AS3: How to use GTween? - actionscript-3

I'm working with the latest version of the SDKs and FlashDevelop. So far, everything about my setup works fine, including external libraries. But when I use GTween, nothing happens. At all. I've tried several of the included samples and some of my own code, and all I get is a blank window or nothing moves, respectively. No errors, but also no action.
Could someone paste in some minimal code that just loads GTween and has it move a sprite? I'd like to have a known good for comparison so I can see if I'm missing something obvious or if there's something weird going on.
Thanks! :)

i just downloaded GTween and copied the com folder to my source...
... this worked fine:
package{
import com.gskinner.motion.GTween;
import flash.display.Sprite;
public class GtTest extends Sprite{
public function GtTest(){
var ball:Sprite = new Sprite();
ball.graphics.beginFill(0xFF0000);
ball.graphics.drawCircle(300,300,10);
addChild(ball);
var myTween:GTween = new GTween(ball, 2, {x:100, y:100}, {swapValues:true});
}
}
}
hope that helps ;)

Are you sure you're compiling to the version of flashplayer you have? It's possible that your player needs to be updated. Hard to tell from this info what could be the problem.
Also GTween is ok, and I have it in one project and used it fairly recently, but there are better alternatives. (gtween was last updated in 2009)
I've been using eaze a lot, but I know most as3-ers flock to TweenLite (for a good reason).

Related

ActionScript3 DataGrid how to display content on browser

Thanks very much for being the most answered community on the web.
I have this small problem:
I want to read a database using Tomcat Servlets into a ActionScript DataGrid.
Please mind that I want it to be pure ActionScript; no mix with MXML.
I have already done a exercise with MXML and DataGrid but it is not meeting my requirement.
I want to understand how to use ActionScript libraries.
thanks for listening
Here is the code:
package {
import flash.display.*;
import spark.components.DataGrid;
import mx.collections.ArrayList;
public class EmpDBDebug extends Sprite {
public var empDG:DataGrid;
public var DGArray:Array = [
{Album:'Slanted and Enchanted'},
{Album:'Brighten the Corners'}];
public var DGArrayList:ArrayList;
public function EmpDBDebug() {
empDG = new DataGrid();
DGArrayList = new ArrayList(DGArray);
empDG.dataProvider = DGArrayList;
addChild(empDG);
}
}
}
This is a simplified version of what I want to do. I have replace Servlet with Array. All I want to do is display the DataGrid content on browser. I am not able to do that. It is refreshing but everything is blank. Hope I am doing something wrong. I tried everything. I replace Sprite with Stage but still nothing works.
Since I want to do it in pure ActionScript without using MXML, are there any other libraries which I should be using. And again I am mostly using Notepad++ and MonsterDebugger. I do not have access to fl.data.DataProvider libraries. Let us rule it for the time being. I am bit confused with Flash Licensing. Can I do it with Apache Flex?
Can you throw some light.
thanks again
RR23850

Actionscript 3 problems with "Call to a possibly undefined method"

Thanks partly to info from people here, I'm getting more comfortable with Actionscript 3, but I've got a problem that is very puzzling.
The program (done entirely in AS3, no Flash) has several different screens. One does music and it's working very well. Another does video. Obviously when somebody goes from music to video we need to make sure the music is turned off. There is a Main screen that handles going from one to the other.
I started out doing it this way, and the reason I got "Call to a possibly undefined method" is obvious. The following is in the Main class, with the "private var" part inside the class but external to the functions and the "music = new MusicPanel" part in one of the functions:
private var music:MusicPanel;
music = new MusicPanel(trackNames.songNames, trackNames.numSongs);
When switching to the video panel, I added a public function in MusicPanel called StopMusic and called it when the user went to the video panel:
if(music != null)
music.StopMusic();
That got the error:
Call to a possibly undefined method StopMusic
I was checking to make sure music was not null, but that error didn't seem like a bad thing. So I changed the code to:
private var music:MusicPanel = new MusicPanel();
and added a function that would get the song names and number of songs to the music class. That did not help- I got the same error, and in fact the function that tried to put the song names and number of songs got the error also.
At the same time, the Video panel does not give me that error, even though I have laid it out in exactly the same way.
private var video:VideoPanel = new VideoPanel;
video.PlayVideo();
I do a fair amount of setup on the music screen when it gets called as a new class, I do less setup for the video screen. I'm not sure if that makes a difference.
Clearly there is something I don't understand here. Anybody got any idea what's going on? I've looked at a number of questions about this, but have not found an answer. I think I'm doing this right, but the compiler thinks I'm doing it wrong, so I must be doing it wrong.
Later Note: One answer mentioned the difference between Sprite and MovieClip. I gave that a try, changing to MovieClip does not help, and the VideoPanel, which works, extends Sprite.
What is the base class of MusicPanel, Sprite or MovieClip? If Sprite, change to MovieClip and see what that does. In AS3 Sprites are not dynamic, so can't take properties that are not inherent in the class.
It appears that the problem is coming either from Actionscript 3 or from FlashDevelop. I built a new module (SongsPanel) which is very close to the same as the original MusicPanel. It works. If I add a public function in MusicPanel the compiler comes back with the same error. If I add a public function in SongsPanel everything works.
Does FlashDevelop keep track of errors in some hidden file? I'm guessing that's what's going on, and that there is a bug in the way that is done.
PITA!- but at least it now works.

Embedded Image not Adding to Stage

So I have an image that I'm trying to embed to use as a sprite sheet. My problem is that I am receiving no errors at all, but my image can't even be added to the stage. It's like nothing is being loaded at all.
I am using the Flash CS 5.5 compiler. Here is my code:
public class Game extends MovieClip {
[Embed(source='../assets/images/sprite_sheet_1.png')]
private var sheetClass:Class;
private var sheet:Bitmap = new sheetClass();
public function Game() {
addChild (sheet);
}
}
I've also tried fiddling with the x and y values to make sure nothing is just covering it up and I can't see any problems with that, either. It's just not showing up.
I don't understand why it's not working as intended. Any aid would be fantastic. Thanks!
P.S. - I'm trying to embed the sprite sheet because someone recommended it would be a better route than just using URLLoaders, but is that necessarily true? Is it just true because we are talking about sprite sheets for a smallish Flash game?
You need to check a checkbox called something like "Export SWC" under the publish settings. I'm not sure of the exact phrasing because I don't have the same version of Flash that you have.
See this page and this page

Creating a class for a Flash symbol in Haxe?

I am having trouble incorporating graphical assets created in Flash with my Haxe code.
In the Flash IDE, I've created a symbol with the linkage name "MySprite". I compile this into assets.swf. I know that to use symbols in this .swf from my Haxe code, I need to add the following option when using the Haxe compiler:
-swf-lib assets.swf
I'd now like to write a class called "MySprite" which is associated with this symbol, like so:
class MySprite extends Sprite {
public function new() {
// ...
}
}
Basically, I'd like to achieve something similar to the technique presented in this tutorial:
package {
import flash.display.*;
[Embed(source="assets.swf", symbol="MySprite")]
public class MySprite extends Sprite {
public function MySprite() {
// ...
}
}
}
It's unclear from the Haxe documentation whether this can be done, or what the syntax is for doing it.
I think so, but I'm not sure, Haxe doesn't override classes from assets.swf with the classes you declared. There was a discussion about it on the mailing list (the old one, not in the Google groups), and this was the decision... I don't know why this decision was made.
You could still do it with SamHaxe. At least back in the days I was able to. Unfortunately, SamHaxe was abandoned, and if there are bugs or something not working as you need it - you are pretty much on your own. The good thing about Sam is that it's relatively small project. It's written in Haxe and I was able to build it from sources.
You could also try: http://code.google.com/p/hxswfml/ The project seems to be functional and the author used to reply to users. It might be a tad more complex though. I'm quite sure it was possible to do, but you will probably need to ask the author / figure it out yourself.

Going from Flash 8 to CS3

After many years of using Flash 8, I'm moving to CS3 at work. I know I'll have to learn AS 3.0 so, does anyone have any good references or summaries of the major/most noticeable changes? Also, are there any tips/tricks for the flash environment? After spending a few minutes in CS3, I noticed that you can't directly attach actionscript to a button, which is new to me. Any other such pitfalls to watch over?
I made the total switch just about 3 months ago, here are some things that helped me ramp up rather quickly:
1) Do everything in Class files
A lot of AS3 tutorials out there deal with just code pasted on the timeline (which I can't stand because now you have to hunt for what import you need), but is fine for quick tiny stuff. In the long run it's way better work primarily in Class files. Learning how Classes work opened a huge door for me, it was the same feeling/experience I had when I first discovered Functions in AS2 :)
2) Keep graphics in library and off the workspace
Example, you have a jpg, gif, png file you just imported into your library. Made a movieClip and gave it a class name(MyButton). Now the code below will place the graphic into the workspace for you:
var myButton:MovieClip = new MyButton();
myButton.x = 6;
myButton.y = 22;
myButton.buttonMode = true;
addChild(myButton);
3) Get use to the new button code in AS3
It's something all of us new converts had to deal with painfully, but now it's a piece of cake :)
myButton.addEventListener(MouseEvent.MOUSE_UP, clickThis);
function clickThis(event:MouseEvent):void
{
navigateToURL(new URLRequest("form.html"), "_self");
//navigateToURL(request, '_self');
}
4) Make sure you remove Event Listeners after use
It took me a bit to wrap my around this one... remove em why? Oh they are still running in the background and when I listen again I'll get all kinds of mutated errors.
private function volDown(e:MouseEvent):void
{
masker.width = volControl.mouseX;
userVolume = (masker.width / 100) * 1;
volControl.addEventListener(MouseEvent.MOUSE_MOVE, volMove);
}
private function volUp(e:MouseEvent):void
{
lastVolPoint = masker.width;
setVolume(userVolume);
e.updateAfterEvent();
volControl.removeEventListener(MouseEvent.MOUSE_MOVE, volMove);
}
5) Don't forget to pass Events
I'm not a programmer by trade and this has caused so much grief, I'm glad I'm done with this birthing pain:
myButton.addEventListener(MouseEvent.MOUSE_UP, clickThis);
Since the clickThis function is launched via an Event, you have to pass: event:MouseEvent into it like so:
function clickThis(event:MouseEvent):void
Because the code below will throw the dreaded AS3 "Access of undefined property" error that new AS3 guys will always run into.
function clickThis():void
6) Read and post questions on StackOverflow... a lot!
btw I'm still a noob and originally a designer then AS2 dev, I still don't know why we put :void behind a function name.. if we have similar coding backgrounds I hope all that helps :)
I suggest you to look at the ActionScript language migration page on the Adobe devnet. It offers quite a lot articles about the key changes with ActionScript 3.
To answer your problem with the actions on a button, this no longer works (and was already with ActionScript 2 not the best way to do it). AS3 requires the code to be centralized on the timeline. So for giving a button some action, you'll need to give it an instance name and add an event listener for the CLICK event, like this:
function doSomething ( event:MouseEvent ):void
{
trace( "test" );
}
myButton.addEventListener( MouseEvent.CLICK, doSomething );
Get an Actionscript 3 IDE. Such as Flash Builder, FlashDevlop, or FDT. This will force you to learn really fast.