ActionScript 3.0 :: Setting Vars In Instantiated Mc's
Oct 29, 2010
I use this to create new instances of a movieclip:[code]However, when duplicating the movie clip, another movie clip is also duplicated with a var referencing the first duplicated movie clip:[code]The var myurl in souce_mc is empty!
i have three mc's that look like cd's Three instances of the same movie clip. they go into a player onRelease. do any of you know how to do this... if i click on a cd it looks if any other cd's are clicked. if anyof them are clicked then it tells them to gotoAndPlay (thisKeyFrame) in that cd movie clip(which would be a simple tween and will look like the cd comes back out).
i tried setting variables in the cdMovie clip like on the first frame onValue="no" but once it goes in and stops the onValue="yes". and then i had AS on each cd looking if the onValue variable is yes or no in each one of them. but for some reason it can't read it? Do you know what i should do? maybe create an object or something for each button?
I have three mc's that look like cd's Three instances of the same movie clip. They go into a player onRelease. If I click on a cd it looks if any other cd's are clicked. If any of them are clicked then it tells them to gotoAndPlay (thisKeyFrame) in that cd movie clip (which would be a simple tween and will look like the cd comes back out). I tried setting variables in the cdMovie clip like on the first frame onValue="no" but once it goes in and stops the onValue="yes". And then I had AS on each cd looking if the onValue variable is yes or no in each one of them.
I have an MC instantiated as "menu", and inside "menu" there are MCs instantiated with the names of their pages. I'm trying to define a function for each of these MCs on the main timeline and what I did was as follows (party is the name of one of those MCs that are inside the MC menu):
I usually use if(object!=null) but it doesn't work well.
How can I verify if the class is instantiated. I want to get rid of the 'cannot access a property of a null object or reference'.
I mean, the 'var object:Object;' is just a reference to an Object class instance. When i initialize it with 'object = new Object()' it runs the code in the constructor, initializing it. How can I check if it has been initialized or not.
I've been struggling with this for almost a day now and I can't seem to find the problem. I'm making an instantiated FLV playback class in actionscript 2, but it just doesn't play the video
Here's the code, if I uncomment the camera parts and attach _cam instead of _stream it will show the camera feed, it just won't play my movie (and I get no errors whatsoever).
Im trying to get the value of the textWidth property in class Main from a text field created in an instantiated class Label. When I trace the value from within the Label class I have access to the values. I'm trying to use a get function to pass the value to the main class.[code]
var pic:Picture = new Picture; // custom dynamic class with a method called onLoadPIc pic.onLoadPIc = onLoadMe; i'm trying to change the method of my custom class on the fly for this instance...
I had more success rendering the gray box if i make a method in the Canvas class that renders it, but is it possible to do it from the constructor, is that even advisable? I'm somewhat an OOP noob, i don't completely understand where everything should go.
I'm facing problem regarding dynamic texts. My dynamic text is placed on the stage and instantiated. I'm setting the text value in AS by using textname.text = smthing... Initially it was showing the correct result on testing the movie clip.. But after few runs it started showing garbage values... When i traced the value, trace showed the correct result but not displayed properly on the dynamic text..I then deleted and recreated the texts.. After some trials od deleting and reinserting it started working fine.. But soon the problem creeped in.
I have this class called Main. And inside this Main class I have a method that I'd like to call from a the main timeline.
So on the main timeline I have instatiate the Main class like this:
var mainClass:Class = flash.utils.getDefinitionByName("Main") as Class; var main:Sprite = new mainClass(this, mc1_mc, mc2_mc); addChild(main);
Then on the frame after that, I try to access a function inside that Class like this:
main.prepareGame();
But I get this error:
Scene 1, Layer 'Layer 2', Frame 3, Line 61061: Call to a possibly undefined method prepareGame through a reference with static type flash.display:Sprite.
I'm very confused. When I instantiate a class, I'm assuming that the object is reset to its default variable values. Not so. Consider this:
Code: class ClassTest extends MovieClip{ var arr:Array = new Array(); function ClassTest(){
[Code].....
...even if the two objects have different instance names! It's as if it is making my arr variable static by default, and not resetting it to a new array in the second instance. How do I get around this? Do I need to somehow have this code instantiate itself with something like "this = new ClassTest();"
h1. I have a Class (let's call it "Button") that is linked to a library item (a movieclip) which I have on the stage
2. Now this Button class, when clicked will produce an alert in the form of another class (let's call it "Alert").
3. There are two critical things in the way I want this to work:
A) I want Alert to be a child of the main stage, not the Button class
B) I want Alert to take care of adding itself to the display list, not have Button add it.
So in a nutshell, I want to call Alert like this:new Alert("Hello, Kirupa Forums!");
The Alert class needs to draw the shape (check), add the text (check), add itself to the display list (how? if I try to access "stage" I get a null reference, though I don't know why), and destroy itself (I'll burn that bridge when I get to it).
I've created an AlertBox component by doing the following:1) Create new fla fil2) Create shape and convert to movieclip on stage3) Name new movieclip AlertBox in movieclip properties4) Add custom class path in Properties -> Linkage dialog box and Component Definition dialog box:com.company.ui.AlertBox;4) Checked export in first frame box5) To test this stage: Export as SWC file6) Place SWC in components directory7) Create new test fla file
What I'd like to do is add an event listener to a class instantiated by my document class that listens for different key presses. So far I can't use stage.addeventListener or I get the null object error so my question is:
a: how do i add an event listener to the stage from another class and b: is it even necessary to add it to the stage , can I listen from that class?
I have a simple component I created which I instantiate in my main program like so:[code]I receive the error "Cannot access a property or method of a null object reference" on the second line because newMessage was not fully created prior to hitting the second line of code trying to set my "body" textarea's text. I know I can build a "creationComplete" event handler, but isn't there a simpler way to do this?
Essentially this is what I want to accomplish, however it doesn't work like this. Is there any solution: - The problem is I can't dynamically name a new object..
import views.printingView; public function initComponent(o:Array):void{ SomeObject::Array = o;
I am loading a swf, "ImageEdit" into another swf, "Shell". I instantiate ImageEdit with
var ClassReference:Class=imageEditApplicationDomain.getDefinition("ImageEdit") as Class; var instance:MovieClip=new ClassReference(); However, I get an error:
I have an XML file which has info about projects for my portfolio, there are 7 of them at the moment. I'm trying to have a preloader animation show up in place of every portfolio image before it's shown on stage. The problem is that there are 14 of those preloaders being instantiated rather than 7!! How could that be possible? Check out my code:
I have a mc in my library called SimpleButton and in the class path for that mc I have the path to my class: com.company.ui.buttons.SimpleButton.
But when I try to instantiate the symbol using the following code, it does not appear on the stage.
Code: var simpleButton = new SimpleButton(); addChild(simpleButton);
The code works fine when the mc class path is just SimpleButton, the symbol is added to the stage. However when I try to use my own class, the base class disappears from the linkage box in the mc properties dialog and the symbol does not appear on the stage.
i was trying to mess around with flash and I was hoping I would use TweenMax to scale up a rectangle (instantiated as rect) on mouse over, and then once it is scaled up I wanted to load an swf file to its center (the swf is called CircularPreloader.swf which is a fake preloader, just for messing around porpuse). Well, I tried but it didn't work cuz I kept getting this
error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at scaleUp_fla::MainTimeline/frame1()
It does not matter where I declare the var __w:Who in the constructor, as a class var or in another function entirely. The whole thing still operates normally but it's irritating not being able to set my stage.align=StageAlign.TOP_LEFT; in the constructor.... I am guessing it is something in my Who class because it does not happen if I declare any other vars the constructor in Who pretty basic:
I've got an object declared and instantiated in my Flex application's singular MXML file: public var CDN:CDNClass = new CDNClass; I would like to access this same CDN object (and its public methods and properties) in another class declared in a separate .as file as such:
[Code]...
But when I try to access the public method parsePlayList in the CDN object in a method in the class defined in the .as file, I get the following error: Access of undefined property CDN The reason I want to do this is to break up the logic of my application into multiple AS files and have minimal MXML files, probably only one.
I have a class that instantiates a movieclip from the library, eg: myBar:MovieClip = level0.AttachMovie("debugbar", "debugbar_mc", 999);
myBar is an instance variable in the class.
Now the important part - debugbar in the library is a movieclip that contains some components - buttons and textInputs. The problem comes when trying to access these components.
I would have thought that this would work: myBar.input_txt.text = "hello";
in order to set the text of "input_txt", the instance name of a TextInput component on the timeline of the movie clip (frame 1 of a 1 frame mc).
This does not work. Infact, I cannot access any specific "component" properties - they come back undefined. I cannot added event handlers for the component events either.
I can however set and retrieve MovieClip properties for the "input_txt", such as _x. However there is one added strange thing with this too - setting _visible to false doesn't seem to work (however perhaps a component by default overrides this).
I tried casting it to a component, such as: var temp:TextInput = TextInput(myBar.input_txt); trace(temp);
which gave "temp" as null. Without casting, it gives the path to correctly.
It almost seems like the components are somehow broken when trying to access them this way - or that they cannot be accessed this way?
The thing is, I was able to access all of this before, when the code to do it was placed on the timeline (frame 1, the only frame) of the debugbar itself, where the components were placed at authortime.
I need to have it in a class though, as I need to pass in certain objects that need to be accessed by the mc. I am rather baffled as to why all this doesn't work.
I have a class with constructor and overloaded methods in it. When i try to import that class using blazeds i get an error saying [RPC Fault faultString="Unable to create a new instance of type 'some class'." faultCode="Server.ResourceUnavailable" faultDetail="Types cannot be instantiated without a public, no arguments constructor."] How to import class having overloaded methods using blazeds