Professional :: TLF Target Instance Name From Class
Jun 10, 2010
I am trying to target a TLF Textfield within a movieclip from that movieclips custom class, but the class can't find the instance name. When I trace out the child name it comes up with a random instance name, not the instance name I set on the stage. When I try and target it from the movieclip's timeline it works fine. Is there a class I need to include in my custom class, or is this a bug? I would love to move from dynamic text fields to TLF, but this is a big hurdle.
me only still learning as3, i've checked google there and back, but somehow i can't find the answer for this: how to target a movieclip instance which is already on the stage from within a class file? i mean, targeting it from the document class file is easy, but what is i want to target it from another class file?
I have a base class which is being created via remote_object [RemoteClass alias] from the server.I have other specialized classes that are derived from this baseclass, but serialization with the server always happens with the base class.The base class has meta data that defines what the derived class is, for example
[RemoteClass (alias="com.myco...')] public Class Base {
I'm using a library that has a function that returns an instance of some class Engine.
I'd like to tack on some interfaces to Engine, so I subclass it class InterfacedEngine extends Engine implements AwesomeInterface. but when I change the code that uses the classes from this:
var engine:Engine = generateEngine();
to this: var interfacedEngine:InterfacedEngine = generateEngine();
It gives me a runtime error (elision mine):
TypeError: Error #1034: Type Coercion failed: cannot convert ...::Engine@1bc2bf11 to ....InterfacedEngine.
I have to admit I pretty much ran away from Flash when AS2 came along and only used it for animation purposes over the last 5 years.So I'm having a major crash course in AS3 in Flash CS3 and I'm not enjoying it one bit. I'm getting maybe 10mins of finished work per hour as I try to figure out the limits and rules of AS3. Quite often it seems that AS3 simply can't do what I want it to. Anyway: Characterchecks.as is the main class and it loads a bunch of XML into four arrays. The file starts like this:[code]If I trace the value of, say, cc._Categories from the main FLA, it's empty. I'm guessing that the next line of AS in the main FLA doesn't wait for the previously called function to complete? (This may tie in to my next problem)My next step is that I want to display various things based on the data in the array. I have another class, Display.as which will hold all the functions to create the items on display. I thought it would be best for these to be a separate object. I wonder if I'm right?
So I declare an instance of Characterchecks in the main FLA and call it cc, and then run the functions to populate the arrays... Now I create an instance of Display and call it cd. How can I get functions in cd to see the values of the variables in cc? And if the main timeline can't tell that the functions aren't finished filling the arrays, how is cd supposed to know?I might be asking dumb questions, or maybe I'm doing things ***-backwards, I don't know. I'd appreciate any help, I really would. This whole thing has me at the end of my tether... being the most technically advanced person in my circle of co-workers and web design friends means I have no-one to explain why things need to be done a certain way or what the best way is.
I trying to create a TextField in a Actionscript file, But when I try to create an instance of the class in flash no textfield is appearing. [code]...........
If i create a movieclip named player and in this class there is the proprety map(a string) and level(an int); I would like to know if there is a way of modifying these propreties without actionscript when i create an instance of that symbol.For exemple, like you would modify the height and the width of the object in flash, but modify this instance's proprieties instead.
I'm creating a little game - The player controls a character that follows the mouse. Pigs run away from the player, and the player has to get them all into a pen. To make the game a little more difficult I'm trying to add an enemy - wolves, that attempt to perform a 'hunt' method every x seconds. This method sends a reference of the wolf instance to Main (my document class) and Main then loops through the pigs on stage to see if there's any nearby. Now as far as I know this works - my problem is I'm unsure how to send the pig instance reference back to the wolf that called the hunt method, so it can then 'target' the pig, and then attempt to pounce on it.
Quick question. I have been Googling this all morning, but it's either not there, or else written in a way that doesn't register. I am inclined to believe the latter, as this seems like it should be something completely trivial to me. I made a small Flash file using AS 3.0, and this is the first time I've really been able to stick to the OOP way of doing things and not hack together a mix of stuff from the timeline to get around not having everything work in the classes.
So I'd like to keep it that way, but one thing is eluding me: I can't call a method of an instance of another class (than the one I'm calling from) without resorting to "DocumentClass(root).instanceName.method." Intuition tells me there has to be a better way of doing this (like, without having to reference the document class every time I call another class instance's function; and CERTAINLY without having to use the word "root" - that just seems so Flash 5 to me. Does anybody have a better way of doing this that they can share?
I've worked out a way to get the proper instance name in stored in a variable (called listName), and I've got a SOUND_COMPLETE listener applied to my sound channel. What I need to happen is, when the function called by the SOUND_COMPLETE event fires, the object on the stage with the instance name that matches the string currently stored is affected.[code]...
Is it possible to access the type of object being interacted with so I can create a new instance of the same object? So for example in the code below I have the movieclip myItem. After it's clicked it is removed from stage and then moved to the inventory. When I click on it there, is it possible to create a new instance of mcItemToDuplicate using the event information parameters? (while allowing myItem to be where it is).
My code looks something like this:
public function moveclip() { var myItem:mcItemToDuplicate = new mcItemToDuplicate(); stage.addChild(myItem);
Developing custom components within Flash Professional CS5.5, I am attempting to implement functionality similar to the way a UIScrollBar can be dropped on a TextArea to bind functionally.Place a TextArea on the artboard.Drop a UIScrollBar on to the TextArea.The UIScrollBar will auto-position itself against the TextArea, and if instance names are not defined, the TextArea will receive a name such as 'InstanceName_0' and the UIScrollBar's scrollTargetName will set to match.For those familiar with Flashblocks Flash CMS, this functionality is replicated using their Editblock component. The Editblock can be dropped on a component, automatically position itself, and bind instance names.Following threads and examples, I see mostly historical implementations citing _targetInstanceName and scrollTarget.[code]
Is this a special property of "scrollTargetName", or can this functionality be implemented with different property names?Have I correctly implemented this functionality per Adobe's intention of authoring on the artboard?UPDATE 2012-01-05My remaining issue is getting the dropped component to position itself. Regardless of x and y positioning, the DisplayObject remains at 0x0 upper-left corner. I know this must be possible as a scroll-bar can change its position when dropped on a text area.
Is there a way to generate an instance of a class that implements an interface based on the name of the class?
I am trying:
var ClassReference:Object = getDefinitionByName("movement.OuterSpaceMovement") as IMovement; var m:IMovement = new ClassReference as IMovement; trace("startup..." + m);
-But I am getting an error message ReferenceError: Error #1065 (OuterSpaceMovement) not defined.
I have several classes that implement the same interface (IMovement) but I need to be able to generate new instances of these classes and then pass these instances as a datatype (IMovement datatype) to other classes...
So then I tried:
var ClassReference:Class = getDefinitionByName("OuterSpaceMovement") as Class; var m:IMovement = new ClassReference() as IMovement; and this doesn't seem to work...but the following var m:IMovement = new OuterSpaceMovement();
I'm trying to create a new instance of a MovieClip when the original one has been used. Would sound easy enough. Just use: var
instanceName:ClassName = new ClassName();
the class name/mc in the library im trying to duplicate is MCg1 so
var instanceName:MCg1 = new MCg1(); right?
However, the particular object in the library i'm trying to duplicate has a base class that is an external class file (just to control it's drag drop functionality)... i.e baseclass is not set to the standard flash.display.MovieClip, or whatever the case maybe. So i end out with a: TypeError: Error #1009: Cannot access a property or method of a null object reference.
I've done a class to be able to listen to the event for a CLASS not on an instance.
Code: class net.webbymx.events.XClassEventListener {[code]....
why did I do this.It cames with my rugby game.I have player in two teams. When a player throw the ball I want the other teammate to act like "wait for ball" and the opponent like "seek for ball". Plus I'm lazy (and I don't want to register the listener for each instance of the player I'm creating). So this class is made to be able to handle as many instance of a class I want without adding a listener on each of them. I'm just creating a global listener on the class and then I will be able to receive dispatched event for any instance of this class .so in my team I can do
Given that both of these calls to getQualifiedClassName return the same thing (mx:Label), how would one go about programatically differentiating between an instance of a class and a reference to the class...
var lab1:Label=new Label(); var lab2:Class=Label; var qcn1:String=getQualifiedClassName(lab1); var qcn2:String=getQualifiedClassName(lab2);
In other words, how could I know that lab1 is of type Label, while lab2 is type "Class". typeof() simply returns "object" for both... getQualifiedClassName returns "mx.controls::Label" for both...
I have a class called Unit. When I use this class in a .fla file, I create it by saying:
var unit00:Unit = new Unit(...);
So then it creates a gfx representation of the screen for me. I would like to have a method like this:
PHP Code:
[code]....
So how do I get this to work? I know that delete this will not work when defined inside the class. How do I target the .fla's instance name when I don't know what it will be called?
I'm having a problem where I can't make an instance of a class in one class like I can in other classes all in the same package. When I call the update function from another class it doesn't work. I traced the xPos of the instance of the class I was talking about and I get zero, but that is incorrect so I'm thinking it's the above problem. If anyone knows what the problem is please tell. Here's my code:
I'm creating a Papervision3D scene in a document class. I have added an instance of a PointLight3D object. I'd like to create a class that uses the light instance in the main document class for its material. What would the Actionscript be to do this? I can't refer to the light as super.light because my class is inheriting the Sphere class. parent.light does not work either (even if I wait for the class to be added to the stage).
I want to retrieve the var reference of an instance of a class from within the class. For example:
ActionScript Code: var ref:MyClass = new MyClass (); //then via some method, I would like to get the var ref inside the class ref.getRef(); //returns "ref" instead of [object Object]
[Code]....
You may ask why, well I want to do some spring cleaning inside this manager class I am making. Of course the above is a simplistic version of what I am trying to do.
Is it possible to take "event.target.name" value which in my case would be something like "SW5005_mc" and change that value.I use that value right now to tell another clip to gotoAndStop(event.target.name); which I have frames labeled the same as the event. target. name.I would like to take the value of event.target.name for instance "SW5005_mc" and remove the "_mc" and put a dash in between the "SW" and the "5005"to get "SW-5005" which then I would pass into a text field.
have two of the same MovieClip on the stage, both with different instance names.However, when I trace evt.target.name it comes up as a default name such as "instance 1".Has anyone every expreienced anything like this before?
I am trying got get the parent of a class so I can set a variable. first I problem I have is I cant even trace parent. I have a simple class nothing in it except a trace(parent) I instantiate it on the main timeline of a fla and it returns null. I have tried to trace root and it returns null as well. the class extends movie clip or sprite