ActionScript 3.0 :: Flash Order Of Things When Initializing Flash?
Jan 15, 2011
So, I have this main class:
Code:
public class Chloe extends MovieClip {
public var key:Controls = new Controls();
public static var box:Sprite = new Sprite();
G.boxRef = box;
public static var cow:Cow=new Cow();and in the Cow class i have this:
[Code]...
and it throws me TypeError: Error #1009: Cannot access a property or method of a null object reference.
if I try to trace(G.boxRef) in Cow constructor - it traces undefined in the first frame, but next frames are fine. But why? Both variable "box", and reference to it are declared before declaring variable "cow"?
I am creating an order form for my flash site. I have never done this before in flash but I have in visual basic. I have a few questions:
1. Is assigning variable names to checkboxes and radio buttons the same as in visual basic? I mean i know that you probably assign them in the properties. ex..say i name a radio button 'radio1', to run a check in my actionscript whether radio1 was checked or not would it be something like if(radio1){}
2. After the person fills out the form I would like to have the results of the order sent to a pre-specified email adress in a certain format. What would be a good way to do this?
I have an applicon that needs to render about 100 flash graphs (as well as other DOM stuff) in a series of rows that vertically extend many times beyond the current visible window - in other words, the users have to scroll down see see all the different graphs.This application is also dynamic and when a user changes a value in the DOM (anywhere on the page) it will need to propagate that change to all the Flash graphs at the same time.So I setup all the externalInterface callbacks and was careful to not let any JS start going until the ever-so-important "flashIsReady" call and...it worked great until I tried to update() the existing swf's with new data.
Here was the behavior:- All the swfs load (initially) in both IE/Fox = good.- Updating swfs with new content works in Fox --ONLY IF-- I scrolled down to the bottom of the page, then back to the top -- BEFORE -- I triggered an update().So then I started tracing out each time a swf called the JS to say "flash is ready" and I realized, Firfox only renders swfs as they become visible. And To be honest - that's fine and actually, I am pretty sure that IE does this too. But the problem is that not only does Firefox not initialize the swf, Firefox doesn't even acknowledge the swf exists (expect for after onload) if it has not yet been visible.
When I apply a 3D tween I get the following error when I test the movie: Error initializing Java Runtime Environment. You may need to re-install Flash If I remove the tween, no error on testing. Is this a bug? I am using CS4 on a brand new Dell M6300 mobile workstation.
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
Im doing a thing where you "build" a watch.. you specify how much of each part you want and then submit... i think i need something simialar to if/else so that...
Currently I'm working with Flash CS3 but can upgrade to 4 . . .I'm wondering if there is a way to speed up the process of animating certain things. For instance, if I make an animated subject and then want to make ten or twenty from the same template with the same objects, but each object will follow a different animated path in the new animation, i. e., in the new swf file.
Should I rely on using code to animate objects? I'm trying to avoid repeatedly dragging the same movie clips from the library to the timeline and setting tweening each time. Sometimes I need to do this action 50 or 60 times per animation, and it's the same two or three movie clips each time--it's very tedious. Also, each animated movie clip must be in sync with music . . .
The AVM verifier when encounters and error, writes to flash log. In the documentation it says that verifier will visit "all possible branches" where jumps might take it. However it is still pretty confusing when trying to follow the output. how to interpret it properly? The whole flow seems confusing. For example what are the meanings of the following markings.
[Code]....
Further, there are machine instructions and Machine State with registers, scope stack and operand stack. I understand when I see instruction and later a state modified, e.g. PushFalse would make a Boolean appear on Operand Stack - (Boolean[B]). But sometimes state is written even without an instruction preceding it, in combination with MERGE FIRST, MERGE CURRENT, etc. What does that mean?
Do you think the arrival of the new Flash Player 11 which is much more powerful allowing to render 3D games much faster will change the flash world significantly?Will we see a whole new era of 3D everywhere? new 3D games on the web, new 3D games on facebook, new 3D stuff everywhere... new IDEs for the 3D capabilities? a boost in the flash 3D engines such as Away and Alternativa? And most importantly for developers, is it going to create a lot more job oportunities for specialized developers with new skills?
whenever I want to copy and paste or duplicate something it never just leaves the original alone. It creates an instance so i cant edit one independently from the other. How can i just simply easily copy and paste a symbol movie clip ect. and have it be completely independent from the original?
Ive been using adobe flash cs4 for a while now and have had little trouble giving things instance names. Now though, whenever I double click on something like i normally do to give it an instance name, the blue box no longer comes around it, I click on properties, and change the instance name. I now get a dashed line along the lines of the picture. And when I go to properties, it just says shape, and I cant edit the instance name. Just position and size, then the fill and stroke. What is going on?
Is there any way to accomplish this? I need to make it so that overlapping pictures or things outside of the movie screen will not show while I'm editing the movie.
Short Answer: Yes, FullScreenEvent temporarily adds 1 child to the stage. Long Rant: Well how about that.. I'm not crazy.. I don't know if this is documented but - it's true. That little message that pops up saying 'you can press esc to exit full-screen' adds a single child to the stage temporarily and keeps it on the top level until it fades out. The sudden intrusion of indexes really messed me up.. so there's my answer, I guess. Now i just need to figure out how to get around this slight annoyance.
[Code]...
Now, bear in mind i'm not ruling out that my code is faulty because that's more than likely the case, but after pondering for ages and coming up empty handed, I keep getting a little superstitious that flash is playing tricks on me and that the 'little message' is not independent and is actually added to the display list..
Does anybody know if I'm just imagining things? or is the 'press esc' message a part of my swf on the display list?
We just bought 5 CS5 licences. Installed them all to our designers machines. All of them crash on startup..on "initializing tools".Have tried under a different profile. No luck. These are all XP machines.....all fully updated, both Windows and CS5.However, one copy does work on a Windows 7 machine.
Seeing as I don't have too much formal education Flash/OOP in general, this is just one of those thing I can't seem to quite deal with gracefully. All I'm trying to do is to be able to load/reset my an instance of my game's main class (not the first class that gets pulled up by Flash, but the one that actually has games logic in it), which of course extends MovieClip. It took me a while before I could even make an instance in it, because it would silently crashed when I would try to do so, and what didn't help was that the output window stopped working, and I had to completely reinstall flash. As far as I remember I simply fixed it by taking out the "stage." from any of the lines of codes that had it.
I'd like to change order flash swf and popupwindow. if the popupwindow opens. flash swf overlayed on popupwindow how can I solve this problem. I've found a solution about wmode. but some blog said wmode is so danger.
I've a strange problem. My project is an SWF that load an external SWF trought loader. My intention is that until external swf desn't fully loaded, his reproduction don't have to start.
I am trying to create an interface on flash that sends information over a port into Maya and controls certain things in Maya. I have been able to connect flash and maya to the same port but there is nothing that is telling Maya to listen to flash.
I have a slider ... This slider controls a value 1 to 5 ... I have written the script in flash to make that slider control the radius of a sphere in Maya (using mel scripting) ... so imagine I have two screens one with my flash interface with the slider and the other with maya and my sphere ... I am trying to make it so when I adjust the slider in flash .. the radius of the sphere in maya changes .. I am just missing that middle piece where one listens to the other ...
I'm using Adobe CS4 Professional flash to create the basis of the website, a photo background with an interactive menu overlay on top. Does anyone know any good tutorials for an interactive menu (roll you mouse over certain things and the sub-menu comes up which lead to other pages of the site etc.)
In Flex you can use Declarations tags fo non UI elements.Problem:The order of classes inside the Declaration is sorted ascending or something...Meaning that in this example, AClass will be instantiated before BClass:
If multiple instances of a singleton are trying to update the same property simultaneously, will there be any conflicts? How does AS3 handle the order?Flash is currently single-threaded.. will the write order be an issue when it becomes multi-threaded?
Im trying to amend this actionsscript so the rollover part appears above the image gallery. Ive tried everything i can think of and the rollover appears below the images.
My Brain Is Going to Explode.. .I have five images all named 0,1,2,3,4.I have five buttons, btn1, btn2, btn3, btn4, btn5.The buttons are laid out like:when an image (lined to a button) is active it looks more like thisA timer is running, at the end of 240 seconds, the image on the bottom of the display stack has its alpha set to 0. It is then placed on the top of the stack and its alpha is tweened in.A user can bypass the timer and advance to whichever image he likes by clicking a button.
btn1 brings up image 0.btn2 brings up image 1 and so on. What happens if image 3 is showing and the user clicks btn2 is image 1 ends up at the top and the new stacking order is: 1,3,4,0,2.Meaning now my images are out of order, (in terms of the button layout). and the highlighted buttons are no longer in order (or in the order the client wants the images to display).how do I re-stack the images so that if I click btn 4, the images line up behind it correctly?
Is it possible to arrange (z) order of objects in Flash with ActionScript 3?
e.g. I have 3 symbol instances on a given layer, and I want to perform the equivalent of 'Bring to Front', 'Bring Forward', and/or target a certain z position.
I'm trying to load a bunch of image files for processing (to make a sprite sheet to be exact). Thusly, I need to make sure those files are loaded in order for processing (otherwise the animations become all wonky).
The code I'm using is pretty standard: protected function onFileSelect(e : FileListEvent) : void {