I'm trying to create a simple game where you can click on shapes in a toolbar and then drop them on the screen.There are three shapes, so I want the user to be able to select different shapes and such.I've written the code thus far like this:
Code:
stop();
var cursor:MovieClip;
var shape:MovieClip;
var circ:MovieClip;[code]..........
I'm getting a duplicate function error and incompatible override error for both the "rect" and "pent" functions, but the code works fine if I eliminate these two functions and just include the "circle" function (albeit the old circle disappears the instant I drop a new one).
I have thumbnails in a portfolio slideshow movie clip. Each client featured in the movie clip has three thumbnails that when clicked are to show the corresponding image by going to the labeled frame for that image.I used the following code on the first client at frame 1:
//"ace_1" is the instance of the first thumbnail ace_1.addEventListener(MouseEvent.CLICK, ace1); function ace1 (event:MouseEvent):void {[code].....
This gave me the "1023:Incompatible override" and "1021: Duplicate function definition" errors.I have 14 clients I have to get similar thumbnails working on.
how to fixed this ERROR in flash (1023: Incompatible override. AND 1021: Duplicate function definition)? I'm new to flash and action script 3 so i really dont know how to fix this. I'm creating a game which goes like this: If i press the ENTER KEY, the 'pamato' should go where the 'mouse2' is. It should follow the direction of mouse2. It must also have a friction and speed. The source of the two errors is in the function speed.
i am new to flash (yet i have been using it for years) by that i mean, i struggle with it a lot. i was hoping someone could help me with the "incompatible override" error message and the "duplicate function definition" message.
if i add = null, (even in the class whose method i am overriding) i get that error: override protected function rollOverHandler(e:MouseEvent = null):void {
I'm making an interactive website using ActionScript 3 and no matter what I try and do I keep getting the following error messages:
Characters, Layer 'actions', Frame 2, Line 5 1021: Duplicate function definition.
Characters, Layer 'actions', Frame 2, Line 12 1021: Duplicate function definition .Characters, Layer 'actions', Frame 2, Line 19 1021: Duplicate function definition.
I don't really understand what I'm doing wrong because it says "duplicate function" yet they aren't the same functions. Here is the ActionScript I've used for the first page:
Im trying to play once a sound but every time the override the sound chanel duplicate. Also Im trying to sop the sound when its no visilbe but donesnt work.[code]
Quite simply what should the code look like to include four URLRequest buttons in the same Actions keyframe. I'm working on a slideshow so the actions layer spans four frames. I've tried using four separate keyframes but no luck.
is there a way to extend a function, or override it, without having to rewrite the whole function. e.g would it be possible to add a simple trace statement at the beginning/end of the addChild() function. im looking for something similar to super() in constructor. just as i dont have to rewrite the whole constructor of the class that i extend, but i can add my own code, then call super(). ive read something about prototypes and that they could be possible solutions.
I have learned that there is a class called Function which is used as a blueprint for all as3 functions. Is there a way to override the call() function within the function class so that a trace can be made when any/every function is called?
I trying here to avoid having to bind resources to all my components labels ( ie a button) and find a way to have this automated.
Problem: It corrupts the layout in design mode to bind directly in the mxml label="{resourceManager.getString('myResources', 'submit')}" and makes the design view useless. but when declaring bindings elsewhere, in actionScript or via a bind tag, it is counter productive and prone to many errors and miss.
Proposition: I would like to create my own button that automatically invoke resources to localize a button label. So the author puts "Submit" in the mxml description of my button, and when running it would take the value of the label ie "submit" and use resourceManager.getString('myResources', 'submit').
but I can't find the way to override the set label function, Is it possible if yes how? else how can I go about it?
Maybe I am missing an essential process here that would make the use of resources more elegant, as well as how to override such thing as a button's label.
If I override a public function in a base class, I would have thought that this override function is called and the original is ignored? though this doesn't seem to be the case...
public class AbstractScreen extends Sprite { public function AbstractScreen() {
[Code]....
If my model dispatches a CHANGED_LANGUAGE event, the text in the views gets updated, But I also get a trace of "WARNING: need to override public function updateLanguage()"
I always have a question about override custom event. I am not sure why or what do to inside override function. I searched google but didn't get too many feedbacks. EDIT: My projects seem work fine even though I use my custom event without override. Anyone could explain it?
I have a .fla and one.as(DisablingButtons.as).The .fla currently has only one key frame and three movie clips.First movie clip has base class flash.display.MovieClip and class DisablingButtons.as.The other two movie clips have base class DisablingButtons and their own classes (set by flash on export). The movie clips have identical timelines, 20 frames, two motion tweens, and the only action is stop();on frames 1,5,10,15. I get two errors:5000: The class 'DisablingButtons' must subclass 'flash.display.MovieClip'and 4 copies of 1024: Overriding a function that is not marked for override (on frames 1,5,10,15 of movie clip #2)
I am importing flash.display.MovieClip and have public class DisablingButtons extends MovieClip.Code below...[code]..........
I have a datagrid with itemRenderer in datagridcolumn as my custom component(c1). I am getting the dataprovider data in custom component by overriding the set data function, it is fine. But now my custom component(c1) is also having another custom component(c2).
Now the doubt is - how to get the dataprovider data in c2 component?
I have two child classes ClassA and ClassB both inherit the same base class.
I also have a function that has a parameter which could be an instance of either child classes.
function Test(instance):void //instance is either a ClassA or ClassB instance { instance.DoSomething(); }
However, when I run the test, it's always the BaseClass.DoSomething() get called. How can I use the same function (DoSomething()), but call child class function instead of the base class one?
Is there anyway that I can override a rollOut function if an action is performed?
I have three mouse events: a ROLL_OVER a ROLL_OUT a CLICK
Once the CLICK has taken place I want the movie clip to stop on the last frame. But because I have a ROLL_OUT Event it wants to continue to go back to that event when I roll out of the movie clip.
do I need an "if" statement here to override the rollOut function when I click?
Is it possible to externally override a public function of a class (as opposed to override via inheritance)?
For example:
Code: Class Foo {public function doFoo():void {trace ("Foo"); } } Such that:
[Code]...
I know this is possible in JavaScript and ECMAScript, but the compiler won't let me get away with this kind of mischief in ActionScript, from what I've seen: It barfs up a 1168 Illegal Assignment error as soon as I attempt to assign a new function to doFoo.
I'm thinking specifically in terms of a "hot fix" solution where you deploy a small swf that replaces a specific chunk of code in a larger application, without the need to recompile/deploy the full application (or even see the sourcecode for that matter, just know the API).
I'm using this function function wait(mc, n) { mc.stop(); var myInterval = setInterval(function () { mc.play(); clearInterval(myInterval); }, 3 * 1000); } _root.wait(this, n)
To delay events along my timeline. That code works fine. My problem is that is that I also want the user to be able to pause the movie at any time. However, if the pause button I'm using is pressed by the user while the timeline is delayed using this function it starts playing again after the interval even if the pause button is still pressed. How can I override this wait function with a pause button?
i know its easy to override a function of a parent class, but I need to be able to override a function for a class on movieclip.. see highlighted code.
override a custom class method with a function expression? For instance, if I want to change the destination of a button on the fly, I could theoretically type:
Code: var new_destination:Function = function(evt:Event):void{ go_to_new_place();}; myButtonClass.mouse_clicked = new_destination;
but unfortunately that generates an error because the class method "mouse_clicked" is already defined in my class (with the eventListener tied to it). I tried using the "override" keyword in the Function Expression but that didn't work either.