Reflex and ReflexMe: from base class to class

In the post Flash CS3: Create a reflex effect on any MovieClip we saw how you can write a class that extends MovieClip, to connect it to DesignTime to any MovieClip in the library. I discovered, however, that may be more useful and economical path to the contrary. I created a class Reflex ( Reflex.as ), with the intention of using it exclusively by code. I created this class thinking of moving the pointer in the constructor to a MovieClip. , ma leggermente modificato in modo da poter funzionare espressamente da codice: The new class Reflex contains essentially the same code inserted in the first ReflexMe , but slightly modified so as to work specifically by code:

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/ /
sfx .*; undolibrary imports. .* sfx;
/ /
Reflex = new Reflex ( movieClipInstance ) ; var rx: = new Reflex Reflex (movieClipInstance);

Where movieClipInstance is a pointer to a MovieClip. Or, alternatively, if you have a MovieClip in the library exported:

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/ /
sfx .*; undolibrary imports. .* sfx;
/ /
Simbolo1 = new Simbolo1 ( ) ; var mc: Simbolo1 Simbolo1 = new ();
Reflex = new Reflex ( mc ) ; var rx: = new Reflex Reflex (mc);
/ /
mc ) ; addChild (mc);

To avoid duplicating the code, it is possible to reconstruct a class ReflexMe able to work directly in DesignTime? Just create a class ( ReflexMe.as ) to extend the class Reflex :

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sfx { undolibrary package. sfx {
/ *
** @ Name: ReflexMe.as
** @ Description: Make a Reflex Effect On Any MovieClip
** @ Author: undo = =
** @ Web: http://www.undolog.com
** @ Email: @ g.fazioli undolog.com
**
** @ Ver: 1.0
* /

ReflexMe extends Reflex { Reflex {public class extends ReflexMe
ReflexMe ( ) : void { public function ReflexMe (): void {
/ / Call the manufacturer of Reflex
this ) ; super (this);
}
}
}

Sources

Find all the code and examples of Undolibrary

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