Two Functions In A Class Be Accessed Simultaneously In AS3?
Jun 7, 2010
In a custom queue, there's a push() and a pop() function. The pop() may be called any time on an Event.COMPLETE, so does this mean that code can be running in push() and pop() simultaneously? If so, is there a way to prevent the code from being run in both functions at the same time?
I'm making a little movie where, when a button is clicked, a swf file is loaded into a movie clip using the MovieClipLoader object, and on the onLoadInit event, the clip's alpha and _x are both eased using custom prototype methods. When I first test the movie, it works fine - it fades/moves in correctly. If I click the button while it's still easing, it again reloads and looks fine - but for some reason, once I wait for it to fully ease in, when I click the button, it first loads, then the Alpha eases up to 100, and THEN it eases to the _x. [code]...
Is it possible to host a class file separate from everything else on a website where it can be edited when needed? For example, I'm thinking that in the Linkage section of the movieclip you would put the path to the location of the as file on the website, so [URL] <--well I guess without the ".as".
I'm wondering if anyone has experience with if there is a big difference in performance in ActionScript 3 between keeping a class with only public static functions, and utilizing those functions often (as in a frame event at 30fps), and in turning the class into a "normal" class of which I instead make an instance and call the functions via the instance instead.
I realize this is kind of an odd issue, but I am wondering if there's any way to get Flash to allow me to access a class's static functions using a class variable that points to the class. Example:I create a class called FooClass that has a static function named fooI then create a variable of type Class that points to it
Code: var class:Class = Class(getDefinitionByName("FooClass")); However, when I try to call foo() using the variable, it errors saying the function
Main is my doccument class . how can i call Main.Caller
package { import flash.display.Sprite; import flash.events.Event; public class Main extends Sprite { public function Main():void { if (stage) init(); else
I would like to create a class that simply houses all my custom functions that I commonly use. These are functions, not methods tied to a specific object. Is this possible?
I have a web application created using Flash Pro and I want to use external ActionScript files to support it. I have a package with multiple classes. I want to be able to create utility functions to do things across classes. How do I make these functions accessible to any of the classes? I know I can create a class with these functions and then instantiate the class with a dummy variable to be able to access the methods but is there a better way?
I was wondering if they found a better way of allowing the use of variables outside of an on function. For example in the script below I can use the variable bounds inside the target.onEnterFrame function because it's declared inside the constructor. However I can't use m_Bounds even though it's declared in the class.[code]...
I've been coding a bunch of movie clips as buttons (gives me more flexibility) and the lines of code is phenomenal... was wondering if i could create a template of functions, and instantiate it for each object?
e.g. the function function toUpperCase():String; in C:Documents and SettingsuserIdLocal SettingsApplication DataMacromediaFlash MX 2004enConfigurationClassesString.as
If you create a Video object and trying to use the the BitmapData.draw() method on a DisplayObjectContainer that has the Video in it, if the video has not begun to play you will get this Security warning:[code]However, I found that by calling a phony url to init the video works great and gets around this issue. If you were to call _ns.close(); at any point, you would have the security issue again.
I have quite a challenge on my hands. I need to retrieve flashvars from a deeply nested child swf. I've scoured the net for days for an answer, but none seem to work. My issue here is that I can't figure out how to access the uppermost root (loader swf) from the child swf. When I say nested, I mean 5 levels deep, so it gets pretty hairy.
this is working, but I would really like to have the jpegs, as linked items in the library, or just in the same folder / path as the swf file,how can I change this to achieve that..I need that to get the prelaoding to work, or work the only way I know how to in the scope of things
I have a Main.fla which loads Main.as as its document class. In Main.as I have a public function named "Main" which runs a trace. I also have another .as file called Preloader.as, which also has a public function in it, this one named "Preloader" with simple trace in it. I just cannot figure out how to use Preloader() from the Preloader class in Main() from the Main class. Main.as loads up fine when the SWF loads and traces.
I'm new to writing several different class files.. and trying to make a set of boxes that expand/collapse by mouse click and timer..
I have 4 class files, Box, BoxGroup, BoxTimer, and Main.
I can call the functions in Box class from BoxGroup class, but not the functions in the BoxTimer class. it keeps throwing this error. I don't understand why since i'm using the same method between the other 2 class files...
ReferenceError: Error #1069: Property timer_start not found on CollapsingBox and there is no default value. at CollapsingBoxGroup/on_click()
i'm trying to make a website with sliding pages via clicking on the buttons, scrolling a mouse wheel and draging a scroller button just like in this wesite [URL].. for a moment i have done navigation via buttons, it works perfectly but i'm strugling with adding scrollbar (just like in that website) that i want to make it scrolable via mousewheel and that drager on the right side.
can anybody help me to add those functions for mouse wheel scroll and drager.
how can i call public functions or vars of a sprite class from another class (or frame script)? i keep getting 1061: Call to a possibly undefined method getSide through a reference with static type flash.display:Sprite.
//Framescript var a:Sprite = new customRect(); addChild(a);
When test on cs4 (contol>enter) I get following error 1061: Call to a possibly undefined method playVideo through a reference with static type flash.display:Sprite
Road - extends MovieClip Car - extends Road Controller - extends Car
And I want to incorporate some common Mathematical functions in them all to make them faster e.g.(replacing Math classes with some speedy bitwise versions).
What is the best way to incorporate these functions into all of them without writing the functions in the classes or extending from class of the functions. Is importing the class into each the fastest way or is their a better way?
I've made two custom classes ("banana" and "box"). As I start my application I create two new objects from these classes - first I create a banana object and then a box object. The banana class/object has a property/variable ("weight") that I set with information from an external XML file, thus it takes a while for it to receive a value.
My problem is that my box object needs to access the "weight" property of the banana project, just after the box object has been created. The problem is that the banana object hasn't finished initialising when I make the request from the box object...
Is there a way of either check the status of another class (initialisation status that is), or is there another way of preventing the box object to either be created before the banana object is initialised?
i want to be able to call the function keyDowns() from my main file on ENTER_FRAME. However, i can't seem to get the syntax/definitions right. here's the function within class Hero:
ActionScript Code: public function keyDowns(event:KeyboardEvent){ if (event.keyCode == 65){
[Code]....
then in the main file i create an instance of Hero called turret i want to call turret.keyDowns() every frame. i'm trying to use this, but i get an error message "1120: access of undefined property event."
I'm new to writing several different class files.. and trying to make a set of boxes that expand/collapse by mouse click and timer.I have 4 class files, Box, BoxGroup, BoxTimer, and Main.I can call the functions in Box class from BoxGroup class, but not the functions in the BoxTimer class. it keeps throwing this error. I don't understand why since i'm using the same method between the other 2 class files..ReferenceError: Error #1069: Property timer_start not found on CollapsingBox and there is no default value.at CollapsingBoxGroup/on_click()