ActionScript 3.0 :: Flash - Custom Clamp Class Not Working As Intended?

Feb 6, 2012

with the following:I have created the following custom class:

Code:
package com.custom
{

[code].....

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I have a peculiar problem with a swf published from Captivate (full motion recording, single slide). I wish to use the swf in another flash movie, and basically want to have things triggered when the movie has finished playing (like going to the next frame, where I plan to embed another swf). After doing some research, I decided to go with a method in which the movie's current frame is compared with the movie's total number of frames. To my surprise, the trigger occurs after only one second. Tracing the MovieClip(myLoader.content).currentFrame and MovieClip(myLoader.content).totalFrames reveals that the first one stops at 32, and the second one returns also 32 (according to captivate, it has 1411 frames). Yet the movie keeps playing.
 
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[Code]....

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ActionScript 2.0 :: Custom Class Not Working In Flash Mx 2004?

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I made a class that runs fine when used in a movie published from flash 8 on a PC WinXP, but when i try to use it in mx2004 Mac OSX, i get the error:

Code:
**Error** xxxxx:Archive 02 WIP:test:PicSwitch.as: Line 42: There is no property with the name 'onMotionFinished'.
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In my class on the first line i use:

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Flash :: Dragging Not Working On Custom Class Inherited From Moviclip?

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EDIT: If I have a class called Items and it has a movieclip instance which is loaded from a url. The startDrag on item fails. If Items contains a movieclip which we initiate from a SWC (not load it) on Drag works fine. Now how to solve the issue where I have a class which has a movieClip loaded from outside.I have the following code:

package {
import flash.display.Sprite;
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[code].....

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I have a MovieClip that I want the user to be able to drag inside the stage, but I don't want it to be able to move outside the stage. Currently I'm using this._parent.startDrag(); to allow the MC to be dragged, but I don't know how to stop it from being dragged outside the frame.

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ActionScript 3.0 :: Dragging Not Working On Custom Class Inherited From Moviclip?

May 5, 2010

I have the following code:

package { import flash.display.Sprite; import flash.events.MouseEvent;import lib.CustomEvents.ItemLoadCompleteEvent;import lib.Room.Item;import lib.Room.ItemStruct;
public class DragTest extends Sprite{private var itemInstance:Item;public function DragTest(){var tempItemStruct:ItemStruct = new[code].......

I have used the same code with a normal clip and it works. When I use it with my own defined item it does not work. Here are the details.

itemStruct: containing the properties of the item to be made. item : Loads the itemstruct defined item and puts it in a movieclip (item is inherited from movieclip).Traces from the above code, show that only the mouseUp function works mouseDown does not work. Though the same code works fine for a simple movieclip.I have already tried

stage.addEventListener(MouseEvent.MOUSE_DOWN,mouse Down);

EDIT: I have tried put the mouseDown on stage again if I click outside the item and drag from stage it both mouseDown and Up seem to work. But If I click on the item and drag. Still no luck. I have also added the item as movieclip on stage.

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ActionScript 3.0 :: Dragging Not Working On Custom Class Inherited From Moviclip

May 5, 2010

I have the following code:

package { import flash.display.Sprite; import flash.events.MouseEvent;
import lib.CustomEvents.ItemLoadCompleteEvent;
import lib.Room.Item;
import lib.Room.ItemStruct;
public class DragTest extends Sprite
{
[Code]....

I have used the same code with a normal clip and it works. When I use it with my own defined item it does not work. Here are the details. itemStruct: containing the properties of the item to be made. item : Loads the itemstruct defined item and puts it in a movieclip (item is inherited from movieclip) Traces from the above code, show that only the mouseUp function works mouseDown does not work. Though the same code works fine for a simple movieclip I have already tried stage.addEventListener(MouseEvent.MOUSE_DOWN,mouse Down);

EDIT: I have tried put the mouseDown on stage again if I click outside the item and drag from stage it both mouseDown and Up seem to work. But If I click on the item and drag. Still no luck. I have also added the item as movieclip on stage.

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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.

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I have just started working with PHP and MySQL together with flash and so far everything has been going brilliant. I am working on making a game which stores it's variables in a MySQL database. The problem is numbers. When PHP sends numbers back to flash, they don't seem to work properly. Full explanation what happens:

The guy on the stage in my flash movie uses the variable p_speed to control his movement speed across x and y axis when pressing arrow keys. On the database it is stored as 12. In the flash movie, at the start, it is 8. Now, everything works fine, and Flash even receives the variable 12 from PHP just right, however, my character starts jerking about e.g. when I press the left arrow key he disappears (probably very fast movement).

[Code]...

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

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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].....

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

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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.

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

[code].....

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I have the following situation:I have an event handler, that displays small messages in my application's statusbar.These messages get passes through by dispatching events from custom components.A simple message could be like "HTTP Error" or so.Now, the main event listener, in the main application file, listens to the event dispatched by any custom component,but seems to refuse listening to events dispatched by custom AS classes.Here is my code for the custom event:

package main.events
{
import flash.events.Event;[code]..

So to sum it all up:

- The event listener listens to the custom event dispatched by any custom component.

- The event listener does not listen to the custom event duspatched by an AS class.

Those who wonder, the event really gets dispatched, that's why I added a trace call.

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I have a TLF Read-Only Textbox. I have given the text box an instance name and attached a MOUSE_OVER and MOUSE_OUT listener to it.

On mouse over: Displays a value with the .text property. On mouse out: Sets the .text property to ""

The textbox functions correcty as I move the mouse onto the textbox area; a value is displayed. However, if I hover the mouse over the actual value, the mouse over and mouse out listeners get activated repeatedly in sequence. Is this a bug with AS3/cs5? Is there a way around this?

[Code]...

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I couldn't work it out yet...

package components {
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[Code]....

I want to have a custom class tempSelection with a Dictionary as a public accessable property of that class. If I use this code, the compiler tells me:

1046: Typ wurde nicht gefunden oder war keine Kompilierungszeit- onstante:Dictionary

Which translates to:

Type was not found or was not a compile-time constant: Dictionary

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ActionScript 2.0 :: Custom Function With Variables Not Working Using Flash MX 2004?

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I'm using Flash MX 2004.

[Code]...

Can you please tell me why this isn't working? It takes me 10 minutes to test the movie every time and it's taking me forever to fix things. Do I have to do something else with the variable names I'm using or something?

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parkingQue.nextCar.playerCar.addEventListener(Event.ENTER_FRAME, crash);
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[code].......

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import fooClass
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I have a Symbol in Library with linkage name: box_mc

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[Code]...

but when run is make error:

1151: A conflict exists with definition box_is in namespace internal.

i want when flash run, the box_is will be add in stage, resize by function changesize.

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[code].....

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[Code]...

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[Code]...

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[Code]...

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package classes
{
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[code]....

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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.

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I wrote a simple class called CustomTextField.as as follows:

package{
import flash.text.TextField;
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[code].....

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Actionscript 3 :: Can A Document Class Extend Another Custom Class That Extends MovieClip?

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If I have a Document class that extends MovieClip, and I want to use it as the basis for another Document class, is it possible to create a subclass that extends the main document class and use that for a different FLA?

For example,

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I've tried, but now I'm getting errors that all of my variables that reference stage instances aren't being found.

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