ActionScript 3.0 :: Importing Fl Classes And The Asterisks Wildcard?
Dec 30, 2009I just had a weird issue occur. I had the following include statement:
Code:
import fl.transitions.*;
and when I tried to add a this Tween:
[code]....
I just had a weird issue occur. I had the following include statement:
Code:
import fl.transitions.*;
and when I tried to add a this Tween:
[code]....
I'm trying to import a class from a class that is located in another folder. How do you move up a directory? Using./ or ../ doesn't seem to work. Essentially I want to access a TweenLite Class but not from the document class. My class is at com/myName and the class I want to access is at com/TweenLite. import ../TweenLite doesn't work... I realize I could just copy and paste the entire Tweenlite folder again, but there's got to be a less duplicative way of doing this..
View 2 RepliesI am not sure how to import multiple classes into an AS3 class. Also I am bit confused on how "package" works now.[code]
View 2 RepliesI have a project that I want to import an external class (Caurina) I have the folder on my desktop and I'm trying to find out how to import and where in Flash do I do this. I got as far as looking for the folder in the publish settings tab (Mac)
View 3 RepliesI'm having some problems with importing classes in AS3. I'm kinda new to flash and programming in general. I searched on these forums and couldn't find anything in regards to importing an external class. I'm trying to import the tweener class and I used the code: import caurina.transitions.Tweener; on the first frame of the symbol I'm trying to load the class in. But I get a syntax error and an error that says "statement must appear within on/onclipevent handler".
View 2 RepliesVery basic question here: Are there any disadvantages to using the ".*" qualifier when stating our imports into ActionScript files.
In other words, is this only a compile-time directive or does this actually affect the footprint and performance of our final builds?
What is the difference between importing a class and extending a class, I know that when you extend you add all the properties/methods of that class to your own class, but I am still un sure of what this actually does for you and your program, I am pretty confused on the topic and I couldnt find the difference between the two on the internet, also how do you know which one of the two you need to do?
View 8 RepliesI am trying to import classes to no avail.
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I have 2 as3 files, which are the classes used . I have to use it with the main flash movie.. How will I include those as3 files without using document class..
View 4 RepliesI currently use actionscript 2 and the package Tweener to perform many of my animations etc. Essentially its a class for tweening items with code.
So it all works fine when my folder structure is like this:
- Myflash.fla
- Myswf.swf
- Folder called caurina which holds all of the Tweener classes.
And in my fla file I import the Tweener classes by calling the following lines of actionscript 2:
import caurina.transitions.*;
import caurina.transitions.properties.ColorShortcuts;
import caurina.transitions.properties.DisplayShortcuts;
import caurina.transitions.properties.FilterShortcuts;
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I'm having a problem with my preloader and importing Fuse classes.
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When I simulate download, the State is Frame 0 and it doesn't trace(amount) or scale the bar_mc until it is 100% loaded. If I remove the Fuse import, it works as it should. What is the best way to fix this problem? Is there a way to fix it? I'm continuing to search for a solution, but thought I'd ask the knowledgeable folks here first.
Right now in my 3D work folder I have a long list of demos and benchmarks all importing classes from my rumblesushi3D folder (package rumblesushi3D), which contains my entire 3D engine.
It's too long and cluttered, and now that I'm about to start work on my first game, I'd like to put all my publishable work into folders - such as demos, benchmarks, then a folder per game.
The files in these new folders now need to import classes from the same 3D engine that's now in the previous directory (rumblesushi3D).
The only alternative is to place a copy of my 3D engine folder in each folder, which I obviously don't want to do.
Say for example, you have a FLASH_WORK folder, in this folder there is a com folder with all the classes you use. All the document classes of your work are in FLASH_WORK, so the same folder depth as com obviously, and are not assigned a specific package.
If you put all these document classes into a folder called archive (created in FLASH_WORK) for example, is there any way to import the classes from the same com folder, now at a previous depth, without renaming ALL the classes in com to [URL]etc etc ?
I'm working through a tutorial to create an mp3 player in actionscript. When I delete my first 4 lines of code, the .swf still works great! I thought you needed to declare what classes you're importing for every object you create later on.
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.media.SoundChannel;
[Code]...
Flash, for whatever reason has completely stopped allowing my external files to communicate with one another. In order to confirm this I ran a few tests. I have two very simple actionscript files Main.as and TestDialog.as.
Main.as is as follows
Code:
package
{
import flash.display.MovieClip;[code]....
Every time i run my program it throws error 1180 method test possibly undefined.If i try and run the constructor function TestDialog() i get the incorrect number of arguments error.
i'm creating an application using AS3.0 and class files. in this application i have a MovieClip in the library i'm using that contains several symbols and configurable textfields and have already defined the functionality for these symbols. my question is, if i'm creating an application and through actionscript and i'm spawning instances of a symbol, do i have to define the functionality and initialize this symbol in the main application class?
specifics: i'm creating a panorama app with markers that are papervision3d planes. they use a movieClip texture that i've created and i want to configure textfields and display pictures that describe the info in the marker. i created a panoApp.as class file that configures the panorama. but i also have a marker.as class that defines the symbol's behavior. this movieclip has symbols in it it's stage that i've defined (ie: name_textfield, description_textfield, etc..) when i compile the project, the compiler errors saying that the variables/identified internal symbols are missing.
I'm currently working on a Flash platform game and I'm trying to make each level have its own class that defines a hitTest function (Each class is linked to the MovieClip of the level), which would allow the character to walk on the level. Whenever I try to import the subclass into the Document class, errors start popping up and it is driving me crazy (Error 1120: Access of undefined property)
Document Class (Class_Main.as):
package
{[code]....
I just started using flashdevelop and I have some problems with importing all classes.
1. I used export all classes to SWC file and I added it to the library in FD. How can I import instances placed on the stage without creating AS linkages? I don't want to export these instances for AS, because some of them are textfields. By making linkages I'm forced to transform them to Sprite or MovieClip (am I right?) and my methods connected to these object don't work anymore.
2. When I export my project in FD, I get error 1065: variable Main is not defined. Main is my document class. I made this class my entry in FD.
I'm trying to solve an Actionscript problem using E4X.I have an XML like this one:
<root>
<person firstname="john" lastname="doe" age="21" />
<person firstname="jayne" lastname="doe" age="35" />[code]....
I want to have just one function search() that takes three parameters (firstname, lastname, age) and return an XMLList. So the result could look like this:
var result:XMLList = xml..person.(@firstname == firstName && @lastname == lastName && @age == age );
But I don't want to use all three parameters all the time. I would like to have a function that uses a 'wilcard' if the parameter is NULL. So if the wildcard would be "*" the function could look like:
searchPerson( firstName:String ="*", lastName:String = "*" , age:String = "*") {...}
so that I would only pass 'John' for the firstName I'd get the first and the third node in return.
I can use the following code to load in a specific swf:
var clips:Array = ["001/001.swf"];
but how do I tell Flash to load whatever file is in the 001 folder without stipulating a specific filename?
I would like to use a switch statement i.e.
[Code].....
What I am trying to do is to say that the condition is if the name property has an A character in it and anything afterwards. Is this possible or am I nuts.
When declaring a variable to have an open datatype, is there any difference, especially a performance difference, between typing a variable as a "wildcard" (I'm not sure of the official name for this) and typing a variable as an Object?
var myVar:*;
var myVar:Object;
I have one file in a folder. I want to access that file but all I know is the extension. How would I link that file? At the moment, I have:
new URLRequest("music/*.mp3")
I have also tried various others such as:
new URLRequest("music/'*'.mp3")
new URLRequest("music/*.*")
When I put the actual link in such as:
new URLRequest("music/song.mp3")
It works perfectly fine, though.
Here is my crossdomain.xml:
HTML Code:
<?xml version="1.0"?>
<!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd">
<cross-domain-policy>
[code]....
I just wondered, what is the benefit of listing each class in imports separately instead of using a wildcard?[code]Is there any benefit at all?
View 3 RepliesHere is how I usually write the compile task:
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What I'm looking for is a way to compile the entire director of classes without having to specify each class. I'm sure there's already an option for that, but I couldn't figure out the exact syntax.
I am importing a picture in flash and i found out that there is a difference between importing to the stage, and importing to the library... [URL] I've placed both picture close of each other and if you look closely, you'll notice that one of them is losing some resolution. Both picture come from the same file, a png. The picture imported to the stage is sharper than the one imported to the library. is there a way to import that picture to the library without losing any resolution?
View 5 RepliesIs there any way to auto-import as3 classes (internal/intrinsic Flash Player classes at least) using Emacs ?
Looked for as3-mode and actionscript-mode but nothing working was found. as3-mode can import class if it is opened in buffer (but not *.mxml files)
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
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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).
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