I'm going to try to describe the issue as clear as possible:
The document class (Main.as) loads a SWF file and places it on the stage.
The SWF already has a child instance on its stage with a defined class of its own (Child.as).
If I import the SWF child's class (Child.as) in the document class (Main.as) with the sole purpose of accessing a static property, then the child's instance on the stage goes crazy (i.e. runs in a loop) without throwing any error or warning at compilation or run-time.
Note: The import of the child class alone doesn't do anything (probably because it is discarded for not being used), but actually mentioning the class anywhere in the public document class triggers the weird behavior of the child instance on the stage.
Just to make myself clear, the child instance works just fine, without any problems as long as I do not use its class in any way in the document class.
My question: Do you have any idea what would make the child instance on the stage behave as if an error occurred even if there's no error or warning messages? Or a possible workaround?
Try not importing the class and getting it through (once the swf is loaded)
myLoader.contentLoaderInfo.applicationDomain.getDefinition("Child").STATIC_PROPERTY
I agree, it is not a very nice answer but a work-around. I'd be glad if someone found a real answer to this question.
Related
I have a main class in which 3 other class objects are managed and instantiated and are all extended from Sprite. My issue is getting these loaded correctly as I have external assets(images,and sounds) being loaded into these 3 classes. I have a simple .fla that is referencing the "Main". How would I go about ensuring the appropriate class instance is being loaded properly before it is added to the stage?
I have tried making the three classes inherit from the Loader class to retrieve the bytesloaded/total for the class but this causes other issues in the code that require attributes from Sprite. Would I need to preload ALL assets inside the class first, thus making the instantiated object on "Main" preloaded? Thank you for any help/advice.
Thank you all very much for your help. This particular application was being deployed in a learning management system. The issue was the application its self was freezing due to a .js script used for SCORM communication. However, it was very useful for me to learn how flash is managing instantiation, I really appreciate the help both of you provided.
So I've been following this tutorial on AS3 and Flash. Its been going well until, note I have tried to contact the writer of the tutorial and had no reply. Here's what it tells me to do;
Right-click PlayScreen in the library, select Properties, and check Export for ActionScript. This time, instead of accepting the default value, enter the name of your document class. Click OK.
So it pops up an error, first we’ll have to make a new document class, since no two different objects can share the same class. Cancel the Properties box.
Hit File > New and select ActionScript File. Enter the (by now familiar) code.
Save this in the Classes directory as DocumentClass.as. (There’ll be no confusing the purpose of this file!) Now, back in your FLA, change the document class to DocumentClass.
Check everything’s fine by clicking that pencil icon — if it’s all OK, that should bring up the AS file that you just created.
// So this bits all fine, its the next that i'm stuck with:
Now you can set the PlayScreen‘s class to AvoiderGame. So do so!
// So I go ahead into the properties and change the name but then it pops up with the same error as before: 'Please enter a unique class name that is not associated with other library symbols'
What does this mean!? How do I resolve this!?
Full tutorial here:Flash Tutorial
Its hard to tell what you are trying to accomplish without knowing what all the parts you are referring to actually do, which are objects in the library and which are classes, but maybe this can help:
First of all, document class in AS3 typically refers to the project's main set of code that initializes the app. This class can be called anything but is often called Main, and is entered in the property panel that is displayed when you click the projects main stage in the field called class.
Now, when linking a class to an object in the library, its a little different. In the library object's property panel, tick the box for Export for Actionscript, and put a unique name in the top box. This is what you reference in your code to call it, like new somethingOrOther() or using the pic below as an exaample, new Ball(). The second box is the base class, pathed to where it lives in your code base. This is the class you will write that actually controls the object you've linked the class to. Giving a linked object a base class and a unique identifier allows you to use the same base class for multiple linked objects.
Note that when you do this approach, Flash will warn you that there is no class associated with Ball and one will be created for you. Don't worry, this is normal behavior. If you set this up properly, your object will still be controlled by its base class.
What I am trying to do is add a MovieClip which I have created, but deleted from the actual stage itself, from a seperate class to a sprite which I declare in the document class.
The link between the main document class and the others works fine, as well as references to the stage, from the class in question.
It is only one line of the function which is giving me the error: Type was not found, or is not compile-time constant:SequenceA
I have already tried changing the settings for 'Export for Actionscript' in the library properties and still get the same message every time.
Pretty lost with this one so any help is appreciated. Cheers!
What have you set as the "Class" in your Export for ActionScript settings? It looks like you're trying to refer to an instance rather than the class itself. For example, mc is an instance of the MovieClip Class.
Assuming you've chosen the Class "SequenceA", you would do this instead:
var seqA:SequenceA = new SequenceA();
There's a little bit more detail about objects and classes here.
I'm new to coding and AS3. I was reading about adding things to the stage using AS3 and learned about the addChild method. Reading more I found that there are different ways to use it. I also read that some ways are better than others, and that some ways are not good at all and better avoided.
I don't trust those sources though. As a coding newbie I come asking for help, StackOverflow. I'm about to start an addChild heavy project and I want to start it with the right implementations. I trust you, so let me ask you this: What's the correct use of addChild?
I just want to add things to the stage, but I read that it's not good to add them directly to the stage (without further argument though).
stage.addChild()
this.addChild()
addChild()
Are there other ways? Which one should I use?
Thanks for your time. :)
As the top-level container for all display objects in the display list hierarchy, there is only one Stage no matter how many SWF files are loaded into the runtime. So, generally, objects should not be added to the Stage, directly, at all. The only object the Stage should contain is the root object.
Generally, you should not use: stage.addChild()
Adding a DisplayObject to the display list should be performed within the scope of a DisplayObjectContainer.
Each SWF file has an associated ActionScript class, known as the main class of the SWF file which extends a display object. From this class or any child within the hierarchy you may call addChild().
The following are equal, and would add a child within the scope of the current display object container.
this.addChild()
addChild()
The this keyword explicity defines scope; however, is generally implicit when left off.
While a display object added via addChild() is added to the front (top) of all other children, to add a child to a specific index position, use the addChildAt() method.
References:
Display Programming
Basics of display programming
Adding display objects to the display list
I'm trying to call a movieclip called mcMain that's already on the stage. I'm calling it from a class and I've tried googling a whole bunch of possible solutions, none of which appear to work. I've tried stage.mcMain, this.stage.mcMain, MovieClip(root).mcMain, but nothing seems to work. Anyone got any ideas? I don't even get an error message. Just nothing happens.
I don't think that the root of your document timeline is actually the stage. However, you shouldn't be doing this. If the "Class," as you call it, is a DisplayObject, it should not know about anything outside its own scope (unless you've exposed properties or methods on it that would allow for this information to be passed in. If the Class is a data class it shouldn't know about the View at all. If it's a controller class, you'll need to pass a reference to it.
However, given the code you said you tried, I'm guessing your Class instance is some sort of DisplayObject. What you should do is dispatch a bubbling event from your Class, and then in your main Document class, listen for that event. In the event handler function, do whatever you need to do with your mcMain instance, such as adding ketchup. This should work just fine, because your main document Class can receive events from anywhere in the display list, and mcMain is its own instance.