Tutorial: Jigsaw using ActionScript 3.0.
Tutorial: Jigsaw using ActionScript 3.0.
Tutorial: Jigsaw using ActionScript 3.0.
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import jigsawauto.*;<br />
I renamed the Text Field instructions. This was not necessary, but I thought it was<br />
a better name since that is how the field is used initially.<br />
Save the .fla file as lizardauto.fla. This can be saved in the same folder as<br />
lizardplain.fla.<br />
Next, open up the Piece.as file. I then saved this file by going to c:\as3 and creating a<br />
new folder called jigsawauto. Save Piece.as in this folder. Note that this means<br />
you do not need to change or add to the classpath for lizardauto. It is the same as<br />
lizardplain. [Of course, I am not forcing the name lizard on you. You can name the<br />
.fla file whatever you want. Since, hopefully, your initial one is working, I would save<br />
the new one with a different name.]<br />
This code refers to the TextField datatype, so you need to add the statement<br />
import flash.text.*;<br />
to the import statements at the start of the Piece file.<br />
In the Piece.as file, look at the stopdragging method. This is where I will put the code to<br />
call checkit. I change the header for checkit to have the internal modifier, since it is<br />
no longer called from outside the class.<br />
internal static function checkit():Boolean {<br />
The idea that did not work was to have the stopdragging method create a Text Field<br />
dynamically. This is possible, but it is necessary to do what is called add the Text Field to<br />
the display list and there is not a good candidate. This is chiefly for security reasons. So<br />
in order to provide a place to write the "Good Job", what I do is have the mixup method<br />
pass in the name of the text field already on the board:<br />
Piece.mixup(instructions);<br />
instructions.text=<br />
"Use mouse to drag&drop. With mouse down, use arrows to rotate"<br />
When you make this change, be sure and save the .fla file again.<br />
Now, back to Piece.as, add a new class variable:<br />
internal static var res:TextField;<br />
Change the header and the statement to mixup: