ActionScript 3.0 :: Conflict With Imported Classes?
Sep 21, 2010
An unashamedly naive question, I'm afraid, from someone trying to get to grips with as3 classes... I have a movie clip (a car) on the stage that's linked, through the 'Class' field in the symbol properties dialogue box, to a class which allows it to move. This works fine, until I attempt to set up collision detection for a movieclip representing the track, by importing a CollisionDetection class; then, the car movement class does not appear to be imported at all. Neither does it appear to work when I include any import statement on the main movie's timeline.
Scenario:swf B compiles with class Vo in it and displays it's values swf A compiles with a revised version of Vo in it and loads swf B
Result: swf B shows swf A's revised Vo class properties and not the version it got compiled with even though nobody told swf B to change it's Vo properties.
Has anyone encountered these kinds of situations? How is everyone dealing with this?
[EDIT] Since the forums still seem to be broke, you can grab my sample files here. Compile B.fla and then change class Vo version property and you'll see when you compile A that B display's the new Vo version. Link to Files
when I write my own classes do I need to take care of the reserved keywords, or this doesnt matter?I usually do try to make my own names but sometimes I just cant think of anythinglike say I want to write my own URLLoader class:Code:public class URLLoader extends EventDispatcher {will this be a problem?
I am trying to create a new flash movie. I am using CS4, for publishing movie -> flash 8 - AS-> 3.0. My issue is if I publish the movie I receive the following complier errors - > ActionScript 2.0 class scripts may only define class or interface constructs. Attribute used outside class. The class or interface 'flash.net.URLVariables' could not be loaded. The class or interface 'flash.net.URLRequest' could not be loaded. The class or interface 'flash.net.URLLoader' could not be loaded. The class or interface 'flash.events.Event' could not be loaded. The class or interface 'flash.net.URLVariables' could not be loaded. ActionScript 2.0 class scripts may only define class or interface constructs. The class or interface 'URLVariables' could not be loaded. [Code] .....
Is it necessary to import the classes that an ancestor has already imported?Is there a keyword I could use so that the imports are implicit when I create an inherited class?
a few days ago i have started running across various errors and glitches in the app i am developing, and after a lot of time found out the following fact:
just as the title reads, flash started ignoring changes i make to classes i use, as if it has an internal cache of imported classes and refuses to check for changes. it notices when i remove class from directory, it notices when i comment out a whole function, BUT if i comment out the contents of all of the functions, leaving just their declarations, flash executes them "perfectly" well. where does it takes their contents from? how to delete the cache?
while trying to save a class at a certain point when i was dealing with this, i got a "sharing violation" error, that told me i cant save it.
I've been having this really annoying thing happen the past few days, that has happened before but not as frequently. I create a project in Flash Builder, import some classes, and then on occasion it keeps erasing those classes. So then I get errors in a lot of my datatypes, have to go back through my document and retype the datatype so that it reimports the class.
I am having an issue getting my custom made classes imported to the flash movie. It seems to ave a problem importing (or using) the class. Here is the as code I am attempting to use to import and call to a function inside of a class:[code]
There are a few things regarding best practices in ActionScript that I would like to know about:1. When a class uses other classes located in the same package, I know that it is not necessary to import them.But what is the best practice ? Should they be imported, just for the sake of clarity and order or is it recommended not to import them ?2. Is there a recommended order in which to arrange the imported classes ? I am just interested if there is a general idea regarding the order.Maybe display object classes before event classes, maybe event classes before component classes, and so on.3. Is there a recommended order in which to arrange the class properties and methods Regarding the properties, private, public, protected, constants. Regarding the methods, private, public, protected, getters, setters.Again, I am simply looking for best practices and recommended practices regarding these issues, I am aware that they are not essential to the code and that each person can choose to do different things.
If you have a Mac check this out:[URL] Notice that in IE the Flash just disappears when you mouseover the rollover images. Also note that the rollovers swap very slow. There is a conflict here I just can't figure out.
I have an image that grows on mouseover and shrinks on mouseout, and I'm using the following script for the events:
[code]...
The problem is that while the image is growing or shrinking,if the mouse is on the exact border it simultaneously gets stuck on both the mouseover and mouseout fuctions, resulting in seizure-inducing loop. Is there any way to ensure that a function completes once it's started, or some other way to avoid the simultaneous over/out condition?
I have two differnt flash elements on a new webpage we are working on. One is simply animated flames on a logo, the other is a burning image transition script I just bought.
[URL]
Why do the animated flames stop when the image transition occurs? How do I fix it?
I have an actionscript 3 based website that is loading font outlines dyncamically, from external font swfs, using a common technique.
... var FontLibrary:Class = e.target.applicationDomain.getDefinition("font") as Class; Font.registerFont(FontLibrary.fontClass);
Everything works fine until I attach assets from an swc containing text with the same font.At which point only the outlines from the swc are used. So for exampe, if the swc has a dyncamic TextField, containing the letters "abc" then only those letters will display in the website and not the entire alphabets that where previously loaded dyncamically from the font swf.
How can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
Code: soundTrack = new Sound(); soundTrack.attachSound("loop");
Im wanting to make a Movieclip budge when my mouse tries to go over it.Sort of a scattering effect.Say on my stage I have a movieclip, which contains a picture of a square.When my cursor goes near Square movieclip, it scatters, and reveals some text which is on the stage
I'm creating an application with an animated kid figure. All the kid symbols sit in a kidLibrary.Fla file, Each of these symbols have a class named "Kid" linked to it on its Properties >Base Class. This Kid class is responsible for setting the right color and hair type for each kid symbol instance. Every time i need to include one of these kid symbols i drag it to the current .fla file I'm working on. If I place only one kid symbol in the library of the file I'm working on, everything works fine!
Now here is the problem: When i place more than one kid symbol in the library, and then drag it to the stage, then one of the symbols works fine while the other one doesn't seem to access all the properties of the Kid base-class. The result is that only one symbol act perfect while the other one(s) not.
I'm an artist, not a developer, but I work with various media. I am so~so with AS3 and JS and a total noob with PHP and databases.Anyway, I am writing a Class based on keyboard events and I am finding that if the keys are hit too fast the triggered events don't complete.I'll explain further:I have a picture broken into parts (a red background here, a blue stroke there, and so on). Each one of these elements is a Library Object, and they are all set to alpha=0, and each one in turn, is tied to a key on the keyboard. When the key is struck, the picture element goes to alpha=1, plays a sound, and starts tweening back towards alpha=0.
Code: public class TypedImageV4 extends MovieClip { public function TypedImageV4() {
I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
The examples I'll use don't do anything - they're classes without ANY members - no variables, methods, anything.
Let's say I extends Sprite and call it MySprite.
I save it in test.core
[code]...
Now I create another custom class called MyWindow that extends MySprite.
I save it in test.windows
[code]...
Then I create another class that extends MyWindows (the example I'll use is a document class - but that doesn't matter - I've tested using an instance too).
[code]...
Notice that I'm not even trying to instantiate the helper classes - just having them there throws the error.
If there is only a single helper class, everything runs fine.
Also note that - as far as I can tell - this only happens when extending one class from another package, then extending that class with more than one helper object.I'm pretty sure there's no namespace bumps or typographical errors, as this is a very pared-down version of the original application.
EDIT: seems the problem exists even without the crossing packages - even extending MySprite in the document class with multiple internal classes generates this error.
I am creating a library in AS3. Inside the library I make use of a bunch of classes/packages that need not be exposed to the end user of my lib. I want to only expose one of these classes.
I guess my questions are:
1) How are libraries commonly distributed in AS3?
2) Is there a .jar equivalent in AS3 that developers can include, but will only have access/knowledge of the classes I've declared as public?
I have an actionscript project which uses visual symbols from an SWC. I have a CheckoutButton which has the following class associated with it (compiled into the SWC in Flash CS3).
What i'm trying to do is make a drag able square and use a different cursor that I made to do so. It worked fine until I added the code for the cursor.[code]...
the first code (which I put into a frame) is somehow in conflict with my document class.I get these error messages:
1046: Type was not found or was not a compile-time constant: URLRequest 1180: Call to a possible undefined method URLRequest. 1180: Call to a possibly undefined method navigateToURL
But when I only use that code and unlink the document class it works. So there must be somehow a conflict between the two, but I have no idea how to integrate this code into my document class -I already tried it but the error messages keep coming, probably I didn't do it right.
code in frame:
Actionscript Code: btn_contact.addEventListener(MouseEvent.CLICK, contactClickHandler);function contactClickHandler(event:MouseEvent):void { var url:URLRequest = new URLRequest("../Subpages/SubpageContact.html"); navigateToURL(url, "_top");}
I have a flash project that when published with the "Transparent Windowless" Window Mode setting under File, Publish Settings, under the HTML tab... the following Action Script 3 code causes the link to be blocked by the IE 7 and 8 pop-up blocker when I use the "_blank" target and embed the flash movie on my page in Dotnetnuke, however if I use the "_self" target the link opens fine in the same window. If I publish the Flash project using the "Window" Window Mode the link opens in a new window with the "_blank" target without a problem. I need the Transparent setting because I have a menu bar on my page the drops down over the Flash and the menu goes behind the Flash movie unless it is published using the transparent setting.
I have a hitTest on an enterFrame event that adds a movieClip.I then want the movie clip to be on a timer that changes it to another movieClip.As you can imagine, there is a conflict because the hitTest always finds the original Mc an so over-rides the timer.I know this is a logic problem but I cant seem to figure it out.I am pretty sure I am thinking about this the wrong way.here is some of the code:
//this is the hitTest this.addEventListener(Event.ENTER_FRAME,leftPillarHit); function leftPillarHit(ev:Event):void {
I got this website at work which I've just updated.It was working pretty well, yesterday I showed it to a friend.And it was working perfectly. This morning, I hear sound but all i get is a black screen.It works on every other browser (chrome, firefox, SeaMonkey, etc.) but in Internet Explorer, black screened.If anyone can,I need a quick solution, my bosses are freaking out and that is kindda out of my league as for "trouble shoot".Why something that was working not even 12 hours go goes awry on me today?
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?
Following on from an answer I gave here: AS 3 | Cloning Png image data
I knew that to get a transparent BitmapData Object it was necessary to specify a background color of black, but until I was called out on it I never bothered to check why. Having checked, I wonder if there is a reason I don't see for what seems like conflicting default arguments to the BitmapData constructor? First, here is the constructor as defined in the documentation:
public function BitmapData(width:int, height:int, transparent:Boolean = true, fillColor:uint = 0xFFFFFFFF)
the default value for transparency is true.Now consider what the docs say about the transparent parameter:
transparent:Boolean (default = true) — Specifies whether the bitmap image supports per-pixel transparency. The default value is true (transparent). To create a fully transparent bitmap, set the value of the transparent parameter to true and the value of the fillColor parameter to 0x00000000 (or to 0). Setting the transparent property to false can result in minor improvements in rendering performance.
It seems to say that this parameter is useless unless you set the fill color to black. So why then is the default fillColor value 0xFFFFFFFF?If a developer wants the performance gain of no alpha channel, it must be explicitly specified:
var bmd:BitmapData = new BitmapData(width,height,false);
And if a transparent BitmapData is required, that too must be explicitly specified:
var bmd:BitmapData = new BitmapData(width,height,true,0x000000);
So at no point can we rely on the shortest constructor form, without accepting a performance hit, and I can't understand why.Surely either the fillColor should default to black:
var bmd:BitmapData = new BitmapData(width,height); // transparent BitmapData
or transparency should default to false:
var bmd:BitmapData = new BitmapData(width,height); // faster, no-alpha BitmapData