If I have a Document class that extends MovieClip, and I want to use it as the basis for another Document class, is it possible to create a subclass that extends the main document class and use that for a different FLA?
For example,
fla1.fla has a document class of MyMainClass: public class MyMainClass extends MovieClip fla2.fla has a document class of MySubClass: public class MySubClass extends MyMainClass
I've tried, but now I'm getting errors that all of my variables that reference stage instances aren't being found.
I am new to AS3, as well as Flash in general, so forgive me if this seems highly elementary. All I am trying to do is create a custom class that extends the MovieClip class and contains a custom property of "marker". I want to be able to use and change the value of this custom property on the timeline for an instance of this class and have it behave just like any other (Ex: this.x ==> this.marker).
i came across this problem and i have no clue why it's happening. basically, consider 2 nested movieclips on the stage, something like stage -> main -> filler. both movieclips have instance names (main and filler).
[Code].....
this throws an error 1119: Access of possibly undefined property filler through a reference with static type A. can anyone give me a hint on that, as it works with class A, but not B extending A? i understand it was meant to work?
I followed the example from a previous question and I am loading an external swf using a loader and inside the loader event handler I am trying to cast the loader.content as my custom class PanelReferenceClip which extends MovieClip
When I publish I receive a this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Just to make sure and test that the swf location was correct and the swf was actually being loaded, I changed the type of the content to as MovieClip and it worked fine.
EDIT: I also wanted to add that these swfs are being stored locally and not being pulled across the internet, multiple networks or servers.
I am not sure if I did something quirky in my class so I am providing the source to my custom class PanelReferenceClip
Is there any way to get the name of the MovieClip that a class extends?Lets say I have an MC on stage called boxMC exported for AS using a class box which extends MovieClip.If I trace (this) within my class I will get the name of the class, if I trace (parent) I will get the name of the main MovieClip that boxMC sits within. So how can I target boxMC?Basically I want to be able to return the name of the MovieClip that the class is extending
I'm working on a Flash Lite 3.0 application using AS2 and I've created a class that extends MovieClip. The problem is that I'd like to dynamically add Child Movieclips using the addChild method... but it doesn't work, it gives me the following compiler error: "There is no method with the name 'addChild'". But I can call other MovieClip specific methods such as this.getNextHighestDepth()
heres a reduced version of my class:
class com.sck.DragList extends MovieClip { //Declarations private var placeHolder:MovieClip; private var listMask:MovieClip;
I am having trouble using inheritance, I made a class called newchars_2 that extends my class newchars and i get this error (newchars class extends movieclip): 1203: No default constructor found in baseclass newchars.
newchars_2.as: package { public class newchars_2 extends newchars { private var obj_no = 3; public function newchars_2() { //contructor class }}} And when I want to import this class do I import both the class's or just newchars_2 because it has all the functions inherited?
googled it and hardly found any answer(seriously)need a quick solution for this:- How to create object from class that extends MovieClipSay i have a class name MC
I have a class called Player that extends Movieclip? Why wont my code to attach a movie clip work? Code: import GAME_CLASSES.*; Player1 = new Player() Player1.setName("BobZdog") Player1.attachMovie( "MainChar" , "Character1", 75) Player1._x = 100 Player1._y = 100 [Code] .....
I've built a class which extends MovieClip an works ok. In this class i'm creating some MCs.and this part works ok.Before i've built some prototypes which adds some methods to the MovieClip object I'd like to use these methods in the class i've created.
But using the include before the class statement throws an error during compile
How can i do to add the methods in the prototypes to my MCs in my class?
I've got a class (say ButtonBase) that extends MovieClip. ButtonBase has a method that names it ((this.)name = 'bb1') and adds it to the MainTimeline. Now I can see my extended ButtonBase MC on the MainTimeline. And if from a frame I write trace(this['bb1']), it returns an instance. The problem is that the instance is not recognized as an instance of ButtonBase. Suppose ButtonBase has another method, say testMethod(). Well, if I trace(this['bb1'].testMethod) from a frame on the mainTimeline, it returns undefined. If I trace(this['bb1'] is ButtonBase), > false I can attach a fla if you need it.
I've recently started using the cache as bitmap switch on my on-stage movieclips, to great success, while creating my isometric RPG. What I can't grasp though, is how to apply it to AS-instantiated classes/object.How can I turn on cacheAsBitmap inside a class that extends movieclip? Alternatively, how can I do it from outside the class, from another class that adds mentioned movieclip to the stage?
I created a movieclip symbol and exported to actionscript, I created the .as file:
class BRIQUE extends MovieClip { function BRIQUE() {
[Code].....
"graphics" is an image imported on the stage inside my symbol, but it seems not to be accessible this way (I get an error), nevertheless it works this way in as3 then what is the right way in as2 ?
What I've done is I have an existing fla file I'm using on line, which I want to use a document class, something I've never done. The as file I have (using Alternativa 3D 7.8) extends movieclip - here's the basic structure:
package { import alternativa.engine3d.containers.ConflictContainer; import alternativa.engine3d.core.Camera3D; import alternativa.engine3d.core.View; etc. public class test5 extends MovieClip { private var container:ConflictContainer; private var cam:Camera3D; etc. public function test5() { // constructor code }}}
The thing is, it works fine when I use a blank fla (class named test5) but when I apply it to my existing fla - which uses a a mile of actionscript - all of my dynamic images dissappear and I'm left with the image from my as file (test5).
I'm not really asking how. What I'm asking is, is it possible? And I ask because I thought it was not - certainly it didn't work in AS2 - and yet that's what I appear to have done. Am I going crazy? Structure: A SWF (#1) with a class NewActivity that extends class AActivity. Another SWF (#2) with a shared library of code in it, including AActivity. A third SWF (#3) which loads the library followed by SWF#1. Here's what happened: I didn't expect AActivity to be able to be shared. I mean, it should be compiled no matter what in SWF#1, as SWF#1 includes a class that extends AActivity. I had added some properties to the AActivity class, ran the project, and when SWF#3 tried to set those properties I was told they couldn't be applied. "Of course", I said, "I need to recompile SWF#1, because the code is now out of date. The version of the class there doesn't include these new properties.".
However, that didn't work. I got the same problem. Maybe, I thought, there's a definition conflict between SWF#1 and the library, so I removed the AActivity class from the shared library in SWF#2 for the time being. Only SWF#1 uses it, and it should already be compiled into SWF#1 as, like I said, it is extended by another class there. But when I ran the project, I was then told that the AActivity class could not be found at all! Looking at SWF#1 in a decompiler, there is in fact no mention of AActivity (I had up to this point assumed it was implied). So this left just one option: I needed to recompile the library in the first place, not SWF#1. I added AActivity back to the library, recompiled, and it worked.
To check I wasn't going crazy: I added a test property to the AActivity class and recompiled the library. The containing project - SWF#3 - then set this property on SWF#1, which had NOT been recompiled, and then read it back out. No errors. I should point out that the getting/setting of this property is done through an IActivity interface - AActivity is not being accidentally compiled into the main project (SWF#3), and the decompiler indicates this also. Am I going nuts? I really didn't think having a runtime shared super class was possible in any way. If it is, that opens up a whole new world of awesome, even though I've created this project on the basis of that being impossible.
I'm trying to load a RSL library into a flash animation developed with Flash CS5 IDE, that extends a custom class and implements an interface. I have reduced the problem to the simplest setup and find that I can have my main class extend another class or implement an interface, but not do both at the same time if I want to load an RSL.I have a very simple class to extend:
import flash.display.Sprite; public class MySprite extends Sprite {[ code]...........
but if I want both I get the VerifyError: Error #1014 with MySprite not found and ReferenceError: Error #1065.
I was just wondering if there is any easy way to extend the MovieClip class itself, without making a new class? I'd like it to be equivalent to using MovieClip.prototype ... or should I just use prototype?
I want to create a complete (and real) 2-dimensional array. In order to use a maximum of Adobe code, I want to use ListCollectionView which can manage sort and filters. But to use a second dimension, I need to override getProperty method, like following code.
In AS3, I'm trying to check whether an object is an instance of, or extends a particular class. Using something like if (object is ClassName) works fine if the object is an instance of ClassName but not if it's an instance of a class that extends ClassName.
Pseudo-code example:
class Foo {} class Bar extends Foo {} var object = new Bar();
I have a custom class being constructed from my main class. In the custom class it has another custom class that is passed in as a parameter. I would like to strictly type the parameter variable but when I do, 'the type is not a compile type constant etc'.This, I understand, is because the custom class used as a parameter has not yet been constructed.It all works when I use the variable type ( * ) to type the parameter.I suspect this is a design flaw, in that I am using an incorrect design pattern.It is actually hand-me-down code, having received a large project from someone else who is not entirely familiar with oop concepts and design patterns.
I have considered using a dummy constructor for the parametered class in my main class but the passed in class also takes a custom class (itself with a parametered constructor). I am considering using ... (rest) so that the custom classes' parameters are optional.Is there any other way to control the order of construction of classes? Would the rest variables work?edit)in main.as within the constructor or another function
var parameter1:customclass2; customclass1(parameter1); in customclass1 constructor:
I'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):
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;