ActionScript 2.0 :: Create Color Objects With A For Loop?
Apr 29, 2010I have this code to change the colors of some movie clips[code]...
Since I have lots of buttons, I wanted to consolidate this code into a For loop.
I have this code to change the colors of some movie clips[code]...
Since I have lots of buttons, I wanted to consolidate this code into a For loop.
I'm trying to create a for loop to set the color objects outlineColor1...100 to the value defined in variable _root.outlineCol. Everything works fine when I set the color to these objects via 100 lines of code but I'd like to replace them with a for loop of course. I suspect the syntax in the first part of the second line is incorrect but I'm not sure.
for (var i:Number = 1; i <= 100; i++) {
outlineColor[i].setRGB(_root.outlineCol);
trace(i);
}
I'm attempting to create a graphical representation of the microphone activity in flash for a conference.
I got a movieclip called eqNotch that's just a rectangle and its linkage name is EqNotch.I also have a movieclip where I am writing my as3 on the first frame, its called dynamicBar and linkage name is DynamicBar.
I've successfully written the code for the dynamicBar to create one column of eqNotches and the number of rows is dependent on mic activity.[code]...
i'm doing a school project of mine and i am having trouble doing the changing color objects. here is an axample of the script that i;m using:
on (rollOver) {
var colorful = new Color("_root.shapes");
colorful.setRGB(0x003366);
}
For this script it does change color, but how do i make it to stay the same color that user selected after going to another scene?
We are creating an ecommerce site for my business and am trying to create a flash file that will allow the end user to select a color from a palette of 64 different swatches that they would like their item to be so it processed it into the order. I only need to create the flash file so they can select the color.
View 4 RepliesI would like to create a loop so the icons in the menu continually loop indefinitly.[code]
View 2 RepliesI am attempting to use a loop to create text field with the loop's current value. The code looks like this:
ActionScript Code:
for (var i = 1; i<=10; i++) {
var 'nameHolder'+[i]+'_txt':TLFTextField = new TLFTextField();
'nameHolder'+[i]+'_txt'.x = 40
'nameHolder'+[i]+'_txt'.y = 40
'nameHolder'+[i]+'_txt'.text = "Hello World"
}
So essentially what it should do is create 10 text fields at 40, 40 with the text: "Hello World".
I want to create a flash movie which firstly loads a selection of images/objects into a portion of the frame. After this is complete, the user can then drag these objects onto another area and the object will be created where the user has chosen. The user can then drag another instance of the ojects onto the area.
For example, there is a background of a lake in one area. A selection of boat pngs are loaded in an area below the lake. The user can drag these boats and place them on the lake. They can drag a boat multiple times if they wish.
Why do we need to create objects like Sound Objects, Date Objects and Text Objects before we load them? And what are the advantages of using objects?
[Code].....
Is the only way to create a style sheet to create Objects for each element?
import fl.controls.TextArea;import flash.text.TextField;import flash.text.TextFormat;import flash.text.StyleSheet;
I do this when a user clicks on a MovieClip:
var style:StyleSheet = new StyleSheet();
var heading:Object = new Object();heading.fontWeight = "bold";
heading.color = "#FF0000";[code]...
i've got a function (a 'for' loop) that creates 20 movie clips on the fly. in each movie clip i dynamically draw an object with the api tool and all these objects follow a path.
what i want is that when the mouse is in the frame of the piece, i want the colors to change. i'm not sure if i can even do that. i've attached the .as file.
i'm doing a school project of mine and i am having trouble doing the changing color objects. here is an axample of the script that i;m using:
on (rollOver) {
var colorful = new Color("_root.shapes");
colorful.setRGB(0x003366);
}
For this script it does change color, but how do i make it to stay the same color that user selected after going to another scene?
Having a for loop say like [code] need to generate color value for each i. need to set the color value for drawing rectangle dynamically
View 2 RepliesI've got a world map with an instance name of map_mc. Inside map_mc, every country is a movieclip object. So for example, the United States is a movieclip. I'm using the GreenSock tint plugin (TweenPlugin.activate([TintPlugin]) to color transition the countries from white to red.
Here's my goal:
I want to randomly color transition (using Tint) every country from white to red over 20 seconds.
Here's my issue:
Is there a way to do this without having to give each movieclip an instance name, creating an array and randomizing the array. Is there a simple loop I could create that color transitions every movieclip object inside map_mc?
Is there a way you can change a text objects color with AS? For example Giving the text object the instant name: my text. Then changing the color of that instant name??? The way I have been doing this in the past is by making the text object a movie clip and just making a second key frame with the second color. However this means I now have a lot of movie clips floating around.
View 1 RepliesSay I have a video tutorial. This tutorial is one MovieClip we'll call oneMC (with text, movieclips, and sprites within it).I have a color picker that allows the viewer to change the background color.Any ideas on how to shift the color(s) of all the nested objects once this happens? I need everything to contrast with the background color. (hence black text wouldn't disappear on a black background).Changing the blend mode of oneMC to Invert. This works except ALL nested clips then have the same color. No good.I changed the .color attribute of oneMC to a tint of the background color's opposite (for anyone curious as to how you get it, subtract the user's selected hexadecimal color from 0xFFFFFF). This is ok, but not ideal. Colors appear washed out.Changing the hue. This works on everything but black objects/text.I don't want to resort to colorTransforming each individual child because the EnterFrame requisite is too cumbersome. I really need an elegant solution to keep processes down.
View 4 RepliesI'm trying to figure out the AS3 equivalent of this AS2 code. In this example there would be 10 movie clips on the stage with instances of "mp0", "mp1" etc... The actual project has hundreds of movie clips.
PHP Code:
for (i=0;i<10;i++){
var sectorColor:Color = new Color(_root["mp"+i]);
[code]....
How we can draw a color spectrum in AS3 using for loop?
View 3 RepliesI am trying to make a class that will allow me to manipulate the color of a series of objects and I�ve gotten this far with ColorMod.as which does this manually. I would like to be able to somehow generate a series of ColorTransform objects such that I can manipulate their parameters (particularly redOffset, greenOffset and blueOffset) while I am generating them, and then push them into an array that can be accessed by another class. I can do this manually as per the code below, but I would like to be able to do it using a for loop as per the pseudocode I put in the constructor below.
[Code]...
trying to color objects that are flying around in my space game.When I shoot and hit them - the affected enemies shall blink. The graphics are pre-rendered (i.e. there's an rotation array and function where the degrees and their appropriate rotation for the objects are stored / calculated for better performance).
So - my idea was to enhance that rotation function with a functionality for additional coloring; but the colored AND rotated objects shall be stored apart of the normal rotated objects. To accomplish this I made a nested array:in row one there are 360 rotated graphics of one object and in row two there are 360 graphics of a rotated and colored object.
Problem: Coloring works but they are not rotated (always at 0 degrees).
Code:
public function createRotationWithColorBlitArrayFromBD(sourceBitmapData:BitmapData, inc:int, offset:int = 0):Array
{
trace("sourceBitmapData.width=" + sourceBitmapData.width);
[code]....
I'm trying to merge two display objects into a single new BitmapData object, when it uses the color from one and the alpha channel from the other. The concept seems straight forward enough but I'm getting lost in the BitmapData APIs. I've been trying to use the Alpha blendmode with draw() but that doesn't seem to work.
View 2 RepliesI'm looking for a way to smoothly cycle through the color spectrum in an infinite loop, but I can't find any topics on the subject and don't really know where to start. I'd also like to be able to control how fast it cycles. I'm guessing I'd probably want to look into Tweener?
View 2 RepliesActionScript Code:
import fl.controls.ColorPicker;
import fl.events.ColorPickerEvent;
import flash.geom.ColorTransform;
[code]....
I was going to use this code and modify it to work with the previous code.
ActionScript Code:
var OBJECTcolorInfo:ColorTransform = OBJECT.transform.colorTransform;
cpOBJECT.addEventListener(ColorPickerEvent.CHANGE, colorChange);
[code]....
A quick note, the OBJECT is there to show it's supposed to refer back to the "["bg"+String(i)]" bit is. I just don't know how to tell the code to look for it.My main goal is to have an object, for instance a rectangle, be draggable (and placeable). You would then set a series of color pickers to said rectangle, changing areas of it's colors once you double click it.However, the rectangle must move as a whole and not have to have each individual color part be repositioned along with it.
i am having a problem removing objects from the stage and their associated arrays. basically when a "shark" is added to stage i want all "cans" to be removed and i dont want any "cans" to be added until the shark has left.my problem comes as i dont want to keep using for loops as i already have two or three for "cans" alone and i heard thats not good for the code!
Code:
var canTimer:Timer=new Timer(2000);
canTimer.addEventListener(TimerEvent.TIMER, addCan);
canTimer.start();
[code]....
im not 100% sure were to put this in my code-i didnt really want to put it in a function of it's own as it would mean using another for loop?i get a output error when a shark is added like this:
Quote:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display:isplayObjectContainer/contains()
at dolphinmoviegame_fla::MainTimeline/canHitTest()
even though all "cans" are removed.
I have 4 objects that I all want to have their own velocities. I have a bunch of variables (each one has a different value):
PHP Code:
public var vx1:Number;public var vx2:Number;public var vx3:Number;public var vx4:Number;
Rather than having a function for each object to say:
PHP Code:
function1 { this.x = vx1}function2 { this.x = vx2}function3 { this.x = vx3}function4 { this.x = vx4}
I'd like to have a for loop to have my objects x position to += vx(1 through 4):
PHP Code:
for (var i:Number=0; i<5; i++) {
this.x += (vx+[i]);
}
So I tried the above with a combination of " " around different parts of (vx+[i]) but I realized that turning any of it into a string means 'this.x' cannot read it because x has to be a number not a string. So how can I make this.x = vx1 then vx2 and so on with a for loop?
The follow code produces a strawberry image that falls from the top of the screen to the bottom. I tried using a for loop to create 10 different instances of this but it doesn't seem to work for me.(Note: ranx is a number produced randomly earlier in the program)
Code:
var nstrawberry:strawberry = new strawberry();
stage.addChild(nstrawberry);
nstrawberry.x = ranx;
[Code].....
This piece of code gives me an error because i have an equation on the left side of the equal sign, logically it makes sense, but flash doesn't like the code how would i do some thing like this?[code]
View 2 RepliesI'm trying to get something quite simple to work, but can't figure out what's happening here. I have five identical MCs (Bat characters), and the user can drag a bottle to feed them.
There is a hittest object (called WormEat) inside the bat's head. When the bottle, which is attached to the cursor touches the bat's head, it toggles to frame 2 of the bottle, which should play an animation of the liquid going down to empty.
This code is all working fine, except that when the code toggles to frame 2 of the bottle, it remains static. The animated Movie Clip doesn't play.
If not, perhaps a Switch statement could work, but I'm not sure how to use that method with Hittest..
Code:
var DragArray:Array = [Bat1, Bat2, Bat3, Bat4, Bat5];
for (var i:int = 0; i < DragArray.length; i++) {
DragArray[i].addEventListener(Event.ENTER_FRAME, CollisionWorm);
[Code]....
I have a character whose face I'm trying to change. The face is a Bitmap object that gets loaded at runtime and placed into the characters face holder movieclip.
I'm loading the Bitmaps just fine, but there is a snag.
The character has many animation states, each of them is a movieclip that lives in it's own frame in the main character movieclip (so that each frame is an animation state).
The problem lies in that the face holder movieclip is inside each state animation movieclip, and it itself is animated along with the character (it's a face, it has to move along too...)
On each state movieclip I have an instance of the faceholder placed on the timeline, and from the character class I can access it by going this.mc.face (where 'mc' is the current state movieclip -they're all structured the same way and have the same objects inside)
So, after I load my image for the face, I'm going like this:
this.mc.face.addChild(faceImg);
this does load the face into the faceholder, and it stays there for a while... until the timeline loops back and the instances reset themselves.
So, I'm kinda stumped here... and feeling rather stupid since this should have been simple... How can I keep the faceHolder movieclip from resetting itself when the timeline loops?
To make things worse, I've realised that the faceholder resets itself not only at each timeline loop, but at each keyframe...
I don't think running a function on EnterFrame just to keep placing the face there again is a good idea... (sounds like disaster really) but then again, it might be the only way, since each state movieclip has it's own set of keyframes :P
EDIT: I just tried the above idea of replacing the image on each frame, but even that doesn't work... the face flickers with a null object error at every loop... go figure why... the face holder movieclip has a motion tween that spans all the range on the timeline... it never gets replaced by a blank frame.
In a Flex project, I have an array with objects in it. I want to save this array in a cell on a mysql table along with some other basic info like title, and an id. How to echo all the rows... I'm trying to echo the contents of an array that was serialized and placed in a single cell. This array has objects in it. So, I have this code here to serialize the array, and insert it along with the other info into my DB:
function submitLogDbObj($array,$id,$title) {
$title=mysql_real_escape_string($title);
return mysql_query("INSERT INTO logs (text,id,title) VALUES ('".serialize($array)."','$id','$title')");
}
Then for a test I'm trying to make a loop that will display the log in a way that looks like a conversation... An object in my array would look something like:
[1]
icon = ""
msg = "this is a test"
name = "Them: "
systemMsg = 0
[Code] .....