ActionScript 2.0 :: Create A Function That Will Add An Object To The Map (stage)?
Oct 13, 2010
I've begun development on a isometric game, and have what I thought to be the hard part out of the way - the map generation from external files, screen-to-isometric conversions, etc. However I'm getting stumped on the "easy" stuff.Basically what I'm trying to do is this. Create a function that will add an object to the map (stage), then add an eventlistener so when it's clicked on, it gets added to the player's inventory. Lets take this sample code:
Code:
public function addObjectToWorld(o:IsoObject):void {
// ...code to add it to the world
I'm trying to create a boundary for a player object, controlled with arrow keys, in my game using the main stage's height and width. For example, one test point is at the top edge of the player object's bounding box so that when the player object's head touches the stage's top edge, the player can't move anymore to the north. The player object is manually instantiated to the center of the stage by using the Flash stage editor so it will start at the center before the program starts.The problem is that right at the start of the program, I can no longer move the player object up or down with the arrow keys but I can still move it left or right. The intention is to allow the player to move north until the player object's head touches the top edge of the main stage.[code]
Alright, I've looked online at a bunch of different collision tutorials but they don't explain what I'm looking for. I want object A to hit object B and then execute a function via to a Event listener.
I'm doing quite a complicated game with a lot of code but one thing I can't quite figure out is how to trigger a function on the main stage from a dynamically added object.I've tried using custom events, but it doesn't work and doesn't throw any errors either.Here's the code for the CustomEvent class:
Code: stage.addEventListener(CustomEvent.CUSTOM, checkMoney); //more code here function checkMoney(e:CustomEvent)[code].....
All of the above seems to work, because it doesn't throw an error, but it doesn't trace money when the event is dispatched.Before you ask, the event IS being dispatched or at least the if method it's in is entered.Any other method to tell the stage it's time to run the function is welcome also
I want to make a static function that I can use in all the custom classes.It should be some kill(); function that would remove the object from the stage as well as removing its event listeners. I made it in Document class, and it didn't work. Here's the code:
ActionScript Code: public static function kill(e:DisplayObject) {[code].....
I have a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
figure out why the movie i just made is off stage. I just I don't want to start from scratch or move every object that is off stage onto stage. What did i do to get it here to begin with???
I have a stage bigger than the size of a browser, and I have a camera to navigate around the area.Now when I click on a button, I will have something pop up blocking the whole browser, like a lightbox effect with another box on top of the blocker.The problem now is, when the blocker pops up, its position is not on the TOP LEFT corner of the browser. I've tried stage.align, but it would makes the camera or other object on stage position run.So is there any other way I could get the blocker to position according to the browser, not the stage?[code]
Ok. So heres what I am trying to do. I want one movie clip to follow another one that I move around with actions on the main timeline.The problem is that the follower clip is linked to a class file and I cannot find a way to find the players position.
I want to know the difference between [object main timeline], [object Stage] and root in as3? I have read from the topic How stage, root, and MainTimeline Fit Together. But I didn't get clearly.
The following is that long only because I gave examples of what I want to know, not because it is complex .I have three basic questions regarding AS 3.0 classes.
1. How can I make a class object interact with an object on stage?
For example, when I have a square (mc_Square) with class "square" attached to it and I want it to trace "Colliding!" and print the X and Y of the mc_Box on contact with an on-stage *hollow* box (mc_Box) that has no class attached to it.how to do it vice-versa would also be awesome .
2. How can I make a class object interact with the same class object? For example, when I have two squares (mc_Square) that both have the class "square" attached to it and when they collide, it prints the X and Y of both of them.
3. How can I make a class object interact with a different class object?
For example, when I have two squares mc_Square1 with class "square1 (that also has a variable Primary=true written in it)" and a mc_Square2 with class "square2"; When they collide, the one with Primary=true would be removed and it's X,Y position traced.
How can I create an xml object (or any object in fact) named after a variable, i.e variable called section with value "names" create object [section value + "XML"] = new xml(); result: empty xml object called namesXML
I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package { public class PER { [Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
I have an object which is assigned a number of properties:
var project_array:Array = []; var slideObject:Object = { project_title : myXML.projects.project[i].title.toUpperCase(),
[Code].....
but I'm not quite sure where to place this. If I place it outside of the object constructor, I get "term is undefined", I guess because it doesn't know what project_clips_array is - but if I declare project_clips_array in the constructor, it appears to need to be defined, i.e. I can't create a blank property. But I can't place it in the constructor either, because it doesn't seem to allow me to run a function within an object constructor. What is the proper syntax or arrangement of code for executing this function to get the array within the object?
Iv been having some real trouble lately attempting to create an object panorama, emphasis on the object version, iv found plenty of tutorials on how to do regular panoramas (ie, from one spot looking outwards, i want to make one of something looking inwards orbiting it) iv used flash quite loosely before in the past and have come to the conclusion from various articles on the internet it is capable and probably the best way to make a small file size.
basically what i wanted was to have it so that when u click and drag side to side it would show around the object, im not too worried about how fast around it goes or if it accelerates the further away from the centre its dragged, just the main control im looking for. at the moment i have 180 odd pictures of my model im looking to orbit, or less or more depending on what people think is better (its a 3d render i made so i can choose how many pictures it has) or iv already got it stitched together into a video.
the ideas id already had were that it would load each picture into an empty movie clip based on the frame number, ie it would load model001.jpg on frame 1, model020.jpg on frame 20 etc etc, but that didnt work as i suspected and it seems to flicker which i probably should expect as it has to load each picture each time. my other idea was that if its possible to make a movie scrubber, and load the video of the orbiting object in, then just use a scrubber to control moving it around but i couldnt find anything (that wasnt to buy) on how to do that.
I am creating an actionscript video player in Haxe and to avoid the asyncError I am trying to create a custom Object. How do I do this is Haxe? The client property specifies the object on which callback methods are invoked. The default object is the NetStream object being created. If you set the client property to another object, callback methods will be invoked on that other object. Here is my code.
im creating multiple objects (the number is dynamic)they move randomly, but i want dont want them to be able to pass thru each other.i'm having dificulty on writing the hitTextObject code because I dont know how to refer the other objects.[code]
I'm tring to create instance of class, when I got name of this class.I think better to explain my problem will be this code:[code]I invoke some Function, and I get error: [Fault] exception, information=ReferenceError: Error #1065: Variable Level0Img was not defined.
I've been starting to create my own classes for a project and I've encountered an error that I don't know how to solve. This is for a Game class collection.
How do I create an object with ActionScript if I only know the name of it? I have a class that should add an object as a "grid" and place it accordingly, so if I have a Square box that I want to place by 4x4 on the screen it calculates it automatically. Well, that's the goal anyway.
I have a function in my Grid class, Add_Background that accepts an Object to be added as the grid background. I use a movieclip (don't know if I can use a graphic element).
I call the function myGrid.add_background("name_of_my_movieclip") or myGrid.add_background(new name_of_my_movieclip());
The first one I don't know how to use, I don't know how the syntax for creating an object this way (etc: grid[a][b] = new name_of_my_movieclip() doesn't work...) so there has to be some other kind of way on how to pass this to the function and that it knows what to do with it.
The other thing I've tried is passing the object to the function (new Grid_Background() etc) but I can't clone the object anyway I try it and the ActionScript reference site says there's an mx.utils.ObjectUtil that I can use for this, but I have no access to it that I know of (tried it).
I'm trying to get an object to increase in size the lower it goes down the stage, and decrease in size the high it moves up the stage.
It only needs to increase or decrease by a small amount. Basically, it's for a game character. To ad realism to his movements, it would be nice to have this feature.
My assignment is to create generative art on a stage, such that clicking the mouse creates little .png planets i have designed, at random angles and at random locations around the stage. I'd also like some stars to flash on and off, also at random. Does anyone know the best basic starting point for this project? It must be entirely generated by code (onclick event, with another event refreshing and regenrating it).
I'm using Flash CS3 and wish to create a movie where the stage is a certain size but the actual content of the movie extends further than the stage. The user will be able to drag the stage from left to right to show hidden parts of the movie. Similar to the idea of a horizontal scrolling image gallery but without the scrollbar (see attached for example image).
I have a class that I want to be able to create a movieclip from and then add it to the stage when it's instantiated. The constructor takes two arguments but nothing special.I had one solution that added the movie clip, but then I couldn't modify the _x and _y values of it directly from the .fla. What would be the best way to do this? Should my class extend MovieClip or no?the formatting is something like:
Code: class Foo extends MovieClip{ private var _mc:MovieClip;
ActionScript Code: var MapBtnArray:Array = []; var MapBtnSprite:Sprite; var i:int;
[Code].....
I'm using to code above to create several sprite on the stage, but when I click on the sprite, the index of each trace work just fine (output of J is according to the target i click); however MapBtnArray[j].x keep equals to "0"
I want the coordinate of the sprite on stage, how come what i get is "0" instead?