how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues. I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively,I think Animals should declare that every subclass should have some animalSpecies ,and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass.Is this correct?
I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Also, conventionally, what should be in my Main class? Only the addChild code which attaches MCs to the stage? Or should the values of variables be defined in Main? What am I missing?I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient.
I'm trying to figure out how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.
Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct?
I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Animals.as package { import flash.display.MovieClip; public class Animals extends MovieClip { public static var animalSpecies:String; public function Animals() {} }} Dog.as
[code]....
I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head. Can someone please explain where I should be defining values of variables for classes, subclasses, and instances?
I'm an AS3 newbie and I'm trying to figure out how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct? I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head. Can someone please explain where I should be defining values of variables for classes, subclasses, and instances?
I'm trying to create a base class for components by extending Group in Flex 4, but I can't seem to define the layout through MXML. Any time I try to move the definition to a subclass of my base component, I get the following error:
Error: Could not resolve <s:layout> to a component implementation.
Judging by that error, it seems that some magic from the framework's side goes into assigning it for a Group and thus the compiler fails when trying to assign it for any other classes. Does anyone know how this is supposed to work? how to allow me to define it in subclasses?
how subclasses,instances,and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct? I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Also, conventionally, what should be in my Main class? Only the addChild code which attaches MCs to the stage? Or should the values of variables be defined in Main? What am I missing? I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head.where I should be defining values of variables for classes, subclasses, and instances?
I have three mc's that look like cd's Three instances of the same movie clip. They go into a player onRelease. If I click on a cd it looks if any other cd's are clicked. If any of them are clicked then it tells them to gotoAndPlay (thisKeyFrame) in that cd movie clip (which would be a simple tween and will look like the cd comes back out). I tried setting variables in the cdMovie clip like on the first frame onValue="no" but once it goes in and stops the onValue="yes". And then I had AS on each cd looking if the onValue variable is yes or no in each one of them.
This is a little odd but I need to know all subclasses of a specific class. So let's say I have the base class called Shape and 3 subclasses (Circle, Triangle and Rectangle) that implement it. I would like something like this :
public function getSubclasses(aClass : Class) : Vector.<Class> { //??? }
that returns a vector containing Circle, Triangle and Rectangle.I unfortunately cannot count on the fact that each subclass be instanciated at least once before that function is called.t the moment I need to manually add the classes to a list but this is error prone (if I forget) and also not as versatile as the function proposed above would be (since I would need to make a new list for every class I want the subclasses of).
Trying to find a straight answer for this. I am going to be creating some sub classes in actionscript 3. I was wanting to know if it is possible to override the parent class. If so, do I need to put a override assigner on the parent class method or what.
In the below example, stage is always null. If I move the listener for enterframe to TestSubClass, it obviously works OK (even if the added function remains in TestClass?) - but why can't I detect stage in TestClass and reuse that code for all classes that extend it?
Some code:
Code: // ParentClass var testClass:TestSubClass = new TestSubClass(); this.addChild(testClass);
What Im trying to do is to call a function called e.g start(); from a class that extends sound. Iwe been trying for hours now. How can I make this work?
I've been having trouble with scope in subclasses, where variables that I would like to be local to each instance of a class are instead global. For example:
Code: class Prototype extends MovieClip { //Various functions all clips have access to } class Ship extends Prototype {
[code]....
I've found that if I instantiate more than one ship, the hitboxes array is populated with clips from every instance of the class, instead of staying local to each instance as I'd like. Is this because I'm attaching them with a constructor?
I've just found a strange error when deserializing from a ByteArray, where Vectors cannot contain types that extend Array: there is a TypeError when they are deserialized.TypeError: Error #1034: Type Coercion failed: cannot convert []@4b8c42e1 to com.myapp.ArraySubclass. at flash.utils::ByteArray/readObject() at com.myapp::MyApplication()[/Users/aaaidan/MyApp/com/myapp/MyApplication.as:99]Here's how:
public class Application extends Sprite { public function Application() { // register the custom class
I'm trying to access a MovieClip object in a SuperClass from a SubClass. The only way I can tell this is possible is through an event dispatch, but I'm dealing with a preloader and a loaded external SWF. So I can't make an instance of the "not yet loaded" classes because I'll get errors. Furthermore, the objects in both SWF need to be controlled in sync.
I want to create a movieclip class that subclasses another movieclip class and inherits all its properties (rather than having to rely on the include statement). In my project I'm using:An abstract parent class that extends a movieClip: "infantryDroid".[code]However everytime I try this, flash acts as though nothing was imported from the parent movieclip class.If I was to try the above code I would get the message that _root and speed (which were defined in the parent class) "are undefined".
I want to be able to get my var from my XML file. But when I add another node in my XML file, let's say its called <picNum>3</picNum> I can't seem to get it into my flash file? I only want one number under each <subnumber> node if thats possible?
I have this var in my .fla.
Code: var picNum:Number = 3; // could be any number and I load my XML like this: Code: var pArray = new Array(); var tArray = new Array();
implementing AS3 localconnection, I sourced Adobe article that provides a send and recieve script and thought to use this get started.
[URL]
how to bring the .as package script into my sender.swf.I have a blank sender.swf and have created LocalConnectionSenderExample.as in same directory, how do import the package (classes) and also any other code?
url...I want this code to be able to remove af or bf if its touching ground. But I can't do that because "cant define property of bf" and af. And I need to have it outside the other functions because I will have alot of code otherwise.[code]
I'm wanting to use an XML file to define swfaddress deeplinking buttons so that "next" and "previous" buttons can be easily changed out by the client without having to edit the .FLA file.
In other words the .FLA file will have a series of labeled keyframes "frame_01," "frame_02," and so on the "next" button will have code in it that parses an xml file and inserts the correct frame for the deeplinking.
Code: // LOAD XML var xmlLoader:URLLoader = new URLLoader(); var xmlData:XML = new XML();
I know it's possible (and the answer must be under my nose) but I am at a loss as to how to accomplish this:I have 5 movie clips on the stage, and their instance names are in one array. I then have an array with hexidecimals that I want to assign the colors to the movie clip. So, in essence clipArray[0] would obtain hueArray[0] and so on and so forth. Here is the small code snippet I am working with.
stop(); var clipArray:Array = [one_mc, two_mc, three_mc, four_mc, five_mc]; var hueArray:Array = ["0xd50000","0xff9000","0xfcff00","0x00c91c","0x005 0d5"];
defined using a specific syntax. Instead, you define events in your class by using the functionality of the EventDispatcher class to keep track of event listeners and notify them of events."But in some Adobe's sample files, events are defined as class properties or local variables in class methods. while we call the dispatchevent() method only one time for each event (By the way is it possible to dispatch a single event more than one time?) and do not use the event object elsewhere in the class, what is the advantage of assigning the event to a variable? specially to a class property, specially to a public class property, while we can define and dispatch the event in a single statement like this:this .dispatchEvent(new Event(Event.CHANGE,true)) ?2. The AS3 Language Reference says :"You do not normally call clone(); the EventDispatcher class calls it automatically when you redispatch an eventthat is, when you call dispatchEvent(event) from a handler that is handling event
I have a MovieClip with buttons inside that basically slides left/right based on mouse movement. Now everything works, I defined a hitTest for the MC movement but I need to reduce the zone where moving the mouse the MC slides.
Now my problem is here this.hitTest(_root._xmouse,_root._ymouse,false)) I tried to change the _ROOT._XMOUSE,_ROOT._YMOUSE,FALSE with the instance name of another empty MC called hit_mc just to have a sort of a hit mask but didnt work.
This probably has an easy answer, but I seem to be unable to find it myself.On frame 1 in the Timeline (in CS4), I have this actionscript:
var clickAreaLink1:URLRequest = new URLRequest("http://www.example.com/?=1"); btn_clickArea1.addEventListener(MouseEvent.CLICK, clickArea_click1); function clickArea_click1(event:MouseEvent):void { navigateToURL(clickAreaLink1,"_blank"); }
On a different keyframe, I have my button labled "btn_clickArea1." When I run the movie I get the error "Cannot access a property or method of a null object reference."My guess is because the button is on a different keyframe than the actionscript. However, I have four buttons that will need to be constantly updated, so I want the actionscript all in one place to easily update them. Is there a good way to get this to work?
i have a red rectangle. On top of this rectangle is a bitmapped (not vector unfortunately) pattern fill that needs to include some white/transparent pixels that should show the red color of the rectangle. How do you define this in SVG, if possible while avoiding the use of masks? The 'transparent' pixels keep coming up white instead of red.
how i can define a package (please i need to know where i have to put the package folder to be ablae to use it) and how to add and use it in a project and any additional useful information
The below code is working fine when I place my button on main time line... when i place my button inside of any MovieClip, it never work and never attach circle from the library???can any one tell me please what should i need to change, when my Button is inside of MovieClip. Image is loading fine but my loading circle is not visible....
btn_About.addEventListener(MouseEvent.CLICK, Loading_AboutImage); function Loading_AboutImage(event:MouseEvent):void {