I'm tryin to set the global focus to a specific class that already exists on the stage after I remove a popup dialog from the screen. I pass the name of the class that was on the stage before the popup dialog is shown by string to the popup class.So public function PopupMenu(pClass:String)after I remove the popup dialog, I want to restore focus back to the previous class so it can accept key events again.How would I set focus to an instance of an object on stage. Currently I have something like this:
Main.mainStage.focus = (InteractiveObject)(getDefinitionByName(prevClass));
but it returns this error: TypeError: Error #1034: Type Coercion failed: cannot convert com.cox::IdleScreen$ to flash.display.InteractiveObject.
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].....
My Sprite class keeps losing focus when I click with the mouse - specifically after the MOUSE_DOWN event (before the click is complete).
I have set mouseEnabled to false on the children, no change. I added a listener for FOCUS_OUT and noticed that the FocusEvent.relatedObject property is NULL, which is confusing me - doesn't that mean there is no new focus target, the focus is just getting lost?
The exact sequence of events I get, by tracing them, as I click:
i have a BasicMap.as that takes an Array and populates itself with the MC objects passed to it by a String reference.it inherits from Sprite, and so it just places the objects on its self.then i have a class that inherits from that class, and gives a little more functionality to it, but in order for it to do that, it needs to place the objects not on itself, but instead inside a holder Sprite, so here is my problem:
when i have this line active(the red one) it gives me automatic focus, so no clicking to be able to detect key input so i got that going for me which is nice BUT when i have it active(not commented out) i get this big yellow line which goes away when i click it(seeBelow)
I'm wondering (based on scoping rules) how I might do the following: I want to draw to a sprite that exists on the main stage in which I have a class instantiated.
So something like
public function MyClass(reference:String){ this.reference = reference; }
[Code]...
Would I use super() in this case, or what's the usual methodology?
I am trying to build a flip clock that utilizes filmstrip pngs. I have the main class instantiaing instances of the flipper class to hold the different number postions of the clock and then I want to tell the flipper instances to animate when the timer reaches a certain point in the main class. The problem is when I tell the flipper class to start animating I get a null value error from the flipper class.[code]Ok I guess writing it our helps figured out that the flipper wasn't through loading when I tried to call its properties, duh. Now can someone refresh my memory on how to broadcast an event to the Main class when the flipper class is done animating? I know I have to set bubbling to something but can't remeber exactly what it is. Also its not letting me create a singleton instance of the Main class in the Flipper class, I've done this before in other projects can someone tell me what I am missing on this one?
I have a class which subclasses Sprite (Class1). In this class I draw something on the stage. I have another class (Class2) that creates several instances of the first class (Class1) and places them on the stage. As I am creating the instances of Class1, I am adding an event listener for the CLICK event for each instance.When I click on any of the Class1 instances, I would like to execute a public function in Class1. However e.target is Sprite and I cannot conver it to type Class1.
Say I have an image that I loaded using a file loading class I wrote, but then I want to have another class be able to re-size the image anytime the browser is re-sized... can I do something like:
ActionScript Code: var _fileLoaded:FileLoaderClass; //this already contains a loaded image
I have a clas that inherits from sprite but i want to know when the x and y is set so i can make changes inside the instance, but i cant figure out how to do that...
i need it so that say if i set the x with the normal x property, it can set another variable or run a function.
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?
How do I reference MovieClips or Sprites created in the Document class from a custom class?[code]But I have a lot objects I want to reference so using the above method would take to long.I know I can do this to reference a MovieClip on the main stage from a custom class.[code]Would referencing the sprite created in the document class be similar?
i'd like to add all or most of my mouse events to stage, but in order to do that i need to be able to tell what is the type of the sprite being clicked.i've added two sprites to the display list, one of which is from a class called Square, the other from a class called Circle.
var mySquare:Sprite = new Square(); var myCircle:Sprite = new Circle(); addChild(mySquare);[code]...........
so far i know how to do is determine if it IS a sprite display object, but since i'll only be working with sprites i need something more specific.rather than checking "is Sprite", is there a way i can check "is Square" or "is Circle"?
Is there a way to add text programmatically in as3 to a Sprite or a MovieClip without using the class TextField
TextField inherits from InteractiveObject which is kind of heavy for what I want to do: just display text (i.e. I don't want to interact with the text).
Note: I'm aware that there is a property selectable to make the textfield not selectable. This is not the point.
For the life of me I can't work out why this script is not working: In the library are two movieclips: pink_sprite and green_sprite each of which has a attached class pinkSprite and greenSprite. These classes in turn are extenders of the hitTest.as class below.
Where does Sprite class under flash display package located?I find only flash display 'BitmapData' under AdobeAdobe Flash CS3enFirst RunClassesFP9flashdisplay
my current idea is that I'll have a sprite as a swf. This sprite has 2 dynamic colors (if you don't know what that is, imagine a sprite that has a color depending on which team he is in, something like that). So I'll have 3 clips on 3 layers.
- non colour - colour 1 - colour 2
thing is, I don't want it to be solid colours. (and i'm not the artist.) Am I heading in the right direction?
I'm trying to write a class which can spawn many instances of a given sprite. Something like.....
package { import flash.display.Sprite; public class particlePlane extends Sprite{ public function particlePlane(particleType:Object, ammount:uint, planeWidth:uint, planeHeight:uint) { trace("particlePlane: Populating with "+ammount+" "+particleType); for (var count = 1;count <= ammount; count++) {
i've only ever created external .as files that extended a class such as sprite. now i just want to create one that doesn't extend anything and call it from a frame script.
Now how is it that I can add the variable SPRITE which is a Sprite in the OBJECT_square class to the display list of MAIN class? I've tried addChild(SPRITE) and super.addChild(SPRITE). If everything works I should see a red square somewhere on the screen but right now its all blank, except for the text drawn in the MAIN class.
Basically I want it so i can just make a new OBJECT_square and it will draw itself without any more instructions from the MAIN class.