ActionScript 3.0 :: Loading Classes CS4 - Movie Does Not Work
Jul 14, 2009
I have a movie that reads class files located in folder called 'src' and has been working once I changed the path to absolute. for some reason now my movie has decided not to work.
this is how I create the path:
Go to porperties and click 'Edit' then clicking the AS3 'settings'. I then go to the 'Source path' tab and click 'browse folder' icon to the folder of the classes. having done all this my movie still does not work.
I'm attempting to use the movieClipLoader to load a file onto an instance of a class derived from movieclip. For some reason, this doesn't seem to work, because after it successfully loads, the array that contains these derived class instances suddenly become movie clips and lose all their derived variables (tracing them resutls in 'undefined').So I thought there must be another way. Perhaps there is a way to copy the image data from one movie clip to another, or someone suggested taking a snap shot of the first movie clip and then applying it to the second as a bitmap.
I'm currently trying to learn about how to work with classes inAS3 and for the moment i'm stucked in ho i should do if i want to use several classes linked to the same .FLA-file.what i want is to have lets say 5 different classfiles that each should be connected to the same FLA-file and i also want to communicate between the classes theirselves..
I dont understand how extend workes.. when i extend a class,will it replce that class entery point or will a class that extends another have "two" entery points? And can i pass paramters to the extended class?
i have flash cs5 professional and adobe flash builder, SDK flex builder 4.0, publish with flash 10, and find that a simple "hello world" doesn't work. Dont output some message of error.What i do is create a new flash proyect save the fla file and then create a class where in the constructor i put the trace function with the message "hello world".I follow the instruction, and concepts, and understand everything, im not a new programmer i have experience with several lenguages.
I'm making a game which loads map .swfs at runtime. The maps will contain graphics and code, which can both vary from map to map. I've decided to make all the maps implement an interface, so they can all be used in the same way by the game. I'm using a .swc to contain the interface, like in this page.
I can get classes to work in the .swc, but not interfaces!
I'm using Flash cs5, and flashdevelop for editing, in AS3. Here's how I've been doing it:
1- create map.fla with a symbol called Map, and a Map.as:
I can't make the tween to work. I've tried hundreds of tutorials and such (and they are all basically the same), I even followed the troubleshooting section of this tut with no results.If I download any file with that same script it works, if I copypaste it and do the exact same thing it doesn't. Maybe is something very simple that I just can't see but this is driving me nuts.
Basically I have a class called player.as The symbol "Player" is the only linkage it has.[code]It is trying to make the player, a movieclip onscreen, with an instance name "Player", move with the arrow keys. Sadly it doesn't work.
i'm trying to learn about clases, and i tried to make an easy XML loader, but i gotta a problem with the attributes that doen't take the value i provide with the att variable. it shows me on the trace statement like undefined, and for example if i change the atrribute instead of being dynamic, to be static, it does work.
Code: class XMLS { function XMLS(Path:String, textfield:TextField, att:String, n:Number) { var miXML:XML = new XML();[code].....
I'm trying to use Greensock LoaderMax on a Starling Framework project, but since Starling have a lots of its own class, how I can make it work with other classes that is using the native class?
I have two ActionScript 3 projects, game(.swf) and minigame(.swf). At runtime the main game loads the minigame via Loader. I also have a shared library (SWC) of event classes, included by both, which minigame will need to dispatch and game will need to listen to.
First: Is this possible this way? Second: What will happen if I compile the minigame, then change the event classes so they're incompatible, then compile the main game. Will Flash crash when trying to load the minigame SWF? (I hope so)
Third: And what will happen if I change the event classes, but in a way that preserves interface-level compatibility?
I have a AS3 game with about 300 images to load. Method A) Now what I do in .net is load images required in each class e.g., Player class has 50 images to do with player movement and Enemy Class has 50 images to do with enemy movement. Method B) I have read in AS3 you usually load all the images in the game in 1 class and pass the array of images on to the relevant classes so player/enemy images are loaded in a load class and then pass on those images to the classes. Which method is best as I prefer method A?
AS3 says you need to load variables into a class?my variables look like this... (the whole point of playing around with variables was that if I had to make a change I could access one place and change them but now I realse that I can't access or call them outside the movie clip they are in.[code] The Wholesale price. A wholesaler is usually a big shed where goods are stored.
i have several custom classes which all contain Sprites.does the fact that each as file imports flash.display.Sprite increase file size?i would assume when compiling that flash is smart enough to just import each package once but i just want to make sure.an over simplified example (obviously in this example the over all effect is 0 but i am starting to have more and more custom classes so i want to know)say i have a simple class that extends sprite to include an index property.
public class NewSprite extends Sprite { public var index:int }
now if in my code i would like to have "Sprite"s and "NewSprite"s for my own benefit of keeping track of what needs an index but does it add to file size to import flash.graphics.Sprite twice or would i be better off just importing NewSprite.also if i add variables to a custom class but dont give them a value does it take up extra space - for instance if the above NewSprite had 99999 indices instead of 1 - i am assuming if each index has a value the NewSprite is much bigger, but if i leave each index null, does it still increase file size?
I am trying to load external classes into a document class and initialize the page by loading one of them (which loads xml and videos) I feel like I should be able to do this but have not found documentation on this. Below is the code i am using...
I have a flv player that seems to only work in IE and not FF?? The player works fine in the flash authoring environment. Since it does work in a browser, that eliminates its being a sandbox problem.
Does anyone know if flash loading js classes into the container browser memory?
I began with a class for a movie clip rollover function FigureRollOver. It works marvellously. Three things happen:
1) it loads XML from a file "mod1_fig1.xml" and uses another class, XMLMember, to retool the scoping of the XML so that I can get at it
2) an onload call inside of XMLMember calls the myOnLoad function and transfers the XML into an array.
3) so long as the array is finished building, rolling over a movie clip attaches a new movie clip with the rollover text in it.But I don't want all those functions in one because I need it to be more dynamic, starting with being able to load any old xml file instead of just "mod1_fig1.xml", plus it seems lik overbuilding to have all of that in one class, so I've separated out the loading of the XML and building of the array into its own class, FigureXMLLoader. FigureRollOver is then left to just attach the rollover with text in it, extracted from the array built by the new class.
Problem is, though the array builds inside FigureXMLLoader, I can't figure out how to make it available outside the class. I know that I'm constructing things in the wrong order, and that the array needs to be somehow built inside the class function to be available, but I can't figure out how to do that. A cruddy work-around is to put a function call at the end of the building of the array, which calls yet ANOTHER function on the main timeline of my .swf to put the array I've just built into a new variable.This works, but it's messy. It seems like I should be able to have one line of script in the .swf that generates an array on the main timeline (or just a public array) which I can then access from my FigureRollOver class:
var myRollOvers:Array = new FigureXMLLoader("mod1_fig1.xml");
Here is FigureXMLLoader (see comments in the code for more details) which obviously does not return an array as it is, because of all the working around I've had to do. Note the "testing" variable, which can be traced from the main timeline of the .swf, but I will get "not what I want" because of course the array hasn't been built yet, and never will be, inside of the declaration as it is. How do I get it in there so I can return an array?
I'm currently developing a game in flash and want to be able to divide up my .fla assets in a way that means artists can work on a game menu .fla in isolation from the game.fla and rest of the game code.If I could briefly explain how I've approached this so far, I would be extremelyMy project is setup like this:HighScoreMenu.fla -> document class HighScoreMenu extending GameMenu class.game.fla ->document class game.asgame.as class loads the published HighScoreMenu.swf and manipulates the menu i.e. animates on and off screen via inherited functions in the GameMenu class.
Now this seemed to work to begin with, until my code evolved and upon going to publish my HighScoreMenu.fla flash started complaining about symbols being used in Game.as that were in Game.fla... If I'm only publishing the HighScoreMenu which extends from GameMenu then why is it even looking to compile Game.as
There is a bad gap in my knowledge with Event Dispatch and Event architecture, and this problem proves it. I've been getting nowhere on this problem for two days, I've posted everything to my Flash site. Go here, please: [URL] Click on "Flash Banners" The two thumbnails represent two different classes. Each class is identical. Both are "extends Movie Clip" classes. Tweeners of various types control the hover and click methods. URL Loaders load the thumnails which I then wrap in MC's and make them buttonMode = true, etc. Hover and click to load the Banners on the thumbnails.
I can't send an event from the Eagle movie clip or the T2D movie clip to tell the other to fade out. Both Banner classes are instantiated through a separate Base class. I'm sure this has to be an Event Dispatch from one MC to another and that it can't be done by the Base class. how I can send an Event or Event Dispatch and what the code structure is so one movie clip can in one class can tell the other movie clip in the other class to disappear while it's neighbour is playing. I'm happy to post code or explain / clarify anything that's not clear.
I am making a movie that has classes. There is one MovieClip in the movie and it needs to have a blank base class, because one of the classes is a Dynamic.
Flash 4 keeps auto-filling in the base class: flash.display.MovieClip . How do I stop this from happening?
I have an external swf (sub.swf) that loads into my main swf. The external swf has buttons of its own...that I would like to use to load additional external swf's in its place. I click on the buttons and nothings happens.
My current code is as follows:
All of the following code is in my main.swf ================================ //Location where the external SWFs will load var Xpos:Number=18; var Ypos:Number=10;
[Code]...
External swf has no code except for a stop action.
I pieced this current code based on various articles I've found on the net.
Greetings. I've been doing this tutorial. [URL] And worked pretty well. In order to adapt to my needs i made it a movie with a drag and drop parameter to be loaded in another movie (with loadMovie or loadMovieNum). The problem is than the movie loads, drags but doesnt drops. Even i tried with the example movie and nothing happens.
I have a movie. In it are some buttons and a dynamic text field. When I press the buttons is should load text from a database into the dynamic text field. If I run the movie by itself (ie. not by LoadMovie()-ing it into a different movie) the dynamic text field gets filled with text and all is well and good. However, when I use LoadMovie() to load this very same movie into my main movie, the buttons no longer work; the text field stays empty.
I've got 100 instances of a particular class of MovieClip on my stage, and I'm trying to find a way to get functions that affect them all. The obvious way to do this is through their common class, but I'm having a lot of trouble finding out how to do it. Most of the tutorials I've found are about creating custom classes or creating new instances of classes. This isn't what I want to do, as I've already got all my instances on the stage already.
There are actually several things I want to use this for, but I'll just mention one for the sake of brevity.
I want to set the alpha of each MovieClip to 0 when I click on it. Here's the code I'm using for a single MovieClip at the moment:
ActionScript Code: boxcover1.addEventListener(MouseEvent.CLICK, removecover1); function removecover1(evt:MouseEvent):void{ boxcover1.alpha=0; }
While this works perfectly, it means I'm going to have to repeat it 99 times, once for each MovieClip, and later on I need to do some more complicated stuff with it that 99 copies would make near-impossible to pull off. I'm hoping that by using the class ('box_cover') I'll be able to have this apply to every MovieClip on the stage.
Im trying to create a class which can access a movie clip on stage. I've searched many forums/google cant seem to find the solution im after. If i have a movie clip on stage with instance name 'mc1' for example. how can i access this movie clip from a class im creating. Eventually id be able to access the movieclip via a dynamic name but need to get past this simple stage first.
I have created a simple class to change the color of a movie clip on the stage. The movie clip that I want to change the color of has 3 other movie clips nested inside of it. Here is the structure of the Movie Clip
Within a script, I move to a keyframe where a movie clip exists. The movie clip is attached to an Actionscript 2.0 class. Once the movie clip exists, I want to be able to give it some initialization settings, but it seems they are not available until the next frame. For example, let's say in a script I say: