ActionScript 3.0 :: Custom Class Which Uses Multiple Assets From Flash Library - How To Do It

Jul 11, 2009

I've seen that it's very simple to create a document class (a class associated to the main timeline itself), or an instance of a class which is linked to a single asset (e.g. a movie clip).But what if I need to implement a class (let's call it Main) which uses multiple assets from the Flash library? The only way I know to do this is by instantiating any asset with its linked class, and passing them all to the Main constructor like this:

ActionScript Code:
var asset1:Asset1 = new Asset1(...);
var asset2:Asset2 = new Asset2(...);
var asset3:Asset3 = new Asset3(...);

[code].....

This is kind of a tedious process, especially when the composition hierarchy is long and you have to pass them all as arguments through many nested classes.For instance, I needed to link a preload sprite (the typical circle in gradient color which is constantly rotating until the load is complete) from the library to any thumbnail class of a gallery, which in turn is part of another class, which in turn is part of the main class. So I needed to pass this preload clip as an argument throughout the nested classes.

View 8 Replies


Similar Posts:


ActionScript 3.0 :: Passing Library Assets To Class

Oct 10, 2011

what I am trying to do is create class that loads assets(images) from library and places them on the a stage.I want my class to be something like this...I know it needs to be more complex, I am just trying to "draw" out my idea for you, I have tried using getDefinitionByName to pass the linked MovieClip and some variations on that but for some reason I can't get it to work.[code]

View 3 Replies

ActionScript 3.0 :: Passing Argument From A When Using One Class For Multiple Assets?

Aug 7, 2009

I had a class that I was passing a simple argument to like so:
 
var quiz_1_2:CaseStudyQuiz = new CaseStudyQuiz(2);
addChild(quiz_1_2);
 
I now would like to use this class for multiple MCs in my library. I thought I could let Flash create a class for each of them and specifying the CaseStudyQuiz class as the Base class. When I do that, I get the following error:
 
1136: Incorrect number of arguments.  Expected 0.

View 12 Replies

Flash :: Save Library Assets Properly?

Sep 8, 2011

Specifically, various MovieClips seem to be missing all of its content. I work in flash for a while, make a series of changes, save the file and close it, and then reopen the file.  Upon reopening, the artwork inside the MovieClip does not appear.  The former artowrk can be bitmaps, shapes, drawn objects, or even other symbols.  I can take the time to replace the missing artowrk inside the symbol (the symbol is still there on the stage and in the library, just the artwork is missing), but three saves and closes from now, the artwork may be gone again, or new MovieClips may appear empty - there appears to be no discernable pattern yet.

View 1 Replies

Flash :: Use Relative Path For Assets In Library?

Dec 6, 2009

When I drag and drop images in flash library, the path is sometimes relative (./somefolder/someimage.png), and sometimes it is absolute (D:lahsomefoldersomeimage.png).

How can I use only relative paths in flash library in order to be able to update all images from any computer and/or from any folder ?

View 1 Replies

AS3 :: Flash Using Custom Graphical Assets In Pure Project

Mar 27, 2011

I created some button states in flash (swc), and I want to use them in a pure AS3 project. They are movie clips with class of neatButton_on and neatButton_off respectively. I call them like this:[code]I've also used assets, especially for different states of the same item, where I've put everything in one movie clip and then switched frames as needed. Is one way faster than the other? is there a best practice?

View 2 Replies

ActionScript 3.0 :: Creating A New Object From Library With Custom Class Attached?

Mar 17, 2009

I have the following as code in a separate file placed in the root folder of the swf file. The as file is the class for a MovieClip in the library.When i manually place the library symbol on the stage, the MC works fine and draws the square with the nodes. However, when I try to create a copy using ' new sqMC();' code, I get an error.

Code:
package {
import flash.events.MouseEvent;
import flash.events.Event;
import flash.geom.Point;

[code]....

View 1 Replies

ActionScript 3.0 :: When I Attach To That Symbol Custom Class In The Library .got The Error: #1056: Cannot Create Property?

Oct 31, 2008

i try to migrate from as2 to as3 and i have one problem When i attachMovie from library (addChild in as3) and i add custom property its work fine.Here is ex.

Code:
var i:int;
for (i=0; i<5; i++)[code]....

when i attach to that symbol custom class in the library.i got the error: #1056:Cannot create property...

View 6 Replies

ActionScript 3.0 :: Multiple Effects With A Custom Class?

Mar 18, 2010

I created a class with some effects that I use most of the time, but I'm having a problem. What I have is a class, that contains three different effects, fade, scale and tint effects on a mouse over and they work fine when I do something like this.
Class:

Code:
package standard.interactive{
import com.greensock.*;

[code]....

View 9 Replies

How To Get XML Library Assets Back Into New FLA

Dec 15, 2010

I started using Flash CS5. I spent many hours working on a .FLA file. Saving as I went and at one point Flash CS5 crashed during the save. The .fla file is now corrupt. The new .fla format is essentially a .zip file. So I was able to change the file name to *.zip and explore inside of it. The DOMDocument.xml file is corrupt and dead. The DOMDocument.xml is the timeline so all my placement and animation is gone. However, my LIBRARY folder is in tact and has all of my library items as *.xml files. How I can get those library items into another .fla file so I don't lose ALL my work? I've tried creating a new .fla file and dragging the LIBRARY folder into the new .fla, but my library items don't show up when I load the new .fla in the Flash CS5 IDE.

View 2 Replies

ActionScript 2.0 :: Multiple Classes And Then Register Each Movieclip From The Library To A Different Class?

Jul 17, 2004

can you declare multiple classes and then register each movieclip from the library to a different class? It isnt working for me.I created two different classes and created two entire different movieClips and registered each movie clips to a different class.However, I can only use on movieClip at a time, when I use the duplicateMovieClip... command to create copies of the movieclip, i find that only those movieclips, whose class i declared first, appear on stage.

View 1 Replies

ActionScript 3.0 :: Sharing Library Assets Between 2 Or More Swf?

Feb 19, 2009

Since I can access the library assets from external class, I have a question :

1. Is it possible to use any of library assets of one movie into another? Let's say in my movie A, I have McA1 movieclip in the library. Is it possible to access/display/addChild McA1 in movie B?

2. If there's a case that Movie B is loaded into Movie A - does all the library from Movie B will be inherited into movie A - vice versa - so it makes them accessible?

3. If the answer of 1, and 2, is no and no, is there any work around to make any library asset accessible accross the board? Is this what so called runtime sharing? Do you have any resource that I can refer to?

View 5 Replies

IDE :: Import Swf, Use Linked Library Assets?

Sep 9, 2009

I have fla_A, and fla_B. fla_B contains a single MovieClip which contains a bunch of MovieClips that are all set to Export for ActionScript (NOT first frame, as this will need to be preloaded). I want to load fla_B into fla_A, and be able to instantiate the nested clips (inside fla_B) as if they were native to fla_A itself.

After loading the swf, I'm using:

[Code].....

Can I cast "e.currentTarget" as something useful like MovieClip (well, not MovieClip, 'cause that doesn't work), or something that will stick around from which I can dynamically load things?

View 1 Replies

Flash :: AS3 & Swfmill - Access Assets In Swfmill-generated Library Swf?

Nov 6, 2009

I'm creating library swfs in as3 this way, works like a charm (except for the slow mxmlc compiler):

package {
import flash.display.Sprite;
public class Library extends Sprite {[code]....

I would like to create the same kind of libary using swfmill. I've tried the following swmfill simple xml:

<movie version="10">

Examining the libraries in FlashDeveloper's explorer reveals that the as3 library exports BOTH classes and symbols, but the swfmill library exports ONLY symbols.My host application is accessing the as3 library assets this way:

private var loader:Loader = new Loader();
private function onCreationComplete():void {
this.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);[code]....

But with no exported swfmill classes, there's obviously nothing to instatiate...Is swfmill expected to export classes this way? If not,is there a way of accessing the symbols without instantiating them as classes?

View 1 Replies

ActionScript 3.0 :: Shared Library - Loop Through To Get The Assets

Jan 8, 2011

I have a great shared library tutorial BUT I don't like one section. Assets.swf is the shared library with a variable array called availablegraphics on it's timeline where we put in the available assets That is the bit I don't like. Isn't there a better way to loop through to get the assets. Also they use a loop using library.availablegraphics - which I have never seen before and seems a little weird. In conclusion it's great but is there a better post or tutorial on shared library and how to loop through the assets without knowing exactly what or how many there are.

[Code]...

View 4 Replies

ActionScript 3.0 :: Modifying Library Assets At Runtime?

Feb 19, 2010

I'm building an avatar class that will allow a user to swap out character assets during runtime. The idea is pretty straight forward. The artist I am working with designed the art assets for the individual pieces of the avatar and performed the animations in flash. Since the animations were created in flash using vector art as opposed to pre-rendered 3d, I want to simply replace each individual movieclip within the animation with the asset selected by the player.

Problem:The issue i'm running into is that the animations have several key frames. My thought is to load the avatar object (an external swf) into my main application. Once loaded, I obtain a reference to all library assets that are used in the animations. For example, to get the face, I have something like:

Code:
if(this.loaderInfo.applicationDomain.hasDefinition("face"))
{

[code].....

View 4 Replies

Flash :: Self Updating Air Application Assets Without Re-downloading Assets Already Downloaded

Feb 10, 2011

I want an air application to be able to update the assets it uses, but minimizing the download needed, so only downloading files added since it last updated.I'm thinking this would include a server portion which would zip the needed files based on a version number? Has anyone implemented anything similar / got any thoughts on the best approach to building this sort of system?

View 1 Replies

ActionScript 3.0 :: Library Assets Of An External Swf Inside A Movieclip?

Dec 13, 2010

I have a swf called "myfile.swf" with a mp3 set to export for actionscript, and the Class has been called "soundName"With the following code, the sound plays great...

Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function loadProdComplete(e:Event):void {  var tmpSound:Class = e.target.applicationDomain.getDefinition("soundName") as Class;  var snd:Sound  = new tmpSound() as Sound;  snd.play();}

This lets the sound play great. But, because of what I'm trying to do, i would like it better to put the swf into a movieclip, then play the sound from there.

But i cannot seem to get it to work. The following code adds the movieclip to the stage fine, but then i have no way of accessing the library assets (i.e the "soundName" mp3) from the swf inside of the movieclip.

Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function

[code]....

View 2 Replies

ActionScript 3.0 :: Exporting Library Assets To Frame One Causes Delay

Apr 20, 2010

I have several small movie clips saved in the library of myCS4 Flash.fla file, I want to make them available to dynamically add to the display list as children, based on the button clicks of the viewer. I can get it all to work fine via Symbol Properties > Linkage > Export for Actionscript. When the movie clips are set to "export for actionscript" from the Library, playback seems to hang on frame 1 until all of these exported assets have downloaded.

The big problem is that I have an ultra-simple but totally custom preloader/progress animation coded in a loop in the second and third frames, which kicks out to frame 4 and continues playback as soon as the download is complete. Because of this, the preloader has essentially become useless - because all that can be seen is several seconds of empty stage, until the vast majority of the bulky assets have downloaded. Then the preloader flashes onstage for just an instant, and disappears because the content is already up.

So, my questions are:
A) Is there a SIMPLE alternate method to load these library assets in such a way that it doesn't cause this major lag on frame 1?
B) Failing that, I suspect I may have to retool my preloader to run as an ENTER_FRAME event in frame 1. Is this worth the effort (can this potentially resolve the lag issue and allow for a meaningful preload progress animation, despite the lag from the asset export?)

View 1 Replies

ActionScript 3.0 :: Runtime Shared Library - Main And Assets SWF

Mar 26, 2009

This is the concept I want to get into code:
1) Have a Document Class attached to the Main.swf
2) Have a Assets.swf that has all MovieClips that set to Export and have been given actual Classes.
3) Have the document class Load the Assets.swf.
4) Once loaded, be able to create instances of the MovieClips from Assets.swf by writing the code in the Document Class of Main.swf

I can get all this to work.. However what I am finding is if I have a public function on the Document class that creates an instance of something from the Assets.swf, lets say var okTest:TestClass = new TestClass(); I have to also import it in the Document Class (import com.test.TestClass). When I compile it, yes it works. If I remove the Assets.swf file it doesn't display. Ok.. But I've noticed that the Main.swf file is including all the imported classes (eg: com.test.TestClass) so the Main.swf filesize is pretty much the same as the Assets.swf file.

I also ran it through a decompiler and can see yes in fact Main.swf is including all those Classes from Assets.swf because I'm trying to access them from Main.swf and had to import. So the biggest question is how do I go about this properly? Being able to load the asset file that has movieclips etc that have custom classes. Then create instances of those classes within the document class but only if Assets.swf is loaded.

View 2 Replies

ActionScript 2.0 :: [FLASH CS5] Custom List Class That Manages Custom List Item Class?

Dec 2, 2011

This is my first time working with a class attached to a movieclip that is nested inside a class attached to a movie clip.I've tested all the properties and methods of PTListItem.as and they work properly but when I try to call them on the list item through PTListTop.as it returns undefined.The end goal is to dynamically load a checklist via a txt file.

View 1 Replies

ActionScript 3.0 :: Get Component Assets To Appear In The Symbol Library Of Main Fla File?

Sep 16, 2010

I have built a component, but the assets do not appear in the symbol library of the destination fla when I drag the component to the stage. This is fine, except that I have embedded a font in the component. To ensure the font exists in the destination swf, it must exist in the symbol library of the destination fla.My component extends the UIComponent class, and I have a component shim, although I'm still not entirely sure of its functionI have followed all of the steps found in the 9 part MenuBar tutorial, and everything works, except for this one issue.

View 2 Replies

Actionscript 3 :: Flash Failing With A RSL Library, When Main Class Extends A Class And Implements An Interface?

Mar 13, 2011

I'm trying to load a RSL library into a flash animation developed with Flash CS5 IDE, that extends a custom class and implements an interface. I have reduced the problem to the simplest setup and find that I can have my main class extend another class or implement an interface, but not do both at the same time if I want to load an RSL.I have a very simple class to extend:

import flash.display.Sprite;
public class MySprite extends Sprite
{[ code]...........

but if I want both I get the VerifyError: Error #1014 with MySprite not found and ReferenceError: Error #1065.

View 2 Replies

ActionScript 3.0 :: Preload Multiple Assets With One Progress Bar?

Apr 14, 2011

What's the best way to preload a bunch of assets (namely images) using only one progress bar?

Will the ProgressEvent automatically tally up the bytesLoaded and bytesTotal numbers for everything being loaded through that event?

View 3 Replies

ActionScript 3.0 :: Create A Custom Class That Extends The MovieClip Class And Contains A Custom Property Of "marker"

Jan 23, 2010

I am new to AS3, as well as Flash in general, so forgive me if this seems highly elementary. All I am trying to do is create a custom class that extends the MovieClip class and contains a custom property of "marker". I want to be able to use and change the value of this custom property on the timeline for an instance of this class and have it behave just like any other (Ex: this.x ==> this.marker).

[Code].....

View 13 Replies

ActionScript 3.0 :: Loading External Assets + Multiple ApplicationDomains?

Sep 17, 2010

This is a follow-up to another thread that is getting wordy and unfocused:

[URL]

I am trying to load an external library .swf to use its embedded fonts, much like this method:

[URL]

However, the swf that is loading the font swf is loaded within a wrapper swf, and is defined as a separate ApplicationDomain as the wrapper.

Wrapper swf (app domain 1) <--- Player swf (app domain 2) <--- font library swf

The font is loading fine, and I'm even able to retrieve the font name (so I'm able to reference the object), but it is *not* showing up in the textfield as it should be.

When I remove the ApplicationDomain issue between wrapper and player swf by testing the player swf locally in the IDE (*not* loaded through the wrapper), it works fine. But I'm not sure how or why this is, because like I said, I'm able to get the font name so I'm able to reference it, it seems.

The TextField is being set to embedFonts, the font is loading, everything else seems to be working 100%, but there's some issue between the application domains that I just *can't* figure out.

View 14 Replies

Flash - Listener In Main Document Class For Custom Dispatch Event From Another Class Does Not Respond Or Call Function?

Apr 1, 2011

I have a document class called Main.as In the class constructor I have the following listener:

enter code here
var listeningFORModeChangeToStudent:Sprite = new Sprite;
listeningFORModeChangeToStudent.addEventListener(TellAllModeChangeToStudent.STUDENT,exp);
addChild(listeningFORModeChangeToStudent);

[code]....

In a third class I make a call to the despatcher in the previous class:

enter code here
var ThisTellAllModeChangeToStudent:TellAllModeChangeToStudent = new TellAllModeChangeToStudent;
ThisTellAllModeChangeToStudent.tellAllModeChangeToStudent();

I have trace statements in eveything and from this I know the despatcher in TellAllModeChangeToStudent is being called.The problem is that the listener in the main.as is not calling the function exp.I cant see why and I dont know how to check if the listener is actually seeing the dispatch event?

View 1 Replies

Actionscript 3 :: Passing Custom Class As Parameter To Custom Class Where Parameter Class Not Constructed?

Jun 16, 2011

I have a custom class being constructed from my main class. In the custom class it has another custom class that is passed in as a parameter. I would like to strictly type the parameter variable but when I do, 'the type is not a compile type constant etc'.This, I understand, is because the custom class used as a parameter has not yet been constructed.It all works when I use the variable type ( * ) to type the parameter.I suspect this is a design flaw, in that I am using an incorrect design pattern.It is actually hand-me-down code, having received a large project from someone else who is not entirely familiar with oop concepts and design patterns.

I have considered using a dummy constructor for the parametered class in my main class but the passed in class also takes a custom class (itself with a parametered constructor). I am considering using ... (rest) so that the custom classes' parameters are optional.Is there any other way to control the order of construction of classes? Would the rest variables work?edit)in main.as within the constructor or another function

var parameter1:customclass2;
customclass1(parameter1);
in customclass1 constructor:

[code].....

View 1 Replies

ActionScript 3.0 :: Custom Class Named Same As Flash Class?

Jan 4, 2012

I understand it's probably best practice to name your custom classes differently than the built-in AS3.0 classes; however, what kind of problems could I run into if I don't?Specifically, I have a class which, ideally I want to name DataProvider. But, as you know, there is already a DataProvider class on the Flash platform (used for list-based components and such).Now, I don't think I'll ever use BOTH of those classes, so I'm assuming as long as I reference the correct DataProvider class in my import statements I should be ok?What if I DO need to use both, is that even possible?

View 2 Replies

ActionScript 3.0 :: External Assets - Multiple Loader Sprite Instance

Jul 27, 2010

I'm loading some external assets with the Loader class. I've done this a lot over the years, but seem to be coming across a problem I haven't had before. I want to display two instances on the stage at the same time of a .png I'm loading externally. If I use the Loader instance's contentLoaderInfo.content object in more than one sprite, the bitmap just "moves" from the first instantiated sprite to the second. I've tried duplicating the sprite with Senocular's duplicateDisplayObject class, but for some reason, it's not working right. But shouldn't I be able to use multiple instances of an imported bitmap like this just as if it were in the library of the .fla? If so, what do I need to do?

View 3 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved