ActionScript 3.0 :: Detect Functions Created By AddFrameScript?
Apr 7, 2010
I want to detect and then duplicate the functions that the flash IDE uses to wrap timeline actionscript. The "frame1", "frame2", "frameX", etc. functions that are the result of the MovieClip.addFrameScript the IDE uses.I provided a sample file that has a timeline object and an object created by some frame actionscript.I add an EXIT_FRAME listener to those objects and try to detect those functions.I can validate the objects are of the type "boxAnima"...as I expect.They should have this public function...public function frame10 () : *;I know the functions must be present since they effect the animation (boxes don't move right, only scale up&down)I can null out those functions by calling addFrameScript(x, null); and my timeline animation is effected(they move right after they scale)comment next line in fla to recreate nulling//box.addFrameScript(loop-1, null);But, I cant sense the functions existence by evaluating (functionName in boxAnima) nor boxAnima[functionName])... even if I eval at the same time I can effectively nullwhats odd, is if I decompile(using FlashDevelop to view classes in swf) the swfs I can see the class definition that shows my boxAnima extends MovieClip and has.
Is there a way (in javascript) to detect if an embedded .swf was created with Flash Professional or Flex.We have a page with several tabs, each of which can contain an .swf.All tabs are defined within the same HTML file and the javascript framework calls a .rewind() and .play() on the swf when the containing tab becomes active.This works great on regular flash animation, making sure they start playing from the beginning when the tab is opened. On an swf created with Flex however, the rewind and play wreak havoc on the Flex framework and the application doesn't load.
The best way we've come up with to detect Flex is to count the number of frames the .swf has. With flex that's always 2. But this doesn't sound like the best way.We've also tried to add a callback method with ExternalInterface on the Flex application preinitialize event.Unfortunately this event is called quite late in the application startup and the javasctipt code checks the callback before the Flex code has added it.
I tried to search but 99% of the posts I saw were referring to manually created dynamic text boxes instead of.. algorythmically generated text for lack of better phrasing.
I'm trying to make an AS3 .swf that would display a small array of letters that have been created with TextField's, and not with dynamic text's being dragged onto the stage since there's going to be more than 100 of them. I've tried setting the textfield's .embedded to true, changing the fonts, making sure the text and backgrounds are different colors.. nothing.
In my .fla I have nothing for the document class under properties. In frame 1 there is one keyframe with three lines of code below and I've tried it with stop() and without. The class file is in the same folder and is MyArray.as This should be really easy but it's driving me insane.
MyArray.fla :
Code: //stop(); import MyArray; var test:MyArray = new MyArray(); MyArray.as :
Code: var some_xml:XML = new XML(); some_xml.onLoad = function(success) { if (success) {
[Code]....
This works fine if I use a number, but as soon as I try to use "n" within the function it throws an error. Would eval do this for me? I haven't used eval before.
im trying to create a series of buttons that will take the user to a link, each link different (obv.). i dont know how many buttons im going to have because im taking in an xml file and from there determining the number of buttons ill need but i need the buttons to go to their own sites. i cant get the buttons to remember where they have to go, they just get stuck on the last 1 through the loop.
I've encountered what seems to be a race condition between a parent and its child movie clips, but I don't know what to do to fix it. The parent movie clip is on the stage at compile-time, and the clip contains a number of children. In the parent's constructor function I have the following code
for(var i in this){ if(this[i] instanceof MovieClip){ this[i].hval = this[i]._x; $tItems.push(this[i]); this[i].subscribe(this);}}
I'm able to give every child an hval property and push it into $tItems, but the call to the child's subscribe method fails every time. It's as though the child's functions haven't been loaded because the children haven't yet realized that they're members of a class that have a subscribe function. I set up a button to test this function call manually and when I do it that way I succeed in calling the subscribe method in all the children, so it really seems to be some sort of race condition. How can I overcome this?
I have produced a game in AS3 which has a an IM style chat function, i have all the classes set out and the code for the chat in the time time, when i run the program i get the error "1180: Call to a possibly undefined method addFrameScript."
Im getting this error: 1180C: as3_scrollbarAS3 ScrollbarsrcclassesMain.as, Line 1 1180: Call to a possibly undefined method addFrameScript. the actionscript in my .fla timeline is: _scrollBar = new FullScreenScrollBar(_content, 0x222222, 0xff4400, 0x05b59a, 0xffffff, 15, 15, 4, true); addChild(_scrollBar)
1) Is it better to pre=render things say in photoshop or have flash render them?
2) if I have a field of stars that drift along; is it better to create that Star Field in photoshop as a single picture (say a .png) or to create a star in my library and add it to a movie clip and then have that drift along?
Lets say I have a blur effect on my stars and have an equivalent on the photoshop.
3) I have heard (and experienced) adding effects like blur takes a fair amount of CPU and memory so was wondering if I created the effect in photoshop and then imported the 'blurred' object into my flash if I could cut down on system resources?
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code: item.onRelease = function() { myButton.onRelease = function() { getURL("http://google.com", "_blank"); } talk = this.txt; } the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound
Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code: public function doSquareFunction(thisFunction:Function):void{ square1.thisFunction();
I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
[Code].....
Would there be a way to use listeners to do this or the AsBroadcaster?
When an instance variable is constructed by a constructor method, why do you need to refer to the current instance variable being created when its the only one being created? I understand assigning an expression to it but why name it "this." when it is the only object that the constructor is building? Does it have some hing to do with being able to naming that object in the Local Variable? In other words am I creating a generic object that will be named in another class?
I'm dynamically creating movieclips with dynamically created movieclips inside them and am having trouble with targeting them.Below is a simplified example of what I'm trying to achieve, in the real file there are a lot more movieclips and I'm creating and naming them with a for loop.
This one is just one Sprite created inside another sprite. I can target the top level sprite named "testname". However when i try target the nested MC it throws an error.The bottom couple of traces are just test MCs I've made to make sure i got the syntax right, on targeting nested movieclips.
PHP Code:
var holder:Sprite = new test1();holder.name = "testname";this.addChild(holder);var holder2:Sprite = new test2();holder2.name = "testname2";holder.addChild(holder2);trace(getChildByName("testname").x); //this one traces finetrace(getChildByName("testname").getChildByName("testname2").x);//this throws up an errortrace(testclip1.x);trace(testclip1.testclip2.x);
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time, i think it's just me..
I have a long list of numbers(Movieclips) aligned horizontally. I have a scroller that span across five number clips the user can drag the scroller to move. I want to dispatch over function inside the number clips whenever the scroller moves over them and likewise out and click event. I dont know how to detect that like if it was move over i could just define a mouse mover event but this trying to detect when a movieclip is over/out other clips.
What I want to do, is to detect if user presses a button. My code atm just detects if it's pressed down continueusly. Is there a way to detect when user only presses it down, doesn't hold it down?
Just like yo can define Mouse over and out event to find out when the mouse is over/out of certain clip, in this case instead of Mouse I want to check when a Moviclips is over/out another movie clip.