ActionScript 2.0 :: Creating Variables To Handle Newly Created MovieClip?
Jul 14, 2003
How flash setup a variable to handle the newly created movieclip?
Example:
this.createEmptyMovieClip("mymovie",2);
this.clientscroller.setScrollContent(mymovie);
Where did I set it up as a variable? I tried this and didn't work either:
this.createEmptyMovieClip("mymovie",0);
mymovie.createTextField("mytext",1,100,100,300,100 );
I have a script that randomly pops out circles all over the stage. However, I want them to disappear once I roll my mouse over them (and only the ones I roll over, not all the instances).So if I have code like this in a function:[code]And then I have a mouse_over function in the same class, how do I tell it to removeChild? Since the stars are instances of the object, they are giving instance names like instance67, which makes them hard to remove.
I am completely new to actionscript although I do come from a OOP background. I have been asked to trial Flash and Actionscript 3 in particular - so I do come with a few preconceptions on how I expect actionscript to behave. I have a problem I donot understand. I have created a new class and to test it I use a simple test harness in the form of a .fla file.
The issue I have is when I create a new instance of the class and assign it to a variable, subsequent background changes to that instance of the class are not 'picked-up' when referenced through the variable. I would expect that given instance of class could be assigned to many different variables and any updates using one variable would accessible using any of the other variables.
How do I create N number of Buttons with Actionscript: myButton2, myButton3, myButton4... myButtonN ?
And how to get the reference to the newly created buttons right after they are created? Like I should be able to do myButtonN.x = 100 right after it's created.
I've started getting to grips with using the BitmapData class and a Transformation Matrix in the hope that I can start making some interesting image effects. However, at the moment Im having trouble figuring out how to shift the newly created bitmap so that any scale transformations are applied from the center rather than the top left corner. See here for example: [URL] The flower on the left is the original, the flower on the right is the new image created using "bitmapData.draw()". It has been scaled up to twice the size, but I want this to happen from the center of the image.
I am trying to create a gallery where each thumb is housed inside of it's own movie clip that will have more data, but it keeps failing because it won't let me refer to the newly created instance of the movie clip. Below is what I am trying to do.
var xml:XML; var xmlReq:URLRequest = new URLRequest("xml.xml"); var xmlLoader:URLLoader = new URLLoader();
So, you have a sprite, you draw some graphics, you set cacheasbitmap=true... I can't seem to access the newly created bitmap data, to access the dispose() method.
I am trying to create a gallery where each thumb is housed inside of it's own movie clip that will have more data, but it keeps failing because it won't let me refer to the newly created instance of the movie clip. Below is what I am trying to do.
var xml:XML; var xmlReq:URLRequest = new URLRequest("xml.xml"); var xmlLoader:URLLoader = new URLLoader();
[Code]....
It dies every time on that last line. How do I refer to that vidThumbn instance so I can add the imageLoader? I don't know what I'm missing. It feels like it should work.
am creating a simple flash game where you rotate a planet to make the buildings on the planet avoid incoming meteors.I was told that there is another just like it already, but I don't want to see it because it may restrict my imagination.
I have everything pretty much planned out now in a "game script" of everything that i want to happen. only thing is, i'm not sure where to start.Actually,i implemented rotating the planet and the timer so far, but that is all.I was wondering if anyone wouldn't mind reading through my game script and pointing me in the right direction.I am trying to wrap my head around creating classes to handle different aspects of the game, but not sure what to put in a class and what not to.I attached the game so far and the word file
I am trying to set up a series of URL links inside a cycling button. However, when I try to use the variable, the link sends me to the variable name instead of the URL. Below is a snippet of the code:
How do I handle php gibberish when loading url-encoded variables? If either vars or no vars return I have a way of executing an event, but if html/php errors return in the string, how can I tell the program to execute an event?
I'm creating a scrollbar gallery from a tutorial on this site. Though I've completed the tutorial, and customised the gallery to my own needs, however I'm trying to make a very small change to it - and no matter what I do, keep running into problems. I'm trying to replace the rectangular handle with my own customised handle - a (20 x 20) 'circular' png image that I've imported into Flash, made a graphic and stored in the library (though I understand it can be imported using actionscript, like the other images in the gallery).
I simple want to have a resize handle at the bottom right corner of a Movieclip that is being created dynamically via AS3. Can anyone point out an example of how this might be done?
I am trying to select an object and use its path as a varible in flash.[code]The 1st trace command yields the full path, but the second trace command yields an "undefined". This problem seems to exist all over, if I use the variable from selected_objcet = this for any thing it does not work unless I but "" around it - this of course, does not solve the problem.Another way to point out the problem, if I do a comparison check in flash with the variable created from "this" I get:[code]
a movieClip that contains a polygon and some circles at the angles of the polygon. I want to use the circles as rotation handles.Now the code below works but it terribly, terribly slow.I've seen a couple of other examples of rotation using the mouse position, but I want the polygon to rotate via the handle; I think that means the angle of rotation needs to be updated each time the mouse moves.Is there a cleaner/more efficient way to do this?Also, this works only for one direction right now no matter the x/y direction you move the mouse.
public function mouseDownRotate(event:MouseEvent):void { // get the global x and y of the dragged piece (offset so it looks like it's rotating around the polygon's center
I currently have one movieclip in my library, but 4 instances of it on the stage. I was wondering what the best way to animate them so they can do things 'separately'- I'm not sure if Actionscript is the answer, but it's worth a try. I just don't want all of them to move when I move one of them (when I try to animate them inside their movieclip).Possible solutions: I already have one that isn't very... resource friendly. For every individual instance I can turn it into it's own Movieclip, so it isn't affected by the rest... but if I were to have many, many movieclips on the stage, that would quickly overflow my library. If that's the only way fine, but I'm sure there's a work around.
I have a contact form in my flash file with name/email/message fields which a user can fill out and then click send, which passes these to a php script which then emails the information that they entered. This works fine when the text inputs are manually placed on the stage and all the information is passed to the php script and emailed to me. I am just updating it so the textinputs are created via AS2 so that I can style them more easily etc. This is fine however when created via script they no longer get passed to my php file. I am creating the textinput using the following code (which works fine):
var my_fmt:TextFormat = new TextFormat(); my_fmt.bold = false; my_fmt.font = "Arial";
[Code]....
This works fine however does not pick up the value of the dynamically created text input (however does pick up all the text inputs that are manually added to the stage).
I have a number of 'TweenField' instances created in a for loop. The problem is that each time the loop increments, the 'myTweenField' variable has the same name, so I don't know how they can be referenced individually from elsewhere in the script. How can I rewrite it so that each instance has a unique name, and how would I then reference it from outside the loop?
I am trying to use a for loop, to place 5 instances of the same movieclip on the stage. In the loop I used .name to give each movieclip a unique instance name. But when I try to reference one of those instance names in an event listener I get an error. Here is an example of what I am trying to do:
Quote:
var xPos:int = 120; var yPos:int = 60; for (var i:Number = 1; i<=5; i++) {
[Code].....
This code generates an error saying that the cStar2 property is undefined. In the example above, does the for loop create 5 copies of the movieclip starC_moov, and give them unique instance names cStar1, cStar2, cStar3, cStar4 and cStar5?
Now I've dynamically created some buttons using XML. They're spread around the stage and I've modified a tooltip script to give each button a tooltip on Mouse_Over. But to se the logic and make it work using AS3 is hard (for me). I want a function that accept to parameters: Tooltip text and Object to tooltip. In my code I get this error msg when initiating the function on dynamically created buttons: 1118: Implicit coercion of a value with static type flash.display:Sprite to a possibly unrelated type flash.display:MovieClip. I beleive there are more than one thing here needing a fix.
I'm using Adobe Flash CS4.The language is Action Script 3In my library I have 2 items:playerwallthe player object is already functioning correctly with moving him around.Now when I place multiple wall objects into the stage (wall = 32x32 px) I want to prevent the player from moving when he walks into a wall.I've tried giving all the walls the same instance name and just check for a collision with that object but when I do that the collision only works for 1 of the walls.I could give all the instances of wall a different collision script but this is way to time consuming, is there another way to globally define the wall as solid for the player?
I have a contact form in my flash file with name/email/message fields which a user can fill out and then click send, which passes these to a php script which then emails the information that they entered. This works fine when the text inputs are manually placed on the stage and all the information is passed to the php script and emailed to me. I am just updating it so the textinputs are created via AS2 so that I can style them more easily etc. This is fine however when created via script they no longer get passed to my php file. I am creating the textinput using the following code (which works fine):
[Code]...
This works fine however does not pick up the value of the dynamically created text input (however does pick up all the text inputs that are manually added to the stage). I am rather confused as to why it's not picking this up and am not sure how I set it to do so, i would be immensely grateful if someone could point me in the right direction?