I want to load two picture and add every picture to every sprite object,such as picture a to sprite1 and picture b to spriteb,I know I can load a pictue by following code:
loadImage('a');loadImage('b');private function loadImage(imagePath:String):void { var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded); loader.load(new URLRequest(imagePath));}private function
I want to load two picture and add every picture to every sprite object,such as picture a to sprite1 and picture b to spriteb,I know I can load a pictue by following [code]...
I'm having some troubles with the use of interface and inheritance in AS3. I've done lots of OOP in the past and what I'm trying to do seems obvious to me, but doesn't work in AS3. The question is : Is it possible to override a function that return an Object of class A, and make it return an Object of Class B which extends A ? It seems not to be possible, since I'm getting a signature error in Flash, when compiling. For example, the following set of class do not compile (the code in function definition doesn't matter):
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
It seems that dropTarget only returns the name of the object that is directly under the mouse. Does anyone know whether there is a simple way for it return the name of the object that is under the entire bounding box of the object being dragged?
I'm just getting to grips now with how the Garbage Collector works.
Is there a way (like a function or a custom class available somewhere) to check an object for all its references and return them so that you can see what it's connected to?
I'm trying to create a function that determines which of 4 similar classes to create, and returns the new object itself.
Basically, I have a base class (Panel) that has 3 additional variations in layout, each of which has a subclass: TextPanel, FeaturePanel, and LinkPanel. The two parameters for my function are the "kind" of window to create and its name ("linkString"), both of which are provided by external XML. I'm wondering if it's even possible to return the new Panel as an object...?
My code will probably explain this better than I can:
Code: // create the new Panel variable ("addPanel") with a call to newPanel: var addPanel = newPanel(linkList[i].attribute("kind"), linkString); Code: // newPanel function:
[Code].....
within the Panel constructor, the provided string (linkString / 'h') is set as the Panel's .name. I did not copy that function into the subclasses, since they inherit it - unless I'm mistaken.
I want to assign an existing Object all the vars of a prototype Object, without a direct reference. One way to do this is:
[Code]...
This way both Object's values for .nom and .age can be independently changed, but it's tedious. Is there an automated way to assign all of protoObject's vars to enObj?
I got canvas objects stored in an array. Every canvas has it's name property.Is there a way to return a specific name?Actually I need an index number from that array, where I pass a name property of object inside this array (name is taken from event). Something like this:x = array.indexOf (canvasName=event.currentTarget.name)
I am trying to move text movies and textfields around a stage. This is a learning curve for me. I am confused by an example I have found on the internet.
I am new to actionscript and doing some research on it and stumbled upon this situation.[code]...
However, I expect that currentFig would contain a reference to a Figure object created in AddFig method, but it's not. What am I doing wrong? Why does an object exist only within a method?
I'm wondering if it's possible to return a const reference in AS3 in the same way you would in C++? I have a class with a movieclip inside and at the moment I'm returning it like so.[code]This works fine however I noticed this then allows access to the movieclip's attritbutes so then it'd be possible to do something along the lines of myClass.clip.x = 5 which I kind of want to avoid!Is it possible to make returns read only? I know it works for primitives.
I have a CSV reader class that parses a CSV file..... 1,11.15126526 2,11.28306635 3,10.78296071 4,10.79878325 The CSV reader class works and produces a Vector.<Point> ... However the container class (which includes an instance of the CSVFile class) needs to access the resultant Vector. Whenever I 'return' the Vector.<Point> to the container via a CSV method it is always empty...I don't know if its something to do with the size of the Vector<> or what?
What I'm about to ask might be completely nonsense/basic or something else. Because my AS knowledge is too little. Hope I can explain correctly. I am tring to create a sliding banner animation dynamically. The reason that I create dynamic is that I want to load banner images and headlines from XML file.
What I'm about to ask might be completely nonsense/basic or something else. Because my AS knowledge is too little. Hope I can explain correctly
I am tring to create a sliding banner animation dynamically. The reason that I create dynamic is that I want to load banner images and headlines from XML file.
So I found a sample project with .as and .xml file. It does what I want but it has no animation. You can see the demo here: [URL] As you can see, there's a transparent info panel below. Here's the code how it is being created:
private var infoPanel:Sprite = new Sprite(); private var titleField:TextField = new TextField(); private var description:TextField = new TextField();
I'm making a resize function that has to resize a Project object that extends Sprite.
But I keep ketting a type coercion error: TypeError: Error #1034: Type Coercion failed: cannot convert AS:: Project@318ff89 to mx.core.IUIComponent.
I've tried casting the Project object to an UIComponent or DisplayObject, but this also throws a TypeError.
[AS]var resizeTarget:UIComponent = new UIComponent(); resizeTarget = UIComponent(target.getChildAt(0)); var myResize:Resize = new Resize(resizeTarget);[/AS]
So basically should I try avoiding the use of Sprites in Flex?
The issue i'm having is that i want to have dispersed code-generated stars, and then they form a form (reindeer, santa, etc).
The idea is how i make the stars disperse and then return to their previous positions, knowing that the initial positions were randomly generated as well.
I have created instance of textField Object and set property scaleX and Y in large and then I my textfield set into Sprite Object. I saw my text in ugly font . How can I have my text in smooth .
I have two sprite object and they direct to same event like follows: sprite1.addEventListener(MouseEvent.CLICK, mouseEventHandler); sprite2.addEventListener(MouseEvent.CLICK, mouseEventHandler); private function mouseEventHandler(event:MouseEvent):void { //how to do it here? } When click spirt1 or sprite2,it will call mouseEventHandler function,my question is how to determine which sprite is click in mouseEventHandler function,sprite1 or sprite?
I'm trying to debug AS3 code on production. I have no access to trace(), can't write to disk or open a socket. What I want is to display something on screen.
With AS2 I could just access _root and create a text field with my trace data.
how I can pull this off with AS3? My class extends Object, it is not a sprite and is never added to a parent display object.
I'm rendering a xps file using flash (no MX or Spark), and I'm running into a sort of 'contradiction' that I'm unable to solve. [Note, that I'm trying to work only in core flash (e.g. Sprite, Shape, etc.), I've already solved (sort of) this issue using Spark.]
The pages of the xps file specify an explicit size. However, the content described (especially paths) in the xps file can sometimes extend outside of this area.
The problem is, I want the parent Sprite to have the size specified by the xps file, for example so scroll bars match the page size (not the sprite size), but in some cases the Sprite is much larger than this.
I've tried recursively going down and scaling everything UP, and then at the end scaling the parent container DOWN. Unfortunately, this causes translation problems with paths, and I assume it can also cause problems with bitmaps, etc.
Without using MX or Spark, is there anything I can do to control the size of the parent Sprite, other than scaling all the children independently?