populated via the As files. This worked fine for me, I could update the text and image files no dramas and did so and got the website up and running.
A couple of weeks later had to update the files to add a new section adn text and images. Again all went swimmingly. Fast forward to today. Went to update the files and added a new section as per all the other ones. Everything marries up in relation to naming conventions, placement of files within folders et c but suddenly now I'm getting all these errors. 1017: The definition of base class TextItemTemplate was not found.
I am converting all embed statements in my site with lazy loading. The code which was previously like this:
[Embed(source="/newswf.swf", symbol="kungfu")] public static var Kungfu:Class;
has now been converted to this form:
private var _loader:Loader = new Loader(); public static var abcd:Class = null; _loader.contentLoaderInfo.addEventListener(Event.COMPLETE,onLoadComplete);
I've been trying to edit my sister's Flash website, which was developed by someone else, but I'm a newbie with ActionScript so am having a few difficulties. Every time I try to publish a file, I get this error:
1017: The definition of base class UIForm was not found.
I found documentation online for a similar error - regarding UIComponent - so I tried creating a new source path under ActionScript 3.0 as suggested but no luck. I'm having difficulty finding documentation online specifically for UIForm.I tried searching for the location of UIForm under program files but couldn't find it. Can anyone point me in the right direction? I'm on CS4.
I've built my web site using the ZigoEngine (mosesupposes)... I'm also calling my images dynamically from a folder.The problem is that the following code is making a conflict with the button which swithes the next image. If i remove the code, it works. However the purpose of thezigo is completely different and I can't see the connection..
if I use in statement xml-child distinct of nameWin (summa, e. g.), it works good. But with nameWin, e4x compares local variable nameWin (which not interested for me at all at this time) with "necessary name" instead of compare item's nameWin with "necessary name".