I'm looking for a list of flash.include.whatever.whatever for as3.
If no one knows a list then can someone tell me the flash.include to use for drawing rectangle with the startFill and endFill things? Thanks for any help.
I didn't find anything on either of these googling, and the place I got the code for drawing a rectangle of course didn't have the flash.includes included in the example code... is their a reason so many people do that? Any way I can get around it?
Do you mean you want a list of the packages and classes that come with AS3? That is typically called the documentation and can be found here:
Adobe ActionScript® 3 API Reference
For drawing a Rectangle, you can start at flash.display.Shape. It has a graphics object with the methods .beginFill() and .endFill().
you can using a Graphics.
The Graphics class contains a set of methods that you can use to
create a vector shape. Display objects that support drawing include
Sprite and Shape objects. Each of these classes includes a graphics
property that is a Graphics object. The following are among those
helper functions provided for ease of use: drawRect(),
drawRoundRect(), drawCircle(), and drawEllipse(). You cannot create a
Graphics object directly from ActionScript code. If you call new
Graphics(), an exception is thrown.
The Graphics class is final; it cannot be subclassed.
here is a sample
import flash.display.*;
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(0,0,100,100);
here is a Adobe Tutorial
AS3 all display class list here
You do not necessarily need to default AS3 include. fine compile. But include only the code you can see the hint. perhaps, CS4 after that if you use a specific class will automatically include. or ctrl+space is autocompletion.
As follows by default when you install the flash is because of the SWC path.
As per I know, there is not such a thing like Flash.include. May be you're trying to ask something else or may be i am still unknown about this feature.
If you found any positive thing about this, please let me know, i want to know that new thing.
Related
I am trying to create a kind of simple game where you move a player around and dodge some enemies. I was wondering if it was possible to add code onto a object in as3.
I want to be able to put code onto an object and not on the main timeline, so when it is on the stage, it will carry out the codes.
Sorry if this is confusing, I don't know how to explain it.
Each MovieClip object has its own timeline. Create a layer for code in your object's timeline and add actionscript in the usual way to it -- using the Actionscript panel.
You can start with a simple 'trace' statement to see that it works.
Please do not put code on the timeline.
Read a tutorial about Object-Oriented Programming in AS3. Learn about Document Classes and how to attach a class to a library object.
Here's a link to one of the first tutorials that popped up when I googled "Flash oop tutorial": http://code.tutsplus.com/tutorials/as3-101-oop-introduction-basix--active-5789
I'm having a problem using flash CS6 (or CS*), where I want to be able to create symbols in the interface and link them to an as3 class. The problem is that when editing the class the code hints don't work correctly, i suppose because the CS* interface doesn't tell the code the object types.
For example:
I create a symbol and link it to a class (myclasses.SomeDisplayObject)
I now create and edit this class in the flash pro code editor, but the editor doesn't know any of the object properties.
To combat the problem I've been creating private properties on the class and assigning them in the construct. This way I can set the type and code hinting works. This is a real nuisance and I have in one class 50 lines of variable assignments.
There must be a better way of doing it and I'm hoping someone here knows about it.
Just turn off "declare stage instances automatically" and declare them as public properties. For more specifics on how to deal with OOP on the timeline, check out http://www.developria.com/2010/04/combining-the-timeline-with-oo.html and http://www.meetup.com/atlflex/files/
The IDE (or any other code tool you choose to use, like Flash Builder), should then recognize your instances.
You could use a different editor. For instance, there is FlashDevelop
How would someone go about coding a 'window'? I'm starting to make a GUI, and I want to learn how to code one. One that can be skinnable, and one that actually loops and creates itself at runtime. I understand that this might be a bit vague, so I'll add details.
One that actually 'creates' itself. Most GUI tutorials I've looked on depends on an 'image' that just gets added on the screen. I want to be able to use skins in my windows. One where my 'skin' is just a collection of 'borders'. Then when I insert window.create(50,50) where 50,50 is my height, width, It would just create that window, following the skin.
I understand that it probably follows just like when a language draws a rectangle, it just follows a different set of rules (maybe?). However, for all my Google-fu skills I cannot find a tutorial that teaches me this.
Please Help. I didn't include the language I used as you can see, because I believe I just need to know how to create one. Anyway though, I am using Actionscript 3. A tutorial would be just fine, or even A SINGLE CLASS THAT HAS THIS FUNCTIONALITY, I'll just study the code. Or if you know one, maybe a whole book about GUI and programming it :D
Pure As3.0 GUI coding is quite troublesome. I try to Googling, but not come out well. anyway for my case, i generate using a SWC, and Class Mapping and Customizing. but i'm not sure best way. in other way i use a bit101 library. this is gives me want Window, Charts, Componets easily of high abstraction. see the below image.
It can be pretty hard and complicated to do, or very easy, it just depends on how flexible your solution should be. You need firstly to design a structure of your program and approach to the problem.
I like to go from the image of how it should look like from API point of view. I think I would create a GUI element like this:
var wholeGui:MyGUI = new MyGUI();
var window:IGuiElement = new GuiWindow(dataObject, skinObject);
wholeGui.addElement(window);
So what would you need?
1) Object that would manage all GUI elements. Why? Simply because your GUI elements shouldn't be destroyed by themselves if user will click "X" on your little window. The wholeGui object would manage them and listen for any events including those that would destroy them. You may consider creating custom events for interaction between the wholeGui object and your window object if this interaction is going to be complicated.
2) Interface for your GUI objects. Some problem here is that AS3 actually doesn't have interface for Sprite, and you would like to interact with it like with extended Sprite. The workaround here is to have in this interface a declaration like this:
function asSprite():Sprite;
And your implementation in GuiWindow would look like this:
public function asSprite():Sprite {
return this;
}
And your GuiWindow class should extend Sprite of course. Then you would have access to it's Sprite properties and methods by writing for example: window.asSprite.startDrag();
This interface should give you abilities that you need to operate on your GUI element.
3) Class for your GUI element, in this example GuiWindow.
4) Class for your data that would be injected into your element. If you would load data dynamically, and from some location, you would need to deal with the situation when no data can be provided - but that logic would be inside your window.
5) Class for your skin - so you would be able to dynamically create a skin object and use it to create your window in a way you want.
That's just few thoughts to consider.
PS. It may be good idea to fill GuiWindow object with data AFTER creating it, and not in constructor, as you would be able to visualize loading process then.
We have a flash application that we are planning on converting to javascript. It's a pretty simple map application with an image as the background and a bunch of simple polygon movie clips that represent destinations on the map.
I would like to iterate through each movie clip and extract the shape into an array of x,y points to redraw the polygon using an external javascript function.
Is this possible with actionscript?
If you want to export the shape coordinates at author time, you can do try the JSFL script recommented by #strille or this one or export transparent images (if that's not too limiting for your application).
If you need to export the shapes at runtime, you can use the awesome as3swf library to decompile the swf and export the shapes. Have a look at the ShapeExport wiki as there are couple of handy exporters for js like JSCanvasShapeExporter and the more generic JSONShapeExporter
There are ways you can read the coordinates from an SWF. For instance, I've written a parser in PHP (link). Getting the data doesn't help though, as it turns out. The Flash painting model is different enough from the HTML5 one enough to make transfer exceeding difficult. The main obstacle I discovered is that in Flash, a path can be filled with two fill styles: one for area enclosed by the path, the other for enclosed area considered to be "outside" by the even-odd rule (e.g. the pentagon in the middle of a star). Since the HTML5 canvas let you specify only one fill style, you can't redraw shapes from Flash accurately. I was trying to create a tool that extract shapes as SVG and was getting a lot of gap and holes in the result.
Flash Player 11.6 introduced readGraphicsData() which does exactly what you ask for.
If you need to target an earlier version, then there's no simple way to read shape coordinates from a display object with ActionScript at runtime unfortunately.
If you just want to extract the shape coordinates once someone has written a jsfl script for Flash CS3 which looks like it might be able to help you out.
I'm using the Flex 3 SDK and the free FlashDevelop IDE.
As I don't have FlexBuilder or Flash CS4 Professional I cannot make MovieClips graphically.
So instead I want to create a simple MovieClip using code or MXML. For example, lets say I want to create a MovieClip with 3 frames, and load a bitmap into each frame to create a simple animation.
Is this possible? I've had a good google around and the only examples I can find are of loading existing MovieClips and adding them to a stage.
You can create a movieclip with this simple code:
var mc:MovieClip = new MovieClip();
stage.addChild(mc);
That is of cause just and empty movieclip, you can draw on it with graphics property (see here).
As far as I know there is no way to create frame with actionscript. Though there might be some undocumented methods. There are some functions that do not appear in the documentation (like the addFrameScript method).
I would say the best way (if you absolutly can not use the Flash CS4), would be to have a series of Loader objects, and the hide and show them on every in sequence.
Just put them in an array and listen for the enterFrame event.
You can load in the bitmaps in the Loader objects.
If you use the links and checkout the examples in the documentation, I think you should be able to figure it out.
As far as I've seen, there is no easy way to create a MovieClip in Flex which behaves in a way one might see as comparable to Flash's implementation MovieClip. But I don't think you really want a MovieClip to begin with. Flex does not really play well with non-flex objects. Yes, it is possible to add something to a UIComponent, but you are much better off working withing the Flex framework than doing workarounds.
I would use the mx:Image tag to load your images. It is generally the cleanest way to load an image into Flex. It will let you embed the object into the SWF at compile time, which means that you will not have to point to an outside file. I will caution about having too many embedded graphics -- that will kill your download time and possibly your performance.
If you are only interested in having an animation move or re-size, then I would use the Move and Resize objects which are native Flex Tweens.
Your best option might be to extend the UIComponent class, add a MovieClip as a child-component, and apply the settings from MXML via proxy. e.g.,
public function set movieFrames(value:Array):void {
for each(var b:Bitmap in value) {
//add bitmap to _movieclip object.
}
}
You want a Sprite not a MovieClip. And use time instead of frames. There's a Timer class and a getTimer() function. Use them.
create a class that extends/implements Sprite.
Add a Loader class.
Google it exactly how it's done. (flashtuts.com or sth like that).