I'm wondering if anyone has experience with if there is a big difference in performance in ActionScript 3 between keeping a class with only public static functions, and utilizing those functions often (as in a frame event at 30fps), and in turning the class into a "normal" class of which I instead make an instance and call the functions via the instance instead.
I working on a game project in Flash AS3. I need to pass data from one class (Game) to other class objects (Ships) on EnterFrame and performance is starting to be a issue. I was wondering is there a difference in performance between calling to the Ship a direct function or dispatching an event which the Ship can listen.
another question is where should I put the enterframe function. Is it better to use only one enterframe function and call the methods dispatch events from there, or it will be wiser to put the enterframe in the different objects (Ships)? note: some Ships are inactive most of the time.
is there a difference between classifying a function 'private' or 'private static' in a singleton? It seems that they both do the same thing. Maybe some difference in performance?
anyway im using flash as3 for about 6 months, and im still kinda confuse in this things like getters and setters, and idk what you call that but here's and example :
private function myBoolean():boolean { //codes here // {
idk how to use it, and what it differs from getters and setters,
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
I'm curious to know if there is any examples you all could give me any examples of copying a function in AS3; then use that copy independent of the original function it copied. I want to make an animation system that heavily depends on one type of function. Since it depends on one type of function, I cant have every single piece of code calling back to the same function if I want to use it multiple times. Is there a way of properly doing this? are their performance consequences? I'd really like to do this instead of writing several different functions out separately that work nearly the same. (plus I need to feed a set of values into those functions that are created, some being called by event listeners of course)
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
I have a bunch of .fla files laying arround here.They are basic flash files with actions coded on the timeline.I want to add a class to control the files.In order to enable to sync the flash files I have a bunch of code in this class which takes care of the synchronising the files.The problem is; there are a lot of files.Personally, being a lazy person I don't think replacing basic functions like 'gotoAndPlay' with my personal functions.I would prefer to just extend the basic function, or listen for it so I can 'inject' my own pieces of code. Question: Is there a way to have something like a listener that tells me which functions are started? Is there a way to extend basic flash functions like gotoAndPlay() or play().
Could anyone suggest how to fix the function at the bottom so that when button forward_btn with label "Go to next Training Point" when clicked recalculates the fields created in function fileLoaded.[code]
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
I'm having a tough time getting the escape key to use a function. Every tutorial I go to it says that you need to import.flash.events.KeyboardEvent but when I use KeyBoardEvent in a function nothing happens. I get an error that says it couldn't load
I somehow am able to write bits of code but am still learning how to restructure code so that it is more efficient.I have 15 buttons. Each one, when rolled over, should change the color of 2 movieclips underneath it (and when rolled out, should change back). I have the below code so far but I don't think I have to re-write the functions each time. How do I "re-use" the function code (or, only write the function code once), but specify what movieclips the function should be applied to? These are just 2 of the buttons of the 15:
Code: menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OVER, changeColor); menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OUT, changeBack); function changeColor(event:MouseEvent):void[code].................
I don't know if this is possible with Actionscript 3. What I want to do is have a loseAll(); function that calls other function that in turn close sections of an application. I would be easier to have all the close functions in the closeAll() function and then pass a reference to the once that i don't want to be called. something like this.
I keep getting this message from Flash: "Scene 1, Layer 'A', Frame 1, Line 411136: Incorrect number of arguments. Expected 1." and for the life of me, I can't understand why. I simplified the name and number of the buttons called but otherwise the code is intact. Flash is flagging all of the functions within the switch/case function, telling me that an argument is expected there. Why? I've tried the switch/case functionality with other requests (e.g., trace), but I cannot make it run a function.
Code: var clicked = MouseEvent.CLICK; country01_btn.addEventListener(clicked, butClicked); country02_btn.addEventListener(clicked, butClicked);[code]...............
I'm still finding my way around even the simplest things in Actionscript. I have a movieclip named 'leaf9' in which I'm using as a button (which happens to be within another movieclip). I have the following actionscript on the frame which contains 'leaf9':
What I want is for all the other functions to go away once "shrink" has started to play, so that if the mouse goes over the button again, the clip doesn't start playing "rollover" etc etc. So how do I stop all the other functions from playing once the .onRelease function has started?
I have a MovieClip with 3 functions to act as a button - onRollover, onRollout, onRelease. I want the onRelease function to cancel out the other functions once the user presses the button.
Basically, I have the function sliding another movieclip along the x axis. onRelease it slide to position 3 - which I want it to stay there, but my onRollout function keeps sliding it back to position 2 (which i need for users just browsing the navigation before a selection is made)
I have just started learning AS3 (2-3 weeks) and I have to say its very enjoyable!I am trying to make a function that pulls in values to save me writing 15 separate functions!I have a "street mc" which has 15 "house mc's" inside.When the user hovers over a house I want the resident to appear above the house.The house instance name is house1 and there is a mc in the library linked using the MrsRoy() class.This is my code so far:
Code:
var house1Res:MovieClip = new MrsRoy(); function resIconIn(e:MouseEvent):void{ var currentHouse = "street." + e.target.name; var currentRes = e.target.name + "Res";
[code]....
I get the error:
TypeError: Error #1006: value is not a function. at Dignity_drive_fla::MainTimeline/resIconIn()
I have these images that will load when I input a certain string of text but I don't know how to combine functions to make a generic one that will work for all of the images. These are just two and they're basically the same thing except I have to make each function (something)1 and then (something)2 for the next image.