I am using Flash Develop for compilation ( Not Flash IDE )
Here is a sample code :
[Embed(source = 'assets.swf', symbol = 'app.view.CustomButton')
var customButton_Class:Class ;
var customButton_Instance ;
customButton_Instance = new customButton_Class();
The problem is that this "customButton_Instance" doesnot know anything about app.view.CustomButton ?? ( Actually this means there is no sense in setting the class as app.view.CustomButton in the assets.fla library )
The workaround i am following is :
var customButton:CustomButton = new CustomButton();
customButton.setView( customButton_Instance )
But i wanted somehow, the customButton_Instance should automatically associate itself with the customButton class. Any ideas pls ?
When using Embed you lose the symbol's associated class. That's how it works.
Instead, if you're using Flash Pro, choose to Publish a SWC that you can then add to your FlashDevelop project (in FlashDevelop: right-click > Add to Library), and then all the symbols will be visible in code completion like any class and you can just write new app.view.CustomButton() or create a custom class extending it.
Related
First of all I've just a couple hours experience with Flash and AS3 therefore, I'm sorry if it is a bit easy question.
What I want do to is a simple space war games to learn basics of AS3 and flash. Altough I dont know much things about layers, I think my game should contain two layers, one for background and the second one is for enemies spaceships and our spaceship.
I added a jpeg format file to library to use it as a background. (as you can see from the link :http://prntscr.com/2pe6zb and http://prntscr.com/2pe733 )
And I create a as3 documentFile which is called Arkaplan.as and content of it is:
package{
import flash .display.*;
public class Arkaplan extends MovieClip{
public function Arkaplan(){
var hero:backGround =new backGround();
addChild(hero);
}
}
}
However, I got an error which says that : "1180: Call to a possibly undefined method BackGround."
Is there anyone to help me to solve what is wrong ?
EDIT
When I changed the code above lilke :
package{
import flash .display.*;
public class Arkaplan extends MovieClip{
public function Arkaplan(){
var myBitmap:Bitmap = new Bitmap(new backGround(500, 500));
var myMovieclip:MovieClip=new MovieClip();
myMovieclip.addChild(myBitmap);
addChild(myMovieclip);
trace("deneme 1-2");
}
}
}
Problem is solved but I dont know why it runs correctly know ? To be able to use Bitmap Do I have to add it as a child to movieClip ?
Any time you use the word 'new' you are creating a new object. The word after new will be the name of a Class that Flash will try to locate. You must either have an external .as file that matches that name or have a library item set to 'export for ActionScript' with a Class name that matches that name.
You can access a library item's properties by right-clicking on it in the library and clicking 'properties'. With the 'advanced' option open, check the 'export for ActionScript' box and enter a Class name that matches the one you want to create.
I am building an app using Starling and have imported the scaffold project however whenever I call getTextureAtlas() it doesn't show the image
this.mLogo = new Image(Assets.getAtlasTexture("powered_by_starling"));
this.mLogo.x = 0;
this.mLogo.y = 0;
this.addChild(this.mLogo);
There are no errors so I am guessing it can find the texture. If I change the name to something that doesn't exist it throws an error 'texture cannot be null'. I am also using
Assets.contentScaleFactor = Starling.current.contentScaleFactor;
and everything is pretty much a standard import of the scaffold as is however I am using Feathers UI screen navigator but I haven't had a blank image issue on other projects.
Edit: I can't seem to get the sprite to work within a class that extends feathers.controls.Screen
Is getAtlasTexture a function that you wrote? Are you using starlings asset manager? If that's the case, you will need a instance of that class, not static method call.
Anyway, try using the Texture class and the static method it offers. You don't need atlas(sprite sheet) for a Image - you will need it however for MovieClip.
Texture.fromBitmap
Texture.fromBitmapData
.... and others, check documentation
If your graphics are embedded, then use this:
var _img:Image = new Image(Texture.fromBitmap(new Assets.EmbeddedGraphic()));
Are you using atf? because the same happened to me until I used png and then it worked
I am trying to make a slider in flash builder not using the Flash Professional API, but i dont know how to do it. Is there a class I could call like var sider:Slider?
Please someone help.
You have to add a slider to your library first. Go to window, then components and drag a slider in to your library.
You can create a new slider in code by creating a slider-object.
import fl.controls.Slider;
var sliderObj:Slider = new Slider();
addChild(sliderObj);
You need to go to this url :
http://apdevblog.com/update-using-flvideo-package-w-eclipse-and-fdt3/
Download the fl_package.swc on that page and add that .swc to your flash builder project.
You can add the swc via the Flash Builder menu system like this :
Project/Properties/Actionscript Build Path -- > click the Add SWC button and browse to the location of the fl_package.swc to add it.
Now you can use the Slider class by first adding this line to your imports wherever you want to us it :
import fl.controls.Slider
and then you can create an instance in your code and add it to the stage like this :
var mySlider:Slider = new Slider();
addChild(mySlider);
I started reading this tutorial: http://active.tutsplus.com/tutorials/actionscript/creating-a-reusable-flash-uploader-with-actionscript-3-0-and-php/
I'm using FlashDevelop, and I pasted the full code into an ActionScript file. The errors I'm receiving are like this:
C:\Users\tempus\Documents\uploaderas\Uploader.as(30): col: 4 Error: Access of undefined property select_btn.
select_btn.addEventListener( MouseEvent.CLICK, browse );
^
C:\Users\tempus\Documents\uploaderas\Uploader.as(31): col: 4 Error: Access of undefined property progress_mc.
progress_mc.bar.scaleX = 0;
...
I understand that the errors appear because the objects have not been declared ( and they appear to be instantiated from somewhere ), but I don't understand how/what should I include to declare them. Could you point me towards a solution?
It's because the buttons are created in the Flash IDE (as the tutorial was meant to be compiled using the Flash IDE). Since the buttons don't exist in the code aspect you get that error.
You can either create the elements yourself via code, or use the Flash IDE and export a swc/swf of the neccessary UI elements and include that in your flashDevelop project. I'm assuming you'll want to do the latter -
in the Flash IDE, open the .fla, open the library panel, find the progress asset, right click it and bring up the properties. Check the "Export For ActionScript" option, then in the 'Class' field give it a unique name like "SelectBtn". Do the same for the 'progress' asset (only a different class name like 'ProgressBar'). Go to the flash publish settings, and on the flash tab select 'export swc'. publish the file and place the published swc in your flash Develop project folder (traditionally the lib folder of your project).
In Flash Develop, right click your swc and choose 'Add To Library'. (You may need to right-click again and go to options and choose the include completely option). Now you can access those classes you setup in Flash. Then in your code, declare and initialize the display assets:
public var select_btn:SelectBtn = new SelectBtn();
public var progress_mc:ProgressBar = new ProgressBar();
You'll also need to do that textField too. It would be easiest just to do it in your code though.
public var label_txt:TextField = new TextField();
Keep in mind you'll need to manually position and use addChild on all three elements this way. If you want to keep the positioning that's in flash, just select all the elements on the stage and press F8 to convert them to a MovieClip. Then in the library setup linkage the same as the others and give it a class name of something like "DisplayAssets" and export a new swc. Then your code would look like this:
public var select_btn:Sprite;
public var progress_mc:Sprite;
public function Uploader(){
var displayAssets:DisplayAssets = new DisplayAssets();
addChild(displayAssets);
select_btn = displayAssets.select_btn;
progress_mc = displayAssets.progress_mc;
//the rest of the code
}
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
{
var inst:ISomeInterface = new MySwf() as ISomeInterface;
}
I appreciate any pointers.
Thanks.
Docs for embedding are here:
http://livedocs.adobe.com/flex/3/html/help.html?content=embed_4.html
You should be able to do something like:
[Embed(source='resources/MySwf.swf', symbol='TheExportNameInMyFlaLibrary')]
public var MySwf:Class;
Personally, I prefer to use the Flash IDE publish settings to be have Export as SWC checked. That way, you can just drop the SWC into your FlashBuilder projects' lib folder and be done. Don't have to worry about manually setting each class up like this.