I'll try to create a simple example, using a dummy concept, only to explain a way how to do it. You could try something like:
public class CustomClassA extends Sprite
{
public function CustomClassA()
{
this.addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler, false, 0, true);
}
private function addedToStageHandler(event:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
//start your code here...
}
public function startEnterFrame():void
{
this.addEventListener(Event.ENTER_FRAME, enterFrameHandler, false, 0, true);
}
public function stopEnterFrame():void
{
this.removeEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
private function enterFrameHandler(event:Event):void
{
executeSomeCodeEveryFrameMethod();
}
public function executeSomeCodeEveryFrameMethod():void
{
//your enter frame code...
}
public function dispose():void
{
stopEnterFrame();
//garbage collection...
}
}
and then, create your CustomClassB:
public class CustomClassB extends CustomClassA
{
public function CustomClassB()
{
}
override public function executeSomeCodeEveryFrameMethod():void
{
//custom executeSomeCodeEveryFrameMethod
}
}
you can test using:
var customClassB:CustomClassB = new CustomClassB();
customClassB.startEnterFrame();