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Home/ Questions/Q 4254522
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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T05:05:44+00:00 2026-05-21T05:05:44+00:00

i have a program made in flash who runs well, the actions on the

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i have a program made in flash who runs well, the actions on the .fla file are empty, it has a class who makes all the the work:

enter image description here

This is the content of the class:

package {

    import flash.events.Event;
    import org.papervision3d.objects.parsers.DAE;

    [SWF(width=640, height=480, backgroundColor=0xCCCCCC, frameRate=30)]

    public class Earth extends PV3DARApp {

        private var _earth:DAE;

        public function Earth() {
            addEventListener(Event.INIT, _onInit);
            init('Data/camera_para.dat', 'Data/flarlogo.pat');
        }

        private function _onInit(e:Event):void {
            _earth = new DAE();
            _earth.load('model/minecraft.DAE');
            //_earth.addEventListener(Event.OPEN,imageLoaded);
            _earth.scale = 1.5;
            _earth.rotationX = 90;
            _markerNode.addChild(_earth);

            //addEventListener(Event.ENTER_FRAME, _update);
        }

        private function imageLoaded(e:Event):void { trace("HOLA"); }

        private function _update(e:Event):void {
            _earth.rotationZ -= 1
        }
    }
}

I want to pass all the script from the class to the acctions on the main timeline, i mean, i dont want to use the class, but i have no idea how to do this, eliminating the “private” string in all the functions and eliminating some other logical thinks like “package {” and others is not enough.

So please, how can i code the same program using only the actions tab from flash? Thanks!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-21T05:05:44+00:00Added an answer on May 21, 2026 at 5:05 am

    I have to agree with the idea that using timeline code is a bad idea.

    Now, going to your code, it’s hard to know for sure without knowing what the parent class does.

    I’m assuming that your are using the FLARToolKit example code. I would do as @Adam Harte shows you in his answer, plus modify the PV3DARApp class so that you accommodate things a bit.

    Since the whole idea is a bad one in my book, I won’t bother to make things in a proper way, just suggest quick changes.

    In PV3DARApp, make _markerNode public:

    //protected var _markerNode:FLARBaseNode;
    public var _markerNode:FLARBaseNode;
    

    In PV3DARApp and ARAppBase, change the method init from protected to public:

    public function init(cameraFile:String, codeFile:String, canvasWidth:int = 320, canvasHeight:int = 240, codeWidth:int = 80):void {
    

    Then, it should go something like this:

    import flash.events.Event;
    import org.papervision3d.objects.parsers.DAE;
    
    var _earth:DAE;
    var _holder:PV3DARApp  = new PV3DARApp;
    
    function _onInit(e:Event):void {
        _earth = new DAE();
        _earth.load('model/minecraft.DAE');
        //_earth.addEventListener(Event.OPEN,imageLoaded);
        _earth.scale = 1.5;
        _earth.rotationX = 90;
       _holder. init('Data/camera_para.dat', 'Data/flarlogo.pat');
        //_markerNode.addChild(_earth);     
      _holder._markerNode.addChild(_earth); 
        //addEventListener(Event.ENTER_FRAME, _update);
    }
    
    function imageLoaded(e:Event):void { trace("HOLA"); }
    
    function _update(e:Event):void {
        _earth.rotationZ -= 1;
    }
    
    addEventListener(Event.INIT, _onInit);
    init('Data/camera_para.dat', 'Data/flarlogo.pat');
    
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