ActionScript 3.0 :: How Does Object.hasOwnProperty() Work
Aug 28, 2009
I have a number of Classes which define many different instance variables. However, I'd like to be able to represent these classes visually from a single class (let's call it "InfoGraphic"). So I do something like this:
Code:
public Class ClassToBeDrawn extends GenericDrawable {
var foo:uint;
[code]....
Problem is that hasOwnProperty never, ever seems to return true. Not if the var is defined on GenericDrawable, not if it's defined on a subclass. Is this just not what hasOwnProperty is for? Or could it be a problem with my syntax?
The "in" operator and "hasOwnProperty" methods appear to be interchangeable, but I'm wondering if one is checking for inherited properties or something and the other isn't or something like that. I'm especially interested in the case of using it with a Dictionary, but I doubt that is different from other uses."hasOwnProperty" is described in the official docs here and "in" is described here, but if there is a difference, I didn't find it very clear.
This object is blitted to the canvas by a renderer via the copyPixels method. The object is NOT a display object. It's a Score-object (self made). The Score-object extends an object called BasicBlitArrayObject. The BasicBlitArrayObject extends an EventDispatcher (therefore no display object).I tried to apply several different TweenLite-plugins to my tempScore-object (i.e. TransformAroundCenter, colorMatrixFilter, etc.). But nothing happens. Absolutely nothing.Sometimes I get error messages (when a plugin requires a display object and my object is NOT a display object). So far so good.
According to Greensock (maker of Tweenlite) his engine can tween ANY numeric property of ANY object. So when a plugin like TransformAroundCenter requires a display object for tweening I have to modify the plugin to get it working for my non-display object (tempScore). Currently I can't do that because it's way too hard for m
I would like to fade in and out and object with the colorTransform-method.When I apply the colorTransform to my object it does fade out the thing but not fade in.At first I set the alpha of the bitmapData to 0 (for the fade in-effect). After applying the colorTransform it does nothing. No fade in.Otherwise when I set the alpha of the bitmapData to 100 and let it fade out it works.I don't know where the error might be so is there anyone who might help me with this problem? Or do you know another method for achieving the same goal?My object (tempScore) is no display object. It is blitted onto a canvas.This is the function that shall colorTransform my object:[code]
I am trying to import a fairly complex swf file into a new flash project.here is the flash file:hen i import it into my library, I can see the new imported symbol.when I drag this onto my stage I get this:can someone suggest a better way to get my swf file into my new flash project. I am new to as3. when all is done I would like to have a preloader so I expect I may need to know totalbytes etc..
I would like to fade in and out and object with the colorTransform-method. When I apply the colorTransform to my object it does fade out the thing but not fade in. At first I set the alpha of the bitmapData to 0 (for the fade in-effect). After applying the colorTransform it does nothing. No fade in. Otherwise when I set the alpha of the bitmapData to 100 and let it fade out it works.
do you know another method for achieving the same goal? BTW: My object (tempScore) is no display object. It is blitted onto a canvas. This is the function that shall colorTransform my object:
I am trying to generate an <object> tag only embed code and cannot get Firefox to pass Flash along the FlashVars values. This seems to work everyplace else that I've tried it but fails in Firefox. Here is a sample of the embed that I'm using:
I happen to have this real massive code for an object in my game.(please guys dont move this to the game section the problem has hardly anything to do with that) One of them is a propane tank, the other a box and the third is a barrel.(it doesnt really make much diff i just want you guys to get a better picture of whats going on)So inside of each movieclip i put in this MASSIVE code.
ActionScript Code: onClipEvent(load) { var right:Boolean = true; }
[code]....
it works fine but when i put in an instance name the whole thing messes up.only one of them works and all the others follow commands from the same one. so lets say if presse is true for the working on, presse will be true for all the rest. The problem still happens if i use different combinations of objects like 3 crates or 1 propane tank and 2 crates. Can someone please help me find a solution without changing the instance name. By the way '_root.hater' is the character.
I am using the below package to play back a wav file. In my main file I create several of these objects, put them in an array, and then try to call playBack().
Unfortunately it doesn't work. However, I can call playBack() from within the object, for example by having this object create a button.
I'm trying to develop something for Flash 5 Player and nothing seems to work. Currently I'm having trouble with the following bit of AS which works fine if I export for Flash 6. But in Flash 5...no sound. Is there a specific way an mp3 needs to be encoded for Flash 5 or does it not even accept mp3s?
I recently built a preloader using the MovieClipLoader object. I used the following events: OnLoadComplete, OnLoadProgress and onLoadStart. I registered my listeners etc and then I decided I wanted to get a bit fancy. So I decided that within the onLoadProgress I would add an"if" statement, this if statement would basically say if the loaded content equals 70 then animate the preloader graphic off the screen using tweening (very simple). The onLoadProgress is continuously called while the content is being loaded but it seems that it does not want to correctly execute my if condition.
Here is the code for the onLoadProgress. loadListener.onLoadProgress = function (target:MovieClip, bytesLoaded:Number, bytesTotal:Number) { trace("onLoadProgress"); txtLoaded.text = String (Math.floor (bytesLoaded / bytesTotal * 100)) + "% loaded"; mcProgress._xscale = bytesLoaded / bytesTotal * 100; // address the bar [Code] .....
It's a bit vague - the whole thing with AMF. On one hand we have a client capable of serializing and sending everything from integers to XML documents and ByteArray streams, but on the other hand we have the FMS with a JavaScript host. Where is the bridge? :-) I mean how does one work with the objects, in particular, a ByteArray, received through the [generic] wire? It's easy with numbers and strings, but no word on more complex objects.
We have embedded a FLASH with tags <object> and <embed> in a JSP page , running in a web application on a Application Server (Weblogic Server).The flash works fine.We note that, as expected, the code inside <object> is replaced at runtime. (when we access to HTML source code we can view an HTML code differente from <object> and <embed> tags).
But we also tried to call the web page through wget (from command line) and we saw that the HTML source code that we receive is ALREADY replaced.When and from who the <object> <embed> code is replaced ?From javascript (runned by browser) or before ?
I have searched on the Internet and didn't find any clue on how to do so, any idea ? I don't want flex only flash (my objects are not visual components).
Is there any way of making the MOUSE_OVER of an object not work until touching the actual object instead of the square box that's around it? I have a bunch of stuff packed together and there are certain objects that cannot be detected due to others pretty much enclosing it with it's surrounding box. If you need further explanation because this is not clear enough just ask me and I will try to explain further.
I have developed a game in flash and I am trying to get a save and load function so that the user can come back to the game that they were playing. Can this be done using the Shared Object....
Is there any way of making the MOUSE_OVER of an object not work until touching the actual object instead of the square box that's around it? I have a bunch of stuff packed together and there are certain objects that cannot be detected due to others pretty much enclosing it with it's surrounding box. If you need further explanation because this is not clear enough just ask me and I will try to explain further.
bit of an odd problem, I have the following piece of code
Code: var myCookie:SharedObject = SharedObject.getLocal("mySavedData","/") if(myCookie.data.mySavedText != undefined) { var gallerypath:String = myCookie.data.mySavedText; } which retrieves a shared data.
If I put this actionscript on the first frame of a new document, it works fine, however I want to use it in something I already have, which uses an external Document class.
I've read through several threads about this error, but haven't been able to apply it to figure out my situation... My flash file is an approx 5 second animation. Then, the last keyframe of each layer (frame #133) has a button in it. My flash file should stop on this last key frame, and you should be able to click on any of the 6 buttons to navigate to another html page in my website. Here is the Action Script that I have applied to the frame in which the buttons exist (on a separate layer, see screenshot at: [URL]
I got a small problem with a null object reference The problem is that the function "menuClicked()" not seem to work that good. It works fine if i'm not running it in the cases in the "urlChange()" function. But when i do so i get this error and i just can't see what im doing wrong here. The urls works finw btw. But i need to run that function to get the right content added regarding to the selected menuitem. Someone who knows?
I changed a layer entry of my Flash file by moving around various elements within the layer. I sitll have the original file, too. I'd like to put it back exactly like it was in the original file. How do I replace the changed sprite element from the new file with the original from the old file?