Actionscript 3 :: Include External Plain File In Pure Project (packages/classes)?

Jan 13, 2011

I'm building Action Script project in Flash Builder. No flex, no third party libs. Pure actionscript - hierarchy of packages and classes. How do I include a plain external .as file, which is not a package or class, but just a set of statements?

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Actionscript 3 :: FlashVars Without SWFObject Doesn't Work For Pure Project

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This has been driving me nuts. I've worked with SWFObject in the past which is great. However I have a requirement not to use JavaScript. So when I try to do flashvars examples all over the net, they don't seem to work for me. Steps to repeat:

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[Code]...

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ActionScript 2.0 :: "Include Code From External Sources Using #include?

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I saw it in this site...[URL].. it says "Include code from external sources using #include".umm... does it mean I can use C code, etc. within flash??

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I cant just get what does packages and classes do.

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ActionScript 2.0 :: Include Code From External Sources Using #include

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I saw it in this site...[URL]it says "Include code from external sources using #include".does it mean I can use C code, etc. within flash?

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ActionScript 2.0 :: Use #Include For External .AS File In Complex Button?

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On the main timeline I have a movie clip ("Sound Full") on it. The movie clip is being used as a complex rollover button for "revealing" a full sound interface. When the mouse rolls over, the word "Sound" fades out and the panel appears. When rolled off, of course it goes in reverse. I've seen it done in many places...including www.iso50.com.

Anyway, on the timeline for "Sound Full", I have three layers being used for the following...

1) Actions
2) An instance of a graphic symbol ("Sound Text")
3) An instance of a movie clip symbol ("Sound Player)

The Actions are a few lines of code to rewind or play based on whether or not the mouse is over the area or not (as learned directly from [url] And for the instances, I just used motion tweens to have "Sound Text" fading out as "Sound Player" fades in. It's like 5 frames in all. Very quick effect.

The timeline for "Sound Player" is only one frame. Each piece of the player has its own layer (play button, stop button, etc.) and the top layer (also reserved for Actions) has a single line of actionscript where I have written:

[code]...

The problem is that when I test the whole movie...the rollover effects works beautifully, but the buttons in the interface aren't clickable or working at all. I discovered that if I simply tested "Sound Player" by itself...it works perfectly, except there's obviously no rollover effect since "Sound Player" is nested inside of the movie "Sound Full" which is what does the effect.

Does this make sense? Hopefully it does. Anyway, so my question is...

1) Am I missing a basic fundamental rule of Flash in order to make it run smoothly?

2) Is the "tweening" of "Sound Player" possibly messing it up? (Remember, I noticed that when the include line for the external actionscript file was in the same frame as the indiv. player buttons it worked fine.

3) Do you need to see the .fla file to help me out?

4) Bottomline...can you help me out?

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When I try to include code from the external file "test.as" I get an error: "ActionScript 2.0 class scripts may only define class or interface constructs." "test.as" contains a simple function:

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I'm working on a project that imports custom classes (from external as files).

Each class is in it's own file (correctly named, located), and they import and compile fine.

I am building the text version using the Flash IDE (?), and am only using actionscript. The final version will be build using Flashdevelop.

Why does the compiler choke and give an error ("1037: Packages cannot be nested") when a package is coded in the main movie?

Isn't all as code in AS3 supposed to be contained in a package?

Here is the code that works - is this OK (in regards to package code)?

ActionScript Code:
import flash.display.*;
import flash.utils.*;
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[Code]....

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I'm new to as3 and although I am able to build classes that don't error but also don't put anything on the stage. I have Starter_1.as file stored in a folder called com...this is the script for that file:

Code:
package com {
import flash.display.Sprite;
import flash.text.TextField;
public class Starter_1 extends Sprite {
private var tField:TextField;
public function Starter_1 () {
[Code] .....

From what I can see the problem is because the addChild(tField) is not referencing the stage in anyway because the script is in an external .as file and not on the timeline (good coding practice I read somewhere?) I use this on the timeline to try put the text field on the stage:
Code:
import com.Starter_1;
var f1:Starter_1 = new Starter_1();
How do I get this working?

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ActionScript 3.0 :: Multiple Identical Classes In Different Packages?

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Say if the structure of my game is set up like this:mainMenu- Classes inside the mainMenu package.instructions- MainMenuButtonClass.- Other classes inside the instructions package.game- MainMenuButtonClass.- Other classes inside the game package.The class MainMenuButtonClass is a button that, when clicked, directs the user to the MaiMenu and is identical in both the instructions package and the game package. Would it make sense just to save the same file in two locations or is there a better way to handle it.I'm not trying to access variables between the two classes. I'm not looking for any code either.

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Before starting an class or code, you should put all your import statements..

Now I have flash application, which offers a search feature which relies on some pretty huge classes. The user is unlikely to use this feature. However, importing those classes anyway adds some pretty large kbs to my application. Is there a way to import these classes at runtime ONLY IF the user chooses to use this feature?

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I'm trying to re-organize my classes into folders, currently they're all just in the same directory and it's very messy, so I've tested this out in one feature, being the bullets. So bullet.as is in the directory: [main source]/Classes/Turrets/Ammo

I so in the bullet.as file I have coded as follows:
Code:
package Classes.Turrets.Ammo {
import flash.display.MovieClip;
import flash.events.*
public class Bullet extends MovieClip {

Now this works, the bullet is fired on to the stage, however it behaves profoundly. For some reason it does not move at all or behave how it does when it is fired from the turret object, the bullets behave perfectly though when I just simply put them in the same directory as the source .fla. What can I do to easily re-organize my classes into folders without turning my objects into malfunctioning pieces of junk?

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A lot of people have .com websites & put all their classes & packages inside a com folder & then their website name to avoid any possible naming conflicts when using other peoples classes - all very sensible. I have a .co.uk website however - is there an equivelant naming standard?

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<flexLibProperties includeAllClasses="true" version="1">
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[code].....

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