ActionScript 3.0 :: Multiple Effects With A Custom Class?

Mar 18, 2010

I created a class with some effects that I use most of the time, but I'm having a problem. What I have is a class, that contains three different effects, fade, scale and tint effects on a mouse over and they work fine when I do something like this.
Class:

Code:
package standard.interactive{
import com.greensock.*;

[code]....

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I've seen that it's very simple to create a document class (a class associated to the main timeline itself), or an instance of a class which is linked to a single asset (e.g. a movie clip).But what if I need to implement a class (let's call it Main) which uses multiple assets from the Flash library? The only way I know to do this is by instantiating any asset with its linked class, and passing them all to the Main constructor like this:

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var asset1:Asset1 = new Asset1(...);
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This is kind of a tedious process, especially when the composition hierarchy is long and you have to pass them all as arguments through many nested classes.For instance, I needed to link a preload sprite (the typical circle in gradient color which is constantly rotating until the load is complete) from the library to any thumbnail class of a gallery, which in turn is part of another class, which in turn is part of the main class. So I needed to pass this preload clip as an argument throughout the nested classes.

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I have a flex application and I want to add a new custom component with action script at runtime. This works fine. I have created my custom component and added the following code:

var freeView:FreeView=new FreeView();
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[Code]....

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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).

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May 14, 2010

im new to flash and im trying to create a map where the color of each country changes when you roll over it with the mouse. i got it working for a single country, but i dont want to use the same code 40times. is there a way to get this working with a "for" loop? here is my code that works for 1 country:

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I have a custom class being constructed from my main class. In the custom class it has another custom class that is passed in as a parameter. I would like to strictly type the parameter variable but when I do, 'the type is not a compile type constant etc'.This, I understand, is because the custom class used as a parameter has not yet been constructed.It all works when I use the variable type ( * ) to type the parameter.I suspect this is a design flaw, in that I am using an incorrect design pattern.It is actually hand-me-down code, having received a large project from someone else who is not entirely familiar with oop concepts and design patterns.

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[code].....

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The "end" parameter is easy too, is 0 or the end of the image, depending if you are on the left or right button (the tween begins when you are over those buttons and end with a stopTween when you are out of them or when the tween is over). The problem I'm facing it's the "duration" parameter: I want the same speed in all the tweens, no matters where it begins. Obviously, if I put a static value, if I'm in the middle of the image, the speed reduces to half.

So I'm trying to figure out how to create an algorithm to do this. I first tried something like calculating which percent of the image is the current "x" value:

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If I am at 90%, make the tween in 10 frames.
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But I think there should be a way to make it easier. Maybe I'm getting it wrong, and the tween class is not what I need... I'm just trying to make an displacement effect, always at the same speed (although an ease in and out until the speed is reached would be greater).

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So to sum it all up:

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Code:
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I couldn't work it out yet...

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[Code]....

I want to have a custom class tempSelection with a Dictionary as a public accessable property of that class. If I use this code, the compiler tells me:

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Which translates to:

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For example,

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Here's what I have so far:

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ActionScript Code:
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[Code].....

As you can see, I have a variable "myTime" which syncs the timer and the tween. This causes to tween to repeat and the clouds to continually scroll across the stage. How can I determine the var myTime at the time I create each instance of the Movie Clip mcCloud?

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If I take the code from the Tooltip.as below and place it on the FLA's main timeline I can get things working fine, but I would like to move all script to classes. The document class structure looks like this:

Drag_and_Drop.as

Code:
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[Code]....

I realize that I could just combine all the code in the Doc class to get it working, but it would be nice to separate out this particular code which has only one use.

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I have a document class called Main.as In the class constructor I have the following listener:

enter code here
var listeningFORModeChangeToStudent:Sprite = new Sprite;
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[code]....

In a third class I make a call to the despatcher in the previous class:

enter code here
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ActionScript Code:
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[Code]...

I created from a mc symbol in the library. it works fine, except for adding the custom variable.. .. which I need to be able to do.

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class Game extends XMLSocket {
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As I say I realise I am not allowed to import the parsing class into my Game class (or any class for that matter) but I don't know how to pass data directly between these two classes without referencing them in the main FLA.

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{
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[code].....

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