Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-27 Thread Dani Bacon
; > >
> > > thx .. dani
> > >
> > > On 11/22/06, Marijan Miličević <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > > as far as I know, FD ignores anything on the stage unless you
> > > > choose  "inject code" compile method, see compiler options within
> FD,
> > > > hth
> > > > -m
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:
> > > [EMAIL PROTECTED]
> > > > On Behalf Of Dani Bacon
> > > > Sent: Wednesday, November 22, 2006 5:50 PM
> > > > To: Flashcoders mailing list
> > > > Subject: Re: [Flashcoders] changing a MovieClip instance class at
> > > runtime
> > > > inAS2 ?
> > > >
> > > > hey TMK. thank you for your interest :)
> > > >
> > > > i started working with FlashDevelop + mtasc and would like to
> compile
> > my
> > > > projects solely via FlashDevelop. this way i would have the design
> > team
> > > i
> > > > work with set up the symbols and stage with all the visual assets
> > > needed,
> > > > and set up linkageIDs to them. then i would be able to set up
those
> > > symbols
> > > > functionality via external code.
> > > > i wouldnt mind linking classes to MCs using the symbols properties
> > > panel,
> > > > but FlashDevelop ignores those links. so using registerClass in
Main
> i
> > > can
> > > > link linkageIDs to classes but that only works for dynamic
> attachments
> > > of MC
> > > > instances.
> > > >
> > > > any ideas ?
> > > >
> > > > [snip..]
> > > > ___
> > > > Flashcoders@chattyfig.figleaf.com
> > > > To change your subscription options or search the archive:
> > > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > > >
> > > > Brought to you by Fig Leaf Software
> > > > Premier Authorized Adobe Consulting and Training
> > > > http://www.figleaf.com
> > > > http://training.figleaf.com
> > > >
> > >
> > > ___
> > > Flashcoders@chattyfig.figleaf.com
> > > To change your subscription options or search the archive:
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > > Brought to you by Fig Leaf Software
> > > Premier Authorized Adobe Consulting and Training
> > > http://www.figleaf.com
> > > http://training.figleaf.com
> > >
> > >
> >
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> > To change your subscription options or search the archive:
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> >
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> > http://training.figleaf.com
> >
> >
>
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Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-26 Thread eka

Hello :)

Don't forget to use the inherit in your class :)

class classes.TestClass extends MovieClip {

   /**
* Constructor
*/
   public function TestClass()
   {
   trace("> constructor : TestClass");
   }

   public function action()
   {
   trace("some action");
   }
}

PS : use uppercase to begin the name of your classes... MovieClip, LoadVars,
TextField etc... all this classes begin with a uppercase character.

PS2 : use a reference property in your main class

import classes.TestClass ;

/**
* The Main class of the application.
*/
class Application
{

  /**
   * Constructor, creates a new Main instance.
   */
  function Application( target:MovieClip )
  {

// register the reference of you view in the class (it's a shortcut
!)
   myMC = target.testMC ;

   // Change inherit
   myMC.__proto__ = TestClass.prototype ;
   TestClass.call( myMC ) ;

   // Use TestClass method
   myMC.action();
  }

  /**
   * The reference of my view.
   */
  public var myMC:MovieClip ;

  /**
   *  Main method (use this method in mtasc ?)
   */
  static public function main( target:MovieClip )
  {
var main:Main = new Main(target) ;
  }
}

PS3 : you can try to use my ConstructorUtil class in VEGAS my openSource
framework : http://vegas.riaforge.org/
1 - Download the framework
2 - install my AS2 library in Flash or MTASC with the AS2/trunk/src class
path.
3 - You can find my ConstructorUtil AS2 tool class in the package
vegas.util.* :
http://vegas.riaforge.org/index.cfm?event=page.svnbrowse&path=%2FAS2%2Ftrunk%2Fsrc%2Fvegas/util

In this class you can use the methods :

createVisualInstance(class:Function, oVisual, oInit)

You can try to use too my vegas.util.factory.DisplayFactory class ... Try
the examples in AS2/trunk/bin/test/util/... directory

EKA+ :)




2006/11/24, Dani Bacon <[EMAIL PROTECTED]>:


hey eka. thx it seems to almost do the trick
it changes the class prototype but errors when i try to initialize the
constructor using the call method.

on stage i have a MC called testMC
and the code im using-

class Main
{
static function main()
{
_root.testMC.__proto__ = classes.testClass.prototype ;
classes.testClass.call(_root.testMC);
_root.testMC.action();
}
}

class classes.testClass {

public function testClass() {
trace("test");
}

public function action() {
trace("some action");
}
}

errors with - type error classes.testClass have no static field call
commenting put the .call() line compiles and prints "some action"

any ideas how i can get the constructor to be called?
thanks for all your help :)

On 11/23/06, eka <[EMAIL PROTECTED]> wrote:
>
> Hello :)
>
> You must use the __proto__ reference to change the inherit of yours
> movieclips :)
>
> example 1 : you create an empty movieclip and you want attach a new
class
> who extends MovieClip !
>
> import myPackage.MyClass ;
>
> var mc = createEmptyMovieClip("mc", 1) ;
> mc.__proto__ = MyClass.prototype ; // i change the default __proto__
> reference(MovieClip.prototype) with the prototype of MyClass.
> MyClass.call(mc) ; // if you want launch the constructor of the class
and
> initialize the movieclip
>
> example 2 : your movieclip is allready on the stage, it's the same
> operation
> :)
>
> mc.__proto__ = MyClass.prototype ; // i change the default __proto__
> reference(MovieClip.prototype) with the prototype of MyClass.
> MyClass.call(mc) ; // if you want launch the constructor of the class
and
> initialize the movieclip
>
> You can create a function to lauch this hack ... it's more easy.
>
> eKA+ :)
>
> 2006/11/23, Dani Bacon <[EMAIL PROTECTED]>:
> >
> > hi marijan
> >
> > yeah thats exactly it, im using exactly that - "inject code", to
attach
> my
> > classes to assets in a SWF file. but what happens is that any MC in
that
> > SWF
> > that is linked to a class via the symbols properties panel, is
ignored.
> > ive
> > used registerClass in Main to correct that, which does but not for
> > instances
> > that are already on stage. so im looking for another way to attach a
> class
> > to a MovieClip instance in runtime ?
> >
> > thx .. dani
> >
> > On 11/22/06, Marijan Miličević <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > > as far as I know, FD ignores anything on the stage unless you
> > > choose  "inject code" compile method, see compiler options within
FD,
> > > hth
> > > -m
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED]
> > > On Behalf Of Dani Bacon
> > &

Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-25 Thread Dani Bacon

anyone ? i need to figure out how to run a classes constructor after it was
dynamically linked to a MovieClip on stage ?

On 11/24/06, Dani Bacon <[EMAIL PROTECTED]> wrote:


hey eka. thx it seems to almost do the trick
it changes the class prototype but errors when i try to initialize the
constructor using the call method.

on stage i have a MC called testMC
and the code im using-

class Main
{
static function main()
{
_root.testMC.__proto__ = classes.testClass.prototype ;
classes.testClass.call(_root.testMC);
_root.testMC.action();
}
}

class classes.testClass {

public function testClass() {
trace("test");
}

public function action() {
trace("some action");
}
}

errors with - type error classes.testClass have no static field call
commenting put the .call() line compiles and prints "some action"

any ideas how i can get the constructor to be called?
thanks for all your help :)

On 11/23/06, eka <[EMAIL PROTECTED]> wrote:
>
> Hello :)
>
> You must use the __proto__ reference to change the inherit of yours
> movieclips :)
>
> example 1 : you create an empty movieclip and you want attach a new
> class
> who extends MovieClip !
>
> import myPackage.MyClass ;
>
> var mc = createEmptyMovieClip("mc", 1) ;
> mc.__proto__ = MyClass.prototype ; // i change the default __proto__
> reference(MovieClip.prototype) with the prototype of MyClass.
> MyClass.call (mc) ; // if you want launch the constructor of the class
> and
> initialize the movieclip
>
> example 2 : your movieclip is allready on the stage, it's the same
> operation
> :)
>
> mc.__proto__ = MyClass.prototype ; // i change the default __proto__
> reference(MovieClip.prototype) with the prototype of MyClass.
> MyClass.call(mc) ; // if you want launch the constructor of the class
> and
> initialize the movieclip
>
> You can create a function to lauch this hack ... it's more easy.
>
> eKA+ :)
>
> 2006/11/23, Dani Bacon <[EMAIL PROTECTED]>:
> >
> > hi marijan
> >
> > yeah thats exactly it, im using exactly that - "inject code", to
> attach my
> > classes to assets in a SWF file. but what happens is that any MC in
> that
> > SWF
> > that is linked to a class via the symbols properties panel, is
> ignored.
> > ive
> > used registerClass in Main to correct that, which does but not for
> > instances
> > that are already on stage. so im looking for another way to attach a
> class
> > to a MovieClip instance in runtime ?
> >
> > thx .. dani
> >
> > On 11/22/06, Marijan Miličević < [EMAIL PROTECTED]> wrote:
> > >
> > >
> > > as far as I know, FD ignores anything on the stage unless you
> > > choose  "inject code" compile method, see compiler options within
> FD,
> > > hth
> > > -m
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED]
> > > On Behalf Of Dani Bacon
> > > Sent: Wednesday, November 22, 2006 5:50 PM
> > > To: Flashcoders mailing list
> > > Subject: Re: [Flashcoders] changing a MovieClip instance class at
> > runtime
> > > inAS2 ?
> > >
> > > hey TMK. thank you for your interest :)
> > >
> > > i started working with FlashDevelop + mtasc and would like to
> compile my
> > > projects solely via FlashDevelop. this way i would have the design
> team
> > i
> > > work with set up the symbols and stage with all the visual assets
> > needed,
> > > and set up linkageIDs to them. then i would be able to set up those
> > symbols
> > > functionality via external code.
> > > i wouldnt mind linking classes to MCs using the symbols properties
> > panel,
> > > but FlashDevelop ignores those links. so using registerClass in Main
> i
> > can
> > > link linkageIDs to classes but that only works for dynamic
> attachments
> > of MC
> > > instances.
> > >
> > > any ideas ?
> > >
> > > [snip..]
> > > ___
> > > Flashcoders@chattyfig.figleaf.com
> > > To change your subscription options or search the archive:
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > > Brought to you by Fig Leaf Software
> > > Premier Authorized Adobe Consulting and Training
> > > http://www.figleaf.com
> > > http://training.figleaf.com
> > >
> >

Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-24 Thread Dani Bacon

hey eka. thx it seems to almost do the trick
it changes the class prototype but errors when i try to initialize the
constructor using the call method.

on stage i have a MC called testMC
and the code im using-

class Main
{
   static function main()
   {
   _root.testMC.__proto__ = classes.testClass.prototype ;
   classes.testClass.call(_root.testMC);
   _root.testMC.action();
   }
}

class classes.testClass {

   public function testClass() {
   trace("test");
   }

   public function action() {
   trace("some action");
   }
}

errors with - type error classes.testClass have no static field call
commenting put the .call() line compiles and prints "some action"

any ideas how i can get the constructor to be called?
thanks for all your help :)

On 11/23/06, eka <[EMAIL PROTECTED]> wrote:


Hello :)

You must use the __proto__ reference to change the inherit of yours
movieclips :)

example 1 : you create an empty movieclip and you want attach a new class
who extends MovieClip !

import myPackage.MyClass ;

var mc = createEmptyMovieClip("mc", 1) ;
mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

example 2 : your movieclip is allready on the stage, it's the same
operation
:)

mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

You can create a function to lauch this hack ... it's more easy.

eKA+ :)

2006/11/23, Dani Bacon <[EMAIL PROTECTED]>:
>
> hi marijan
>
> yeah thats exactly it, im using exactly that - "inject code", to attach
my
> classes to assets in a SWF file. but what happens is that any MC in that
> SWF
> that is linked to a class via the symbols properties panel, is ignored.
> ive
> used registerClass in Main to correct that, which does but not for
> instances
> that are already on stage. so im looking for another way to attach a
class
> to a MovieClip instance in runtime ?
>
> thx .. dani
>
> On 11/22/06, Marijan Miličević <[EMAIL PROTECTED]> wrote:
> >
> >
> > as far as I know, FD ignores anything on the stage unless you
> > choose  "inject code" compile method, see compiler options within FD,
> > hth
> > -m
> >
> > -Original Message-----
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED]
> > On Behalf Of Dani Bacon
> > Sent: Wednesday, November 22, 2006 5:50 PM
> > To: Flashcoders mailing list
> > Subject: Re: [Flashcoders] changing a MovieClip instance class at
> runtime
> > inAS2 ?
> >
> > hey TMK. thank you for your interest :)
> >
> > i started working with FlashDevelop + mtasc and would like to compile
my
> > projects solely via FlashDevelop. this way i would have the design
team
> i
> > work with set up the symbols and stage with all the visual assets
> needed,
> > and set up linkageIDs to them. then i would be able to set up those
> symbols
> > functionality via external code.
> > i wouldnt mind linking classes to MCs using the symbols properties
> panel,
> > but FlashDevelop ignores those links. so using registerClass in Main i
> can
> > link linkageIDs to classes but that only works for dynamic attachments
> of MC
> > instances.
> >
> > any ideas ?
> >
> > [snip..]
> > ___
> > Flashcoders@chattyfig.figleaf.com
> > To change your subscription options or search the archive:
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> > Brought to you by Fig Leaf Software
> > Premier Authorized Adobe Consulting and Training
> > http://www.figleaf.com
> > http://training.figleaf.com
> >
>
> ___
> Flashcoders@chattyfig.figleaf.com
> To change your subscription options or search the archive:
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
> Brought to you by Fig Leaf Software
> Premier Authorized Adobe Consulting and Training
> http://www.figleaf.com
> http://training.figleaf.com
>
>

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Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-23 Thread eka

Hello :)

You must use the __proto__ reference to change the inherit of yours
movieclips :)

example 1 : you create an empty movieclip and you want attach a new class
who extends MovieClip !

import myPackage.MyClass ;

var mc = createEmptyMovieClip("mc", 1) ;
mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

example 2 : your movieclip is allready on the stage, it's the same operation
:)

mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

You can create a function to lauch this hack ... it's more easy.

eKA+ :)

2006/11/23, Dani Bacon <[EMAIL PROTECTED]>:


hi marijan

yeah thats exactly it, im using exactly that - "inject code", to attach my
classes to assets in a SWF file. but what happens is that any MC in that
SWF
that is linked to a class via the symbols properties panel, is ignored.
ive
used registerClass in Main to correct that, which does but not for
instances
that are already on stage. so im looking for another way to attach a class
to a MovieClip instance in runtime ?

thx .. dani

On 11/22/06, Marijan Miličević <[EMAIL PROTECTED]> wrote:
>
>
> as far as I know, FD ignores anything on the stage unless you
> choose  "inject code" compile method, see compiler options within FD,
> hth
> -m
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED]
> On Behalf Of Dani Bacon
> Sent: Wednesday, November 22, 2006 5:50 PM
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] changing a MovieClip instance class at
runtime
> inAS2 ?
>
> hey TMK. thank you for your interest :)
>
> i started working with FlashDevelop + mtasc and would like to compile my
> projects solely via FlashDevelop. this way i would have the design team
i
> work with set up the symbols and stage with all the visual assets
needed,
> and set up linkageIDs to them. then i would be able to set up those
symbols
> functionality via external code.
> i wouldnt mind linking classes to MCs using the symbols properties
panel,
> but FlashDevelop ignores those links. so using registerClass in Main i
can
> link linkageIDs to classes but that only works for dynamic attachments
of MC
> instances.
>
> any ideas ?
>
> [snip..]
> ___
> Flashcoders@chattyfig.figleaf.com
> To change your subscription options or search the archive:
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
> Brought to you by Fig Leaf Software
> Premier Authorized Adobe Consulting and Training
> http://www.figleaf.com
> http://training.figleaf.com
>

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Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-23 Thread Dani Bacon

hi marijan

yeah thats exactly it, im using exactly that - "inject code", to attach my
classes to assets in a SWF file. but what happens is that any MC in that SWF
that is linked to a class via the symbols properties panel, is ignored. ive
used registerClass in Main to correct that, which does but not for instances
that are already on stage. so im looking for another way to attach a class
to a MovieClip instance in runtime ?

thx .. dani

On 11/22/06, Marijan Miličević <[EMAIL PROTECTED]> wrote:



as far as I know, FD ignores anything on the stage unless you
choose  "inject code" compile method, see compiler options within FD,
hth
-m

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Dani Bacon
Sent: Wednesday, November 22, 2006 5:50 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] changing a MovieClip instance class at runtime
inAS2 ?

hey TMK. thank you for your interest :)

i started working with FlashDevelop + mtasc and would like to compile my
projects solely via FlashDevelop. this way i would have the design team i
work with set up the symbols and stage with all the visual assets needed,
and set up linkageIDs to them. then i would be able to set up those symbols
functionality via external code.
i wouldnt mind linking classes to MCs using the symbols properties panel,
but FlashDevelop ignores those links. so using registerClass in Main i can
link linkageIDs to classes but that only works for dynamic attachments of MC
instances.

any ideas ?

[snip..]
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RE: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-22 Thread Marijan Miličević
 
as far as I know, FD ignores anything on the stage unless you choose  "inject 
code" compile method, see compiler options within FD,
hth
-m

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dani Bacon
Sent: Wednesday, November 22, 2006 5:50 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 
?

hey TMK. thank you for your interest :)

i started working with FlashDevelop + mtasc and would like to compile my 
projects solely via FlashDevelop. this way i would have the design team i work 
with set up the symbols and stage with all the visual assets needed, and set up 
linkageIDs to them. then i would be able to set up those symbols functionality 
via external code.
i wouldnt mind linking classes to MCs using the symbols properties panel, but 
FlashDevelop ignores those links. so using registerClass in Main i can link 
linkageIDs to classes but that only works for dynamic attachments of MC 
instances.

any ideas ?

[snip..]
___
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