I am relatively new to flash. I am trying to create a square grid and add it to the movie. When I open the actionscript panel by pressing F9 and when I type the following code,
var square:SquareClip = new SquareClip();
addChild(square);
Things are working fine (the squareclip is appearing in the movie).
Instead when I do this however, I deleted the above code and just create a new instance of Main,
new Main
and inside Main.as
package{
//----
//IMPORT
//
import flash.display.*;
import flash.events.*;
import flash.text.*;
//Class creation
public class Main extends MovieClip {
//PROPERTIES
public function Main():void {
layout_in_grid();
}
private function layout_in_grid():void{
trace("layout_in_grid");
//create a new Square
var square:SquareClip = new SquareClip();
addChild(square);
trace("Square added");
}
}
}
And when I run the code, my square is not coming. I am doing something wrong very basically. Please help me.
You need to add Main to the displaylist:
var myMain : Main = new Main();
addChild(myMain);
You could also set Main as your document class.
#Mattias is correct. But you should set this as the Document Class as he suggested - When you've selected the stage, in the properties there will be an input box allowing you to enter the name of the class.
If your file is in the same location as the FLA and called 'Main.as' you enter in the box:
Main
If the file is within a folder structure e.g. com/company/projects/Main.as - enter:
com.company.projects.Main
--
Kudos on learning the OOP way!
Related
I was trying to implement custom google search in my course-ware that developed in flash. I define a class named 'Main' (Main.as) and put my search code there. But the problem is, that Main class has a conflict with the other codes containing in my course-ware (i've combo box & other basic navigation in course-ware). i have no idea how to resolve it. is there any way to put that code in timeline layer? help please.. thanks. here is my Main class:
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.net.navigateToURL;
import flash.net.URLRequest;
public class Main extends Sprite
{
public function Main():void
{
searchButton.addEventListener(MouseEvent.MOUSE_UP, google);
addEventListener(KeyboardEvent.KEY_DOWN, google);
searchTerms.addEventListener(MouseEvent.MOUSE_DOWN, selectText);
}
private function google(e:*):void
{
if(e.type == "mouseUp")
{
navigateToURL(new URLRequest("http://www.google.com/search?q=" + searchTerms.text));
}
else if(e.keyCode == Keyboard.ENTER)
{
navigateToURL(new URLRequest("http://www.google.com/search?q=" + searchTerms.text));
}
}
private function selectText(e:MouseEvent):void
{
searchTerms.setSelection(0, searchTerms.length);
}
}
}
From what you shared & the messages here, I assume you are trying to add code through the flash IDE while at the same time having a document class called Main, for your application.
There are lots of ways you may get around this.
Assuming you want keep your timeline code unaltered while adding an instance of the Main class :
Add an empty movie clip to the library, say SearchClass.
Go to properties of the movie clip & click export for actionscript.
Set the class to Main. Do make sure where Main.as lies outside with respect to the fla.
Add this movieclip onto the stage, on any frame or layer.
Do remember to clear the document class field.
As a side note, You should also rename the class Main to something meaningful, like SearchClass.
If you wonder about setting the class vs base class,
We use base class only when you wish to extend the features of the class (by adding UI elements for eg).
You could also simply call the class directly from the timeline code as :
var main:Main = new Main();
addChild(main);
Just make sure the Main.as file lies next to the fla... ie make sure the path is available to compiler.
I have some animation that was created in the main timeline in an FLA
I want to publish this as a SWC for importing via Flash Builder.
However- I can't find a way to do this. Any ideas?
The only workaround I know of so far is to copy all the frames into a movieclip symbol and then set that to "export for actionscript" This isn't ideal since then I need to reposition the entire animation so it's at 0,0- and since there are objects moving outside the bounds of the stage, etc. I'll have to do it by eye. Not ideal :\ so a better solution is much appreciated!
You could embed a .swf
package {
import flash.display.MovieClip;
import flash.display.Sprite;
public class Demo extends Sprite{
[Embed (source="test.swf")]
private var Test : Class
public function Demo() {
var test : MovieClip = new Test() as MovieClip;
addChild(test);
}
}
}
I'm new to ActionScript 3.0 and I am trying to work my way around Object Orientated Programming.
I've designed an application where there are 3 buttons on the stage and a logo. What I want to happen is when a button is clicked, the logo will fade out. Now I understand I need to manipulate the alpha properties of the logo but not sure how I would run the code once the button is clicked. I have my Main.as file loading the properties of the application. So once the FLA file runs, Main.as sets up the buttons and the logo. Now the buttons are put into a display holder and run from menuHolder.as which in turn gets the design of the buttons from button.as - so far with me?
To keep my code clean I have seperated my code into their own files (the design of the buttons into its own .as file, the arrangement of the menu buttons into its own .as file, the logo creation into its own .as file) so that the Main.as file just acts as a loader for placing everything into location on the stage.
So my question is that I want to create an animation for the logo (a fade out animation) where the code would be stored in say animationFade.as for example. Then when a button is clicked, the animation plays and the corresponding page is navigated to.
Here is my code for the setup of the menuBottons.as:
package
{
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.MouseEvent;
import flash.text.TextFormat;
public class menuButtons extends Sprite
{
private var aboutMeBtn:button;
private var galleryBtn:button;
private var contactMeBtn:button;
public function menuButtons()
{
aboutMeBtn = new button();
aboutMeBtn.y = 0;
aboutMeBtn.label = "About Me";
addChild(aboutMeBtn);
aboutMeBtn.addEventListener(MouseEvent.CLICK, onButtonClick);
galleryBtn = new button();
galleryBtn.y = 75;
galleryBtn.label = "Gallery";
addChild(galleryBtn);
galleryBtn.addEventListener(MouseEvent.CLICK, onButtonClick);
contactMeBtn = new button();
contactMeBtn.y = 150;
contactMeBtn.label = "Contact Me";
addChild(contactMeBtn);
contactMeBtn.addEventListener(MouseEvent.CLICK, onButtonClick);
}
public function onButtonClick(event:MouseEvent):void
{
//code to initiate the animationFade.as file
}
}
}
it's this //code to initiate the animationFade.as file that i cannot grasp. It may be something very simple but my head seems to be spinning!
Hopefully I have provided enough information. Like I say I am just learning at the minute and trying to build up slowly.
Thank you
The best way to do this would be to dispatch an event from your button click function. Then, create a listener in your Main.as file that handles the event and tells the logo to fade out.
Maybe something like:
From menuButtons.as
public function onButtonClick(event:MouseEvent):void
{
dispatchEvent(new Event("hide_logo", true));
}
You can read up on the Event Class documentation to learn more about the parameters.
From Main.as (after you create your menuButtons instance)
menuButtonsInstance.addEventListener("hide_logo", hideLogoHandler);
function hideLogoHandler(e:Event):void {
// Fade out logo
TweenLite.to(logo, 1, {alpha:0}); // requires TweenLite
}
This example requires TweenLite from Greensock.
On a side note, for best practice your class names should start with an uppercase character. So "menuButtons" class would be "MenuButtons". Then, instance names would start with a lowercase character. Makes it easier to read if you do something like:
var menuButtons:MenuButtons = new MenuButtons();
I've used the GUI to create a rectangle that I turned into a button symbol (SimpleButton). I then edited the button so that it had 4 different button states and a text layer on top. I then created a class definition file for this object so that I could dynamically change the label text (the text layer) when adding instances of this button to the stage.
I was able to create and link a class file (DynamicButton.as) just fine, but when I try to access the text field that I created on the button, I get the error:
"Access of possibly undefined property btnLabel through a reference with static type com.examples:DynamicButton."
when i couldn't get that to work, I decided I'd try adding the TextField directly within the class definition file, using the following code:
package com.examples
{
import flash.display.Sprite;
import flash.display.SimpleButton;
import flash.text.TextField;
public class DynamicButton extends SimpleButton
{
public function DynamicButton(btnText:String="Click Me")
{
placeText();
labelText.text = btnText;
}
//property variables
//create a text box to hold the button label
private var labelText:TextField = new TextField();
//create a displayObject to hold the text
private var labelSprite:Sprite = new Sprite();
private function placeText():void {
labelText.width = this.width;
labelText.height = this.height;
labelText.x = this.x;
labelText.y = this.y;
labelText.visible = true;
labelSprite.addChild(labelText);
this.parent.addChild(labelSprite);
}
}
}
The problem is that I can't seem to add the TextField to the SimpleButton, as it's not a display object. So, I tried adding it to the parent of the simple button (and I figured, I'd just place it exactly above the button). But then I get a "null object reference." error.
So, I have two questions
is there a way to access GUI-created elements from w/i a class definition file?
How would I add the TextField to the button using only AS3 inside of a my class definition file?
OK, it took a few days and some introspection, but it seems that the problem I've having stems from the fact that you cannot add children to a SimpleButton. I changed my class definition to extend a MovieClip, then created a function named "listen()" that I called when constructing the object that added listeners for the "over","down", and "out" mouse states, so as to imitate a simple button. I also had to put a "stop()" command in the constructor, so that each button wouldn't keep cyclying through all the states. The final class definition looks like this:
package com.examples
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class DynamicButton extends MovieClip
{
public function DynamicButton(btnText:String="Click Me")
{
stop();
this.btnText_btn.text = btnText;
listen();
}//constructor
private function listen():void {
this.addEventListener(MouseEvent.MOUSE_OVER,function(){
gotoAndStop(2);
}//anon mouseover fcn
);
this.addEventListener(MouseEvent.MOUSE_DOWN,function(){
gotoAndStop(3);
}//anon mousedown fcn
);
this.addEventListener(MouseEvent.MOUSE_OUT,function(){
gotoAndStop(1);
}//anon mouseout fcn
);
}
}//class definition
}//package
I'd like to access the stage of the main timeline from w/i a class that extends a movieclip. Basically, I have a button in the main timeline that makes a HUD appear. The HUD is an extended MovieClip class. When people click on a button in the HUD, I'd like to remove the object from the stage of the main MovieClip.
#curro: I think your confusion may come from the fact that I am running this code from a class definition file. Clicking on a button w/i this object should remove it from the DisplayList of the MainTimeline. Here's the code from the class definition file:
package classes {
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Answers extends MovieClip {
public function Answers(){
listen();
}//constructor
//initiatlize variables
public var answersArray:Array = new Array();
private function listen():void {
submit_btn.addEventListener(MouseEvent.CLICK, function(e:MouseEvent){
answersArray.push(answer_txt.text);
e.currentTarget.parent.parent.stage.removeChild(this);
});//listen
}//listen
}//class Definition
}//package
trace(e.currentTarget.parent.parent) gets me the MainTimeline, and trace(e.currentTarget.parent.parent.stage) appears to return the main stage, but I cannot use removeChild w/o getting an error that I am trying to coerce the stage to be a DisplayObject (which it ought to be).
What's on the stage of the MainTimeline: A single button that, when clicked, adds an instance of the Answers class to the stage.
What's part of the Answers class that's not in the code?
I first created Answers as a MovieClip object in the main library. It has 3 parts:
a TextField named "answer_txt"
a "clear_btn" that clears the answer_txt
a "submit_btn" that submits the text of answer_txt and then removes the entire Answers object from the MainTimeline (at least, that's what I want it to do).
your class definition is really weird. Looks like a mixture of as2 and as3.
Try with this:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.*;
import fl.controls.Button;
public class Answers extends MovieClip
{
public var answersArray:Array = new Array();
public function Answers()
{
submit_btn.addEventListener(MouseEvent.CLICK, remove);
}
private function remove(e:MouseEvent)
{
answersArray.push(answer_txt.text);
this.parent.removeChild(this);
}
}
}
This works on my computer. Your code doesn't. I think it has something to do with the listen method. The class isn't still instatiated and you are making it work.
Hey, I can't make head or tail from the code. Where does submit_btn come from? Is it a property of the class? What about answer_txt?
You don't need to access e.currentTarget... to remove "this" simply:
this.parent.removeChild(this);
If you add that movieclip to the stage then you can access the stage from that class as simple as in the document class
stage
Otherwise you can't access stage from that class. But you can access it by sending the stage as argument when instantiate the class.