so I've been going at actionscript 3 for a couple weeks now but I'm still a complete newb. The most difficulty I've had is linking classes to my document class. For example, I'll have a nice great class that does things wonderfully (I could just insert it as the document class of another FLA and it would provide all the functionality I need for that specific function), but now when I have to insert it as a regular class...I guess "subclassing" the document class, all goes to hell.
I know you have to change variables and instantiate things to get it to work and I sort of understand that, but it sometimes it just gets way over my head and I feel like their should be a simple solution if I ALREADY HAVE a full working class. Seems that all too often there's a billion things I need to switch around.
Anyways, I have a specific example I'm hoping someone could help explain and walk me through a bit. I went online and found some code for a slider, then spent the last few hours editing it to contain the mp3 I want, loop it, etc. etc. Now it works great on a designated FLA...I just run it as the document class and up pops a designed audio slider that changes the volume, loops and everything. Now I want to add this slider into a simple game I've been working on, but just have NO idea where to start or what to do. For now I'll keep it simple though.
Say I just have my blank document class and my audio slider class. Now when I run my game, it runs the document class of course, and from there, I want it to run my audio slider class directly. I think if I just solve this I will be able to implement it into my game. So here is my blank document class and my audio slider class! Thanks for the help!
WHAT I'VE TRIED
I attempted to create public variables in the document class for the sprite and the slider, then create a new sprite/slider once the document class runs. I thought that to be on the right track, but then it started looking like I was going to have to do that for almost all the variables in the audio slider class. I also thought...well why can't I just run Volume() in the Document Class? Still confusing me a little why that doesn't work, but it doesn't.
Blank Document Class
package {
import flash.display.MovieClip;
import flash.display.Sprite;
public class ASDocumentClass extends MovieClip {
public function ASDocumentClass() {
}
}
}
and here is the audio slider class
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.geom.Rectangle;
public class Volume extends Sprite {
public var snd:Sound = new Sound();
public var channel:SoundChannel = new SoundChannel();
//URLRequest=new URLRequest("solitude.wav");
//Make sure you pass URLRequest an audio file on your computer.
public var req:BackgroundMusic = new BackgroundMusic();
public var boundary:Rectangle;
public var sprite:Sprite;
public var slider:Sprite;
public var xPos:Number=stage.stageWidth/2;
public var yPos:Number=stage.stageHeight/2;
public var vol:Number;
/*
Our request is loaded into the sound object and plays through
our channel. Volume is initially set at 50% and passed as a
transformation to our our channels soundTransform property
(a fancy way of saying volume). The init() function is called.
*/
public function Volume() {
channel=req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished,false,0,true );
vol=.5;
channel.soundTransform=new SoundTransform(vol);
init();
}
/*
The init function creates and draws a rectangle and circle
to the stage and centers them based on the height and
width of the stage. In addition, a rectangle object is
created to 'contain' the sliding circle, like an imaginary box.
We pass -100 as the x value because it is added relative
to our sprite. If we set its x value at 0, or the sprites default x
value,the boundary would stop and start at the slider sprite. Change
-100 to 0 in the rectangle object to get a better idea of its use.
*/
public function init():void {
sprite = new Sprite();
sprite.graphics.beginFill(0x999999);
sprite.graphics.drawRect(xPos,yPos,200,5);
sprite.graphics.endFill();
addChild(sprite);
sprite.x-=sprite.width/2;
slider = new Sprite();
slider.graphics.beginFill(0xFF0000);
slider.graphics.drawCircle(xPos,yPos, 20);
slider.graphics.endFill();
addChild(slider);
slider.addEventListener(MouseEvent.MOUSE_DOWN, dragSlider);
stage.addEventListener(MouseEvent.MOUSE_UP, stopSlider);
boundary=new Rectangle(-100,0,200,0);
}
/*
dragSlider runs when the use holds the mouse button down. A
startDrag method is used on our sprite where we specify boundary
as our dragging limits. A new event handler designed
to change the mouse volume is subsequenlty called per frame, where
the slider.x property determines volume.
*/
public function dragSlider(event:MouseEvent):void {
slider.startDrag(false,boundary);
slider.removeEventListener(MouseEvent.CLICK, dragSlider);
slider.addEventListener(Event.ENTER_FRAME, changeVolume);
}
/*
Stops dragging and removes the event listener to save on space. Again,
volume will be based on the sliders current x position, which is
constantly being recalculated per frame because we used an
ENTER_FRAME event.
*/
public function stopSlider(event:MouseEvent):void {
slider.stopDrag();
slider.removeEventListener(MouseEvent.MOUSE_UP, stopSlider);
}
/*
This function is constantly recalculating the vol variable
based on the sliders x position, relative to the length of
our rectangle. Creates a decimal range from 0 to 1, where 1
represents 100% volume and 0 represents mute. Anything exceeding
100% causes distortion.
*/
public function changeVolume(event:Event):void {
vol=.5+Math.round(slider.x)/200;
channel.soundTransform=new SoundTransform(vol);
}
public function onBackgroundMusicFinished(event:Event):void
{
channel = req.play();
channel.addEventListener( Event.SOUND_COMPLETE, onBackgroundMusicFinished );
}
}
}