ActionScript 3.0 :: Make Self Destruct Function For Class Object?
Feb 6, 2010How can i make a self destruct function for class object?[code]
View 3 RepliesHow can i make a self destruct function for class object?[code]
View 3 RepliesI'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):
[Code].....
If I have three classes:
public class Example {
public function Example () {
}[code]............
You can see that the two last classes extend the first one, and both have the 'variable' property. In case that I have an instance of Example and I am sure it is also an ExtendedExample OR AnotherExtendedExample instance, is there some way to access the 'variable' property? Something like
function functionThatReceivesAnExtendedExample (ex:Example):void {
if(some condition that I may need) {
ex.func()
im creating multiple objects (the number is dynamic)they move randomly, but i want dont want them to be able to pass thru each other.i'm having dificulty on writing the hitTextObject code because I dont know how to refer the other objects.[code]
View 5 RepliesThe following is that long only because I gave examples of what I want to know, not because it is complex .I have three basic questions regarding AS 3.0 classes.
1. How can I make a class object interact with an object on stage?
For example, when I have a square (mc_Square) with class "square" attached to it and I want it to trace "Colliding!" and print the X and Y of the mc_Box on contact with an on-stage *hollow* box (mc_Box) that has no class attached to it.how to do it vice-versa would also be awesome .
2. How can I make a class object interact with the same class object? For example, when I have two squares (mc_Square) that both have the class "square" attached to it and when they collide, it prints the X and Y of both of them.
3. How can I make a class object interact with a different class object?
For example, when I have two squares mc_Square1 with class "square1 (that also has a variable Primary=true written in it)" and a mc_Square2 with class "square2"; When they collide, the one with Primary=true would be removed and it's X,Y position traced.
I keep getting this error #2007 i want to parse the stage and pass a bullet object to a class function that function is called every ENTER_FRAME in the class itself
because the bullet object is added to the stage and on the bullet, there is a event listener to call a function in a class every ENTER_FRAME
but now i want to delete this bullet as it leaves the screen on the top because bullets in this game can only fly upward.
this is some of the code so far in the class itself:
ActionScript Code:
package classes {
import flash.media.Sound;
[Code].....
What's the code to make a movieclip delete itself?
View 1 RepliesWhat's the code to make a movieclip delete itself?
View 1 RepliesI am still quite new to AS3, but trying to learn the essentials. What I have trouble with is this:I have a box on the stage (or frame 1 in timeline). Inside this box I made a dynamic textfield. I made a movieclip of these two together and called it watch (instance name). Also exported to actionscript with name of the class StopWatch. Now, in actions in the timeline I do this:
Code:
import classes.stopwatch.StopWatch;
var atch:StopWatch = new StopWatch();
[code].....
how i can make this class into an onclick function? the class below - triggers a javascript function in defined in the html page the swf sits in...this is the full class:
PHP Code:
package{
import flash.display.*;
import flash.events.*;
[code]....
how do i rewrite that class? i've tried the obvious but get a lot errors about public functions etc...
I have two questions.First: I created this class, which supposed to create sort of 3D cube
Code:
package
{
[code].....
I have an object and would like to call a function from it, which the way I am trying to do it, does not seem to work. Here is what I have:
Code:
private function setTimer():Void
{
[code]......
I'll try to make this as clear as possible. Let's say i have 4 "classes".
[Code]...
Let's say now i use a loop to create 8 obj. I'd like to assign a class to each obj in function of an array like : array = [class1, class2, class1, class3, class2, class4... ] so obj0 class' should be array[0]
Some of the top level classes can be instantiated as well as called as a function (e.x. new Number() and Number(), new Boolean() and Boolean(), new Array() and Array()).
Usually this is used for type conversion or as a shortcut for instantiation. I would like to be able to do the same thing:
[Code]...
What I wanted to do originally was to create a logging class to interact with Flash/JavaScript, and be cross-browser compatible. I wanted to be able to use the log function as an alias of a method in the log class. This got me to wondering whether I could implement a custom casting function just because. I've now realized it's not possible, but was fun to play with anyway.
How to create object from class that extends MovieClip
Say i have a class name MC
Code:
package {
import flash.display.MovieClip;
[Code]......
why it can't make any object since it is a MovieClip?
new to ActionScript 3 and while I'm trying to write as "clean" code as possible (creating various custom classes instead of everything in the document class for example), sometimes I stumble upon behaviors that would not arise if I had put everything in the same place.I have a project which involves fireworks which is working fine, but I'd like to add a smoke trail to the rockets (a custom class rocket object) and so far I can't get it done.
So I will ask my question first: what methodology do you use in general when you want to make a custom class object leave a trail of particles behind it? Do you include the trail generation in the class? in a separate class? on the document class?what I've been doing (and what I feel is the "cleanest" and most reusable way to do it) is to put the trail generation in the custom class rocket object. This object is just composed of some graphics and the function that generates the particles(which are another custom class).The actual handling of the firing and the movement of the rocket is done by the document class.So the problem I'm having is that when I generate a particle on a frame, if I add it to the rocket object, it follows it (local coordinates), and if I add it to the stage then I can't remove it from within the rocket object...
Is there a way to make an static method act over an object of its class that is already on the stage, without using the keyword "this"? I mean, like "generic object of this class: do what I'm telling you to do, wathever your instance name".My goal is to create an method that get called by any object of this class, based on the changing on the value of an external variable, but since I cannot use the "this" keyword to reffer to each instance, I could not figure out a solution.
View 1 RepliesI'm making a game where little parcels appear and if they aren't dragged to the correct zone within 5 seconds, they disappear and the player loses points. The problem i'm having is that i'm generating the movieclip parcel objects as follows:
[Code]...
currentParcel is 1 of 3 (randomly selected) movieclip names (redParcel, yellowParcel and orangeParcel).
What I need to do is add some code to say "after a movieclip has been generated...if it is still here in 5 seconds time. It sounds simple but I can't figure it out for the life of me! I've tried setInterval with something like: timedProcess = setInterval(timeCheck, 5000);
but how can I pass the actual movieclip "handle" along with the function so that timeCheck knows which movieclip to delete?
how do use a function from a doc class.... to call a function to work on in
[Code]...
I have a class CoverPoint extends Pointwith some extra function.except for that ther is no difference. I would like to use the functions of Point with a return value of Point, to calculate those CoverPoints.Can i turn the return value into CoverPoint (since all the vars are the same, there shouldn't be a problem with that, right?), so that it can be stored in my var cP:CoverPoint;
View 2 RepliesLet's say I have a Custom Event Class, and it has several Event types stored in static Constant:
[Code]...
Is there an easy way to validate that the type passed to the Constructor is one of the Static Constants of the Class, without having to check it against each value?
is it possible to write a function to move an object and then call that function on a clip event for instance
function (bounce){
script;
script;
}
and then call it by saying
on(mouseOver){
this.bounce;
}
package{
public class Character{
protected var _hp:uint = 50; //Character Health Points
protected var _power:uint = 5; //Damage dealt
[Code].....
I`m instancing a Character and a Player in the Main Timeline, all in frame 1.
When I use: ""player.attack(character)"" it works fine by itself.
So I added the if (defender._hp <= 0) this.win() which gives me the following error:
1061: Call to a possibly undefined method win through a reference with static type Character.
"defender" is a Character instance, "this" is a Player instance and "win()" is a Player method. I try to call the Player method inside a Character method using the Player instance adding the "." and his method name
Do I really need to define the win() function in the Character class? Is there a bypass to use a subclass method in a parent class method if it`s called from an instance of the subclass?
I was wondering why my current code for calling a setInterval on a function doesn't work inside my class.I have this code inside one function, calling a second function.
intID = setInterval(selfReferential, dupe, 30, 0x000000);
The selfReferential keyword refers to the current class,but was defined previously (selfReferential = this; ).I get no errors, but the dupe() function is never called.and I had the selfReferential variable replaced with the this keyword at one point as well.
I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package
{
public class PER
{
[Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
I have an object which is assigned a number of properties:
var project_array:Array = [];
var slideObject:Object = {
project_title : myXML.projects.project[i].title.toUpperCase(),
[Code].....
but I'm not quite sure where to place this. If I place it outside of the object constructor, I get "term is undefined", I guess because it doesn't know what project_clips_array is - but if I declare project_clips_array in the constructor, it appears to need to be defined, i.e. I can't create a blank property. But I can't place it in the constructor either, because it doesn't seem to allow me to run a function within an object constructor. What is the proper syntax or arrangement of code for executing this function to get the array within the object?
Alright, I've looked online at a bunch of different collision tutorials but they don't explain what I'm looking for. I want object A to hit object B and then execute a function via to a Event listener.
View 1 RepliesI'm not sure that I'm on the right track here. I've got what is essentially a 'gateway' movieclip and depending on the CLICK a corresponding movieclip (form) is loaded -- these all being in their own AS file. There are multiple corresponding pages that will all load/close in their own fashion but the 'gateway' will reload in it's own function-- consequently, I have this function on the main_AS. Can I trigger this function from the sub class or do I need to move the 'reload' function to a 'reload' class.
View 2 RepliesI've been searching around trying to work this out for a while now. There's been various ideas popping up, like dispatchEvent etc but nothing that seems to be a clear, simple way of doing this.What I'm trying to do is call a function from a class seperate (but in the same folder as) my document class.Specifically, I want to 'spawn' an object and run a function within that object's class from my Main.as.The snippet I have at the moment is as follows;
In Main.as:
var object:class_Object = new class_Object();
object.spawn();
[code].....
How can I run function of the main document class from a class of a MovieClip? I usually just used MovieClip(parent).function(), but now my MovieClip has another parent. Or what do I have to pass to the MovieClip class when creating the MovieClip to acess the main document class?
View 9 Replies