ActionScript 3.0 :: Class Variables Passed Into Class With Labels?
Apr 28, 2010
What is the correct syntax to initiate a function in a class similar to constructing an associative array? I have a function that's custom variables is ballooning out and I'd like to label them in the call for sanity sake.
I'm having a little trouble with my move to as3, (surprise surprise huh?) Basically when I create a movieclip, I wan't to pass some values into it, like so:
I have a initApp.as which instantiates a class which needs to access the "currentState" property and the States array as well. However we cannot get this to work as we cannot see how we can access this information.
Within initApp.as currentState is accessed via "this.currentState". This does not work in the class which is instatiated within initApp.as. The following error is thrown:
I am creating a Weapon class for a game and the weapons itself will be the sub classes. The sub classes will hard code some values (such as max ammo and the weapon name).
I trying to access this declared data in the base class constructor, at the moment it's not outputting the values. Is this possible?
My current workaround is creating a protected method in the base class to trace the information and calling that method in the sub class's constructor, this works fine but this doesn't seem like the most efficient technique?
Now I would like to use the variable out of class1 in class2 and change the value there.Afterwords use class2 in the main, but I get an error message. Why?
In c++ if I have a function that takes a class I have defined elsewhere as a parameter like so:void moveto(CPoint2D point) { ... }I can invoke it and pass along data to it like this:moveto(CPoint2D(0,0));basically creating the object and invoking it's constructor to be passed to the functionIs there an equivalent to this in AS3?if I have a function like this:function initialize(min:Point, max:Point): void { ... }how do I do something along the lines of :initialize(Point(0,0), Point(10,10))This throws an error im assuming because it thinks I want to cast something to a point and the notation I found earlier to do something similar only seemed to work if using the basic Object class.
I'm building a drawing class that is passed an image, and it will run an ENTER_FRAME drawing lines of varying thicknesses and gradients to look as if it is being hand painted. All works well and is doing just what I'd hoped. My problem is after a while, it starts to hammer the CPU. I can understand why it could be taxing, but I thought the drawing API was meant to be rapid? Is there a way I can optimize the process? I am only using 1 enterframe, and it seems to get progressively worse the more lines are laid down. Does the Flash Player not render them as Bitmap after they are drawn? I'm just trying to work out why the more lines are drawn the heavier the swf runs.
I'm trying to make a game that is turn-based and allows players to first be selected, then click on a grid square to move there. However, I can't get a way for a variable storing whether the player is selected to be passed back to the actual grid class. I want the grid class to have an event listener that when the grid is clicked on, it will move the player there only if the player is selected. But whenever I try to declare a global variable either inside the grid class or even a document class or even access properties of the character class I'm trying to move I get errors.
I am trying to build a component based on a class where when you enter a label at design time (in the properties panel), it displays on the component on the stage. This is done in all the FUI Components that have labels and I was wondering if any one knows which part of the code does this.
I've been loading multiple SWF using the loader class and Frame Labels. I get this error script when clicking my drop down menu buttons: TypeError: Error #1009: Cannot access a property or method of a null object reference. at ZimIndex7_fla::mcMenu_5/buttonClick()[ZimIndex7_fla.mcMenu_5::frame1: 6]
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
I have a child class that is loaded into the parent class when the swf begins, like so: var myvar = 'hello'; public function Parent() { this.child = new Child(); }; How can I retrieve the variable 'myvar' from within child?
I'm having some problems importing a class, the message that Flash gives me is this; The class being compiled, 'ImageLoader', does not match the class that was imported, '[URL]'. The only line of code in my flash movie is this: import com.martijndevisser.*; And yes, the class is in that folder The class is from here: [URL] I've used the class before and it works fine, I just dont know what to do?
I am trying to use the tutorial on this site to create a simple form submission to my database via ASP. I couldn't open the sample - I am on MX. But I followed the steps on the webpage.My variables are not being passed. All of the Response.Write statements in my ASP page are coming up blank.So I have the 3 input text fields. I specified each with the same variable name as used in the tutorial (fname, lname, email, message). I also used those same names as the instance names but that didn't help so I've deleted it. So currently there are no instance names, just variable names.And then there is a submit button with the code from the tutorial:
I am trying to use the tutorial on this site to create a simple form submission to my database via ASP. I couldn't open the sample - I am on MX. But I followed the steps on the webpage. My variables are not being passed. All of the Response.Write statements in my ASP page are coming up blank.
So I have the 3 input text fields. I specified each with the same variable name as used in the tutorial (fname, lname, email, message). I also used those same names as the instance names but that didn't help so I've deleted it. So currently there are no instance names, just variable names. And then there is a submit button with the code from the tutorial:
Is it "better" to initialize AS3 class variables in the class constructor? Or can I just initialize them to their default value when I declare them at the top of my class? I ask because when there's a lot of class variables, it appears inefficient to declare them in one place and then initialize them in another when I could easily do both in the same place. It one option is better than the other,
Basically, I have an XML object which is pulling layout variables, and then those variables are being passed to another XML object which is sourcing some video thumbnails.And its actually working fine, but only after some tinkering. It seems that the passed variables have to be redifined in some fashion within the scope of the new function.It might be easier to explain with the code:
function makeGrid(backwidth, thumbHolderX, thumbHolderY, numCols, tSpacing) { trace(backwidth); trace(tSpacing);both trace just fine but (See spacing variable below)
I'm using swfObject to load my flash. I need to call a function or pass new variables into the flash file without it reloading. The user clicks on a button and the flash text needs to change. I have it working but it reloads the flash file and looks very choppy.
I was wondering how do you name variable in your class? I mean like i give function params and variables names like these:[code]Where the "i" would show the type and so on. So how do you name your variables to make it easier for you to work with them?
I have been using the flashvars from swfobject for a long time to pass info into my swf for specific outcomes. I am just starting to publish everything using flash player 10 and wasnt able to get my variable to be seen by the swf. maybe i was doing something incorrectly with this new file? but i then took code from my older files and they didnt work either... then i published down to flashplayer 9 and it worked perfectly... ???
i am using swfobject 2.2 and my code for passing the flashvar is
I'm having a bit of a problem with external vars and timing.I'm building a custom FLV player. In the parent HTML I have some boolean variables that I'm passing to the SWf, stuff like autoStart and loopPlayback.[code]The problem is that line gets executed before the external var gets in, I think. If I place a dummy var at the top of the AS then everything works fine. And the external var is definitely getting passed in, I have setup a check for that.I would need something like loadVars.onData ...but I'm not using loadVars, I wnat the vars to come in from the SWFObject HTML, or maybe a query string.
how to reference a variable that is on my main timeline into a class.Or I need to know how to pick up a variable from my php file (as in "myswf.swf?variable=3") into my class.This was all very easy to do in AS2.I just can't find out how to do it in AS3.
First off I don't understand classes, how to "call" or "initiate" them. I'm class ignorant.
I have two .fla files. One of my .fla files consist of 15+ .as files; we'll call this one XML editor. The other .fla file consists of 10+ .as files; we'll call it the interface.
The xmleditor.swf loads the interface.swf. Within the xmleditor.swf, a login screen appears and the enduser logs in as either a "user" or an "admin". The "user" or "admin" is stored in a public variable called "userType". The userType variable is created in one of the many xmleditor.fla .as files called Login.as.
Once logged in, xmleditor loads the interface.swf. interface.fla uses 10+ .as files. one is called nodeNames.as I need an if statement in nodeNames.as that is something like this:
if (Login.userType == "user"){ trace("do something"); }
I have the following FlashVars.as file but I have no idea what the steps are to make it work.
I have a bunch of variables in a class. There are situations when I want to set then to null/ "temp" etc as per a well defined logic. The challenge is to list out the variables at multiple places- tedious and error-prone.
would prefer a way to refer to these variables programatically and set something like "for all class variables- if variable ends in type, set as "not_set"; for other variables set as NaN How can I achieve this?
I'm trying to create an XML class to load some images on a stage, but my problem is that I can't access variables in my XML class(which I need to load the images) from the main timeline after I've created a new instance on the XML class.[code]...
I want to create a "release" method for my classes which will basically remove all event listeners and null any properties so that the garbage collector can do it's job. I would like to put this method in the base class which other classes will extend so that I don't need to manually write this method for each class.
Is it possible to run a for loop through all the properties of a class so I can null them without knowing what they are?
I've tried "flash.utils.describeType (this)" which will only give me public variables in the returned XML.