ActionScript 3.0 :: Pass Stage Reference To An Object Placed In Design View?
Nov 28, 2010
In a game me and a friend is creating, the levels are stored in MCs.In the level MCs there are several other MCs that the player should be able to interact with.
This means the objects in the levels need a stage reference.I can place all the objects manually and pass the stage ref in the constructor of the object's class, but this is a pain when the levels are going to be pretty big.
Is it possible to make sure that flash always passes a stage ref to the object even though it's not placed there by code?
In a game me and a friend are creating, the levels are stored in MCs. In the level MCs there are several other MCs that the player should be able to interact with.
This means the objects in the levels need a stage reference. I can place all the objects manually and pass the stage ref in the constructor of the object's class, but this is a pain when the levels are going to be pretty big.
Is it possible to make sure that flash always passes a stage ref to the object even though it's not placed there by code?
when to use this in a classes?is there any specific rule?is it wrong to use this when you want to just access the stage that way?or is it better to pass the reference to the stage in the class constructor?
I'm new to AS3 and I was making a game of chess. Basically whenever you click a square with a chess piece, I assumed it would be like java, and you'd be able to create an "ActionListener" that would pass a reference to a square that was clicked.
My question is this: How can I access this square object that was clicked in my array?[code]...
I have an application that takes the user through a set of steps, configuring a product, say about 10+ screens. With options to go back, skip to a certain point etc. I need to fade between these steps, and also have language switches available at any point.
I was thinking of using an MVC style pattern, having a master view that accepts a 'next view' and fades it in, removing the old.
It feels bloated to have 10+ separate view classes, using similar components for this task, so was wondering what other approaches there are that I should look into? or one that is suited for this kind of application
I have some object, which extends movie clip:public class MyClass extends MovieClip Now, I want to put two of this in the stage:[code]That would put one, but the other I want it to be exactly the same as the first, so I just need to add a "reference" of obj to the stage, along with obj itself.In the end, I want two objects of type MyClass doing the same thing in the stage. If I try to simply do:[code]only obj2 will appear in the stage.How could I achieve that with references? (in order to save memory and CPU time (it is really important))
Do you know how if you drag an <mx:Label> or <s:Label> component into your Flex project, when you go to design mode you get this panel on the right to set its properties like text etc.
I have a custom component that I can call with actionscript, or with mxml like this:
<comps:TheComp field1="OK" field2="Yes" />
The component takes this input and uses it for its internal operation
[Code]...
When I go to design mode, I can see the component under custom components, I can drag it to the stage and see it, but can't set its values field1 and field visually on the right like a normal <s:Label> or <mx:Label> would have. how I can add that? Do I need to make it inherit something or anything else
I was editing a very basic mobile Flex project, and after I debugged the master (application) mxml file, Design View stopped working (blank screen displayed, no Design View errors) for all files. Creating new projects, either mobile or else, or testing old, working projects, doesn't work either. Out of the related issues I've found info on, most concern earlier versions of the IDE, and deal with either Design View errors (got none), use of certain functions or custom components (I get the error even on a new project), or are solved by changing styles back-and-forth (tried already, to no avail).
I can't drag and drop components to the design area, either (a "prohibited" symbol appears and nothing happens when I drop); so I'm pretty sure it's not code-related or a bug, but probably something stupid, like a configuration issue, so I definitely need someone to take a fresh look at it.
I have an external AS3 class file which is loaded up on the first frame of the Flash movie.
How can I reference the stage object in the AS3 file without having to pass it as a parameter?I mean it seems to me like the stage object is in the global realm - or am I incorrect with this assumption?
My problem is that when I try to pass an object from the navigator.pushView(view, dataobject), I can't figure out how to access the dataobject from actionscript. I can access {dataobject.property} from MXML easily, but I want to set a variable in the new view to the passed dataobjects property.
Flash Builder's design view is worse than 3's (which at least was usable if you ignore some quirks), so WHAT do Flex UI designers (those who don't have paid design teams...) do to design a complex UI? Because Design View (also based on what a lot of people say about it..) gets more useless with every release.See image for some differences in design view vs.Flash. WHAT is causing this? css also posted..("Duration", "hr", "min" are mx Labels, the image size text is an mx Text comp.Project is an "mx only" SDK 4.1 project.) I don't even care that the spinners look different, I just need it to show me correctly sized stuff so I can position things via Canvas, or properly size containers.
I am creating a custom TextInput component that will define an "error" state. I have extended the TextInput class to change the state to "error" if the errorString property's length is greater than 0. In the skin class, I have defined an "error" state, and added some logic to detect the size and position of the error icon. However, if I have this code at the same time I use the "includeIn" property in the bitmap image tag, I get a design view error. If I either A) Only include that code with no "includeIn" property set, it works or B) dont include the code to set the icon size and position and only use the "includeIn" property, it works. Any ideas what could be causing the design view problem when I use both the "includeIn" property and the icon size/position code at the same time?
I've got a very simple project in FlashBuilder 4.5. It's a mobile application of type ViewNavigatorApplication with a single view, MapView. In the MapView.mxml file, I've got a Flex component of type Map declared in xml.
[Code]...
In this same project, I've an actionscript class called UserGeolocation. In this class, I'm attempting to get a reference to this map component. So far, I can get a reference to the top-level application, its ViewNavigator and the NavigationStack of said ViewNavigator. However, I cannot find a way to access the MapView, much less the map I've declared within it.
I'm aware of methods like firstView() and activeView(), but I want an absolute solution, one that retrieves the view regardless of whether or not it's first or active. I've tried navigator.getChildByName("MapView") with no luck.
I'm having to pass data (originally read via an XML file loaded by the parent class) to a child class upon instantiation, and I can't decide which is the better method.I could parse the XML in the parent and throw the data into an Object and pass that object to the child class....or just pass the part it needs as an XMLList and let the child class do the parsing.Seems like a trivial decision, yes, but I'm not sure of longer-term implications.
best/easiest/fastest method in AS3 to design game levels (environment) directly on the stage. I'm sure there is multiple methods for this, but let's take a platform game for instance. I'd like to have 30, visually different, spinning wheels all around the stage, and I'd like all of them to have a different rotation speed without having to create a different class for each of them. Is there an easy way I could only place movieclips on the stage where I want them to be, without placing everything with code?
In AS2, I used to put these little variations of code directly on each clip. That way, level designing was pretty easy. All I had to do was to drag the obstacles where I wanted them to be, and simply set their rotation (or any other properties) in their respective code. I'm now having trouble using this method in AS3 since I don't want to place everything with code simple to set a single property. I also don't want to create a class for each different obstacle.
how to speed up the workspace when there happens to be a large amount of text on the stage? I have tried everything I can think of (even choosing outlines only for the layer). It seems to slow down my system even if the layer is not visible. Now doing anything is a chore. I have a pretty fast system, and it's pretty bad that after all these flash iterations I still can't have text on the stage and continue work.
i want to pass by reference so i can use this variable outside the function.
What im doing is creating a global variable such as var cont:int; and then in a eventListener like enter_frame (stage.addEventListener..) calling a function called "mover", this function modifies "cont" value and i just want to print this value modified. The issue is i cant pass the value by reference just by const :S. The function is void, but if i change it to return int, its useless because each time i call the function, the value i want to return its created each time with a new value, beacuse i need to declare it so.. I read i can use a var such as Object but i really dont get it (im used to c++ i have to say)
In AS2 I have several arrays constructed like this : var myArray0:Array=new Array(value,value,value...) var myArray1:Array=new Array(value,value,value...) var myArray2:Array=new Array(value,value,value...) var myArray4:Array=new Array(value,value,value...) ...
What I'm trying to do is use iteration to reference each array name to pass it into a function. Like : function doSomethingWithArray(arrayToPass){ ... } //Later somewhere in For loop... : _root["myButton"+i].onRelease=function(){ doSomethingWithArray(WHAT-THE-HELL-I-TYPE-HERE[i]) }
ame_Manager.as= this manages the creation of balloons, players and collisionsBalloon.as= This is the balloon classPlayer.as=This is the player classThe Game Manager class will pass stage to the balloon and player classes and create them. I add these two in the Game Manager class.In the balloon class i add all the balloons in an balloon array.Now when i run the code i am unable to check for collisions as nothing happens when the player and balloon collides. and i get a child must be a caller of the display object when i ry to remove the balloons after they have crossed the stage.I have been trying to make it work for a long time a the game is very very simple.in the Object Oriented way of designing this simple game as i think that is where my error might be.I will post the code for these belowGame Manager.as
Code: public class GameManager extends MovieClip{ public var backGround:BackGround;
var service:HTTPService = new HTTPService(); if (search.Location && search.Location.length > 0 && chkLocalSearch.selected) { service.url = 'http://ajax.googleapis.com/ajax/services/search/local'; service.request.q = search.Keyword;
[Code]......
I want to pass the search object to the result method (onServerResponse) but if I do it in a closure it gets passed by value. Is there anyway to do it by reference without searching through my array of search objects for the value returned in the result?