Is there any way to get a list of custom classes? I'd like to be able to dynamically access the custom classes (that I've created by the "Export for Actionscript" checkbox in the "Linkage" dialog) without having to hard-code their names into the script.
I've created a base class to house some basic functions I'd like to have across several movie clips in a game I'm making, however, when I link a custom class to the same movie clip I get the message; "The base class will not be used because the class specified is already defined and extends its own subclass. If you wish to use the base class, specify a class name in the Class field that will be auto-generated or enter the default base class 'flash.display.MovieClip' in the Base Class field." I removed the 'extends MovieClip' inside the Class but it still shows the message. Does this mean that I cannot use a custom class and a custom base class on a movie clip?
This is my first time working with a class attached to a movieclip that is nested inside a class attached to a movie clip.I've tested all the properties and methods of PTListItem.as and they work properly but when I try to call them on the list item through PTListTop.as it returns undefined.The end goal is to dynamically load a checklist via a txt file.
I use multiple custom classes like tweenlite, csvparse, papervision and many more. The way I do is put them in one central location and edit Flash CS4 Actionscript 3.0 settings to include that location.The problem I face is even though I don't use all the classes in a project, flash CS4 compiles every single class that is in that central location eventually increasing my compile time by minutes.
Is there a way in AS 3 to list all classes and their associated methods? Or at least a way to list the methods within a particular class? It seems that it's all so overwhelming and although I'm well versed in Lingo and have a handle on the Lingo dictionary,I feel as though the AS 3 library is dauntingly big.
I'm working on a project where I need a sort of quick list of class functions.
To clarify, say a user starts typing MovieClip. I want to bring up a list of classes as the user starts typing, complete with the package name. Kind of like the action you get when typing in a Google search or something.
Really, I just need to find an XML or JSON list of all classes, including packages, that I can load when the application loads up, so that I can create the quick list.
I've been scouring the net, but perhaps I'm not formatting my search query quite right, and I'm getting no hits.
I'd really hate to have to create a program that goes through the LiveDocs and parses all of the HTML to output a file with all of the classes.
I'm making the game Breakout as an AS3 application using OOP. I am getting very confused though. I know that objects should be only responsible for themselves. But this is where I get stuck, they need to communicate as some level to add and remove screens, and I am getting majorly confused as to what is going too far, when it could maybe achieved in a simpler more OOP way. I've worked out the hierarchy of my classes, in terms of where they are being added (I think). I've added a screenshot of the hierarchy.
Have I got the order right based on OOP principles? Like, Introscreen will listen for play being pressed then call a method of the document class that will remove introscreen and then attach gamescreen. Is that right? Another thing that puzzples me. It seems to me if I made a level and put the paddle and the ball in that, then arranged all the bricks in that level, that I'd be duplicating work (based on the fact I need paddle and ball for level 2 also). So it would be best if I could have gamescreen with paddle and the ball and then add level1/2/3 to display list which would therefore set up the appropriate brick placement. But then, wouldn't that mean that I couldn't do hittests because my level 1/2 or 3 wouldn't be a sibling to the bat and the ball, them residing as a sibling in the level's parent class?
I have created a list of Classes in a school in Excel and saved it as an XML file. In each row it contains the name of the class followed by a list of class members. In col 1 is the word "Class", in the next col is "7C1" ( or equivalent) then each cell after that contains the names of the class members. I can load the XML file no problem, and display the full contents using 'trace', but I don't seem to be able to extract just the class names and student names to use in a Flash application. The code I'm using so far is attached.
I have several Flex applications in a project, and I would like to know if there's a way to get a list of the classes (and ideally, other assets) that are being compiled into each one. I want an easy way of making sure I've kept things separate and there aren't unnecessary dependencies. Any ideas? I'm running Flash Builder 4.
I would like to check if object has a DisplayObject as one of it's ancestors and perform some operations on it if it has. Any quick and easy way to do this?
I would like people to be able to change this custom scrollItem class, but as the scroller class has some interaction with this scrollItem class (sets id etc), I have the scrollItem class implement an interface to guarantee the presence of the required methods.This works fine, but only if I keep the type of the scrollingItem class within the scroller class. I would prefer to substitute in the interface type for each scrolling item. However, I cant, as the interface is not a DisplayObject. I can get around this by casting the interface type as a DisplayObject whenever it needs to do DisplayObject type things, but this seems like a hideous hack.
What I want to do is compile an .fla with nothing on the stage but several of the movieclips are set to export on first frame in the properties linkage manager. When the .swf runs, I want to loop through and get the names of all the exported assets so I can place them in an array and manipulate them later.
I want to turn the code over to the art team where all they have to do is attach my .as file for the document class. I will not know what they name their movieclips, yet they are instructed to name them alphabetically according to what order they should appear. (My code is a sort of self contained slide show).
Is there a way to get a list of all the skin classes that are in the current application? I'm using Flex 4.5.1.
Here is the loop that I'm using now to get all the skins,
for each (var item:Object in styleManager.typeHierarchyCache) { for (label in item) { if (label=="spark.components.supportClasses.Skin" ||
[Code]....
The reason why is because I want to list all the skins in the application and then be able to apply them in real time so I can see what they look like.
[code]This is my document class, with the Textfields beeing placed on stage.While this all compiles and displays fine I do not get the trace output for the text fields, actually the only trace I get is "constructing". I tried it without the "each" keyword but to no avail as well.
I'm looking to extend Vector.<T>, but it's final, so I'm going to have to include it as a member instead.Regardless, I'd like to make the wrapper class type independant, so I was wondering what the snytax for template classes are.
i'm still in the process of grasping my move from AS2 to AS3 (or from timeline coding to external classes), and here's a problem i've run into.i have two classes, for the sake of easiness, call them Class1 and Class2.in frame 1, if i have
ActionScript Code: var c1:Class1 = new Class1(); var c2:Class2 = new Class2();
I'm trying to get a button to change color via a Custom class written in ActionScript. I have built and attached an example to show you all what I'm trying to achieve. The code works perfectly with a MovieClip, but when I try to apply it to a Button, it falls flat (can't even find the reference to the button it seems). On my stage are two objects:
1. A Movie Clip 2. A Button
These are both set to "Export for ActionScript", and have an attached class called 'ColorClass'. ColorClass is basically what does all the work (makes a Color object, and has set and get methods). I also have an action layer where all my other code is contained. I'm fairly new to ActionScript, but come from a Java background
im trying to port my code to as3 but i stumbled on a problem i have no idea how to fix. error report:
Code: verify PointAirFri$iinit() stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 0:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 1:pushundefined stack: PointAirFri void? scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 2:setslot 14 stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 4:abs_jump 78424138 45 stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 0:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 1:pushscope stack: scope: [global Object$ Point$ PointAirFri$] PointAirFri locals: PointAirFri Number Number Number 2:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] PointAirFri locals: PointAirFri Number Number Number 3:constructsuper 0 VerifyError: Error #1063: Argument count mismatch on Point$iinit(). Expected 3, got 0. at PointAirFri$iinit() at docClass/::init() at docClass$iinit() this is how the defined the classes:
Code: package{ public class Point { vars public function verlet(a) { code } public function savePoint() {; code } public function restore() { code } public function Point(__x:Number, __y:Number, __fr:Number) { x = __x; y = __y; dx = 0; dy = 0; vx = 0; vy = 0; friction = __fr; } } }
package{ import Point; public class PointAirFri extends Point { private var airFriction; public override function verlet (a) { code } public function PointAirFri(__x:Number, __y:Number, __afr:Number) { x = __x; y = __y; dx = 0; dy = 0; vx = 0; vy = 0; airFriction=__afr; } } }
if anyone has any idea why that error happens please enlighten me
I have a few custom classes stored in AS files. Is it possible to have these classes imported another way from using the following method:
Code: import ClassFile;
I want to have the AS files loaded from a server (policy file created for inter-domain talk) into to flash. Also I want it to work, if a person downloads the main SWF and plays it on their compy,i want the class files to be loaded from [URL] and so on.
I've started to work with Actionscript 3.0 for a couple of weeks and I've just started my very first "top-to-bottom" AS3 project which I'll be delivering (a "demo") next Monday.However, some basic complications are arising and I just don't know what to do, this probably has been answered a lot of times but I can't seem to find a single blogpost/forum/website that addresses this issue in a way that I can understand instead of "copy/pasting" code.[code]Ok, when I press a button inside the NavBar class I want it to execute a function that tells the DocumentSetup generated MovieClip(contentLoader) to load in a different SWF based on the arguments passed on the Event.My questions are:
1 - How do I access a public function on a different class? Let's say I have my navFunction() placed on the DocumentSetup Class, do I need to create "another" instance of the DocumentSetup Class just to tell it to do something?
2 - Let's say you're able to explain to me how to solve the problem above.How can I reference a MovieClip generated by the DocumentClass through another Class? I need something to tell the contentLoader MovieClip to change contents, how do I communicate with it from another Class if the MovieClip was added to the DisplayList through code on the DocumentClass?
3 - How can I create a Variable which is identified throughout the website, let's say I have an XML file with all the text content that's going to fill in the content placeholder's. How do I make this XML data accessible from all classes instead of having to re-import the XML again and again?
My external classes all work 100% themselves but I cannot get them to communicate with each other, I keep getting compiler errors...A website in which you can't navigate to a different page is basically useless
I have a an array of a custom class that I'm trying to store in a SharedObject.Storing is working fine, but when I recall the SO next compile it only returns an array of generic Objects instead of my custom class. This only happens with custom classes.Code excerpt below, this may be way too cut out, but it seems it's what I've narrowed the problem down too.[code]
In developing (and learning) some OOP gallery class structures, I seem to hit a snag with the non-blocking nature of AS3.[code]However, I need to get these into a grid, and I have a grid class written that takes an array input. So, ideally I would push the i and v instances into the array, and have the grid class loop through and put them in a neat little block. However, I can't access the width and height of the img and vid class instances. I tried getters, and am thinking of having to do some custom events but I'd rather not. Surely there's something I'm missing?The closest thing I got, but it still triggered late, was an Event.ADDED in the img class.
So this is probably an easy thing I don't know, I'm hoping. But when I publish my project and test it in a normal HTML, the swf can find some classes but not others for some reason?
How can I make sure all the classes get compiled into the Swf? I got the main timeline calling the first class (CalypsoPlayer); and it finds this class find -- which is under the same class path. But CalypsoPlayer can't find the class it needs, even though it's under the same class path as the class.
I've tested the project in Flash itself and it all works great without any errors so I'm not sure what's going on. It's only when I test the published SWF that it can't find all the classes it needs.
I have two custom as3 classes, TriviaGame and TriviaQuestion, and I am attempting to retrieve a bitmap image stored in TriviaQuestion and have found it impossible thus far.
It seems the root of my problem is that bitmap is somehow null in my GetImage() function, even though it is class data that has been set earlier in ImageLoaded(). The only time I am able to access the bitmap's info (in order to add it to the display) is inside ImageLoaded().
In TriviaQuestion.as, loading the image: private function XMLLoadedHandler (e:Event):void { xml = new XML(e.target.data);
I have made a very simple custom class for keeping track of groups of offices for a company. The class has a Number variable to tell it how many different offices there are, and an Array to store the individual offices by name. It looks like this.
class officeCluster{ static var _className:String = "officeCluster"; // variables var numOffices:Number; var locationArray:Array = new Array(); // functions function officeCluster() { trace("officeCluster constructor"); }}
Now, it is my understand that when I create different instances of the class, they will each have their own version of "numOffices" and their own version of "locationArray". When I run traces of "numOffices", this seems to be true. For example, trace(manufacturingOfficeCluster.numOffices); trace(servicesOfficeCluster.numOffices); yields 5 4
In the output panel, which is correct. However, there is trouble with the locationArray. It seems that as I assign different values to it, regardless of what instance I specify, there is only ONE array- NOT one for each instance. In other words, trace(manufacturingOfficeCluster.locationArray[1].theLocation); // theLocation is a String. The locationArray itself holds Objects.trace(servicesOfficeCluster.locationArray[1].theLocation);
Is anyone aware of any issues partaining to using Arrays within Class instances? I've been able to work around this by creating multiple arrays within the class and using a different one for each instance, but this seems very sloppy.