ActionScript 1/2 :: Addressing Different Parts Of Sprite In Function?
Oct 11, 2009
So I've got this function to make a sprite walk:
[Code]....
But what do I have to do to get the function to adress various versions, such as
chibi.bluejeans1.rtleg._y = 4 + walk; chibi.bluejeans1.ltleg._y = 5 - walk;
so that I can address each type for walking accordingly, through something like
wlk(tunicpants1);
wlk(bluejeans1);
wlk(tuxedopants1);
I'm making a puzzle game in Flash cs5/as3 which can have custom puzzle shapes. Basically, the user can draw basic protrusions of a puzzle. Then I create a black and white puzzle piece with a custom function like this var piece:PuzzlePiece= new PuzzlePiece(true,true,false,false); PuzzlePiece is a class that extends Sprite. The four arguments correspond to the four sides of a puzzle piece (up, down, left, right). If the argument is true, it means that protrusion should stick out of that side of puzzle piece. If it's false, it should have a hole on that side, so it fits the protrusion. I first attach the protrusions that stick out, then i flip the protrusions that stick in, attach them to a new sprite (in_part) and invert them with the following function:
on rollOver i want to dynamically pass a movieclips name to a function which controls that the movieclip should goto its frame named "over", but i cant get the adressing to work. if i trace the variable "name" in the example it gives me the moviename correctly. so i guess my syntax is wrong. the function doesnt work with the path variable either. i know this might be a stupid question. dont mind me, i'm a noob.
I need to trigger a function or reset a variable from within a sprite when it gets to a certain frame. I keep getting the error "Call to a possibly undefined method" when I call a function and I get "Access of undefined property" when I try to reset the variable directly. Both the function and variable are set globally in the first frame of my animation.
I'm creating a jeopardy like game and have run into a problem. when you click on the dollar amount a create a sprite on the fly and inside the sprite is a shape and some textfields. One of the fields is an input box. once you enter in an answer and press enter I create another sprite with a textfield inside it to let you know if the answer is right or wrong. Herein lies the problem. once your told if your right or wrong, I want the sprites to stay on the screen for 3 seconds then disappear.
I can get them to stay on the screen, but I can't get then to disappear because I can't pass the sprite to the function that I created to remove them. So everything works except the remove function. This is the error I get when the remove function runs: "TypeError: Error #1009: Cannot access a property or method of a null object reference."
I'd post some code but its broken What I'm looking for is just information on how to assign a sprite to a variable so I can use it in a function. if thats not possible then is there a better way to do what I need done?
I have a class which subclasses Sprite (Class1). In this class I draw something on the stage. I have another class (Class2) that creates several instances of the first class (Class1) and places them on the stage. As I am creating the instances of Class1, I am adding an event listener for the CLICK event for each instance.When I click on any of the Class1 instances, I would like to execute a public function in Class1. However e.target is Sprite and I cannot conver it to type Class1.
I want to make a paint bucket function, I know about floodfill, but it leaves a white (like the background color) outline.I would rather make it on a sprite without converting it to a bitmap, is there a way?And if not then anyone knows how to fix the outline on the floodfill?
I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.
All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..
A second function is then called to add the current image:
var currentImage:Loader = Loader(evt.target.loader); then currentSprite.addChild(currentImage); (the sprite is declared at the start)
The problem being that the sPhotosSprite is no longer reference-able. I've tried :
But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.
I've been modifying some code I wrote a while ago that simply loads and plays an external FLV. The original code works well as I can simply copy the swf into any folder and when run, it will play the FLV with the given name in that particular folder.
I decided to have a photo still over of the movie before it plays, so I modified the script and 'loader' to put in the external Jpg. If I test the swf it works fine. But when I install the code from a sub folder into a webpage via 'object', the Flash file trues to find the photo in the webpage folder not the sub folder where the swf originates and where both the FLV and jpg are?? Both the FLVplayback and Jpg loader address in the same way in 'parameters' of properties, yet the FLV plays and the jpg won't. I only discovered what exactly was happening on a hunch and copied a different photo into the main web page folder with the same name.
I have also rewritten it a completely different way using movieloader, but got exactly the same results. I know I could put the full web address of the jpg into the parameters, but then I have to modify it every time I use it. I'd really like to be to simply copy it into another folder.
I have the instance 'CONTENT_ldr' on the main timeline. Now I need to load an swf into it using AS when I press on the 'Illu_mc' button placed in my HomeMenu_mc. Heres the script I have placed in my HomeMenu_mc:
I imported the flvplayback component on-stage in one frame and gave the instance a name of hv.If a button takes the movie to another frame, how do I pause the flv at that point
I have a movieClip, in it a button, in it another movieClip (activated on mouse over). When i rollOver it works normally, it stops at the 15th frame as it should. Now I have another 15 frames for the rollOut and i can't get them to play,
Looking to convert the following attachMovie actions to a for loop. I get an error message running the following loop and I'm not sure what the correct syntax is. Takers?[code]
on (rollOver) { name=this._name; path=this._target; _root.push (name, path); }
on the timeline i have the function:
_root.push = function (name, path){ trace(name); name.gotoAndPlay("over"); }
on rollOver i want to dynamically pass a movieclips name to a function which controls that the movieclip should goto its frame named "over", but i cant get the adressing to work.if i trace the variable "name" in the example it gives me the moviename correctly. so i guess my syntax is wrong.the function doesnt work with the path variable either.
I have three movieclip "buttons" within a couple of nested movieclips and I am unsure how to address them in actionscript. I have an event listener and a function for the rollover and rollout mouseEvents below
procedures_mc.p_dropdown_mc.p_body_mc.addEventListener(MouseEvent.ROLL _OVER, cursorOverButton); procedures_mc.p_dropdown_mc.p_breasts_mc.addEventListener(MouseEvent.R OLL_OVER, cursorOverButton); procedures_mc.p_dropdown_mc.p_face_mc.addEventListener(MouseEvent.ROLL _OVER, cursorOverButton); function cursorOverButton(e:MouseEvent):void{e.currentTarget.gotoAndPlay("over"); e.currentTarget.addEventListener(MouseEvent.ROLL_OUT, cursorOutButton);} function cursorOutButton(e:MouseEvent):void{e.currentTarget.gotoAndPlay("out");}
Within the movieclip buttons are labels over and out included in the buttons. When I rollover and rollout the mouse over the movieclip buttons they don't behave correctly. I am wondering if the e.currentTarget inside the function is the right address of the nested movieclip buttons procedures_mc.p_dropdown_mc.p_body_mc, etc.
I'm having a bit of a problem with this. I have a class- MiniMap which extends the MovieClip class.This class has a variable which is itself a movieClip, this movieClip is a small window which can be moved around on the map to select which portion of the miniMap will be shown in the bigger map.
How do I refer back a events on the class variables to effect the host class?
I'm successfully adding an external .swf file using the following code:
[Code]...
So - I'm loading the "graphic.swf" into a movie clip called "topClip" which is already on the stage in the main timeline. That works fine. But... then I'm having a problem addressing the loaded "graphic.swf" with a button (to lower it's alpha). I'm using this:
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
I am trying to dynamically address different instances of the same movieclip by passing a string into the movieclip address, but apparently I don't know what I'm doing. I'm trying something like below:
var vsTargetName:String; vsTargetName = "instance50"; vsTargetName + vsThumb.thumbHighlight.visible = true;
Is something like this possible? What am I doing wrong/what do I need to do to make that work?
I have a series of mc's I'm attaching from the library, with buttons in the main movieInside each of the attached mc's is a close button that needs to close the attached mc and launch a function in the main movie, but I'm having trouble addressing the button inside the attached mc from the main timeline.I've tried this:
I have a problem with relative addressing... it's not about _root stuff, but how to open an html page from a Flash movie.The Flash movie is inside a Folder named "Dogs". And the html document is outside this folder, sitting in the main folder for the site.Usually if I call a movie from inside a folder I put a slash eg. getUrl("dogs/intro", "window")but i want to go in the opposite direction, from inside this folder to a file outside... does that make sense?