ActionScript 3.0 :: Set X And Y Position Of A Class That Inherits From Sprite?
Feb 15, 2009
I have a clas that inherits from sprite but i want to know when the x and y is set so i can make changes inside the instance, but i cant figure out how to do that...
i need it so that say if i set the x with the normal x property, it can set another variable or run a function.
I have 2 classes, Entity and PlayerEntity.On the main class (Main.as) I am using an for loop to check which one is a PlayerEntity and which one is an Entity. (Note that Entity is the superclass for PlayerEntity)[code]...
What I want to do is to dispatch the click event when the component is clicked. (The class is essentially some text in a textfield that needs to be able to do certain things, and it needs to be able to respond to a click). Sounds easy enough... I want the event dispatched when that portion of the text is clicked. But uh...how? it's not like a button where I can just go myButton.addEventListener(MouseEvent.CLICK, myClickHandler);That's clear, because some component is going to be listening for the Click event dispatched when myButton is clicked. It is built into the AS3 framework that a button knows how to listen for a click event.
After the import statements I've got:[Event(name="click" type="mx.events.Event")]How do I dispatch the event when the component is clicked, when the component doesn't yet know how to respond to a click event? I've tried adding an event listener in the textfield which contains this custom class of text, but nothing's happening because the Click event hasn't been dispatched.
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
So I'm working on my portfolio and I got this problem. The code posted scrolls the sprite "cellContainer" based on the position of stage.mouseY. Perfect.Problem is that I want stage.mouseY to equal the entire cellContainer height. Kind of like how a small tablet equals a huge monitor. So when stage.mouseY = 0,cellContainer.y = 0 and when stage.mouseY = stage.stageHeight, cellContainer.y = stage.stageHeight - cellContainer.height. Right now, it scrolls, but it takes a while to scroll throught the entire height of cellContainer. I want it to be proportional to stage.mouseY.
Actionscript Code: private function scrollStart(e:Event)[code]....
I am trying to do adjustment of position (x and y) of display objects, relative to other display objects. In other words: I have two Sprite objects (rectangle and circle). The rectangle can have their width changed during execution. Yet the circle has a fixed size. What I do is this: regardless of the width of the rectangle, the circle is positioned at the far right of this rectangle.
I tried as follows: ActionScript Code: rectangle.width = someValue; circle.x = rectangle.x + (rectangle.width-circle.width);
In theory it should work, but look what happens: imageshack.us/photo/my-images/837/positionq.png
As the width of the rectangle increases the distance from the desired location also increases. Using: ActionScript Code: trace (rectangle.width);
I realized that the value of property 'width' does not match the exact amount of pixels that the object is wide. I just did a test and realized that this problem only happens when the rectangle has edge. When the rectangle has only fill, this problem does not occur.
In AS3 / CS4 I'm trying to programmatically create a bunch of rectangular objects, let's call them 'cards', that will contain an image and a colored background and eventually some other elements like text. I want to create alot of these cards and move them around inside of a larger panel (also a Sprite) of sorts. I can successfully create colored rectangles in my cards and place the cards where I want in the panel, but whenever I try to add an image to a card, I can't seem to position the image inside the card's coordinate space, it ends up being placed inside the larger panel's coordinate space instead, even though I'm adding the image/loader as a child of the card. I thought maybe it had something to do with having to wait until the image loading was complete, so I added the listener as a test but that didn't work. Here's the code:
I'm trying to add some scroll bars to a Sprite using ScrollRect. The Sprite starts empty and when I add something at 500, 500, it should scroll, as it is outside the viewport. Unfortunately, adding a 10x10 Sprite at 500, 500, doesn't make my Sprite change its size to 510, 510, but to 10, 10 ::- (.
We all know that DisplayObjectContainers resize according to what's put in them. But I didn't know up until today that if you put something at 500, 500, the Sprite / DObjContainer will NOT resize from 0, 0 to 500, 500, but simply jump directly at 500, 500. Annoying, as I cannot put Scrollbars on something whose content fluctuates so. I need 0, 0 to remain 0, 0 and if something is placed at 500, 500, the sprite's height should increase with 500 + that something's height.
I'm trying to add some scroll bars to a Sprite using ScrollRect. The Sprite starts empty and when I add something at 500, 500, it should scroll, as it is outside the viewport. Unfortunately, adding a 10x10 Sprite at 500, 500, doesn't make my Sprite change its size to 510, 510, but to 10, 10 ::- (.
We all know that DisplayObjectContainers resize according to what's put in them. But I didn't know up until today that if you put something at 500, 500, the Sprite / DObjContainer will NOT resize from 0, 0 to 500, 500, but simply jump directly at 500, 500. Annoying, as I cannot put Scrollbars on something whose content fluctuates so. I need 0, 0 to remain 0, 0 and if something is placed at 500, 500, the sprite's height should increase with 500 + that something's height.
i have a BasicMap.as that takes an Array and populates itself with the MC objects passed to it by a String reference.it inherits from Sprite, and so it just places the objects on its self.then i have a class that inherits from that class, and gives a little more functionality to it, but in order for it to do that, it needs to place the objects not on itself, but instead inside a holder Sprite, so here is my problem:
In one of the children I have a drop down tween that tweens from outside of the Full Screen Dimensions... the problem is this Child Clips height effects the height of the whole entire movie; so that it messes up the dimensions of the whole project --- ie making everything smaller because it is expanding the height of the parent clip.
I'm not sure how to fix this; I've looked through all the movie clip properties and stage properties and can't find a way to make it so that this child height doesn't get added to the whole size of the SWF.
I'm tryin to set the global focus to a specific class that already exists on the stage after I remove a popup dialog from the screen. I pass the name of the class that was on the stage before the popup dialog is shown by string to the popup class.So public function PopupMenu(pClass:String)after I remove the popup dialog, I want to restore focus back to the previous class so it can accept key events again.How would I set focus to an instance of an object on stage. Currently I have something like this:
Main.mainStage.focus = (InteractiveObject)(getDefinitionByName(prevClass)); but it returns this error: TypeError: Error #1034: Type Coercion failed: cannot convert com.cox::IdleScreen$ to flash.display.InteractiveObject.
I'm wondering (based on scoping rules) how I might do the following: I want to draw to a sprite that exists on the main stage in which I have a class instantiated.
So something like
public function MyClass(reference:String){ this.reference = reference; }
[Code]...
Would I use super() in this case, or what's the usual methodology?
I am trying to build a flip clock that utilizes filmstrip pngs. I have the main class instantiaing instances of the flipper class to hold the different number postions of the clock and then I want to tell the flipper instances to animate when the timer reaches a certain point in the main class. The problem is when I tell the flipper class to start animating I get a null value error from the flipper class.[code]Ok I guess writing it our helps figured out that the flipper wasn't through loading when I tried to call its properties, duh. Now can someone refresh my memory on how to broadcast an event to the Main class when the flipper class is done animating? I know I have to set bubbling to something but can't remeber exactly what it is. Also its not letting me create a singleton instance of the Main class in the Flipper class, I've done this before in other projects can someone tell me what I am missing on this one?
I have a class which subclasses Sprite (Class1). In this class I draw something on the stage. I have another class (Class2) that creates several instances of the first class (Class1) and places them on the stage. As I am creating the instances of Class1, I am adding an event listener for the CLICK event for each instance.When I click on any of the Class1 instances, I would like to execute a public function in Class1. However e.target is Sprite and I cannot conver it to type Class1.
Say I have an image that I loaded using a file loading class I wrote, but then I want to have another class be able to re-size the image anytime the browser is re-sized... can I do something like:
ActionScript Code: var _fileLoaded:FileLoaderClass; //this already contains a loaded image
So I have a class that extends sprite. When I call an instance of my thumbnail object, I apparently can't use typical transforms on it by accessing .x and .y properties. These are not inherited from the superclass? Do I need to tell it to inherit these traits?
How do I reference MovieClips or Sprites created in the Document class from a custom class?[code]But I have a lot objects I want to reference so using the above method would take to long.I know I can do this to reference a MovieClip on the main stage from a custom class.[code]Would referencing the sprite created in the document class be similar?
i'd like to add all or most of my mouse events to stage, but in order to do that i need to be able to tell what is the type of the sprite being clicked.i've added two sprites to the display list, one of which is from a class called Square, the other from a class called Circle.
var mySquare:Sprite = new Square(); var myCircle:Sprite = new Circle(); addChild(mySquare);[code]...........
so far i know how to do is determine if it IS a sprite display object, but since i'll only be working with sprites i need something more specific.rather than checking "is Sprite", is there a way i can check "is Square" or "is Circle"?
Is there a way to add text programmatically in as3 to a Sprite or a MovieClip without using the class TextField
TextField inherits from InteractiveObject which is kind of heavy for what I want to do: just display text (i.e. I don't want to interact with the text).
Note: I'm aware that there is a property selectable to make the textfield not selectable. This is not the point.
For the life of me I can't work out why this script is not working: In the library are two movieclips: pink_sprite and green_sprite each of which has a attached class pinkSprite and greenSprite. These classes in turn are extenders of the hitTest.as class below.
Where does Sprite class under flash display package located?I find only flash display 'BitmapData' under AdobeAdobe Flash CS3enFirst RunClassesFP9flashdisplay