I'm trying to create a simple utils class that I can use the methods of but not instantiate:[code]Ideally I would import the class then call the center function like this: Arrange.center(object);[code]
I'm new to Flash AS3. I started making a game and I am a bit confused. Let's assume that I want to create a game that has multiple levels/modes, how can I do this in an object orientated way?
When i create games in other languages e.g. XNA C#, i create a separate class then create an object of that class within the main class and run the game based on a simple statement.
I've been playing around with custom classes. My objective was to create a custom class (Testing) that would create a box when an instance of the class is created. I've tried three different approaches, however only (3) seems to be showing up. I'm just curious why (1) or (2) doesn't work?
Also is there a better approach than (3)? Since at the moment it's been created on _root. I hope the box can only be accessible through the instance. Since I'd like to incorporate the whole idea of public, private, encapsulation, etc.
I'm using Base64Encoder in a project that is within the adobe ide. Im having issues with compiling the mx package , well it seems to compile but I get missing stuff at runtime namely the base encoder stuff.I know that mx package isnt suppose to be used with flash but I dont really see why not its all actionscript at the end of the day?Its a swc lib by the way and im using cs4 fp10
I have just bought FlashFirebug Pro, so I am able to run ActionScript at runtime.I would like to use the function getDefinitionByName, which comes with flash.utils.i get an error, when I import flash.utils.getDefinitionByName.
There is a client - server basic application. The client uses a simple remoting to comunicate with the server side. The server side could be powered on WebORB, BlazeDS or any other product. The client side is using the FLEX framework. That is it about a technologies stack. Now, let's forget about the server side and just have a look on the following client side
i) Create a symbol called SimpleSquare. This should consist of a simple red square graphic
ii) Create a class file to define a class called SimpleSquare. This should be linked to the SimpleSquare symbol. SimpleSquare ashould have the following functionality: When the instance is placed on the Stage, it should start to disappear by decreasing its alpha at 0.01 in every frame (hint: alpha)
create a class that delivers the a text format to a requesting class. Unfortunately, even though when I trace the return it comes back with [object TextFormat], I do not see the results of the formatting. Heres [part of the clas trying to use the txtformatting class:
ActionScript Code: private function buildTF(msg:String = null):void { with (_tfield) { alpha = 1;
I have been practicing and trying to understand how classes work and I was wondering if it is possible to create a class that can be reused by declearing the class only once in my fla file. Rightnow I create an instance of the class than I asign it to a MovieClip the problem is that I can only use it once and if I want to use it again I have to create another instance of the same class, something like this.
In my machine I have installed only Adobe Flash CS5 proffesional trial version. Now this installation is not supporting adobe.utils.Extension class in this version. I have tried with all latest updates from adobe site. My doubt is does adobe.utils.Extension class is available in licensed version of Adobe Flash CS5 proffesional?
I have a problem with classes. What I am trying to do is this: I create a main class and then i import another class into it.then I create an instance of the new class and add it to the stage.the problem occurs when im trying to use the new classes methods.
import classes.NewClass; var test:NewClass = new NewClass(); addChild(test);[code].....
I have 1 class that extends movieclip, let's call it Class0. I have 1 class that extends movieclip, let's call it Class1.
I create an instance of Class0 on stage like : var myClip0:Class0 = new Class0(this, "Class1");
The class Class0 when initializing, will create a new movieclip (myClip1) and add it as child, as an instance of Class1, like myClip0.myClip1. But it's when i create that clip, i want to tell it, it's an instance of Class1, like :
private var myClip1:Class1 = new Class1(this);
Where Class1 could be any class.
How do i pass Class1 to Class0 so it can create it dynamically?? Do i have to use the apply function??
I want to create a movieclip class that subclasses another movieclip class and inherits all its properties (rather than having to rely on the include statement). In my project I'm using:An abstract parent class that extends a movieClip: "infantryDroid".[code]However everytime I try this, flash acts as though nothing was imported from the parent movieclip class.If I was to try the above code I would get the message that _root and speed (which were defined in the parent class) "are undefined".
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).
I recently learned how to use gravity so I made a bouncing balls program but I have an issue with the interaction between the frame timeline code and the class.The problem is that when I create instances with a timer, I declare the variable inside the timer function. And I want to add a blackhole sort of thing when I click down on the stage but I cannot access the object from the blackhole function since it's declared inside the timer.
i got a doubt with creating XML objects using classes. thecase is:there should be a class like CreateXML which will intialisean XML objectand has methods to add new elements to the XML. how to createnew XMLelements/nodes to this class?is there anyway to create and write into an external XML fileusingactionscript?can we make an XML object updated with new data elements onthe runtime
I want to create an event in my class. I want to create an event when a number variable =4.private var loadNum :int;In this class with the event I have extended this as a Sprite. I want to test when this variable = 4 and execute a function when this is the case.How do I code this?
I need to created a static AS3 class to pass variables between modules/ views. For some reason I don't see how to do this in my book or on Adobe. I want a class of "get" and "set" functions.
I have a class that I want to be able to create a movieclip from and then add it to the stage when it's instantiated. The constructor takes two arguments but nothing special.I had one solution that added the movie clip, but then I couldn't modify the _x and _y values of it directly from the .fla. What would be the best way to do this? Should my class extend MovieClip or no?the formatting is something like:
Code: class Foo extends MovieClip{ private var _mc:MovieClip;