But the function is not executed when supposed to. whats going on? btw. this is all i have done, i dont know if you have to do anything else, and i can't find any tutorials, that explain the basics ( they're all about custom events).
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).
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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'm having some troubles with the use of interface and inheritance in AS3. I've done lots of OOP in the past and what I'm trying to do seems obvious to me, but doesn't work in AS3. The question is : Is it possible to override a function that return an Object of class A, and make it return an Object of Class B which extends A ? It seems not to be possible, since I'm getting a signature error in Flash, when compiling. For example, the following set of class do not compile (the code in function definition doesn't matter):
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'm not really asking how. What I'm asking is, is it possible? And I ask because I thought it was not - certainly it didn't work in AS2 - and yet that's what I appear to have done. Am I going crazy? Structure: A SWF (#1) with a class NewActivity that extends class AActivity. Another SWF (#2) with a shared library of code in it, including AActivity. A third SWF (#3) which loads the library followed by SWF#1. Here's what happened: I didn't expect AActivity to be able to be shared. I mean, it should be compiled no matter what in SWF#1, as SWF#1 includes a class that extends AActivity. I had added some properties to the AActivity class, ran the project, and when SWF#3 tried to set those properties I was told they couldn't be applied. "Of course", I said, "I need to recompile SWF#1, because the code is now out of date. The version of the class there doesn't include these new properties.".
However, that didn't work. I got the same problem. Maybe, I thought, there's a definition conflict between SWF#1 and the library, so I removed the AActivity class from the shared library in SWF#2 for the time being. Only SWF#1 uses it, and it should already be compiled into SWF#1 as, like I said, it is extended by another class there. But when I ran the project, I was then told that the AActivity class could not be found at all! Looking at SWF#1 in a decompiler, there is in fact no mention of AActivity (I had up to this point assumed it was implied). So this left just one option: I needed to recompile the library in the first place, not SWF#1. I added AActivity back to the library, recompiled, and it worked.
To check I wasn't going crazy: I added a test property to the AActivity class and recompiled the library. The containing project - SWF#3 - then set this property on SWF#1, which had NOT been recompiled, and then read it back out. No errors. I should point out that the getting/setting of this property is done through an IActivity interface - AActivity is not being accidentally compiled into the main project (SWF#3), and the decompiler indicates this also. Am I going nuts? I really didn't think having a runtime shared super class was possible in any way. If it is, that opens up a whole new world of awesome, even though I've created this project on the basis of that being impossible.
I'm trying to load a RSL library into a flash animation developed with Flash CS5 IDE, that extends a custom class and implements an interface. I have reduced the problem to the simplest setup and find that I can have my main class extend another class or implement an interface, but not do both at the same time if I want to load an RSL.I have a very simple class to extend:
import flash.display.Sprite; public class MySprite extends Sprite {[ code]...........
but if I want both I get the VerifyError: Error #1014 with MySprite not found and ReferenceError: Error #1065.
I want to create a complete (and real) 2-dimensional array. In order to use a maximum of Adobe code, I want to use ListCollectionView which can manage sort and filters. But to use a second dimension, I need to override getProperty method, like following code.
In AS3, I'm trying to check whether an object is an instance of, or extends a particular class. Using something like if (object is ClassName) works fine if the object is an instance of ClassName but not if it's an instance of a class that extends ClassName.
Pseudo-code example:
class Foo {} class Bar extends Foo {} var object = new Bar();
Okay, actually it extends DisplayObjectContainer, but anyway...I want to be able to use this class in several different applications, even applying it to library items. It also overrides several of DisplayObject's methods, which is very important.Basically, it works (or will work) just fine extending DisplayObjectContainer, but how do I allow other classes that extend DisplayObjectContainer to use the features of my new class. For instance, here is how the class looks now:
Code: public class DockContainer extends DisplayObjectContainer { ... }
I'm trying to have a class that is an Object to hold details about the movieclip that it is attached to.
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and two others of this nature. I didn't think you had to declare the 'key' of the object as a variable before setting it in the Object. So my guess is that it is angry about the class itself, somehow. (syntax or the like)
I am trying to create an AS 3 class that extends DopDownList (Spark) but behaves differently than your classic DropDownList. The difference is that when a user selects an item from the list, he cannot just click on the item. The user must "mouse-down" on the item, drag it over to the right, then "mouse-up" and then the item will be selected. The purpose of this is to act like a safety feature so the user doesn't select the wrong item. I am new to AS 3 and I am stuck on how to do this. I've been playing around with different events and methods for the last few days, but to no avail. If anyone could give me an idea on how to implement.
Is there any way to get the name of the MovieClip that a class extends?Lets say I have an MC on stage called boxMC exported for AS using a class box which extends MovieClip.If I trace (this) within my class I will get the name of the class, if I trace (parent) I will get the name of the main MovieClip that boxMC sits within. So how can I target boxMC?Basically I want to be able to return the name of the MovieClip that the class is extending
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'm working on a Flash Lite 3.0 application using AS2 and I've created a class that extends MovieClip. The problem is that I'd like to dynamically add Child Movieclips using the addChild method... but it doesn't work, it gives me the following compiler error: "There is no method with the name 'addChild'". But I can call other MovieClip specific methods such as this.getNextHighestDepth()
heres a reduced version of my class:
class com.sck.DragList extends MovieClip { //Declarations private var placeHolder:MovieClip; private var listMask:MovieClip;
I am having trouble using inheritance, I made a class called newchars_2 that extends my class newchars and i get this error (newchars class extends movieclip): 1203: No default constructor found in baseclass newchars.
newchars_2.as: package { public class newchars_2 extends newchars { private var obj_no = 3; public function newchars_2() { //contructor class }}} And when I want to import this class do I import both the class's or just newchars_2 because it has all the functions inherited?
I'm having an issue using a class I've created as the base class for library symbols: I've created a class AvSkin which will act as the display for an instance of AvChild. It looks like this:
googled it and hardly found any answer(seriously)need a quick solution for this:- How to create object from class that extends MovieClipSay i have a class name MC
I can do removeChild(instance); to remove a class instance that I add with the addChild() method... How do I delete a class instance which I just did a new Class()?[code]...
I have a class called Player that extends Movieclip? Why wont my code to attach a movie clip work? Code: import GAME_CLASSES.*; Player1 = new Player() Player1.setName("BobZdog") Player1.attachMovie( "MainChar" , "Character1", 75) Player1._x = 100 Player1._y = 100 [Code] .....
I've built a class which extends MovieClip an works ok. In this class i'm creating some MCs.and this part works ok.Before i've built some prototypes which adds some methods to the MovieClip object I'd like to use these methods in the class i've created.
But using the include before the class statement throws an error during compile
How can i do to add the methods in the prototypes to my MCs in my class?
I've got a class (say ButtonBase) that extends MovieClip. ButtonBase has a method that names it ((this.)name = 'bb1') and adds it to the MainTimeline. Now I can see my extended ButtonBase MC on the MainTimeline. And if from a frame I write trace(this['bb1']), it returns an instance. The problem is that the instance is not recognized as an instance of ButtonBase. Suppose ButtonBase has another method, say testMethod(). Well, if I trace(this['bb1'].testMethod) from a frame on the mainTimeline, it returns undefined. If I trace(this['bb1'] is ButtonBase), > false I can attach a fla if you need it.
If I am not mistaken in order to dispatch a message from a class you need to extend EventDispatcher. What happens when you are already extended the class from a different class? Is there no way to dispatch messages?
I've recently started using the cache as bitmap switch on my on-stage movieclips, to great success, while creating my isometric RPG. What I can't grasp though, is how to apply it to AS-instantiated classes/object.How can I turn on cacheAsBitmap inside a class that extends movieclip? Alternatively, how can I do it from outside the class, from another class that adds mentioned movieclip to the stage?