Actionscript 3 :: Creating A Class For A Flash Symbol In HaXe?

Mar 31, 2012

I am having trouble incorporating graphical assets created in Flash with my haXe code.

In the Flash IDE, I've created a symbol with the linkage name "MySprite". I compile this into assets.swf. I know that to use symbols in this .swf from my haXe code, I need to add the following option when using the haxe compiler:

-swf-lib assets.swf

I'd now like to write a class called "MySprite" which is associated with this symbol, like so:

class MySprite extends Sprite {
public function new() {
// ...
}
}

Basically, I'd like to achieve something similar to the technique presented in this tutorial:

package {
import flash.display.*;
[Embed(source="assets.swf", symbol="MySprite")]

[Code]....

It's unclear from the haXe documentation whether this can be done, or what the syntax is for doing it.

View 1 Replies


Similar Posts:


Creating Drop-down Menus For Flash With Haxe?

Mar 13, 2012

What are the common ways of creating drop-down menus for Flash with Haxe?

I've used a variety of "drop-down" menus:

drag-and-drop "combo boxes" in C# Forms
<select> in HTML
UIPickers in iOS

Now I'd like to create something similar in Flash. Note I'm not using Flex per requirements that are out my control.

I'm quite new to Flash. So far it looks like I'll extend Sprite and perhaps use some HTML/CSS for styling.

View 1 Replies

ActionScript 3.0 :: Creating A Symbol Within A Class?

Feb 13, 2009

I have a class called "playerClass" which I want to create multiple players from. I have made a movie clip symbol called "soldierOrange" and exported it for actionscript. I have also removed it off the stage. I have tried various bits of code to add it to a child and then the stage, read many tutorials but nothing has worked so far.

Here is my code below with the unrelevent code taken out.

Code:
package{
import flash.display.*;
public class playerClass{

[Code]....

View 7 Replies

Actionscript 3 :: Manipulate With Symbol On Stage From Document Class Without Creating New Instance?

Sep 18, 2011

So I have one movie clip on stage rect_mc and document class Main.as I can import movie clip to document class with [code]...

but is there any way to manipulate rect_mc without craating new instance and attaching it to a stage with addChild()

View 2 Replies

Flash :: Creating An Instance Of A Class That Implements An Interface Based On The Class Name?

Feb 17, 2011

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();

View 1 Replies

Flash :: Specify A Base Class In The Symbol Properties?

Mar 10, 2011

If I've already specified in the symbol's package which class the symbol's class extends, do I still need to specify the base class in the symbol properties dialog?

View 2 Replies

Actionscript 3 :: Library Symbol Extend Another Library Symbol / Assuming Each Are Linked To Class?

Dec 9, 2010

Library symbol "Card" is linked to class "Card" which extends "MovieClip". Library symbol "Card" contains a card background image.Library symbol "Ace" is linked to class "Ace", which extends class "Card". Library symbol "Ace" contains a TextField with a big letter "A".So we have Ace extends Card which extends MovieClip. Ace therefore extends MovieClip, but does not DIRECTLY extend MovieClip.When I drop an instance of Ace on the stage and compile the clip, all that shows up is the big letter A. However, I expected the background image from Card to be included, since Ace extends Card, and the Card symbol contains the background.It seems like Flash ignores symbol content unless it belongs to the top-level class being instantiated.I think it's LAME that one symbol can't extend another. The IDE could easily draw Card as a non-editable background while I'm editing Ace which extends it, and it should instantiate Card's content and then Ace's content when an Ace is instantiated.

View 3 Replies

Flash :: Create A Dynamic Class From An Embedded Swf Symbol?

Feb 8, 2012

I am trying to create a dynamic class from a symbol in an embedded swf, basically I need to be able to add arbitrarily named properties for some exciting math, but it appears the only way is to create a dynamic class.

[Bindable]
[Embed(source='ExternalAssets/Assets.swf', symbol="assetName")]
private var AssetNameObject:Class;

[code].....

View 1 Replies

Flash :: Access A Symbol From Inside A Class Extends Movieclip?

Oct 14, 2011

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 ?

View 1 Replies

Flash :: Access MainTimeline Symbol Using Class-level Embed?

Jan 18, 2012

Here's the scenario: We have a creative team that operates in Flash CS5.5 and produces SWF assets which have both graphics elements and actionscript code in them, and an engineering team which authors .as files and builds "code SWFs". The code SWF files must load or embed the creative assets and interact with the code therein for our apps to function.

For iOS mobile development, there is another consideration - it is not possible to load runtime code in an AIR app packages for iOS because of Apple TOS (see related question). Hence, it is not possible to use a Loader to load SWFs in an iOS environment and retain their code.

Embedding a SWF into an ActionScript file the standard way results in a Loader that loads the embedded SWF directly as bytes. This results in access to the top-level, main timeline as follows:

[Code]...

View 1 Replies

Actionscript 3 - FlashBuilder Edit Class Of Symbol Defined In Flash IDE?

Feb 21, 2012

When coding in the Flash IDE, i very often use the following procedure to create specialized versions of MovieClip classes:I design my object in the IDE, for example, i add two buttons and give them the instance names "btn1" and "btn2". Then i select them together and convert them to a symbol. I then select Export for ActionScript and give them a classname, let's say "MyClass".Then I go and write a specialized MyClass.as for it, like this:

public class MyClass extends MovieClip{
private var _button1:Button;
private var _button2:Button;

[code]....

(ps: i know that i wouldn't have to assign the values to the private variables _button1 and _button2 and instead could directly make calls to btn1, but I like to use only Typesafe variables in my code)

This works very well in Flash IDE. when I create a new instance of MyClass() it will contain all the elements that i positioned in the Flash IDE when defining the Symbol. This is very convenient and straight forward.

Now I want to do the same in FlashBuilder.For this i designed the MyClass Symbol as before in Flash IDE, gave it the classname MyClass and then select the library symbol and export it to MyClass.SWC

In Flash Builder i add MyClass.SWC to the buildpath and I write a MyClass.as with the same code as in the Flash IDE example. but this time, the code won't work. on

_button1 = this["btn1"];

i will get an Error #1069 stating that "btn1" was not defined.So - how to do this properly if developing with Flash Builder? PS: i use the default package in Flash IDE when setting the Classname for the symbol as well as in FlashBuilder for the as file.

View 1 Replies

Flash :: Use Components In Haxe?

Dec 10, 2009

I am mostly intersted in modyfing the components appearance in Flash (CS4) than pulling an swf file which I could include in swf-lib. Right now I am kind of forced to make it via movie clip export it, and build functionality in Haxe.Which as you imagine is not handy and timeconsuming (especially that fl.controls used to work for me very well, I barely had to modify any mechanics, sometimes was just adding functionality).

View 1 Replies

Flash :: Play An FLV File In HAXE?

Nov 25, 2009

It is very difficult to find good resources for Haxe informationI have an FLV movie in the same directory as the SWF I am generating. I cannot get the FLV to play. I can get this working in AS but I need to know what I am doing wrong in my Haxe code.

var mc:MovieClip = Lib._root;
var connection:NetConnection = new NetConnection();
connection.connect(null);

[code]........

View 3 Replies

Flash :: Port A C-like Enum To Haxe

Sep 22, 2011

I need to port a C-like enum to Haxe:

enum Items
{
item1,
item2=0x00010000,
item3=0x00010001,
item4,
[Code].....

But Haxe doesn't allow default value it seems. How can I do this? My real enum has hundreds of entries and for those with default values I must preserve the values.

View 1 Replies

ActionScript 3.0 :: Flash Breaks When Symbol-linked Class With Constructor Args Is Put In A Directory?

Feb 10, 2010

(Spoiler alert: It's not an issue of my package statement not reflecting the location of my class file.) When I have a class linked to a MovieClip in my library and that class takes an argument in its constructor method. That class will compile properly ONLY when it's located in my top-level directory (same dir as the .fla and Document.as files). If I move that class to a deeper directory, say com.place, the compiler will generate error "1136: Incorrect number of arguments. Expected 0.

[Code]....

View 5 Replies

ActionScript 3.0 :: Creating Several Intances Of A Symbol?

Mar 1, 2011

When we create several instances of the same symbol, can we instantiate them using a single variable, or is it required to use a different variable per instance? In the following example, the "var c:Circle" is used 10 times to instantiate the same MC symbol. How can those be altered or removed one by one if all instances refer to the same variable name?

[Code]...

View 7 Replies

Actionscript 3 :: Flash Function Overloading In HaXe

May 9, 2010

I am having some trouble figuring out how to overload a function in Flash using haXe. I know that Flash does not allow overloads but can accept function parameters without a type declared, but I am unsure as how to replicate this trick in haXe. EDIT: Since this does not appear to be possible, are there any known tricks that can be used to get around this limitation?

View 3 Replies

Flash :: HaXe -- Code Refuses To Work?

Sep 2, 2010

I have the following code:

package ;
import flash.display.DisplayObject;
import flash.display.Graphics;

[code].....

View 2 Replies

Flash :: Haxe Indirect Property Referencing

Oct 5, 2010

I might be missing something obvious, but how do I reference a property indirectly? E.g in javascript it would be: if(propName in obj) return obj[propName];

How to say the same in haxe? The object in question is Dynamic<String>, flash.display.LoaderInfo.parameters to be specific.

View 1 Replies

Flash :: Fill MovieClip With Webcam Output In Haxe?

May 17, 2011

I'm trying to build a simple flash swf with haxe that shows the output of my webcam. I want to swf to be embeddable and the size to be determined in the html. So my html looks like:

<html>
<head><title>Web cam</title></head>
<body bgcolor="#dddddd">

[Code]....

This creates the swf file that shows the webcam output but with some big white bands on the right and bottom. I want to make the webcam image to fill all the flash object size.

View 1 Replies

Iphone :: Haxe Convert Flash Content Into Objective C?

Dec 15, 2011

I went through many links like this,this and this, but not getting good direction to move with. I need to implement some flash content in my iPhone app. good tutorials to move on with the conversion process.

Suppose I am having a flash air iOS app and I need to convert the whole app in objective c for say adding some features like APNS then I have to do some needful. I want to convert the air iOS based app in objective c for same thing and hence need a tool like Haxe.

View 2 Replies

Flash :: Scrolling Through Children Of A MovieClip Subclass In Haxe

Mar 14, 2012

In haxe I have a DropDownMenu class that extends MovieClip:

class DropDownMenu extends MovieClip { ...

TextFields are added to DropDownMenus (about 50 TextFields total):

// in a loop in DropDownMenu new method
addChild(myTextField);

When a DropDownMenu is displayed the items further down are hidden as the menu goes off the bottom of the flash player. How can I make these DropDownMenus scroll?

I've considered doing something on the rollout mouse event. However I imagine MovieClip provides some mechanism for scrolling its contents.

View 1 Replies

Haxe/Flash Game Loop Slow Down Over Time?

Mar 29, 2012

I have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?

import flash.display.StageDisplayState;
import flash.display.StageScaleMode;
import flash.display.MovieClip;

[code].....

View 1 Replies

IDE :: Creating Image Gallery With Thumbnails - Graphic Symbol?

Mar 11, 2009

I am creating an image gallery with thumbnails on the right inside a symbol so that they can all fade in at the same time, and the bigger images on the left that also fade in. I can only fit 8 thumbnail images at a time, and want to have more than that. So I'll add an arrow below the thumbs so that when you click on it, you can see the other thumbs. I have the first 8 thumbs on the first frame of a symbol and the rest on the second frame.

My problem is that the symbol that contains the thumbs is a graphic symbol, so that the thumbs in it, that are button symbols can be clicked on. I tried using button and movie clip symbols for the thumbnails container but then the buttons (thumbs) can't be clicked any more. That was not a problem till I had to add more than 8 thumbs, cause i need to give the container an instance name, and graphic symbols can't have one.

Here is the link to download the .fla [URL]
In case I didn't make my self clear, what I need is to know if there's a way to have a movie clip or button symbol that can have buttons in it that can be clicked on.

View 1 Replies

Flash 8 :: Audio - Get Haxe To Play Sound Files When Compiling?

Jan 20, 2010

I'm having some trouble getting Haxe to play audio files in Flash 8.At the top of my hx file, I have:import flash.MovieClip;import flash.Sound;and, within the class itself, I preload a lot of image files along with the names of the audio files.The idea is to do a slideshow with audio content. Basically, display the first slide and play the audio associated with it.Then, once that audio is finished, move on to the next slide and next audio file. I have the slides fading in and out okay but when I tried to add sound, nothing comes out the speakers.The following code is what I'm doing - the sound file associated with audios[0] never starts playing and I'm at a loss as to why.

class Whatever {
static var master : MovieClip;
static var slides : Array<MovieClip>;

[code]......

View 1 Replies

ActionScript 3.0 :: Error 5000: The Class 'Particle' Must Subclass 'flash.display.MovieClip' Since It Is Linked To A Library Symbol Of That Type

Jun 7, 2009

Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it. 

Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC).  I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
 
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
 
In Particle.as I have the following code:
 
package{ import flash.display.*; public class Particle extends MovieClip {  public xVelocity:Number;  public yVelocity:Number;    public function Particle()  {   xVelocity = 0;   yVelocity = 0;  }    public function update():void  {   this.x += xVelocity;   this.y += yVelocity;     } }}
 
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
 
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark.  In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame.  The class is called Spark and the Base class is Particle.  For testing purposes I've dropped an instance on the stage and called it spark.  Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
 
spark.xVelocity = 5;spark.yVelocity = -1;
function updateSpark(event:Event):void{ spark.update();}
addEventListener(Event.ENTER_FRAME, updateSpark);
 
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables.  This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
 
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity.
Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.

View 7 Replies

ActionScript 3.0 :: 5000: The Class 'com.decalmywall.Emb_EMB_BORDER' Must Subclass 'flash.display.BitmapData' Since It Is Linked To A Library Symbol Of That Type

Nov 15, 2011

I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:

5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.

View 8 Replies

Iphone :: Haxe - Flash Project Compiles Fine But Won't Compile Using Hxcpp

Oct 8, 2009

In summary, I think my question is this: How can I force hxcpp to compile haxe code for Flash 8 ? Here's where I'm at. I'm new to haxe, and am trying to get a sample from here: [URL] to compile using hxcpp, in my tests to see how haxe compiled apps work on the iphone. I've gotten other samples to compile fine and put them on the iphone, but when I compile this sample, it complains with things like:

[Code]...

View 2 Replies

Flash :: Change Visibility Of Symbol Instance From Inside Another Symbol's Script

Nov 22, 2011

I have a project in Flash Professional CS5 and ActionScript 3.

I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".

To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?

View 1 Replies

Haxe Flash API -- Get/set The The Flash Display Size?

Sep 3, 2010

How do i get and set the size in pixels that the flash file's drawing output is?

View 1 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved