how do I use ActionScript 3 / Flash components? - actionscript-3

I want to use the ScrollPane component. One tutorial said I go to
Window -> Components
and click ScrollPane, but there is no components when I go to
Window -> Components
. I found this:
http://help.adobe.com/en_US/as3/components/WS5b3ccc516d4fbf351e63e3d118a9c65b32-7fa2.html
If you scroll down in the link above, it mentions that I can import it using ActionScript like so:
import fl.containers.ScrollPane;
but it gives me an error saying
Scene=Szene 1, layer=actions, frame=1, Line 1 Syntax error.
I found this later on:
http://forums.adobe.com/thread/617557
and apparently the solution is to "add a ScrollPane to your fla's library"? How do I do this? One of the users on that forum also mentioned
"any AS3 package that begins with fl requires a component either on stage or in the library of that FLA file". How do I put a component of the ScrollPane in the library? Isn't the ScrollPane what I am trying to import?
Note: I am using Flash CS5 and ActionScript 3.

Found the answer. I was working in Adobe Flash CS5 and I needed to change the Flash player version to Flash Player 10 and verify that ActionScript 3 was being used.

Related

How to convert an ActionScript 2 SWF file to an ActionScript 3 SWF file

I created a ُSWF file with the Swish max 4. Then I loaded it in Captivate Software. But I got a message saying that "The Adobe Flash file "Test.swf" contains ActionScript 2 while the current project setting is ActionScript 3. This might cause the Adobe Captivate project to work incorrectly or stop working". After that animations are not fully loaded. How should I fix it?
Action-script 2 and Action-script 3 are written differently, there isn't a converter as far as I know. You would have to rewrite the code. Or you can change the project settings to Action-script 2 if you do not need Action-script 3 capabilities.
All I know is that by now, flash is dead. There is still ruffle though. And to work properly, ruffle at the moment currently can only support ActionScript 3.

FLVPlayback without Flash CS

I'm implementing Google video Ads in flash game, using FlashDevelop. Google has a sample where they're using FLVPlayback component to display video... problem is, I don't have this class anywhere.
I've searched how to add it, but all solutions say "link to C:\Adobe\Flash CS\Components\etc" path, which obiouvsly without Flash CS I don't have... and don't want to install it just for this :)
I wonder if there is a way to get the FLVPlayback without installing Flash CS?
You can try import external adobe components swc through Flashdevelop interface.
Maybe this can help you: link
I quit and just installed the Flash Professional CC, and there linked to the component path, but it didn't work for some reason. Then I included the FLVPlayback.swf component inside my AS3 app, which compiled etc. but as I learned FLVPlayback wasn't really what I needed.
After some fumbling I made it work with Flex Spark component - VideoPlayer, used inside AS3. You can find some code on the devlist: https://developers.google.com/interactive-media-ads/community?place=msg%2Fima-sdk%2Fc3KH11vxSd0%2FeLuYneYpch4J

Problems implementing a Timline Editor in my level editor in Adobe AIR.

I'm currently working on an Adobe AIR project to pump out my level editor but I'm running into an issue. I basically need to implement an interactive movie editor. My question is how would you recommend I get the timeline editing started? Functionality wise it needs to be able to set tween key frames for position, scale, and alpha. Any ideas?
I've also been trying to look into pulling tween data from a swf. I'm not entirely sure how applicable this would be.
I'm not sure what you mean by movie editor - movie as in a sequence of images(bitmaps) or movie as in flash MovieClip ?
If it's the later, you could use a tweening engine like TweenLite to do the hard lifting and then it's up to you how you organize the scrollable GUI for the timeline (plenty of examples out there, starting with Flash/After Effectts/Blender/etc.) Feedback from your designer/animator is crucial I presume.
Pulling data from Flash could also be possible. If you'd like to parse the swf you can try Claus Wahlers' awesome as3swf library. Be sure to check some of his posts:
SWF Timeline Reconstruction with as3swf
Flash IDE Inspired Flex 4 Timeline Component
Another option would be to use jsfl (JavaScript scripting in the Flash IDE) and parse the tweens your designer/animator creates. It should be a matter of parsing a XML for the tween(be it old/classic or new/motion). If you go the JSFL route, you might also find the xJSFL project useful.
Also, for inspiration on game/animation tools check out Spriter

Load as3 into as2 work only on _root

i made a simple test example in as2. This contains two buttons with the following handlers.
_root:
on (release)
{
this.loadMovie("AS3.swf");
}
_root.test.testmc:
on (release)
{
test.testmc.loadMovie("AS3.swf");
}
The AS3.swf is a video player(using youtube as3 api). If i load it into _root it works, but if i want to load it into any other place it doesn't. I searched and found this from adobe:
"SWF files written in ActionScript 1.0 or 2.0 cannot load SWF files written in ActionScript 3.0. This means that SWF files authored in Flash 8 or Flex Builder 1.5 or earlier versions cannot load ActionScript 3.0 SWF files.
The only exception to this rule is that an ActionScript 2.0 SWF file can replace itself with an ActionScript 3.0 SWF file, as long as the ActionScript 2.0 SWF file hasn't previously loaded anything into any of its levels. An ActionScript 2.0 SWF file can do this through a call to loadMovieNum(), passing a value of 0 to the level parameter."
Is the "_root part" of my code working because of the above "exception rule"? I am new to flash(yeah you could ask why i started with as2, unfortunately not my choice...) and i wonder if my thinking is right. Also if there is any sort of workaround(other than rewrite everything in AS3), let me know(maybe use of localconnection?).
Try this:
on root of as2:
test.testmc.loadMovie("AS3.swf");
or in the mc u want the as3 player:
this.loadMovie("AS3.swf");
Your second code is calling test.testmc.test.testmc because it is already placed in the "testmc" so you dont need to reference it with the full path. It's recommended that you use relative paths for things like this.
So, inside the mc testmc you just need to do this.loadmovie instead of searching for test.testmc INSIDE testmc.
Hope that was what you're looking for.

Create Windows/Macintosh Projector from Flash Builder 4

Am I able to publish a Windows/Macintosh projector from Flash Builder 4? I would like a solution that stays within the IDE, rather than having to open FlashPlayer.exe and export the EXE/App.
You can display your swf in the standalone flash player, and then create the projector from there (file -> create projector).
http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa.exe
Closing this question...doesn't seem possible. I'm sticking with Flash CS5 to publish projectors.
I've had to do this with FB As3 projects. You have to convert your project type to Flash Professional Project: right-click project in the Package Explorer / Add/Change Project Type / Add Flash Professional Project Type. You'll have to create a fla to use as the source. Set the fla Class in the Properties panel to the main class of your project, and add all your resource libs & SWCs to Flash Professional Project: File/ActionScript Settings/Library path tab. This is important or you'll get compile errors. Seems like FB should do this for you, but it doesn't. Now in Flash professional: Commands/Export as Projector.
Many Years too late, but for future reference.