Experimenting with touchscreen events, using Flash Builder "Burrito", Flash CS5, and Device Central...As follows is the document class (Engine.as) for a (properly set up and responding) resource fla:
I am develop on Air for iPad app, just wonder is TouchEvent more efficient or MouseEevent is doing fine. i am talking about performance wise, things like doing drag and drop and ect...
I have 2 controllers on my stage, one behaves like an analog controller (A) for left/right up/down etc, controlled with a TouchEvent. The firing controller (B) is bound to another TouchEvent.problem is TouchEvent seems to be much slower than using say MouseEvent.MOUSE_DOWN for controller (B) which results in a much faster firing mechanism. If I am using TouchEvent to control (A), and MouseEvent.MOUSE_DOWN on controller (B), (B) will not fire unless I release (A) meaning I cannot move and shoot at the same time which is frustrating, but I can use a MouseEvent for controller (A) and a TouchEvent for controller (B). how I can stop the conflict?
public function init():void { var mySprite:Sprite = new Sprite(); mySprite.graphics.beginFill(0x336699); mySprite.graphics.drawRect(100,100,150,50); addChild(mySprite
[Code]...
But how would I and a image to the sprite so the TouchEvent responds to touching the image?
I've written code that enables DisplayObjects to be fully manipulated under two touch points (drag, scale, rotate). The problem I'm having is that as the DisplayObject is being manipulated, it causes fluctuations in the TouchEvent's stageX & stageY properties. These fluctuations are feeding back into the tranformation code and as a result, the object shakes/shivers.
It seems that the stageX & stageY properties are being calculated from the localX & localY properties of the TouchEvent. I've tried adding listening to the stage itself for the TouchMove event, but as soon as I drag my finger over a transformed object, the traced stageX & stageY values change slightly, going from integers to floating-point numbers. This is evidently what's causing the shakey feedback loop.
I am trying to write a class file using a .as file instead of writing code into the script tab of a .fla file.When I write stage.addChild(img); I get an error that stage is null. When I take out stage, and just write addChild(img); the code runs fine, but nothing appears on stage. Do I need to do something to set a stage active?
Is this because I don't have a Main class? My class is named after the file and I don't have a file named Main.Here is the code. As it is, it runs and I get the two trace outputs, but no graphic on my screen.
package { import flash.display.DisplayObject; import flash.display.Sprite; import flash.display.Loader; import flash.events.*; import flash.net.*; public class HelloWorldImage extends Sprite { private var background:DisplayObject, foreground:DisplayObject; private var url:String = "hw_jpg.jpg"; private var loader:Loader = new Loader( ); public function
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)
I found myself loading a new XML file every day and so decided to create a small class that will load the xml file and return it.The class is loading the file but when i try to return it to a new xml object in the document class it doesnt load it.I think that it's something to with the return being in a nested function but i tried a few ways and non seems to work.
[DOCUMENT CLASS] loadXML:LoadXML = new LoadXML(); myXML:XML = new XML(loadXML.loadXMLFile("gallery.xml"));[code].....
I'm trying to create a new instance of a MovieClip when the original one has been used. Would sound easy enough. Just use: var
instanceName:ClassName = new ClassName();
the class name/mc in the library im trying to duplicate is MCg1 so
var instanceName:MCg1 = new MCg1(); right?
However, the particular object in the library i'm trying to duplicate has a base class that is an external class file (just to control it's drag drop functionality)... i.e baseclass is not set to the standard flash.display.MovieClip, or whatever the case maybe. So i end out with a: TypeError: Error #1009: Cannot access a property or method of a null object reference.
I need to call the class into to my control as file. The problem I'm getting now is this error. "environmentTab.lightsButton.addEventListener(MouseEvent.CLICK, selectLights);" environmentTab is a instance name of a movie clip that is on the stage of my .
Is there a way to link to a class file from the timeline rather than using the Document Class? (I tried using the document class but it messed up because of the nested movie clips and stuff like that... so I need another way)
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.
i want to add to stage a movieclip in another class not the .as file as the same name of .fla file how can i get this.When i run same code in main.as i get the result but in another class it runs but no result.
I have a class file that displays a slideshow and preloads each image in an xml file. the code is below. What I want to know is, is there any way to improve this code?
I have built a image gallery with xml in ActionScript 3.0 that has 2 columns of thumbnails to pick from. Is there any way i can convert my .fla file to an .As file so the class file can be used to birth objects on the main timeline ?My Xml code is
<? xml version="1.0" encoding="utf-8"?> <images> <image source="images/Image1.jpg" thumb="thumbnails/Image1.jpg">All Smiles.</image>
I have a lot of library assets linked to external as3 classes. I would like to change the structure of the packages containing the linked classes, but if I do so, all links will get broken.
Is there any way to automatically or at least easily tell the FLA file where to get the new class files from? Could a FLA file be configured to read this sort of information from a configuration file?
I am trying to upload a file on server using File class. Its working fine on local machine. But when i a placing the php file on server, it is giving Error #2038: File I/O Error.
I am facing a technical proble when I am importing a "FlashVarsParam.as" class file in my main class " VideoPlayer.as" and when I am using "FlashVarsParam.as" in my FLA doucument class "VideoPlayer.fla" then it is workining fine. "FlashVarsParam.as" file given below so I am accessing in my main class and then it gives me error
i got a function.as wich contains bunch of function that handy to have. but I can't include it in my classes. I'm rather new to ActionScrip. Is it generaly a bad idea to have a .as file with som general function with out making it a class? just to be clear I will make an example.
I have created an AS3 class file which loads inside a flash file(the flash file is empty, just holds the class).
The class is basically a text scroller, completely dynamic one. How can I use the same class to create the same text scroller on a different position on the stage but on the same file?
I wrote a custom class and I need it to change the attributes of movie clip for me, not sure how the syntax goes, this is what I thought was right, but om a newbie:
I downloaded a sample flash that contains a class file.When try to run the file get the "1172: Definition be.nascom.flash.graphics:Rippler could not be found." error. Rippler is the name of the file and I think be.nascom.flash.graphics is the authors directory structure. I think the error is because the file is not in the right location that Flash is expecting it to be in to find it.
I've made two classes, Office.as (main class) and Table.as, that when used allows the user to move the mouse over a symbol, and receive information shown in a TextField on four different MouseEvent's. This setup works well, but I would like to extract the the text function (named TableText) out of the Office.as file, and make it into its own class file. I have done that as TableTextField.as, but I don't know how to implement it, so the Table.as file can use it (as is does now through Office.as)
Trying to fix other peoples bad coding and I can not change the file structure but I would like to add a class directory and be able to reference it for buttons and variables. The problem is that the directory needs to be up 1 directory so that it can work with all the other files.
Also I need to be able to set it as the symbol property "linkage" class file so I can apply the class to all the buttons.
File folder structure:
Main folder New class files FLA files Folder holding more FLA files More FLA files
I'm fairly new to using Flash, only one previous project to my name.
I'm an OOP programmer in other languages so using classes appeals to me and I want to use them in my next project. However I'm having problems after following tutorials on-line.
I've created a classes file called ScreenWordClass.as and within it is a very simple definition for this class at present. But when I try to use this class with say[code]...