Actionscript 3 :: Specifying A Transition In Separate Class?
Dec 11, 2010
i have a function that looks as following:
private function createContent(slideData:Object):void
{
if (slide){
[Code]....
Now when i remove or add a slide I would like it to appear with a transition, I would like to create a separate class to put the different transitions in using tweenlite. How would I approach this the best way? So to sum up, when I add or remove a child, the transitions class gets called, it returns a transition and the slide gets animated when its added or removed.
How can I add a Squeeze transition effect between frames using the transition manager class on a simple slideshow using the goBack and goForward functions in ActionScript3? Below is the code I have so far:
stop(); function goBack(event:MouseEvent):void {[code].....
Alright, I wanna know how toave a transition animation play when the user moves to another section in a Flash site.Would it be possible to make the entire timeline of a loaded movieclips play backwards to the 1st frame before it is unloaded and the next section is loaded in? or is there some more advanced AS involved in having an outro transition?
I've been searching around trying to work this out for a while now. There's been various ideas popping up, like dispatchEvent etc but nothing that seems to be a clear, simple way of doing this.What I'm trying to do is call a function from a class seperate (but in the same folder as) my document class.Specifically, I want to 'spawn' an object and run a function within that object's class from my Main.as.The snippet I have at the moment is as follows;
In Main.as: var object:class_Object = new class_Object(); object.spawn();
I've been hitting dead ends while programming lately all over, and I finally came to the realization all the code I have that is broken is because I don't know how to interact with instances of one class from within another. Here's the gist of what I am trying to do:
The problem is, if I address a single instance that is on the canvas, I get "access to undefined property targetClip", even though the document class can interact with it fine. If I target the class file of targetClip, I get "Implicit coercion of a value of type Class to an unrelated type flash.display:DisplayObject". It isn't just a problem with hitTest either, I'm having this problem with other actions, so there is some basic syntax I'm failing to comprehend.
I'm new to Flash AS3. I started making a game and I am a bit confused. Let's assume that I want to create a game that has multiple levels/modes, how can I do this in an object orientated way?
When i create games in other languages e.g. XNA C#, i create a separate class then create an object of that class within the main class and run the game based on a simple statement.
Check out this: [URL]. I am using the built in transition class to do the movement. I notice that when two things are clicked in quick succession the movement jitters and looks awful. Also when a menu button is clicked the little white line which appears next to it moves very slowly. I assumed this was always the case but check out: [URL] there is loads of movement going on here but no jitters on my machine.
Issue : Each swf which imports the same static class seem to have a seperate instance of that class.cenario: 2 seperate .swf's import the same static class. The Static class named Static has a setter function named test which has the default value of 'NO'. Swf A sets the value 'Yes' for the setter function and loads in swf B. Swf B then trace the value for the test method of the Static class but swf B traces the default value instead of the value set by swf a.
I would love to figure out a solution so I can keep using statics since I currently depend on them to do a wide variety of things in my current project.
I am using the built in transition class to do the movement. I notice that when two things are clicked in quick succession the movement jitters and looks awful. Also when a menu button is clicked the little white line which appears next to it moves very slowly.
I am new to AS3 and I want to organize my code as what I did in C++, which I can have a .h and .cpp file. Is there any way to organize code like this in AS3? [code]....
When my document class attempts to instantiate a class in a separate package I get the error:1137: Incorrect number of arguments. Expected no more than 0.This is in reference to the following line:[code]As you can see, I have imported the package:[code]And here is the class that expects 0 arguments:[code]As you can see I properly labeled the Level1 class as part of the Levels package:[code]
Is it possible to refer to a variable in a class file separate from the one you are working in? Say Class1.as had a variable named "exampleVar", and in Class2.as you wanted to put something like "exampleVar++;". Is this possible and if so how would it be achieved?
I am making a little story thing which is sort of like a slideshow but I use sound in many parts of it. I searched online and the AS3 way of doing it seemed to be linking an imported sound clip to a class. My question is: Do I really have to make a separate class for each soundclip or is there an easier way of doing this if I plan to use these sounds multiple times? For reference, it should be roughly 434 sounds by the time I'm done
I am trying to understand the method transition that falls in the Matrix Class. I am using it to copy pieces of a bitMapData. But I need to better understand what transitions do. I have a tilesheet that has 3 images on it. all 30x30 pixels. the width of the total bitmap is 90pxs. The first tile is green, the second is brown, and the third is yellow. If I move over 30pxs using the matrix that transitions, instead of getting brown, I get yellow, if I move over 60px, I get brown. If I move -30 pixels, then the order is correct. I am confused on what is going on.
I made a .fla with some inline coding and some classes. In the .fla actionscript I have a function to read thru the object display list. Its the standard one found everywhere, where it recurses thru the objectdisplaycontainers. This works fine.
Then i gave the stage it own classname and moved the actionscript into a seperate .as file as well.
Suddenly, ik get this : Line 271 1046: Type was not found or was not a compile-time constant: DisplayObjectContainer. the code line is : function traceDisplayList(container:DisplayObjectContainer, indentString:String = ""):void
bit of an odd problem, I have the following piece of code
Code: var myCookie:SharedObject = SharedObject.getLocal("mySavedData","/") if(myCookie.data.mySavedText != undefined) { var gallerypath:String = myCookie.data.mySavedText; } which retrieves a shared data.
If I put this actionscript on the first frame of a new document, it works fine, however I want to use it in something I already have, which uses an external Document class.
I have an xml gallery sort of that works fine when I have the code not as a class, in first frame in Flash. So I decided I wanted to port it into a class and the problem I get is at: thumb = new Thumbnail(xmlList[i].image); It expects 0 arguments. How come that line of code works in first frame in flash but not as a class? There is a movieclip in the library called thumb with linkage of Thumbnail.
Below if the code when used in first frame: PHP Code: var urlRequest:URLRequest = new URLRequest("pics.xml"); var urlLoader:URLLoader = new URLLoader(); var xml:XML; var xmlList:XMLList; urlLoader.load(urlRequest); [Code] .....
I am working on a gallery: the slider rotates the container with the images using Tweener class and easeOutCubic transition. There are 45+ images around the center of the container The movement is not smooth, especially when comparing to the way it would be with a small container. Also, and most important - A rough "snap" appears randomly in the end of the motion.
Imagine you have a MC used as a container for several other MC's used as buttons.Now, should I use the class of the container to listen for and to dispatch events. OrShould I create a seperate class for each MC inside of the container to listen for and to dispatch events.
In summary: One class for all, or several smaller classes dedicated to their respective MC.How far should one go with abstraction?.
i have a flex app that transitions between 2 states with the toggle of a button. my issue is that the effect of fading only seems to work on the 2nd transition and after. However, for my first transition... going from State1 to studyState... there is no fade effect whatsoever, in fact the components in state1 disappear completely (the footer fills the empty gap where the "body" use to be) and then the flex recreates the studyState (without any fade refilling the "body" with components only in studyState). After this first transition however, going between studyState and State1 working COMPLETELY fine.. why does this happen and how can i make it so that crossfade works STARTING FROM THE VERY FIRST TRANSITION?[code]
I have a presentation using the "presentation" template that comes with flash. I am trying to transition slides with the behavior slide transition options. but I've learned that it works find while going into a slide and doesn't go to the next slide when leaving.So basically I want it so that on right arrow first play out transition then go to next slide.
What I need to do is assign 5 separate dynamic text fields to 5 seperate buttons and at the same time to those same five buttons i would like to add 5 images that i would be able to change merely by swapping out the images in the file theyre in on the server.I would also like to get a nice transition between the images...ALSO i want to dynamically load the images for the buttons that will be used for switching from picture to picture(which im thinking i will be able to do after i know the how to do point the aforementioned things.)
Through tutorials I've found around the net I've been able to get most of the parts together... but i get lost because what they show you for AS2 they don't for AS3 and vice versa, at least that ive seen.so... I guess my question is... would i need to set up 5 seperate dynamic text fields on the stage and then set each one of them to one of the corresponding button. If so what AS code would i need to use to do so. And if not what would i need to do?
The other part of the question would be I know about the UILoader... would i be able to use it as my buttons and images, if so would i need 5 seperate ui loaders for both the Thumbnail buttons and the images or is there a way that would be better to do it? and once i do that would i do the transitions using frames and tweens like with AS2?
If I create a new flash AS3 file and create two blank keyframes in my actions layer I can add actions to each keyframe separately no problem. I can then easily switch between the actions frames from the menu bar on the left of the actions input panel. However if I try and do this on any of my projects i've been working on for a while when I create a new blank keyframe in the actions layer and try to add actions to it, I get sent straight back to my first actions keyframe and not a nice blank page. Can I even apply seperate actions to seperate keyframes?
This is NOT the same as my last thread as i am after three and NOT ONE as last time. In the attached movie there are three seperate movies loading into three seperate tweens. Please note that i am happy with this movie as it is, and do not want to change anything about it except for the script itself. It refurs to three seperate clips "b.a","d.c" and "f.e". What i want is for the script to incorperate all three clips under one name of "mc" And instead of have three seperate widths, "width 1","width2" and "width3" i want the script to also incorperate all three widths and heights into just one name of "width" and one name of "height".