I'd like to set the base class of a library asset at runtime,rather than specifying it before. Is this possible? I'd like it to just extend movieClip, but at runtime change that to extend a custom class.
I am having a strange issue where I have created a MovieClip in the IDE and given it a class name ( MyObject ) and exported for actionscript...this object is created in an external class. This object has a few MovieClip symbols inside, ( MyButton ) and ( MyOtherButton ). After creating a mouse-over event for MyObject and catching the target ( either MyButton or MyOtherButton ), in the listener function, I trace the event.target in hopes that it will output "Object MyButton" or "Object MyOtherButton" but instead, I get "Object MyButton_6" and "Object MyOtherButton_2"...
As I am building a Flex framework for minigames, I plan to bundle a bunch of graphic assets (movieclip symbols) into a single swf file, which I will load into my Flex application, before extracting the symbols from the swf file for use in my application
I am trying to implement a card game using Flash Professional CS5. Since flex makes the final size bigger, I do not want to use Flex for now. I have some difficulties to bind code logic with assets. I have a Deck class and Card Class and 52 card images which are converted to movie clips.
Option 1: I can create linkage to those movie clips means that I will have 52 different classes for each card and I have to create 52 different classes to put my functionality for each card.However I do not want to create 52 classes so is there any other solution?
Option 2: I found embedding asset paths to classes in Flex like that;
Code: [Embed(source="xxx")] public var customClass:Class;
So is there a way to make it without using flex in action script code?
If I embed the same asset (i.e. image or sound file) in multiple components within a Flex Application, does the compiled swf contain the asset (and it's file size) only once or once for each time it is embedded?
I have an externally loaded swf that contains thumbnail movieclips. When a thumbnail is clicked an external image is loaded. I would like to be able to reposition this external image. I know I can use typecasting to control a movieclip of the swf but how do I control nested externally loaded files? I have a different approach that should work fine but I was just curious about my initial attempt.
[ Embed('Assests/ui/Main.swf', symbol='backgroundImage')] private var background01:Class; private function getBitmapData(className:String):BitmapData[code]....
I want to return bitmapData from a symbol that is embedded in a flash swf file. background01 is the class name exported to as3 in the flash swf file. As you can see from above I'm finding the swf with no problem. and I'm pullin the data back from the swf file with no prob. I can type addChild(new background01) and the image will show up. But when I've tried to cast to a bitmap , bitmapasset and movieclip. It always returns null. I want to get access to the bitmapdata of this image/movieclip. It should be returning a vertex circle drawn in flash and created to be a movieclip symbol. So what I would expect to be returned would be a MovieClip.
I am trying to get an instance of a specific class from an embedded swf, it so happens the class I need is also the Default Application extending Sprite for the swf. I am able to do this successfully if I load the swf however I want to embed it instead.The class I want to load is also extending a custom interface. Here is what I have tried but is not working:
[Embed(source="resources/MySwf.swf")] private var MySwf:Class; private function someFunction() : void
I have a flash project that consists of a container swf with a navigation menu that loads other swf files into a container movieclip. One clip that is loaded uses the tween class to daisy-chain together an introduction animation. It works fine the first time it is run, but if the user selects another section and then goes back to the introduction section, the tweens from the last instance of the introduction swf continue to run as well as the new ones. It seems that flash is running two instances of the same tween, even though they exist in the exact same path.
So far, I have tried unloading the each swf before loading a new one, calling removeMovieClip() and on the container clip, and then dynamically making a new container clip each time a new section is selected, and setting all of the tweens in the intro as _global variables, in hopes that they would overwrite the previous tweens. I've tried rewinding each tween and deleting them before starting a new instance of the intro animation, to no avail.
If you import fonts as symbols into the Library in Flash's IDE, are those font symbols available only to the document class, or can they be used by other classes? Do those other classes need to be passed a reference to it? Question Two: This seems to be standard way to embed fonts into a class:
[Code]...
Often embeding fonts using the above method doesn't work. I've done lots and lots (and lots!!) of testing and the transcoder is very picky about which fonts it finds acceptable. It really likes .otf fonts but often not .ttf I found out that there are 3 different font managers used to transcode fonts, and although the correct one is supposed to be selected automatically, this doesn't always happen. [URL] The solution to this in Flex is to add this additional compiler argument: -managers=flash.fonts.AFEFontManager My question is, does anyone out there know how to force the AFEF font manager in the Flash IDE?
I am trying to create a dynamic class from a symbol in an embedded swf, basically I need to be able to add arbitrarily named properties for some exciting math, but it appears the only way is to create a dynamic class.
[Bindable] [Embed(source='ExternalAssets/Assets.swf', symbol="assetName")] private var AssetNameObject:Class;
I'm building a Flex project with a lot of embedded bitmaps and such. The usual method for getting to the bitmaps in Actionscript seems to be to do something like
[Bindable] [Embed(source = '../lib/WhiteFencePost.png')] private static var clsObstacleFencePost : Class; var bitmap : BitmapAsset = new clsObstacleFencePost();
I've already got several dozen of these things, and I can easily see ending up with hundreds of them by the time the project's done. Is there some way that I can avoid creating a Class for every bitmap?
I've embedded a MovieClip symbol with the [Embed] syntax into my AS3 project, which I'm compiling with the Flex 3 SDK. That MovieClip has instances of other clips within it that are placed on stage with instance names. I can't just access them by instance name like I would if I were compiling with the Flash IDE. How can I reference them?
i've got a few fonts embedded and am using them in my mobile application, and they are all working, except for the ones i try to use for the "ActionBar". They work everywhere else, and substituting "Comic Sans MS" for "titleCGF" changes it to Comic Sans. So why won't it work with my custom fontFamily?
I know just loading the movie and then using getBytesLoaded will check to see if it is actually loading, but I'd rather run of test of say, 10 assets to see which are present and then start loading them after I know which ones are there.
I am trying to load assets from an SWC into a SWF at compile time, in as3. I'm getting the information about which assets to load from a JSON file. I can do so statically, but when I try to define the names dynamically, I'm running into problems. So for example I can do this:onemech[+ tmpObj.id] = new mech3 as MovieClip;And it loads the asset named mech3. But what I would like to be able to do is something like
var mechtype:String = "mech" + mechtypenumber; onemech[+ tmpObj.id] = new mechtype as MovieClip;
Obviously, that doesn't work.I looked around a bit and I found this here, which seems to be angling toward what I need, but I can't figure out how to apply what's said there to my specific situation.
When I was building apps in as2 - my main method of project distribution was to create a bunch of different swfs, each representing, probably, a timeline, some code, and a set of graphical assets. Tho cumbersome, it meant that I could progressively load large chunks of the project as needed, at runtime.
Obviously - working in as3 - this changes a bit. My last project ended up being a bit too large, even when all assets had been optimized - mostly because I just embedded them in one swf and loaded it (kinda long load time). So - new project, wondering what solid methods are available for loading packages of external assets. I could, obviously, just load everything individually, but I would like class linkage and symbols already defined - rather than doing this manually for bitmaps.
I have tried many things but when i load my external jpg inside a MC (thru the use of a MovieCliploader which then load the jpg inside that MC in an empty MC). I have put my code in the onLoadInit() and did something like
MC._width = target._width;
My MC has a specified width and height in the library. is it because of that or should i put it smaller.
So I've seen many a tutorial on how to do this in AS3 but I'm trying to work out if there is a way to have all my assets for a game I'm making external, so they can be shared with a level editor that resides in a different .swf and won't be loaded twice.I spent a while looking and found out about Shared Libraries, which at first I thought would solve the problem, until you find out that you can't use attachMovie to attach anything to the stage at run-time if it is an imported object, which just sucks to be frank .So I then thought of a work-around for that by adding these shared objects inside a MovieClip that wasn't shared so I could add that from the stage and access the clip inside using the instance name that I would assign it. This worked fine until I remembered that I had was using several Bitmaps and the BitmapData class, hence if I placed these bitmaps in a MovieClip I can't even assign an instance name to access them to perform the code that I wish to on them.
If I draw something manually, can I still change the colour by actionscript? I want to draw a cat, and the cat colour depends on the the user choice in the previous 'screen'. How should I go about this?
I'm creating a media player (mostly video but with some graphical interfaces) that has a full-screen mode. However, before going fullscreen it's relatively small (about 620x340) and going fullscreen would typically be about double the resolution. What is the best way to prepare the videos and assets in the file so they look good at fullscreen and at the smaller size? I want to also keep the file size to a minimum (within reason).
i've imported an image asset (Background.jpg) to my Flash CS5 library and exported it to ActionScript as class Bitmap with a base type of BitmapData. the following code returns the following error:
backgroundTexture = new Shape(); backgroundTexture.graphics.beginBitmapFill(Background); backgroundTexture.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight); backgroundTexture.graphics.endFill();
I'm building an Adobe AIR application (2d platformer adventure game), utilizing the Flash Builder 4 IDE, which will be packaged on a CD for installation. I've embed the majority of the game assets into a static class to keep it simple and organized. This way I can reuse assets and swap them without much digging.
Example: [Embed(source = "../data/gfx/spritesheets/boyHero.png")] public static var boyHero:Class;
In the early days of the projects, everything went to plan. However as the project has grown to be over 28MB, I've started to run into Out Of Memory errors. These occur when I add new assets, refactor for a while, or add new classes. Once I get this error, I can restart FB and then work for another 15-20 minutes. I've modified my .ini file bump up Flash Builder 4's memory allocation. It's currently set at: -Xms512m -Xmx1024m
While I'm at it, here are the specs/plug-ins that I've got installed: Flash Builder v 4.0 (build 272416) JNA Library 3.2.7 subclipse plugin 1.6.17 subversion client adapter 1.6.12 subversion JavaHL Native Lib 1.6.15 SVNKit lib 1.3.5.7406
Mac OSx v 10.6.7 2.53 GHz Intel Core 2 Duo 4GB DDR
My Questions: 1) Is the issue with the path that I've chosen for the way I'm handling in-game assets? I am streaming in some assets such as tutorial swfs which are loaded via the SWFLoader. I could go this route for all assets... but, should I? Is this the right way to handle a disk game? (The game runs without a hitch when installed on QA machines...) 2) Provided the embedding of static assets isn't an issue, Is this a FB4 bug? Where should I head for more information?