When I run this I get the error The definition is in circular inheritance. I've extended classes more times than I care to count, but I've never seen this. Can anyone offer me some enlightenment?
I am trying to pass a value from the Doc class to* subClass1. This part work fine. subClass1 receives the value and sets an internal variable to the value it got from the Doc class. When I set subCl[code]...
I have a class named Level which inherits MovieClip. Level has a child in the designer with the name gridView and the gridView is used in Level constructor.I have also class named Level1 which inherits Level. when I try something like addChild(new Level1()) I get error in Level constructor saying gridView is null.[code]
In the flash IDE I have the file class com.example.NewCore. The NewCore class extends my original class named Core and the Core class extends MovieClip. What I don't understand is why isn't the original Core class able to access the assets on the stage? Or am I doing it wrong and should go about another way for inheritance. Heres alittle more back story... I had a project and it was fully developed. Now I have built another project based on that project with differently styled assets on the stage with same instance names. I needed to override a few functions but the class I extended can't access anything on the stage. I tried researching this but I can't identify exactly what I'm doing.My last guess would be to take everything off the stage and make it a class available in the library, but I don't know what the right way to do this.
Base extends MovieClip document class extends Base how would Base properly access a display object which is already placed on stage in the flash ide? for example creating the var in Base's class definition = 1152: A conflict exists with inherited definition in name space public. but just referencing the var = 1120 undefined property , as the item is only a variable of the document class Is the only approach to let the classes load, then create the display object rather than have it on stage already?
I will tell you what exactly i need. I need a video scrubber and it should be in a circular shape. I will tell you how it has to work. I want to rotate with a small circle on top of a big circle. lets assume that small circle is called a dragger. Now i need to drag that on top of the circle either in clock wise direction or in anticlock wise. If am dragging in clock wise, the loading video has to seek forward. suppose in case if am dragging in anti clock wise, i need to see the video backward. This is the functionality am going to implement in FLASH CS3/FLASH CS4.
Realistic FLASH spotlight beam, not using a circular mask. I am in desperate need of some information, about realistic spotlights designed with flash. I need the kind that shoot a beam with a round circle on the floor. I have found a great example, at http://www.grisu.com and the owner even shared the fla code with me, but I still don't quite understand how to modify it to work for me. He offered to help, but he only speaks spanish and I only speak English, so we can't communicate.
If you go to his web and view the stage, the beam sweeps the stage and changes the angle and size of the beam. I need a longer and narrower beam. The length of the beam is too short for me, but the idea is just what I need. Does anyone know of any tutorials on this subject? Or possibly other samples so that I may study them in detail.
1. Is a mask necessary to keep all the beams the same length as they scan? As the angle changes, the beam length would change unless a mask or something cuts them off at the floor level always.
2. Motion tween could probably be used to move the beam?
3. Would it be necessary to skew the beam as it sweeps as when it is slanted like that, the width of the beam gets wider as it sweeps away from you and more narrow as it sweeps closer to you.
4. Did you need to use alpha anywhere possobly when the beams cross each other or maybe when it is first turned on?
I would greatly appreciate any advice anyone can give, or steer me in the correct direction for some tutorial information.
I want to generate movielclips dynamically using xml nodes in a circular fashion (lets assume 360 degree circle). Suppose if i have 5 nodes in xml, then it has to generate only 5 movieclips in a circular fashion. and if it was 50, it has to generate 50 mc's in a circular fashion again.
Realistic FLASH spotlight beam, not using a circular mask.I am in desperate need of some information, about realistic spotlights designed with flash. I need the kind that shoot a beam with a round circle on the floor. I have found a great example, at r even shared the fla code with me, but I still don't quite understand how to modify it to work for me. He offered to but he only speaks spanish and I only speak English, so we can't communicate. If you go to his web and view the stage, the beam sweeps the stage and changes the angle and size of the beam. I need a longer and narrower beam. The length of the beam is too short for me, but the idea is just what I need.
Does anyone know of any tutorials on this subject? Or possibly other samples so that I may study them in detail. 1. Is a mask necessary to keep all the beams the same length as they scan? As the angle changes, the beam length would change unless a mask or something cuts them off at the floor level always. 2. Motion tween could probably be used to move the beam? 3. Would it be necessary to skew the beam as it sweeps as when it is slanted like that, the width of the beam gets wider as it sweeps away from you and more narrow as it sweeps closer to you. 4. Did you need to use alpha anywhere possobly when the beams cross each other or maybe when it is first turned on?
I'm writing my first AS3 class and basically I'm trying to take code from an AS3 .fla and incorporate it into the class. I've been getting plenty of errors, but this one seems to be at the crux of the problem:Code:1120: Access of undefined property socket.Here is all the code that is required to cause this error:
PHP Code: package{ public class ScratchSocket { import flash.events.Event import flash.events.ProgressEventimport
Why I'm getting this error in a actionscript project using flash Builder?
I'm not even embedding anything, I'm just extending an OSMF class 'NetStreamLoadTrait' which has some metadata, that's it. [ExcludeClass]
I'm using another OSMF project insted the one coming with the Flex SDK 4.0, but I have deleted the osmf package inside the SDK ( using the Actionscript Build Path )
I am new to AS3 and I want to organize my code as what I did in C++, which I can have a .h and .cpp file. Is there any way to organize code like this in AS3? [code]....
I have a parent MC (I'll call this mcFrame) on the stage that is essentially a square "picture" frame which I have applied a 'drop shadow' filter to. I have a child MC (I'll call this mcChild) which I have added to the displayList via AS3. This child MC contains a couple of paragraphs of static text.
So here is my problem: The 'drop shadow' filter I applied to the parent MC also appears on the static text (or any other type of content) in the child MC, how do I keep this from happening? To re-word my question? How do I stop the Child MC from inheriting the filters applied to its Parent MC.
XFL is the new uncompressed ADOBE FLASH (CS5) source file, it consists from XML definitions, most of them are clear but unfortunately, the important one are strange. Looking to various existing sources, I can see shape's EDGE definitions like:
this is a super newbie question, but i can't figure it out. I have a flash project(not mine), where i can find several symbol definitions in the Actions Frame. How to add symbol definitions there? I managed to create symbols by dragging (for example) items from library on stage and then pressing F8. I can get a reference on them in the Action Layer(frame 1) under Scene1, but i would like to know how to add these under Symbol Definition(s). Sorry for the question, but i am new to Flash Professional.
I have two Flash Builder projects. Let's call them MainWeb and MainAIR. MainWeb defines and includes all of the classes for my application including a runtime loaded module that interfaces with our web services. MainAIR's Source Path references MainWeb/src and includes only two unique parts. The first file is of course the root MXML document. The other file overrides a compiled, runtime module defined in MainWeb called DataStreamer. DataStreamer interfaces with our web services for MainWeb and the alternate version of DataStreamer interfaces with the OS filesystem for MainAIR. This makes a very easy to maintain pair of projects and easy to build both the web version and the AIR version of my application.
It has worked well until I needed to add an instance of mx.controls.Image. Image references SWFLoader and loads resource/content swfs at runtime. Some of those resources have executable code, so I needed to do the following:
When I try to convert between date and string in Flash CS4, I use DateFormatter, I import mx.formatters.DateFormatter, but it tells me "Definition mx.formatters.DateFormatter could not be found", how to solve it,
I'm having trouble getting my inheritance variables worked out. In 'plain English', this is what I want:
base class enemy: {variable HP; if(HP<=0){remove instance}[code].....
But when I try to do this, it just gives me some error either about conflicting namespace or about the variable not being defined. I've done stuff like this before in GM and Python, but I don't understand how it's supposed to be done in AS3.
i made an example so i can explein the prob better.[code]I am making a class and if have another build in object in it. I what to add a callback to it but the inheritance is not right. I know how the set up inheritance
1) subClass.prototype.__proto__ = superClass.prototype; 2) subClass.prototype. = new superClass;
but its all messed up in my head so I was hoping someone could point me in the right direction on how to get the callback to work with out messing up the LoadVars class too much
I'm about to implement public function writeExternal( output:IDataOutput ):void {...} public function readExternal( input:IDataInput ):void {...} to make a set of object serializable.
Although I'm pretty sure, that I implemented all correctly, readExternal(..) at a certain point complains about too few data left to read: RangeError: Error #2006: The supplied index is out of bounds. at flash.filesystem::FileStream/readObject()
I wonder, if I have a circular object network like A = { left -> B, right -> B } B = { father -> A } And I call writeObject( a ) Will Flex serialize the hole object network and each object once and only one?
I did this: Declared type annotations like this: [RemoteClass(alias="model.MyClass")] Implemented parameter-free constructors Declared all classes using implements IExternalizable SharedObject's send() method is guaranteed to send each object once and only once.
Additional infos: Reading and writing a ByteArray Using Remote Object Components IExternalizable interface
I get the error 1172: Definition flash.filesystem:File could not be found. when i attempt to import File class or any other class from the package flash.filesystem. I already installed Adobe AIR but it still doesn't work.
I ran into the 'fontswf' utility to embed TTF fonts into SWF and I am struggling to load them at runtime from my app. All the examples I find online refer to loading the font via [Embed] but I am actually loading them with a flash.display.Loader and from what I gather, once the Loader.contentLoaderInfo fires an Event.INIT I need to register the font, like so:
public function handleLoaderComplete( event:Event ):void { var FontClass:Class = event.target.applicationDomain.getDefinition( fontName ); Font.registerFont( FontClass ); }
The problem is I don't know what to pass in as fontName. I am generating my SWF through:
$ fontswf -a belshaw -o belshaw.swf belshaw.ttf
But when I try to call getDefinition( 'belshaw' ), I get an error saying 'Variable belshaw is not defined'. Any suggestions on how to accomplish this?The alternative is to generate my on SWF files through templating an .as file and compiling them, but I would rather use a built in tool like fontswf if it's already there.