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 get the error: Scene 1, Layer 'Layer 1', Frame 1, Line 11 1119: Access of possibly undefined property spriteTwo through a reference with static type flash.display:Sprite. I can control child movieclips on the stage this way, so why can't I control sprites made in AS3 this way?
In Flex, how do you best manage child collection property changes, specifically notifying a parent object that a property within the child collection has changed.
package { [Bindable] public class Author
[Code]....
How can I notify the Author when a Book propery has changed and update the dateOfFirstBookPublished method?
At first I had all my sprites in an array and cycled through them to detect for collisions but now I am trying to put them in 1 big sprite and testing just that. I don't know if I am doing something wrong or this is to be expected but testing for 1 big sprite creates lag within the engine. Am I correct to assume that it's because I am constantly testing the pixels of the 1 sprite? When cycling through the sprites individually i never noticed this lag.
Ages since I last played with away3d, totally forgot how to use it.What do I do if i want to add a Sprite or object capable of adding Sprites to my Scene3D?
Edit: Using the MovieMaterial in not a possibility due to YouTube disabling Draw() on their APi
If I change some value for a parent sprite, the same value will affect all of its children. So if I set alpha or width on the parent, the child will automaticly get the same value.
I have created 2 sprites each containing a dynamic text field child. I then add this as a child of the stage. (I have done this in order to make the text clickable with a hand cursor on mouseover)It loads in fine, I just run into problems when trying to REMOVE it the sprite containing the text."ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller."Sections concerned in red:
i have a question while reading Flex 4 Cookbook i came across the method to dynamically adding control to the container controls but nowhere i came across with how to provide them with the dynamic properties and events like they have created a button dynamically inside a group control but what good a button be if i cannot give it an event dynamically. in the same way i want to add a tree view inside a vbox but what good that be if cannot provide a data provider to it dynamically.actually i am creating an web application where i add the tree view to a vbox and i want to the data provider should also be dynamic depending upon the option i have selected in the combo box.
I used to know how to do this, but have since forgotten, and can't remember how, or find the resource I used to learn it in the first place. Basically, I want to move a sprite made in AS3, with an external class. This is the code I want to use as an example, just so I can get to grips with it, and apply it in other things.
I'm rendering a xps file using flash (no MX or Spark), and I'm running into a sort of 'contradiction' that I'm unable to solve. [Note, that I'm trying to work only in core flash (e.g. Sprite, Shape, etc.), I've already solved (sort of) this issue using Spark.]
The pages of the xps file specify an explicit size. However, the content described (especially paths) in the xps file can sometimes extend outside of this area.
The problem is, I want the parent Sprite to have the size specified by the xps file, for example so scroll bars match the page size (not the sprite size), but in some cases the Sprite is much larger than this.
I've tried recursively going down and scaling everything UP, and then at the end scaling the parent container DOWN. Unfortunately, this causes translation problems with paths, and I assume it can also cause problems with bitmaps, etc.
Without using MX or Spark, is there anything I can do to control the size of the parent Sprite, other than scaling all the children independently?
I have a sprite that has a scrollbar that uses the scrollrect feature. The sprite has several bitmaps and textfields. When I print the outer sprite (The one with the scrollrect) all of the textfields outside the scrollrect are cut after the first line. In case anyone else is having problems with printing sprites with scrollrects using the bitmap printing option fixes and prints most of the stuff in the sprite. Excluding all textfields outside of the scrollrect. This however can be fixed partially by embedding your fonts.
So now the only problem left is printing multiline textfields that are outside the scrollrect. P.S. Imho the scrollrect should have nothing to do with the printed area of the sprite because the printJob.addPage has a printarea parameter.
I'm trying to make a textfield inside a sprite zoom upon mousing over the sprite. I'm instantiating tweens on the x, y, scaleX, and scaleY properties of the sprite. The x and y tweens are needed due to the top left registration. Also, the tweens are added to an array to ensure they finish. Sometimes it works as I intended, but when I mouse over from the bottom right corner, the sprite jumps haphazardly towards the top left and back until I mouse out, instantiating another set of tweens to return the sprite to it's original state. I'm not sure what to do other than using a custom tweening engine such as Tweener. I'm using the built in tweening classes and I'm hoping to find a solution within these parameters.
I have been trying all day to find a solution to this, to no avail.. My project has a frame built in flash that loads an external swf via the addChild command. In that external swf, there is an FLV playback component that plays videos on the video tab. (There are home, video, web and contact tabs all in the parent swf) What I want, is for the FLV component to stop playing the video when one of the other tabs is clicked in the parent swf..
I am trying to add a comboBox to a sprite as a Child. For some reason after adding the comboBox to the sprite, the height of the sprite gets bigger. I attached a copy of the code below. Is this a bug?
I don't understand about the qualities of a sprite, but why does this trace as undefined? item is a movie clip and businessCard is a sprite which contains a movie clip.[code]
I have some code that adds a child using addChild(dragsquare); dragsquare is what I used as the class for a movieclip, mcsquare.
Everytime a child is added to the stage, it is called: ObjectX The "X" increments everytime a new object is added using ++objNum.
E.g:
Object1 Object2 Object3
etc...
When the child is added to the stage, it can be dragged, resized, rotated, etc...
I have used this code so when someone clicks the "save" button it loops through all objects on stage (increasing the last number by 1 to get the next object) and finding their properties. Here is the code I have used.
ActionScript Code:
Code: save.addEventListener(MouseEvent.MOUSE_UP, saveObjects); function saveObjects(event:MouseEvent):void { for (var i:uint=0; i<numChildren-23; i++) {
[Code]....
23 children already exist on stage so I have to minus that number to get whatever is added on stage by the user.
However, scaleX is getting the childs ORIGINAL properties and not its current stage properties (where it has been resized, rotated etc..) and only returns a 1 for scaleX. How would I make it track the properties it has on stage?
I have loaded a SWF and attached to a MovieClip which exist in my current movie using the following code, and now I just want to access the loaded SWF to send it orders like play() or gotoAndPlay(); I have tried also: container= MocieClip(loader.content); instead adding child, but it trhows an error
If I import pgming from one AS into an overall one like this:
import asFiles.slideshow.*; public var slideshowAS:Slideshow; //then later:
[code]...
how do I control one object that is within that child .as file from the parent .as file?so for instance if in the slideshowAS there is an item called "nextBtn" and I want to be able to do something with it in the parent main menu .as file.
If I import pgming from one AS into an overall one like this:
[Code]...
how do I control one object that is within that child .as file from the parent .as file? so for instance if in the slideshowAS there is an item called "nextBtn" and I want to be able to do something with it in the parent main menu .as file. If you could even direct me on what to search under I that would be very helpful! I tried googling it but did not know how to search for it.
I have used AS2 for a while but the movie gets very slow when thousands of objects on the stage. I would like to turn to AS3 for better performance. My basic symbol is a MC consists of a button and a text field. Can I change it from Movie Clip to Sprite? I read a document that says "Sprites serve as containers that can be filled with shapes, images or text. "... Could someone tell me if the Sprite can also be the container for button?
i'm a designer trying to step up my flash skills and have a scripting problem that's causing me trouble. essentially i have a child swf loaded into a container in a parent swf and want the child to be able to instruct the parent. to explain in full, the child contains an flv with bespoke video player components. it's container sits in one frame of the parent. when the flv finishes playing, i need the parent swf to move onto another frame. as it's a controllable flv, it isnt possible to predict the exact length of time the child will need to be present, so it literally needs to tell the parent it's finished playing at that very point.
This code is currently contained within my "mc_1" movieclip. I want to be able to have this code on my main timeline, however no matter what I try I constantly get errors, multiple different versions. I've tried adding mc_1 infront of everything, but that just gives an output error about a Sprite.Also, I'm currently using visible to control whether the back image to the textbox should show - What I'd really like to do is control it using a child, but they're movieclips not buttons, so when I try to addChild within the function it errors saying I'm trying to control a movieclip within a simplebutton function.
I have a map with various regions as movieclips. When you mouse over a region, a sprite appears containing xml data. Among this data is a hyperlink. I want the sprite to stay on the stage until one of two things happens:
- you mouseout of the sprite - you go to a new region
That seems to be the problem. I've successfully coded the program to remove the child if you mouseout of the sprite. But if you go to a new region, it makes a new sprite and now you have two sprites with xml data on the stage! If I remove the child when you mouseout of the region, then the sprite won't stay on the stage for you to click the hyperlink. How can I make the sprite stay on the stage until:
- you mouseout of the sprite - you mouseout of the region IF you aren't on the sprite
I've a slider class (SliderUI) and I'm passing slider and track images to that class as sprites.
What I'm trying to do is, passing one more image as sprite and changing its width for doing masking in slider. (It will expand or collapse as you move volume slider)
When I try to change width of sprite, it doesn't show up and I guess sprite is just container and resizing it makes it disappeared.
So how can I resize sprite with its child image (it's loaded by a Loader object by the way)?
From the two .as files below, I get the following error when I run: 1119: Access of possibly undefined property importantNumber through a reference with static type flash.display:Sprite.
Basically, I have a menu created using XML. Each menu item has a fill that fades in and out as the user scrolls over them. What I want to happen is that when an item is clicked, it stays highlighted. The problem comes when I click on the second item. I can't get the first item to "unselect."Here is the menu code and functions.
Code: var menuHolder:MovieClip = new MovieClip(); menuHolder.x = myMask.x;
I have a holder movieclip on screen, then I create a loader, load an external SWF into the loader and addChild to my holder:
var bgloader1:Loader = new Loader(); [code].....
This all works. Now if I want to come back later on and alter the alpha or position I get an error:
//Neither of these work: MyHolder1.bgloader1.alpha=0; MyHolder1.bgloader1.content.alpha=0;
TypeError: Error #1010: A term is undefined and has no properties. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete()