Writing a Button Class
I'm sure this is real easy but I'm a bit of a newbie so I'm
still working out my MovieClip methods from my Stage methods.
Basically, I need to write code for a button class I call
NextButton.as which on a Mouseclick will move the stage along by 5
frames to the next page in my presentation. I've tried to do this
by writing things like this in my onClick method:
gotoAndStop(stage.currentFrame + 5);
But it doesn't like that at all because gotoAndStop is a
method of the MovieClip class but not the Stage class.
So I need to get a MovieClip to move the STAGE along 5 frames
to the next page in my presentation.
My only other option is to forget the button class altogether
and write code in every 5 pages of my frame, giving each "NextPage"
function a different name like NextPage1, NextPage2, NextPage3. I'm
sure there's a more intelligent way to do this! I'm too stubborn to
give in!!
Many thanks,
Marc
hi ofeet,
It comes back and says:
1061: Call to a possibly undefined method gotoAndStop through
a reference with static type flash.display:DisplayObject.
AND
1119: Access of possibly undefined property currentFrame
through a reference with static type flash.display:DisplayObject.
I've imported the following at the top under package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.Stage;
import flash.display.DisplayObject;
Don't know if I have to import anything else. Any
clues?
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I have a few simple questions for those who know about
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specifically extending the MC class. I am pretty sure that an
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Example. Currently I have a grid of MCs' created when the
User clicks a menu item (Another type of MC).
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an image defined in the XML that was loaded and assigned because I
placed the instance on stage and wrote a MC script on each MC.
Confused - check out what I am creating at
www.vincesidwell.com/Fischer
Click Fabrication or TurboSystems menus. Both menues will
load a new set of Thumbnails at the bottom. They are loaded via an
XML loaded by the menu and a function assigns the jpgs for the main
gallery, Rollover image, and eventually a URL for a downloadable
High Res Image.
The client recently added more than 9 images per menu item. I
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quantities
I can manually create the MC Scroller item for static number
of buttons. But scripting an unknown for each ones links and images
is insane. So I am looking at Classes. Assign a custom class for
the flipping buttons and I should be able to assign tthem as the
XML loads, and have it automatic. (pray please please please)
Anyhelp?
Thanks
Vince SidwellHi there!
I'll try and give some answers to your questions below...
"vin-E" <[email protected]> wrote in message
news:[email protected]...
>I have a few simple questions for those who know about
classes. I have
>been
> reading the tutorials on creating classes and
specifically extending the
> MC
> class. I am pretty sure that an extended MC_Class might
help me get what
> I
> need from my project.
>
> I essentially have a bunch of buttons, hundreds to be
exact - and the
> exact
> number needs to be dynamic. Each one is currently a
static MC with a
> bunch of
> variables assigned to each one via global variables. Its
iis pulling
> in
> data taht assign the button values from XML files and -
these XML files
> may
> change.
>
> Q1. If I extend the MC class so I can add attributes to
MC's instance
> (Avoiding global variables) - will it mess with the rest
of the movie
> clips in
> my scene? I mean if all I want to do is ad a a few
dynamic string
> variables -
> it really shouldnt effect any of the other clips would
it? MC.JumpURL =
> "newurl.com", MC.Thumnail ="/here/image.jpg" (This would
help alot)
You do not have to create a new MC class to assign local
values or functions
to it. A pseudo code example:
Loop through total buttons you want to make (which can be
number of entries
in an XML file)
Create a new movieclip and load the button graphic into
this, give it a
name like
MyButtonX, where X is an increasing number based on which
button this
is. (Instead of creating
and empty movielcip, you could also attach a movie (or
button) from
library.
Assign the values and create the functions for this button
that you
would like (probably based
on information in the XML file):
MyButtonX.someVariable = node.attribues.someData;
createOnRelease(MyButtonX, someOtherParamters)
(where you have defined the function createOnRelease to do
something
like
function createOnRelease(MC, someOtherParameteres) {
MC.onRelease = function() {
do what you want to do based on someOtherParameteres
Position and resize MyButtonX
In your example you have a 3x3 grid, which might extend to
3xTOTAL,
so you'd have to use some
mathematical formula based on the value X, something like
MyButtonX._x =
(((X-1)%3)*(buttonWidths+hSpaceBetweenButtons)
MyButtonY._y = Math.floor((X-1)/3)*(buttonHeights
+vSpaceBetweenButtons
end of loop.
>
> Q2. What if I wanted to define actions of the new MC in
the class? If
> the MC
> is an extension of the MC class. Would all of my MC's
automatically take
> on
> the actions of the custom MC Class? For instance - I
want the movieclip
> to
> animate onscreen and have rollover effects. I could do
this easy if it
> were
> static - but I need this to become dynamic. Also - there
are now unknown
> quantities to deal with
If you actually create a new class, than all instances of
that class will
have the methods you define for it (just like all instances
of a movieclip
has those methods. At least, have them available. That
doesn't mean they are
always in use ... like for example the onRollOver. But again,
you don't need
to create a class to give all your dynamically created
buttons a rollover
effect. (Check code above).
> Q3. How exactly would I call and assign the MC its
atributes at the same
> time? And how do I specify this MC to use the functions
defined in the
> class
> and not the other MC's I created elsewhere in the File.
You use the instance name of the MC to access that MC and its
attributes/methods. For example button number 10 might look
like this:
trace(MyButton10._x);
trace(MyButton10.someVariableYouHaveDefined);
MyButton10.callSomeFunctionYouHaveDefined();
For a movieclip to access a variable that has been defined
for that instance
of the movieclip, use "this" to point to that particular
instance. So if we
defined the function "callSomeFunctionYouHaveDefined" for
button number 10
and want to access "someVariableYouHaveDefined" for this
particular
instance, then
MyButton10.callSomeFunctionYouHaveDefined = function() {
trace(this.someVariableYouHaveDefined);
> Example. Currently I have a grid of MCs' created when
the User clicks a
> menu
> item (Another type of MC).
> Each new MC animates onstage - it calls a
loadMovie(_root.thumb[0],
> this.Flipper) to assign and embedded MC an image defined
in the XML that
> was
> loaded and assigned because I placed the instance on
stage and wrote a MC
> script on each MC.
>
> Confused - check out what I am creating at
www.vincesidwell.com/Fischer
>
> Click Fabrication or TurboSystems menus. Both menues
will load a new set
> of
> Thumbnails at the bottom. They are loaded via an XML
loaded by the menu
> and a
> function assigns the jpgs for the main gallery, Rollover
image, and
> eventually
> a URL for a downloadable High Res Image.
>
> The client recently added more than 9 images per menu
item. I will need
> to
> create a scrollable thumbnail gallery with dynamic
quantities
>
> I can manually create the MC Scroller item for static
number of buttons.
> But
> scripting an unknown for each ones links and images is
insane. So I am
> looking
> at Classes. Assign a custom class for the flipping
buttons and I should
> be
> able to assign tthem as the XML loads, and have it
automatic. (pray please
> please please)
Again, no need for a class for this. If you load the buttons
into seperate
MCs, and make sure to have all these MCs created inside a
common parent MC
for these buttons (which then _only_ contains these buttons).
You can move
this parent MC up and down on the stage based on the
scrollbar. And you can
read height off this MC to create your scrollbar.
You might want to check out the following tutorials at
http://www.gotoandlearn.com/:
XML Video Playlist
Creating Animated Buttons
Introduction to OOP
Now, I've said many times you don't need to make your own
class to do what
you want. That does not mean you can't make your own class. I
just think
that the main problem you are facing is the dynamic part,
which you will be
facing if you make your own class or not.
/Jensen/
>
> Anyhelp?
>
> Thanks
> Vince Sidwell
>
>
> -
I would like to write a class that will draw a gradient for
the whole background of my file. I had written this in my file and
it was working, but I would like to put that code into a class now,
as I am trying to learn how to write classes. I am totally new to
classes, so bare with me, I don't know what I am doing... more
guessing at this point really. Here is what I have so far.
My class is called BgGradient.as and holds the following AS
so far.
class BgGradient
var gradient01:String;
var gradient02:String;
var fillType:String = "linear";
var colors:Array = [gradient01, gradient02];
var alphas:Array = [100, 100];
var ratios:Array = [0, 255];
var matrix:Object = {matrixType:"box", x:0, y:0,
w:Stage.width, h:Stage.height, r:(90/180)*Math.PI};
var spreadMethod:String = "pad";
var interpolationMethod:String = "linearRGB";
var focalPointRatio:Number = 1;
function BgGradient() {
beginGradientFill(fillType, colors, alphas, ratios, matrix,
spreadMethod, interpolationMethod, focalPointRatio);
moveTo(0, 0);
lineTo(Stage.width, 0);
lineTo(Stage.width, Stage.height);
lineTo(0, Stage.height);
lineTo(0, 0);
endFill();
I would like gradient01 and gradient02 to be hex values that
I can specify in my main file. What am I missing here? Do I need to
import anything? How about the drawing API? How would I call this
from my main file?
Thanks a lot for any help with this. I really appreciate any
help!you don't have to pass anything, except you must pass
something that has can reference a graphics class member to which
you can apply your begingradientfill method.
but if you want to specify gradient01 and gradient02 from
outside your class, that would be one way to do it. you could also
use a setter to define those variables outside your constructor.
which is best depends upon what you want to do. if you always
know those variable values when your create a class member, pass
them in the contructor. otherwise, a setter is a good way to
go. -
When I want to create an instance of a panel I use the following code:
component = new UIPanel();
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I'm trying to write a picking class to click on a cube and only rotate it in the x direction. I'm new to java3d and can't figure out what I need to do to write my own picking class to do it. Any help would be greatful
you've read the tutorial?
http://developer.java.sun.com/developer/onlineTraining/java3d/j3d_tutorial_ch4.pdf
I extended PickMouseBehavior and used PickCanvas, but I was doing something completely different, so you'll probably want to ignore that.
I doubt this has been helpful
J. -
I am writing a three class Investment Account program with the three classes being AccountInterface, AccountModel and Account.
One of the butttonclick options is to save the data entered for a certain account (name, age, deposit, rate)
Without using arrays you need to be abkle to enter the details for two different bank accounts, so in the interface you add the deatils for one, click add and it stores the data for the account, then when you clear this and add data for a new bank account it needs to check if there is anything for account 1 if yes, then add the details for account two.
I am struggling with this.
Can someone point me in the right direction of where to start with this? I know that the button click in the AccountInterface needs to call a method from AccountModel.Your problem is very specific to the homework assignment it comes from, and you're not describing your homework assignment very well. Perhaps someone here can give you specific advice but I doubt it.
So here's some general advice:
First, separate your GUI from the application logic. Thinking about button clicks and event handlers and such will just get in the way of understanding the problem to be solved. Try writing a test class (or several) that you can execute from the command line, and that will act as a hardcoded single scenario, that will invoke the application logic code. So an example test might do a single "add" operation. Then write code that will satisfy this test class.
Secondly, make certain you understand the problem before you try to solve it. Draw diagrams, use Legos, whatever, to give yourself something tangible to work with. Once you're able to express the problem well, you're two-thirds of the way to solving it. A lot of homework just involves rephrasing what the prof said to make it make sense.
And if all else fails, as your prof for clarification. -
Preferred style of writing listeners
As a programmer who is just now seriously learning Java, I use two main books for references:
Java: How to Program (3rd Edition) by Dietel and Dietel
and Teach Yourself Java 2 in 21 Days (3rd edition) by Cadenhead and Lemay
The books differ on how they write listeners. Dietel suggests that you add a seperate listener to each component via an anonymous inner class, as below:
myComponent.addActionListener(
new ActionListener()
public void actionPerformed(ActionEvent e)
// do stuff
);Cadenhead and Lemay, however, suggest that your main class should implement one ActionListener and add it to all components that have actions associated with them, as below:
public class myApplication extends JFrame implements ActionListener
public void actionPerformed(ActionEvent e)
if (e.getSource() == "a component")
// do stuff
if (e.getSource() == "another component")
// do other stuff
// etc., etc.
}I can understand not wanting to have so many anonymous inner class files, but at the same time I see the appeal to not having to check so many if statements. For a medium-sized application, which is preferred and why?My preference is to use one inner class per listener, the Dietel way. That way my code says "Here's a button. And here's what happens when it's clicked on." That works for me provided that all the buttons do different things. But if I had a situation with 10 buttons that all did essentially the same thing (as in a calculator) then I would probably do something more like the Cadenhead and Lemay, since you wouldn't end up with a massive case-statement inside the single listener.
That's just my personal opinion. I don't even mind writing anonymous inner classes inside anonymous inner classes, following the rule I implied above of "code the object's behaviour next to its declaration". However many people would find that difficult to follow and to maintain, and I can sympathize with that viewpoint. You'll notice that I don't have trouble writing long complex sentences full of those clause things, either, so perhaps I'm not the best guide for simplicity.
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