Help in AS3 Sprite
Hello All,
I got this Error : 1061: Call to a possibly undefined method addChild through a reference with static type Class.
what I'm trying to do :
I have create a new class called Graph and make it extends Sprite and add a scroolpane to my stage and make an empty movie clip called content_mc and make the source of the scrollpane equals to content_mc
in the first frame i wrote this code
import Graph;
var graph:Graph = new Graph();
content_mc.addChild(graph);
Any help will be appreciated
Thanks in Advance
Thanks for your reply
I did what you say , but I still have the same error
and I have create the content_mc
insert-> new symbol -> Enter the name of content_mc -> choose the option export fpr actionscript and then click ok
and I have creating some shapes in it and test it with the scrollpane and it's working
but when i remove the shapes and use the action script to add an inistance from my graph to it i have the previous error
Thanks in Advance
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===================================
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============================================stop();
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I'm new in new in this Forum and to As3.
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If the user would press the (myClear) button instead - then all TextFields should be reset.
I have tried many different ways to solve this and yet I would always get the same error: [TypeError: Error #1009:]
Hence I don't even know where to start to fix this.
I have added my code below
Please help
package
{//01
import flash.display.MovieClip;
import flash.events.*;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.text.*;
public class Flash15 extends MovieClip
{//02
private var mypassWordField:TextField;
private var myNext:Next;
private var myClear:Clear;
private var mypassWordFormat:TextFormat = new TextFormat();
private var myNamn:Namn;
private var myMail:Mail;
private var myNamnField:TextField;
private var myMailField:TextField;
private var myInfoField:TextField;
private var myNamnFormat:TextFormat = new TextFormat();
private var myMailFormat:TextFormat = new TextFormat();
//private var myInfoFormat:TextFormat = new TextFormat();
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mypassWordField.textColor = 0x99FFCC;
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mypassWordField.wordWrap = true;
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mypassWordField.restrict = "0-9";
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mypassWordFormat.font = "Verdana";
mypassWordFormat.color = 0xFF0000;
mypassWordFormat.size = 23;
mypassWordField.defaultTextFormat = mypassWordFormat;
mypassWordField.x = stage.stageWidth * .51;
mypassWordField.y = stage.stageHeight * .21;
myNext = new Next();
myNext.alpha = 0;
addChild(myNext);
myNext.x = stage.stageWidth * .5;
myNext.y = stage.stageHeight * .7;
myClear = new Clear();
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addChild(myClear);
myClear.x = stage.stageWidth * .5;
myClear.y = stage.stageHeight * .9;
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDownEvent);
myNext.addEventListener(MouseEvent.CLICK, onNext);
myClear.addEventListener(MouseEvent.CLICK, onClear);
}//03
private function onKeyDownEvent(p_evt:KeyboardEvent):void
//trace(p_evt.keyCode);
if(mypassWordField.text == "123456" && p_evt.keyCode == 13)
trace("You are Logged in");
myNext.alpha = 1;
myClear.alpha = 1;
CheckIn();
CheckEnter();
stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDownEvent);
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myNamn.x = 250;
myNamn.y = 420;
var myMail = new Mail();
addChild(myMail);
myMail.x = 250;
myMail.y = 570;
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myNamnField.borderColor = 0xFFFFFF,
myNamnField.selectable = true;
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myNamnField.wordWrap = true;
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myNamnFormat.font = "Verdana";
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myNamnFormat.size = 15;
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myNamnField.x = 550;
myNamnField.y = 351;
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myMailField.type = TextFieldType.INPUT;
myMailField.maxChars = 70;
myMailFormat.font = "Verdana";
myMailFormat.color = 0xFFFFFF;
myMailFormat.size = 15;
myMailField.defaultTextFormat = myMailFormat;
myMailField.text = "Enter";
myMailField.x = 550;
myMailField.y = 401;
private function onNext(evt:MouseEvent):void
// New code here!
}//02
}//01
Message was edited by: Tray0001click file/publish settings/flash and tick "permit debugging". the problematic line number will be in the error message.
if that's not enough info for you to solve the problem, highlight the problematic line of code. -
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Hi,
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How can I achive this:
I am trying to open Captivate published SWF and to navigate to a specific slide, slide number 5 for example.
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HELP ADOBE AS3! Playing frame twice is not working
okay so I'm almost done with my website, but i got really stuck on the last part.
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this is the code i use:
stop();
buttons.buttonmotion.addEventListener(MouseEvent.CLICK, klk);
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stop();
buttons.buttonmodeling.addEventListener(MouseEvent.CLICK, hhh);
function hhh(event:MouseEvent):void {
gotoAndPlay("modelingreal");
stop();
buttons.buttonprint.addEventListener(MouseEvent.CLICK, kjk);
function kjk(event:MouseEvent):void {
gotoAndPlay("printreal");
stop();
buttons.buttonweb.addEventListener(MouseEvent.CLICK, lkk);
function lkk(event:MouseEvent):void {
gotoAndPlay("webreal1");
stop();
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gotoAndPlay("aboutmereal");i tried making it go back the the mainpage by frame number and by label, and it actually does but the codes don't work anymore, and the codes are on top of that frame number and label name. i have the mainpage and other pages, all inside a movieclip.. called "masterclip" could that be the problem?
my buttons are inside two movieclips, could that be the problem?
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Help! Need help translating AS3 to AS2!
Good afternoon. I have a very simple roll over animation that
I want to use in Captivate 3. However, all of my experience with
Flash is with AS3 which is not recognized by C3. Attached is my
code snippet for the event that is not being supported. Would
anyone be willing to tell me where to start to make this into AS2
(or 1)?
Thank you in advance for any assistance.MrFrankZ,
Here's the code from your first post, and I understand you'd
like to
convert it to ActionScript 2.0 (or even 1.0):
>>> gotoAndPlay("notRolled");
>>> rollBox.addEventListener(MouseEvent.MOUSE_OVER,
onRoll);
>>>
>>> function onRoll(event:MouseEvent):void
>>> {
>>> gotoAndPlay("rolled");
>>> }
>>> stop();
To that, someone replied this:
>> It's using AS 2. Can you display all of the code?
... which turns out to be incorrect. The code you're showing
is indeed AS3.
Telltale signs include the MouseEvent class reference, the
MOUSE_OVER event
constant, and the lowercase :void reference.
> The compiler is "The class or interface 'MouseEvent'
could not be
> loaded."
That makes sense for a FLA file configured for AS2, because
AS2 doesn't
have a MouseEvent class. Fortunately, this is a simple
scenario, so let's
break it down.
The first line doesn't change at all:
gotoAndPlay("notRolled");
That does the same thing in either AS2 or AS3; namely, it
invokes the
MovieClip.gotoAndPlay() method on a particular MovieClip
instance (happens
to be the timeline in which this code appears) and sends that
movie clip's
timeline to a frame labeled "notRolled".
Wiring up the event handler is your biggest change. AS2 does
support
the addEventListener() method, but only for components. In
AS2, there are
(bewilderingly) five different ways to assign event handlers,
and the one
that's going to work here -- and feel most this AS3 version
-- looks like
this:
rollBox.onRollOver = onRoll;
In principle, it's doing the same thing. I'm assuming
rollBox is a
movie clip symbol, so to see what functionality has has
available to it,
you'll look up the MovieClip class in the ActionScript 2.0
Language
Reference. When you do, you'll see headings for Properties
(characteristics
of the object), Methods (things the object can do), and
Events (things the
object can react to). A mouse-over is something the movie
clip will react
to, which makes it an event. What I've shown in my sample
suggestion is the
MovieClip.onRollOver event, as associated with your rollBox
instance.
The syntax is different from AS3, but the basic
functionality is the
same: "rollBox, when the mouse rolls over you, perform the
onRoll()
function."
And now for that function:
function onRoll():Void {
gotoAndPlay("rolled");
Only two small changes: a) drop the event:MouseEvent
parameter and b)
change :void to :Void.
Here it is altogether:
// AS2
gotoAndPlay("notRolled");
rollBox.onRollOver = onRoll;
function onRoll():Void {
gotoAndPlay("rolled");
And to make this work in AS2, all you have to do is drop the
strong
typing (in this case, the :Void):
// AS1
gotoAndPlay("notRolled");
rollBox.onRollOver = onRoll;
function onRoll() {
gotoAndPlay("rolled");
David Stiller
Co-author, The ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
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Help pause AS3.0 frame Change Timer on rollover
could someone help me out on as to how I could go about pausing this timer on rollover of an object, stage... anything?
I am just cycling images on the main timeline via this timer but would like the timer to pause if a user has mouse over one of the images.
Thanks for your help.
var frameTimer:Timer = new Timer(2000);
frameTimer.addEventListener(TimerEvent.TIMER, changeFrame);
function changeFrame(e:TimerEvent):void
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Hello. I am building a media browser which will dsiplay all
my work. I have got it almost done except for one major problem.
The thumbnail I click on wont show me the full size image.
Have a look at what I'm doing at
Http://www.JgcCreations.com
The thumbnails are doing exactly what I need them to do but
when I click the thumbnails the pic is suposed to get big and show
up on the right in the black area.
The code Im using to call the thumbnails into action is
supposed to make the full sieze pics invisible on the stage (the
black area) then as I click them the pictures will become visible.
That is not working so far. Im not sure why it is not working.
Anyone have a clue as to why it is not working. I appreciate any
help. Im no programmer so an error in code to me is like a period
at the end of a sentence....its all over lol....
Thanks.From what I can tell, the file does exactly what you have it
designed to do, though it isn't what you've tried to describe it as
doing.
Your thumbnails are not coded with a click function that
might make the big pics visible.
If the big pic is invisible, you cannot click on it because
it's essentially not there. If you were to use alpha (0 vs 1)
instead of visible (false vs true), then you could click on the big
image to make it appear.
I would have thought the thumbnails would be used to make the
big picture appear. That would be the normal expectation of someone
using this thing... they would be unlikely to click on the big
black area. But the only code you have for the thumnails only
addresses their own over and out mouse states.
That's pretty much why your story about how this is supposed
to work doesn't tie together and why I assumed your thumbnails were
named the same as the big pics. It doesn't make sense to have
something that has to be visible to click on making itself visible
when you click on it.
So if you want to make this what I think would make it
normal, then you should use...
function Pic(evt:Event):void {
pic0.visible=true;
thumb0.addEventListener(MouseEvent.CLICK, Pic);
pic0.visible=false; -
Help in AS3 code of 24 hour countdown timer
hello,
i just wanna ask if someone can help me,
i created a 24 hour flash countdown timer here http://allofmyworks.weebly.com/flash.html
the problem is when it reaches the desired time, the time still counts and became negative,
what i want is to make it only 24hour countdown clock and when it reaches the time it will only stay in 00:00:00
thanks
here is the code i used
var endDate:Date = new Date(2012,0,4);
var countdownTimer:Timer = new Timer(1000);
countdownTimer.addEventListener(TimerEvent.TIMER, updateTime);
countdownTimer.start();
function updateTime(e:TimerEvent):void
var now:Date = new Date();
var timeLeft:Number = endDate.getTime() - now.getTime();
var seconds:Number = Math.floor(timeLeft / 1000);
var minutes:Number = Math.floor(seconds / 60);
var hours:Number = Math.floor(minutes / 60);
seconds %= 60;
minutes %= 60;
var sec:String = seconds.toString();
var min:String = minutes.toString();
var hrs:String = hours.toString();
if (sec.length < 2) {
sec = "0" + sec;
if (min.length < 2) {
min = "0" + min;
if (hrs.length < 2) {
hrs = "0" + hrs;
var time:String = hrs + ":" + min + ":" + sec;
time_txt.text = time;here is the code
var endDate:Date = new Date(new Date().getTime()+24*60*60*1000);
var countdownTimer:Timer = new Timer(1000);
countdownTimer.addEventListener(TimerEvent.TIMER, updateTime);
countdownTimer.start();
function updateTime(e:TimerEvent):void
var now:Date = new Date();
var timeLeft:Number = endDate.getTime() - now.getTime();
var seconds:Number = Math.floor(timeLeft / 1000);
var minutes:Number = Math.floor(seconds / 60);
var hours:Number = Math.floor(minutes / 60);
seconds %= 60;
minutes %= 60;
var sec:String = seconds.toString();
var min:String = minutes.toString();
var hrs:String = hours.toString();
if (sec.length < 2) {
sec = "0" + sec;
if (min.length < 2) {
min = "0" + min;
if (hrs.length < 2) {
hrs = "0" + hrs;
var time:String = hrs + ":" + min + ":" + sec;
time_txt.text = time;
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