I'm a total AS3 / Starling newbie, but I'm trying to (programmatically) add an FLV video file to the 'background' of what is essentially a splash screen.
Example code I have found online basically distills to...
var v:Video = new Video(100, 100);
this.addChild(v);
This works in the top-level class that extends flash.display.Sprite, however my Game class (that extends starling.display.Spite) fails, complaining of an "Implicit coercion of a value of type Video to an unrelated type DisplayObject."
Strangely enough, the signature of the addChild function on the Starling Sprite class is the same as that of the Flash Sprite class.
So basically the question is: why do I seem to be unable to add a Video object as a child to a Starling Sprite class (but successfully to a Flash Sprite class)?
I'm sure the answer is ridiculously simple... please let me know if I need to add more code or anything. Or if what I'm doing is totally the wrong way.
Or you could add the video to the Flash layer which sits above Starling:
Starling.current.nativeOverlay.addChild(v);
and
Starling.current.nativeOverlay.removeChild(v);
Bare in mind you are not using Starling GPU drawing with this though.
This is because the Starling framework was designed to mimic the regular Flash DisplayList (not completely recreating all the features though). Concretely, you are trying to pass a reference to an object of type starling.display.DisplayObject instead of flash.display.DisplayObject, which gives the appropriate error.
In order to play a video with Starling, you could upload each frame of the movie to a texture. Have a look at this topic on Starling's forum.
Related
I added a sound to the Flash Professional CC library and had the program convert it to MP3. If I create a layer and drag-and-drop the sound onto the stage the sound plays fine (even after passing it through Swiffy), however that is all I am able to do so far.
I need some way to control when the sound plays as well as volume. I tried the giving the sound a class (Sound Properties -> ActionScript -> Export for ActionScript and assigned a class name mySound).
Then added this ActionScript to the first frame:
var myAudio:Sound = new mySound();
myAudio.play();
However, after passing it through Swiffy, I get the following errors:
The ActionScript class flash.media.Sound is not supported.
The ActionScript method flash.media.Sound.play() is not supported.
So I can't use the base Sound class in Flash? Is there another base class that can be used and is it compatible with the flash.media.Sound class? Is there some other way to control playback so that it can be played at a specific time -- such as on mouse roll-over or when something is clicked?
You could try using SoundJS. BTW, Flash Pro CC does have an HTML Canvas document type that uses CreateJS (which SoundJS is part of) under the hood. It won't convert AS3 to JS, though, you have to write the JS code yourself.
I writing a game in AS3 using flash. The game works, and I'm trying to add music to the game.
I added a mp3 file called Music (linkage Music.mp3)
and I added in the board (which is the whole game ) the following lines
import flash.media.SoundChannel;
public var music:Music;
public var bgmSoundChannel:SoundChannel;
I'm getting error
Type was not found or was not a compile time constant:Music
I had some problems before while trying to use more then one class its seems the my classes doesn't see other classes defined in my fla.
I will be happy to find a solution, and if you know a good explanation about as3 architecture I will be happy to get a link for that as well
The error is because Music is not found as a compile-time class. This is most likely because you have not correctly set its class in the linkage box.
You say its linkage is Music.mp3. This must be Music in order for your code to work.
I made a small game in Actionscript 3.0 and flash.
When the player wins the game or is 'game over' the player should have a option to replay the game.
So my question is: Is there a way to replay the whole movie with Actionscript? I know, i could reset the timeline back to 0, and re-instantiate all the classes, movieclips, var's ect... but i was wondering if anyone knows a easier solution.
Simply do this:
import flash.net.*;
//...
navigateToURL(new URLRequest(stage.loaderInfo.url), "_level0");
You can remove the swfObject and add it again. Look here. This is the swfObject reference.
Reload the page, where you've embedded the swf into, may be the easiest way.
The programmers way would be to encapsulate your whole application into a single class (extending Sprite or MovieClip) which will be attached to the stage. For restarting the game you could simply remove that instance from the stage and add a newly created onto the stage.
Or make a loader swf, that loads your game. Then if the game should be restarted, discard (unload) the instance and load it again.
Its hard to tell you what you can do, if we don't know, how your project is structured.
I've been working on an AS3 application and it's nearing completion. At the same time, one of the designers I work with has been building a movieclip in a separate .fla that acts as an intro animation to the application. The intro uses the 3D motion tweening capabilities of Flash CS4 / Player 10, and runs fine in the .fla in which it was built.
The problem is that when I import the movieclip into the main .fla for the application, when I dynamically instantiate the movieclip and add it to the stage, I get a barrage of the following runtime error:
ReferenceError: Error #1069: Property null not found on fl.motion.KeyframeBase and there is no default value.
at fl.motion::KeyframeBase/getValue()
at fl.motion::MotionBase/getValue()
at fl.motion::Animator3D/setTime3D()
at fl.motion::AnimatorBase/set time()
at fl.motion::AnimatorBase$/processCurrentFrame()
at fl.motion::AnimatorBase$/parentEnterFrameHandler()
I'm guessing just based on the number of errors like this that I receive that there's one per keyframe in the tweening movieclip. I've checked to ensure that the Flash publish settings are identical across the two .fla files, and although the stage sizes differ slightly, I don't think that's the issue here. I've also googled the issue and found nothing but but this lonely thread on kirupa.
Any thoughts?
Okay--turns out the problem was that we had a local version of the fl.motion package in the Actionscript source paths that was out of date. Now everything's tweening along happily!
As far as I know you once you apply a 3D Motion Tween to a clip, you can no longer modify it by actionscript.
I'd suggest either copying the clip, without the tween, so you can access and modify it via actionscript, as for the animation, maybe go for Copy Motion as Actionscript 3.0. It will spit out a nasty looking bulk of code. The alternative is to 'redo' the animation using something like TweenLite which has nicer syntax. You would select the motion tween, give it an instance then use instance.motion.keyframes to loop through the keyframes and get the position and rotation values for example.
It's not as ideal as it should be :(
Have a look at the flashthusiast.com website for more insights on the new tweens and how to work with them.
Goodluck,
George
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).