ActionScript 3.0 :: Tricking Items Into Believing They Are In A DisplayObjectContainer?
Jan 21, 2010
I'm working on a class that let's you use "addChild" to add children to it. In all aspects, it's treated like a regular class, the only difference is that it doesn't really add them. It only draws the BitmapData of them and displays that, which doesn't make a huge difference for the user, but might make a difference for performance, at least the way I am planning to make it.
Now, if users add a regular old Sprite or other DisiplayObject to the container, I have overridden the function to draw the BitmapData of the item, and store the item in an array.The problem is, if the user want to do something like "sprite1.parent", since the Sprite technically isn't on the display list, the parent property will be null. I can't override the passed in sprite's properties, right? Is there any way around this?
I'm creating an object that's only purpose is to hold a few other display objects, so all I need is a super class that can hold display objects. I don't want to use the sprite class because it has so many functions and properties that I don't need. if I can't use DisplayObjectContainer as a base class then what class should I use?
in ActionScript 3, if I loop through the children of a movie clip, it will return a DisplayObjectContainer, which is a list of DisplayObjects. However, the AS3 typeof cannot identify MovieClip as MovieClip is now an object, instead of a data type. How can I correctly identify MovieClip?I found 3 solutions online: First set the MovieClip name to a specific name, then in the iterate process, check the name of children using child.name.indexOf("specificName") > -1
Solution 2:use child.hasOwnProperty("numChildren") to identify a MovieClip
Solution 3: use 3rd party plug-in like FlashDevelop
I'm trying to get a class file from Flash into Builder.Everything in that class sits inside a Sprite called mainContainer. Now I'm trying to get that `mainContainer' which hold the graphics for the class into a Flex Application.This is proving to be a problem as their are many various ways of doing it (it seems going by numerous Google searches).First off I declare an MXML Canvas with an Image inside it (as I read would work):
I am converting a DisplayObjectContainer as a Bitmap using BitmapData.The DisplayObjectContainer has many DisplayObjects. I want to exclude few DisplayObjects while i tranform into Bitmap.Therefore the bitmap should not have that particular displayobjects alone.
Code: import flash.display.Sprite; var sp1:Sprite = new Sprite( ); var sp2_1:Sprite = new Sprite( );
[Code]....
I'd assume from this that there is no correcting done for children with the same name being added to the same parent. I ask this question because I'm creating a structure that needs to mimic the display list and I'd like to keep behavior consistent.
Another question: I'd assume internally the children are saved in something similar to a Dictionary object, does anyone know if this is true? And then getChildByName simply does a foreach loop and returns the first match on a name?
A DisplayObjectContainer's dimensions change based on its contents.
That can be a LOT of contents, many of them with visible = false or masked, thus making them hidden. Is there a way to get only the visible contents of a DisplayObjectContainer similar to a TextField has the textHeight property, which gives you the exact dimension of what you see on-screen.
I have a display object container and I am trying to add a paste event to it. But the event is not being registered. The documentation at liveDocs mentions that classes that derive from Interactive objects can dispatch paste event but I dont understand why it wouldnt work for me.
is it possible to clip children that are part of a DisplayObjectContainer? If I have a parent object with size x 100, y 100, width 100, height 100 and a child that has the coordinates x -50, y -50, width 100, height 100, I can still see the full child staying at x 50, y 50, but I want the child to be cut off by the parent.
I have a class which will contain exactly one child, no more, no less, and other classes are not allowed to change that fact.
I could throw error messages every time a child is added or removed by overriding the default properties, but I don't want the object to be treated as if it were a DisplayObjectContainer.
I want it to look like only a DisplayObject, yet I still want to add a child to it in private.
I would like to know the internals of that method, in other words what exactly happens when I call that method. If someone can explian it with a list 1,2,3... would be great. including events..
var sp:Sprite = new Sprite(); trace( sp.width ); // the result will be 0 var mc:DefinedMC = new DefinedMC(); // assume that DefinedMC is derived from movie clip, and the width of mc is 100 sp.addChild(mc); trace( ap.width ); // the result will be 100 [code].....
so the size of an instance of Sprite is affected by its children.is there any class derived from DisplayObjectContainer whose size is not affected by its children, or is there any method that could make the size of Sprite is not affected by its children.
I have a project underway where I am making an interactive game. It is a personal character creator game and I need Actionscript 3 help with this.Something similar here:http:[url].... I have tried already with toggling visibility and 'gotoAndStop()' to make items appear over other items when the corresponding button is pressed, for example, when the user tries out different pants/shirts on their character.
I'm creating a facebook application in flex. I'm actually working on the friends component that shows your friends who are using the application. now, each friend has a profile image.
I created the component using a s:List element.
In the Skin Class of the element i configured the requestedColumnCount to 3, which means it shows 3 friends. i added buttons to scroll left and right in the list.
Whenever I scroll to see a different friend, for a half of a second i see no image because the List component is loading the image in order to view it.
is there a way to make the list preload all the elements so i won't have this kind of problem ?
im having some dificulties in the combobox of Flex 3, after defining the dataProvider and filling the combobox, how can i remove the items in the combobox later (without removing items in the dataprovider)? if i set the provider to "" or null, the items in the combobox are still there
how to get my CollectionEvent to work, and I seem to be able to see the problem, but I am not sure how to get it to work properly.
In my actionscript, it seems to only tell that event.items.length is 1, while I am calling my array collection from the HTTPService, and I have tested the length of my Array Collection, which seems to be accurate. What I tried to do is to use that number in the CollectionEvent function, but that does not work at all.
Attach Code
private function onChange(event:CollectionEvent):void{ for (var i:int=0; i< event.items.length; i++) { Alert.show(event.items.length.toString()); //This always gives me 1 when I have 12 items
I have placed TextFileds inside TileList Compontent. When i try to select the TextField it can't show the selected Textfield in the TileList items by default the TileList items are selected.Finally i need to select the TextFields.
Here is my code:
import fl.controls.TileList; import fl.data.DataProvider; import flash.display.Sprite; import flash.events.Event; function TileListExample() { var dp:DataProvider = new DataProvider(); var totalEntries:uint = 3; var i:uint; for(i=0; i<totalEntries; i++) { dp.addItem( { source:getTf(), scaleContent:false}
I only started yesterday with no knowledge at all.How do you make draggable items? I looked around and I saw things about actionscript and all that but what do you do?
am creating a little game... It is about selecting some items...If 2 right items are selected on frame 1, the "next" button will appear for the user to click on it to go to frame 2.
Say I create a symbol, and then another inside the symbol. In the library I now have 2 symbols. Is there a way to combine these into just one library item?
I am trying to load MC's from an array but I need to make it so that after ever 2 MC's the Yposition changes down say 300px so that I have a new line. I have tried using if(see at the bottom of this script.) bellow but it doen't work.[code]...
What I'm trying to do is, create 5 or 7 movie items in a list and when you click on any of the items the items in the front will move to the back of the list.sort of like selecting a specific cd in a jukebox.So when you click on the 3rd item the first one in the front fades and shows up in the back, than the second item fades and comes back in the back and the 3rd item is now in the front.I think I can do it to 1st item in the front by changing the stack order but not sure how I can make the first 2 items move to the back.
I have a flash file, which is a header for a website. I inherited it from my company's previous webmaster. I was looking through the library items & see alot of images & graphics that I don't see in the finished product on the webpage. The guy worked really sloppy so it's possible there's alot of unused items. Is there anyway to easily tell which items are not used in the final exported flash file so I can clean it up?
i am newbie action scrpt 2.0 and do escape room game i can able to take items to my inventory but i want use example , if i use hammer on a vase , vase will crash (motion tween) player will find key. yea important is player can continue to play game after this animation i didnt understand how to do that with codes:[code]
I am new to Flash so please bare with me, I have some items that start in my movie and then go onto the pasteboard as well as Items that are on the pasteboard that I do not want to show in my movie, but when I test movie everything is showing including the items on the pasteboard... how can I just make my movie show the stage size and not the extra stuff leaving the stage and on the pasteboard?
Additionally, I have created a series of classic tweens in one layer starting on frame 30 through frame 60. How can I shrink just those frames and scale the tweens with them so they are proportionate to what I had originally?