Actionscript 3 :: Subscribe To The Changes Made In The Sprite?
May 4, 2009
I have a TextField inside a Sprite and I always want the alpha of the TextField to be equal to the alpha of the sprite. How can i subscribe to the changes made in the Sprite? I guess i need to fire a PropertychangeEvent some how, but I can't see that sprite supports this out of the box?
class TextWidget extends Sprite{
private var textfield:TextField;
public function TextWidget(){
textfield = new TextField();
I'm made an Item class which extends the Sprite class, the Item class basically has a few checkmarks & labels at the moment.
Then what I try to do is run through a for loop of items and create Item classes that I want to place one after each other on the y-axis, so I'm reading the Item.height property to find the y of the next Item in the list.
The problem is for some reason there is always an extra 75 pixels added to the Sprite height at the bottom, no matter how many checkmarks and labels are in each Item class ( varying the height of the Item class ).
Any idea why this is being added and how it can be removed?I'm having trouble figuring this out, I tried dynamicly calculating and setting the Item.height property but when I do that the Sprite is simply cropped.
Anyone let me know wether if pixel calculations are made swf files and when they r made to fullscreen wether they will remain the same in any monitor size?
I'm having trouble subscribing to other clients. Take a look at the source code: [URL]. For some reason, the onReceiveStreamHandler() method is never called. You can test the app here: [URL]. I am using my actual dev key not "myID"
I want to create a box on my website for people to type their email address if they want to subscribe to my newsletter. I just want one box and a send button.
The parent slide show has audio buttons: mute, volume up, volume down, and replayThe loaded swfs will need to play sound based on user interactions, but how do I make it so the loaded swfs play at the appropriate volume set at the parent level? The parent does not exist at compile time, so a parent method call won't work. Somewhere I though I read I could use dispatchEvent to get the child swf to listen to the parent's button changes and make appropriate changes in its own volume levels.In the main class of the parent swf, I instantiate AudioPanel (as audioPanel) which builds the controls, keeps track of the volume and mute state, and dispatches a custom AudioEvent event when the buttons are clicked.The main class of the parent listens to the events dispatched by AudioPanel with this code:
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package { import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
[Code]...
The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
Is it possible to set the height of the sprite depending on the height of an textfield inside that sprite? I'm creating a box with a textfield inside it, but I want the box to be sized depending of how much text it is in the textfield..
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
Ive got a question that feels like it should be easy but I cant figure it out. Suppose I have 2d grid of square sprites on the stage, lets say 20 by 20 (400 sprites). Another sprite moves accross the stage on top of the grid. The moving sprite and the 400 sprites below it share a common parent. So heres the question: How do I find out which of the 400 sprites the moving sprite is currently over? And heres an extra wrinkle: I lied, the sprites are not square they are of differing shapes so I cant do a simple math calculation.
All I can come up with is something like hitTestPoint(), but then I would have to call it 400 times wouldnt I? That is probably the most inefficient way to do things. Is there a function like whatsUnderThisPoint(p : Point) which will return a list of every sprite on the display list that contains p?
I'm constructing a site, at least I'm trying :P I made a part with photoshop but now I'm continuing in iweb because I thought oh it's ease to insert a photo page, because that's the only reason. I'm a little bit a noob in html and php and so on and also in flash so that was the solution at least that was wath I taught... :roll: this is how it looks in iweb:that is how it should look on the internet, it does as you can see here:but when I click on a picture to enlarge normally you should get a nice screen but I have this:As you can see that is a problem, everything moved and so on
I made a panel movie with required designs which can be used as several pages in flash document. This is the basic design for all pages. Now, I would like to make changes in pages according to their subject. But when I make any change in one page the other pages are automatically changed.
I have a swf that was published from Camtasia Studio, and I need it to loop infinitely.How can I do this? I can't figure it out. Right-clicking on the swf and having "Loop" checked does nothing, because it still stops at the end anyway.
I wasn't sure if I were to put this in the Actionscript forum or in here, so I put it in here. I'm making a small test for a game so I made two attached movieclips to the stage. I got them to move at each other, but when they hit, it doesn't detect it. Is there anyway i can make them hit eachother? Heres the code
I made a simple flash video with Dreamweaver that would not play on my website and my ISP, EasyCGI said the script code was bad. So I made the flash movie again with Flash Pro using actionscript3. Now the skin shows but the movie still does not play and my ISP still says the code is bad. This is a very simple movie using nearly all default settings and I have remade it many times and I can not find an error.The loaded page is URL... and here is the page code:[code]
I've been trying to make a sound-loop player for quite some time now (i'm new to as3) and i'm pretty close to do it but still Ok, i've made six letters converted them into buttons and i want them to play a different wav sound loop each one whenever i click on them and to stop the sound when i click again.This works fine for the first button but not for the rest of them because i dont know where to insert the similar code for the rest of the buttons.
import flash.media.Sound; var sound:Sound = new The_Rloop5(); var soundControl: SoundChannel = new SoundChannel();
I recently started working with adjusting a template with flash 8. Everything goed smoothly except for one thing. I changed one certain symbol in my libray and when i export the movie (after changing) i dont see the changes in my website. Other buttons, symbolt etc immediatly show there adjustments and this just keeps on remaining the same?