So I am trying to add a variable from my library to the stage. My variable is a chunk of text saved as a movie clip titled KatText. The issue is I can add it straight onto the stage via this code:Code: this.addChild(KatText ());However when I try to add it as a variable so I can position the text I get the error 1067: Implicit coercion of a value of type Class to an unrelated type flash.display: DisplayObject.This is the code I am trying to use to define the varible from the library:[code]
I want to add a nice mc. It is on my library. I've checked "Export for Actionscript" and "... frame 1" checkboxes. It has a name "step2". Base class name "flash.display.MovieClip".I also have an .as that works ok.
I am making a game where I reference "Player_mc". There are many different characters you can play as, so there can't be only one movieclip being called "Player_mc" I have each character (movieclip) in the library. How can I call upon them to come to the stage and be given the instance name "Player_mc".Also how can I remove them when the character is changed?[code]
I'm using CS4 and was wondering why when I import my PSD files onto the stage I don't get a symbol created in the Library but when I import into the Library itself I do? Is there a prefercence somewhere I can turn this off or on so I don't have them created?
getting a MovieClip item onto the stage within say the Document Class.
The trick is though, I would like to do it when the MovieClip linkage refers to a Class name, but does not actually have a Class document created.
I know that you could give it a class complete with document and that would be easy. But if you have say 10 enemy objects that literally do the same thing but just look different, why should I create 10 separate classes!
or am I barking up the wrong tree and I should just set up 10 different enemy styles within the 1 MovieClip and just attach the 1 Class to it?
Though I would still like to know how to get a MovieClip onto the stage dynamically from the Library when it doesn't have a Class file associated with the Class name in it's linkage
The following code I found on website is for working with the image which is in library. But how to modify it to work with the image on stage. Because I don't want to use it from the library.
Is it the AS2 code or AS3. If it is AS2 code how to modify it to work with AS3.
just wondering why this code returns: 1137: Incorrect number of arguments. Expected no more than 0.when relating to this:var cm:collectionsMenu = new collectionsMenu('cm');
I am trying to write an AS3 flash app I made in AS2, and I can't figure out how to add an MC from the library onto the stage. In AS3 I would just give the MC a random class name and then use:[code]but in AS2 this throws the error: the class or interface 'class' could not be loaded.
All I am trying to do is add a movieclip from the library to the stage from the class below. The trace works but the dang thing does not show up. I am trying to get into using classes finally.
Loading a Sprite or MovieClip from the library to the Stage is simple. You just export the symbol and do the following code:
var mySp:Sprite1 = new Sprite1(); addChild(mySp)
assuming the exported sprite is called "Sprite1" and the base class is flash.display.Sprite
But what if you have many sprites and want to encapsulate this into a function with the sprite name passed as a string? What would the code in the function look like? Somehow you have to cast the string as the name of the sprite class defined in your export but I'm not sure how. I've seen a sample using the "as" keyword but try searching "as" in the help you you don't get much help.
Code: function loadSpriteFromLibrary(sSpriteName:String) { //load the sprite with an exported name passed into sSpriteName onto the stage //what would the code look like? }
I use the DistortImage class by Sandy to distort an image. This works. However it shows the picture twice unless I add _visible = false; to it on the mainstage. Now I don't want it to be on the mainstage in the first place so I place the picture on the stage from the library:
does anyone know if it's possible to use variables to call objects from your library onto stage like this:I have an object in my library called Level01 as is it's linkage
Actionscript Code: var MyMap:String = "Level01";addEventListener(Event.ENTER_FRAME,LoadMap);function LoadMap(event:Event) { var myLVL:MovieClip = new MyMap();// how do you use the variable
I'm new to Flash, am working on my first Flash Project. I've been trying to move a particular symbol from my library onto the stage and when I do, I'm getting a "Resolve Library Conflict" error that says "One or more library items already exist in the document." and it gives me the choice to replace the existing items or not. It only appears to be happening with 1 or 2 particular symbols, not all of them. I did use this same symbol (as a graphic bullet) earlier in the project with no problem, but now it won't let me use it again. However, I have other symbols in the library that I have used multiple times throughout the project and I don't get this error pop-up when moving them into new frames. I don't see any mention of this in my Flash book, why I'm getting this and how to resolve it?
I'm trying to import a movie clip from the library to the stage and give it an instance name but im not really sure how to do it.I exported the movie clip to actionscript and gave it a unique class name, but how can i add it to the stage and give it a unique instance name?
We are the developers of a complex Flash component (url...) which worked without issues on Flash CS3 and CS4. Now, in Flash CS5 (both Mac and Windows versions) we have found a couple of problems at author-time
-1- After installing the mxp file containing the component, when trying to drag the component from the Components panel to the stage, or to the Library panel, it doesn't work. There's no way to import the component!
-2- If we open an existing FLA (created with Flash CS4), the component doesn't show correctly at author-time: you only get a black frame, instead of the expected result (it should show a white background with a logo in the middle). When compiling, everything works fine.
I am using the CS4 version and when I click on the library item and drag it to the stage, there is nothing there. It is just a blank canvas and it's like the image(s) are hidden behind the stage or something. When I do a Publish Preview, I can see the .swf file with all the images, but in the .fla, there is nothing showing but the text files, and then that is even hidden in a newly created file. I am not sure if I accidently turned something on/off that is preventing my images from not showing on the stage or what. I really need to find a solution to this problem because I need to create a Flash file for a project I am working on in one of my classes. Does anyone know what could be causing this? I have done Google searches and Forum searches to no avail unless I'm not using the right keywords in my search.
I'm using Flash CS5's common library to put some buttons on the stage. I've gone into the classic buttons folder and dragged and dropped a blue oval button onto the stage, and it appears in the library, but the button looks totally different to the one in the library. Where the one in the library has shading and a glow effect, the one on stage looks flat, with just a primary colour and no shading or glow. This occurs whether I drag straight from the common library tab to the stage, or from the library panel on the right to the stage.
I am unable to add the Action Script 3 FLVPlayback component to my stage or library in Flash CS5.5 when working with an action script 3 document.
Under components in the video folder i click and drag anyone of the FLVPlayback components (FLVPlayback, FLVPlayback 2.5 or FLVPlaybackCaptioning) to the stage and nothing happens. I am unable to add it to my library as well. All the other actionscript 3 components under the Video folder work. (BackButton, BufferingBar, CaptionButton, If I create an actionscript 2 document the FLVPlayback component drags to the stage and adds to the library just fine. So this appears to be an actionscript 3 issue only.
I have 2 other employees in my office using the same product and none of them have this issue. Only me.
I have tried to uninstall the product and reinstall but nothing helps. I have Flash CS3 installed on my PC and the product has the same symptoms as the Flash CS5.5 trial version that I am running.
I did not try this with Flash CS3 before I installed the CS5 trial. So I do not know if it worked prior to my CS5 evaluation.
I have an .fla file with 1 image in the library and 1 .as file.I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData.This is my AS:
I'm developing a flash lite app in as 2.0. loading a movieclip on to the stage from the library. The name of the mc is Objects and I have exported it for actionscript in the linkage. I learnt as 3.0 initially. That is why finding difficult in going to as 2.0
This is how i did it in as 3.0
Code: var obj:MovieClip=new Objects(); addChild(obj);
So what will be faster:a) From actionscript construct library items and put on stage and Tween;b) Or keep those library items on stage, but not on visible zone and then with actionscript make them appear with a Tweener?
I was wanting to load different movieclips from within my library onto the stage of my main movie when the user mouses over a button. Each movie clip that I was wanting to load is the same size and also are to load into the exact same location as one another.I think I can do this by setting up an empty movie clip on the stage and scripting it so they all load into it? Is this right?
basically i have my blank document (no movieclips on the stage). I ahve my library item which is a movieclip and i want to attach this directly to the stage NOT into another movieclip.
the problem I've encountered on the home pg flash is that two big buttons and a bike animation should display prior to the photos loading. However, in firefox on both mac and pc(but not everyone's) when you refresh the pg such that it draws from the browser's cache, the buttons and bike animation do not display. Oddly, the photos still load consitently and in time as if those animations did take place. "oddly" because, the code to load the photos is part of an event listener, listening for the completion of the bike animation. So the code executes properly, despite the movieclips not appearing on stage(these movieclips are in library to begin and in my documnt class I instatiate them as follows:
realtors_btn = new RealtorsButton(); buyers_btn = new BuyersButton(); bike = new Bike(X-150);
[Code]....
also, originally I had this same issue in IE, but after switching from swfObject 2.0 to adobe's ac_runactivecontent.js method, I elliminated the issue in IE.