ActionScript 3.0 :: Super Simple Syntax To Do Different Things Depending On The Object Type
Mar 29, 2009
but i realize i do not know the syntax of what i want to do. So i have an event handler and i want to do different things depending on the object type. i could do
Is it possible to call a method in the super class of a super class? I tried the above and it doesn't work, unsurprisingly. Only way I've been able to do it is to store a reference to a super.someMethod in the super Class (eg. var superMethod: Function = super.someMethod) and call that instead. Seems reasonable and it works but wonder if there is an in-built method for doing this?
I want to attached simple object data type which is holding string to netstream object. i dont want to attached any audio video data. only simple text data want to add in netstream obj.
Lets say I have the following inheritance hierarchy: Code: Select allpackage { public class ClassA { protected function foo():void { // do something }}} package { public class ClassB extends ClassA { [Code] .....
Now this is all well and good, as the call to ClassC.foo() will propogate through the inheritance chain; C > B > A. But what if I want ClassC.foo() to call foo() that is in ClassA and bypass the method call in ClassB? I have tried the following:
* Cast the method to the super-class type I want to execute, but this does not work as intended. Code: Select all... override protected function foo():void { // do something related to Class C // call ClassA.foo ClassA(this).foo(); }
I'm making a platform game where all of my level components (ground, background etc.) are within an array called 'levelArray' so I can move all the elements the same amount at the same time. I'm just starting to implement my second level, and I need to change 'levelArray' to contain different level elements. I've tried to put an 'if' statement to change the definition of the variable:
I am trying to create a spark datagrid item renderer. This item renderer extends a checkbox, and implements IGridItemRenderer public class CellCheckBoxItemRenderer extends CheckBox implements IGridItemRenderer
When I implement IGridItemRenderer, I need to implement the interface methods, I am having a problem with the following methods:
Ok, so I'm making a Myst-type game as a simple first application, and one of the things I need this to do is not have the arrow change to a finger when over a manipulable object. How do I either tell the program to change a certain cursor to another in a given context, or to keep it at default even in situations where it would not be so (over a link, etc)?
This is probably a step beyond the questions I've asked so far in complexity but I'm sure you gurus are up to it. :)
I am trying to extend the new AutoComplete component from Adobe. In two different places I need to bypass the AutoComplete methods and get right at the ComboBox methods.
I was told that super.super.someMethod() works just like it does in Java. But I keep getting Compiler errors:1084: Syntax error: expecting identifier before super.Any suggestions other than just cutting and pasting the code and extending the AutoComplete superClass?
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
I've written the following method (in actionscript 3, it's a flash application) which returns what transformation type is required for the current mouse position in relation to a given element position.
An element can be moved, scaled and rotated. This method returns if any of these transformations are applicable with the given coordinates[code]...
1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.geom:Rectangle.I got this error coming from the bold words when I tried to use this AS2 code in my AS3 stage. I'm currently trying to convent an AS2 printing of DataGrid to AS3. [code].....
I'm in the beginning stages of trying to understand AS3.Flash is outputting these two errors:1118: Implicit coercion of a value with static type Object to a possibly unrelated type Function.1120: Access of undefined property event_obj.
How to make a kind of array that index things based on a object? but not being strict like dictionary.
What I mean: var a:Object = {a:3}; var b:Object = {a:3}; var dict:Dictionary = new Dictionary(); dict[a] = 'value for a'; // now I want to get the value for the last assignment var value = dict[b]; // value doesn't exits :s
How to make something like that. To not be to heavy as a lot of data will be flowing there. I have an idea to use the toString() method but I would have to make custom classes.. I would like something fast..
I keep getting the following error msg below I would be very happy if some knows the solution to this: Error Msg: 1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.events:Event Object A dispatches Event as:
how i can connect flash to php with a simple type in a name and submit it through flash..yes there is downloadable class's but i couldn't get them working and integrating together properly, can someone refer me to where i can learn a BASIC of it... i know brief php already.
at some point in the past, i believe soon after i got Flash CS5 and installed it, i started receiving the following error when clicking the "Check Syntax" button:
Warning: 5004: The file '/Applications/Adobe Flash CS5/Common/Configuration/ActionScript 3.0/FP9/playerglobal.swc', which is required for typechecking ActionScript 3.0, could not be found. You may need to reinstall Flash.
what's particularly annoying is that playerglobal.swc file is present in that FP9 directory. do i need to choose some arbitrary setting somewhere so Flash CS5 knows it's not 2008 and that i'm not deploying on Flash Player 9?
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()
In my subclass, I call "super()" after setting an object's data. Whenever you set the object's data, "super()" sets it back to null. Meanwhile, if I define arrays before "super()", they do not get reset.
I am currently learning the key fundamentals of as 3, so far i have the official Adobe Classroom as3 and lots of essential training videos as well as gaming tutorials (which i havn't had time to go through yet). But I was wondering if there are any tutorials or classes I could use in order to make a simple 16 x 16 drum sequencer or any other music type web app?
I have a game: The object circled is the amount of shots you have left. But it removes the last object in the array, so the last bullet, its hard to explain, I have 20 bullets, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20. The array is removing the 1 first. Well what I am saying is number 1 is actually number 20, so the array is doing nothing wrong, I did. But I am not sure how to reverse the order.
So [ its removing this one-> o o o o o o o o o o o o o o o o o o o] But [ --------------------------------- o o o o o o o o o o o o o o o o o o o <- I want it to remove this one]
The reason being is because the user cannot see how many they have left, so think angry birds, the amount of birds is displayed according to the amount there allowed, its to the left of the slingshot, like mine, every time the bird is shot, the rest of the birds shimmey towards the slingshot untill there is none left --- This is what I want, but have managed to confuse myself aswell as you most likely.
Here is my code, to generate and take awau my bullets/birds public function createShotIcons() { shotIcons = new Array(); for(var i:uint=0;i<20;i++) { var newShot:ShotIcon = new ShotIcon(); newShot.x = 200-i*15; newShot.y = 300; addChild(newShot); shotIcons.push(newShot); }} public function removeShotIcon() { removeChild(shotIcons.pop()); }
I have a button symbol on my stage that I want to change size depending on where the mouse is on stage. ie: the y position of the mouse will make the x and y scale change (the symbol should get smaller as the mouse moves up the page and larger as it moves down - as if it is getting closer or further away).
im building my site now and i want to have background of hexagons that get visible only when the mouse is at certain distance of them, so i found out that i have to use as3, ive read some tutorials and other post and i tried the following code that i found online:
stage.addEventListener(Event.ENTER_FRAME, showDistance); function showDistance(e:Event):void{ var distance:Number = (circle.x, mouseX, circle.y, mouseY);
I have an object named "Defer" that I need to access. That object only exists in frame 2 of a movie clip named: B2_mc. The other 4 frames of the movie clip B2_mc do not contain the "Defer" object. When I try to access "Defer" with the following code:
Defer.addEventListener(MouseEvent.CLICK, B2Redd); function B2Redd(event:MouseEvent):void{ B2_mc.gotoAndStop(4); }
The .swf doesn't run and the error message says I'm attempting to access an undefined property. I've never tried to access an object that wasn't on the stage, so I know my syntax is wrong for trying to access "Defer" since it's not on the stage. What's the correct syntax for drilling down to an object that may be buried deep somewhere?
I'm trying (and struggling) to get my head around AS3 and am building a flash webpage. I have 2 layers in the timeline, each containing a movie clip matching the page size with instance names backgroundDay and backgroundNight. What I'm wanting is for the background to change for the day and night, so that from 18:00 to 06:00 the alpha of backgroundDay becomes 0 to show backgroundNight behind.