I am writing a class button that extends Sprite. I use graphic fill to draw button and then use addEventListener to add Tween to MouseOver event. Problem is:
1) If I use MOUSE_OVER event, the tween became sometimes corrupt when Mouse is INSIDE the button.
2)If I use ROLL_Over event, the tween became sometimes corrupt when Mouse is NEAR the button BUT ok WHEN mouse is far enough.
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?
I always don't call super() when I extends Sprite.But doesn't not calling super() cause any problem?Till now, I don't have any problem and I have never seen code which call super() in constructor which class extends Sprite. How about TextField? I don't have any problem about TextField, too. How to know whether I should call super() or not?
've tried calling constructor class from my main.fla, and it just doesn't work. The error when I try to instantiate the constructor is that it needs an argument... and since the class extends a Sprite.
PHP Code: public functionportGal():void { this._images = new Array();
I am new to AS3, as well as Flash in general, so forgive me if this seems highly elementary. All I am trying to do is create a custom class that extends the MovieClip class and contains a custom property of "marker". I want to be able to use and change the value of this custom property on the timeline for an instance of this class and have it behave just like any other (Ex: this.x ==> this.marker).
I followed the example from a previous question and I am loading an external swf using a loader and inside the loader event handler I am trying to cast the loader.content as my custom class PanelReferenceClip which extends MovieClip
When I publish I receive a this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Just to make sure and test that the swf location was correct and the swf was actually being loaded, I changed the type of the content to as MovieClip and it worked fine.
EDIT: I also wanted to add that these swfs are being stored locally and not being pulled across the internet, multiple networks or servers.
I am not sure if I did something quirky in my class so I am providing the source to my custom class PanelReferenceClip
If I have a Document class that extends MovieClip, and I want to use it as the basis for another Document class, is it possible to create a subclass that extends the main document class and use that for a different FLA?
For example,
fla1.fla has a document class of MyMainClass: public class MyMainClass extends MovieClip fla2.fla has a document class of MySubClass: public class MySubClass extends MyMainClass
I've tried, but now I'm getting errors that all of my variables that reference stage instances aren't being found.
i came across this problem and i have no clue why it's happening. basically, consider 2 nested movieclips on the stage, something like stage -> main -> filler. both movieclips have instance names (main and filler).
[Code].....
this throws an error 1119: Access of possibly undefined property filler through a reference with static type A. can anyone give me a hint on that, as it works with class A, but not B extending A? i understand it was meant to work?
I've got an app where numerous Sprite objects are being placed on the stage, and then when an event occurs (mouse click most likely) I want all the Sprites to move, independently, based upon an algorithm that each Sprite has. I can't get the Sprite objects to respond to the event; I get no errors.
Here's my Event class: package { import flash.events.Event; public class MyCustomEvent extends flash.events.Event { public static const CONTROL_TYPE:String = "moveThem"; [Code] .....
Basically I have lot of text fields that are rendered dynamically, and I want the user to be able to right click on one and edit it.
Is it good practise to use the right-click bring up custom menu on a sprite. And is the method guaranteed to work accross all browsers? Do mac mice have right mouse click buttons?
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And if not, what would be a good work around. Maybe bringing up a yahoo astra message box with the two options one for left mouse click, one for right click and edit text field?
Basiclally a simple thing, however i dont get an idea on how to solve this one:
Say I have a sprite which is already existing during runtime and at some certain point I want to attach some custom data to it, say, in a string.
How would I do that?
s:Sprite = new Sprite(); s["extra"] = .... gives me an error, so i got exactly that far till here.
s.name is already reserved for another string and for sure I thought about just adding a TextField with the string inside to it, like
s.addChild(myStringTf);
But I know there is a better way, I just cant find it. hasOwnProperty() just returns a boolean true in case i match the value already assigned to it, right? Isn't there a way to attach an annonymouse object to it?
I have a sprite A which has a child, sprite B.Sprite B has a variable, instance of class C which only extends EventDispatcherIn class C, I dispatch a custom Event. The eventlistener in sprite B reacts on the event.The same eventlistener in class A doesn't respond.If I dispatch the same custom event in the eventhandler in class / sprite B, this event is seen in class / sprite A.Is there a difference in events going through the displaylist and those who are from an EventDispatcher?
I am following this page to create a custom preloader extending Sprite to load an animation SWF, but it is not working (the animation SWF is not displaying): [URL]. I know the Animation.swf file is okay, because if I load it into the main app it displays and runs. The preloader works if an image is loaded by the preloader instead of the animation SWF. test.mxml (main app)
BTW, I typically have many more lines of ComboBox in the app to force the preloader to display, but limiting number of lines here.
I've made a simple package that creates a custom textfield and a circle sprite. pressing the circle sprite is supposed to update the textfield text with some sent string. The string is being sent by using a custom event. The problem is, for some reason the script never reaches the function that handles the custom event....why isn't the updateText event firing??
im currently workin on a game in my spare time and have come across a few problems. I've gone back to basics to figure out a redesign of my code using functions.
Here's my initial problem:
I have a button, which when pressed will shift a sprite 100px to the right. I wanted it so that everytime i pressed the button, the sprite moved a further 100px from it's stopped location. So basically if it's moving and you push the button again, it'll do nothing. It has to be stationary in order to move. At the moment my code shifts the sprite when the button is pressed, but it just keeps moving forever and doesn't stop
I'm going wrong with this? I'm trying to create a print button and a sprite, but nothing is showing up when I publish.n what I'm missing? Basically what I'm trying to do is create a coupon that can then be printed.
//_____PRINTING FUNCTION_____ var printContent:Sprite = new Sprite(); var printBtn:PrintBtn;
I have used AS2 for a while but the movie gets very slow when thousands of objects on the stage. I would like to turn to AS3 for better performance. My basic symbol is a MC consists of a button and a text field. Can I change it from Movie Clip to Sprite? I read a document that says "Sprites serve as containers that can be filled with shapes, images or text. "... Could someone tell me if the Sprite can also be the container for button?
Am I missing something or it is just flash? Well I have a PlayerVideo which extends Sprite and have 3 children:1. flash.media.Video2. flash.display.Sprite as PlayPause button3. flash.display.Sprite as MuteUnmute buttonThe thing is that when I have video attached to PlayerVideo, button mouse events are not working, when not Sprite buttons are working okHave anybody ever had something similar ? Mybee some workaround?I have tried wrap with MovieClips and Sprites, but it is the same effect,
I am trying to create a newspaper that consists of four pages. Each page i have created and are sitting in the library as sprites. Each page has buttons that need linking so that when pressed it loads the next page or page that i want. This is the part i am confused with =/ how do i make the buttons on each page load the next page (sprite) from the library? Basically i want to no how to make a button load a sprite from the library when clicked. Does anyone no the script for this?
This is a completely AS3 scripted, and dynamic project, meaning I cant use any assets from the library.
1 - This button is a mute. � Currently the loaded sound now fades in with a timer.� I want the button to over-ride any sound elements on the stage: the mp3 and later a flv movie as well.� In the below example the button only interferes with fade, and dosen't actually override it, after the fade - it dont do jack. � SoundMixer.stopAll(); will of course kill everything but I cant toggle this(can I?)
2 - The toggle button itself � I've loaded two png's into a sprite, and created a toggle button from them using an if statement. � Is this best practice? or would you recommend something else?� Perhaps SimpleButton?
ActionScript Code: var btmUpURL:String = "a_icn-1.png"; var btnDwnURL:String = "a_icn-0.png"; var btnLoader1:Loader = new Loader(); var btnLoader0:Loader = new Loader();
This is a completely AS3 scripted, and dynamic project, meaning I cant use any assets from the library.
1 - This button is a mute.
� Currently the loaded sound now fades in with a timer.� I want the button to over-ride any sound elements on the stage: the mp3 and later a flv movie as well.� In the below example the button only interferes with fade, and dosen't actually override it, after the fade - it dont do jack. � SoundMixer.stopAll(); will of course kill everything but I cant toggle this(can I?)
2 - The toggle button itself� I've loaded two png's into a sprite, and created a toggle button from them using an if statement. � Is this best practice? or would you recommend something else?� Perhaps SimpleButton?
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].....