ActionScript 3.0 :: Define Alias For Object In Code?
Aug 13, 2010
Don't know if alias is the right word here but I would like to replace a long target path with short variable to make my code more readable/managable.So I have the following (working) code but it's getting really complicated :
I'm working with swf's generated by InDesign CS5, which will apparently only export text as staticText objects. Is it possible to alter the anti-alias of staticText? I want to make it for readability, but it defaults to animation with no apparent way of changing it. I recently got help for textFields, but I can't seem to get it to work on staticText.
When i load a movie (a) onto an other movie (b) i must define all the code refering to the root of the That (b)if yes, how i must do that, putting _root. at all the actions?
public class Vehicle extends Sprite{ protected var _position:Vector2D; public function Vehicle(){ _position = new Vector2D(); draw(); } protected function draw():void{ graphics.clear(); graphics.lineStyle(0); [code]....
I don't understand following code,because I only define _position and don't define position variable,why I can use position.x? x = position.x; y = position.y;
i'm have a MC that is a nav bar with nested buttons. The buttons themselves are calling on a dynamic text field on my main timeline but I'm unable to have any code from the nested buttons to WORK. I'll include my FLA so you can see what i'm trying to do. I
in jist.have a MC that is a nav bar. It houses buttons. The buttons inside the MC do not respond to code ony the _root timeline or code defined specifically to them. What I am trying to achieve is the nested buttons calling on my dynamic text field and loading outside .txt files.I manipulate the buttons on the main timeline and get the effects i'm looking for but not inside of the MC.
Basically, the problem I have is that I'd like to limit the predators to their own hunting environment, ie. Polar bear to ice, killer whale to sea so that the penguin has at least some chance of avoiding either predator. My initial idea was to define a boundary (apologies if this isn't the correct terminology) around the ice, thereby achieving what I'd like but I have no idea how to do this. Am I thinking about this too simplistically? Also, I would like the killer whale to retain its ability to swim under the icebergs. Note: As you can probably tell, the killer whale is on the lowest layer below the sea and then the ice is on a layer above the sea.
How can I define my own global function which will be accessible throughout the whole package or better, program? Alternatively, how can I define a singleton object? Should I use static?
i am trying to define a dynamic object name.. here my code, but i guess it is wrong.
PHP Code:
i = 0 var knobListen = "knob"+i; var knobListen:Object = new Object(); }; //add the event listener to the knob myKnob_mc.addEventListener("onRotate", knobListen)
I'm making an image revealer in flash, but I can't wrap my head around how to constrain the slider bar to the area_mc. Mainly in the mouseMoveHandler. Can someone please give me some pointers?[code]...
I want to let the user save some bigger data in a shared object by choice. Is it possible to define the size the user needs to allow? I'ld like to set the minimum to at least 10 MB to have some extra space for future usage.
I intended to write a script that would create a dynamic guided character motion. The drawing API tut gave me an idea how to do it. I thought I'll write a script that would draw a line (or a curve) and would put it into guided motion layer. So I just wrote it by the tutorial and put it into guided motion layer. Yeah, that was naive.So how do you define where (layer) the script would draw curve/line? How do you define the layer in which the new object would be crated?
I am very new to Flash and I have the following script: mouseInterval = setInterval(changeAlpha,10); function changeAlpha(){ fader_mc.alpha = Math.round(root.mouseX/550*100) } This is simply to change the Alpha of my object as I change the X value of the mouse cursor. I keep getting the following error message: 1120: Access of undefined property mouseInterval
Essentially this is what I want to accomplish, however it doesn't work like this. Is there any solution: - The problem is I can't dynamically name a new object..
import views.printingView; public function initComponent(o:Array):void{ SomeObject::Array = o;
I have object in which I have rectangle on one layer and following code on another layer:
[Code]...
And Object(this).play() or checking for current frame doesn't work, nor tracing a value define outside the function. How shall I reffer to the movieclip that events is called from?
I have value object that one of its field is meant to be filled trough a dropdown chooser. I'm very new to flex so I'm not sure what is the best way to maintain this field.
Should I make it a simple string in the value object and a table in the DB, and each time I have the dropdown to send a request to read it from the DB? That what I would have done with JS but in flash I thinkl it might be better to somehow keep that information in the flex app instead of keep asking the server to send the names every time.
The field has about six options and it is choosing htat field happens a lot during work with the app.
As stupid as my question might sound, i have spent the last 2 weeks reading oop books; but could use some guidance. I have a flash project that is basically a supped up slide show. On the stage i have the following: main_mc (instance name = images_mc) = movieclip which holds "pictures" ui1 (instance name = ui1_mc) = user interface that allows user to draw on picture (when drawing is enabled) ui2 (instance name = ui2_mc) = activates invisible hit areas (buttons) on select pics, when hit area is clicked, we jump to another pic in the main_mc.
I accomplished all of this on the timeline, but am updating the code to OOP. I am having A HELL OF A TIME trying to figure out how to store references to the instances (images_mc etc..), so i can control them from varying class files. I have found it is easy to control the instances from the documentclass, but not from unrelated class files. Example: images_mc.stop(); works in document class; but ovieclip(Parent).images_mc.stop() doesn't seem to work from any class file.(ui2 class file for example);
I'd like to know how to create an alias for a very long sequence like wheelContainer.boxObject.squareTip.etc : I have a nested series of instance names, one inside the other, and I'd like to use a short name instead of "wheelContainer.boxObject.squareTip.blablabla" .
I have a Flex component with a background image. The image is sharp in the beginning, but is jagged whenever I scale the component using scaleX and scaleY. How would I make the image anti-alias so that, it it's scaled to 0.75, the lines are smooth, not jaggedy?
I have a font embedded for a List component. It displays the text anti-aliased, but I would really like to have Flash display the text in the component as "anti-alias for readability," .
If I create a simple Textfield and place it on the stage, it looks good.
If I take the same Textfield, and paint it into a BitmapData (first putting the Textfield into a Sprite so I can paint it), the resulting BitmapData is not the same, pixel for pixel, as the original textfield on the stage.
refer to the attached image for a zoomed in view on the differences in the aliasing.
What can I do to keep the two pixel-for-pixel identical?
Code: private static function doTest( stg:Stage ):void { var tf:TextField = new TextField(); tf.text = "TESTING";
I have a textfield with dynamic text which I populate with text via actionscript. The textfield is set to anti-alias for readability but when I change the text in actionscript it is not ant-aliased anymore. I tried enforcing it with
I'm wondering whether it's possible to generate alias text in dynamic textfields, similar to setting text to "Bitmap text" when doing so manually. If so how would it be coded? I don't see any TextFormat properties that allow for such a thing.
When timeline animating in the Flash IDE, you can set the anti-aliasing of a TextField to Anti-alias for Animation. This seems to turn off pixel snapping and allow for smooth animation of the TextField.
I can't seem to find anyway to access this property via code
I have a movie with some dynamic text, which is embedded and has aliasing turned on -- it is crisp. This text field is behind a mask that I created using setMask so the text appears. The problem happens when I publish my movie as player version 6. When I do this, the text looks as if the field was on an odd pixel, for example x = 60.4. But it's not.
I now officially hate the textArea component but that's not the point now. A couple of questions:1. How to make the textArea text NOT selectableit is NOT a textField so don't post .selectable = false, that doesn't work.2. How to make it anti-alias decently. Right now it doesn't look that smooth.I use this code:
Code: var verdanaFont:Font = new Verdana(); var textFormat:TextFormat = new TextFormat();
when I create a medium or large text block, Flash (cs4) starts to work very slow, only a objet move or a click on stage takes a lot of time to process. My computer features should be ok... 4gb ram, intel 2 core duo 2.4 hz... The only thing that I think can be a problem is that I'm using Windows Vista 64 bit.
If we place a dynamic text box on the stage manually, we can set the anti-alias for readability, for animation, use device fonts, etc. How can these attributes be added to a text box dynamically created with code?I looked up anti alias in help and there appears to just be normal and advanced options?
How to anti-alias a collada model in papervision3D?I've tried searching everywhere but didn't find any ways to anti-alias models. I've also tried blurring it a little as an anti-alias method but that only f-s it up and makes it look worse.How do I do that properly?