I try to save some variable in a game with local Shared Object, that basically should go like this: after every completed level it sets the variable to that number of level (if not higher already); then i have a MC that reacts to that variable (set its frame number to the number in the variable) so you can select already completet levels.
Now i thought, this would be easier, and tried [not allowed link to some tech note from Adobe on local SO], but didn't worked so far.
I am trying to save locally into the users computer with a Shared Object, but have multiple variables to change and save using a function. I cannot seem to get the syntax correct for it to work.
This is suppose to check the variable names _root.levelcompletestatus011 through _root.levelcompletestatus070 and if any of them equal 4, then change them to 0 and save to the local file.
Here is what I have so far:
function templockopen() { for (i=11; i<71; i++) { if (eval("_root.levelcompletestatus0"+i) == 4) { this["levelcompletestatus0"+String(i)] = 0;
I'm trying to save an XML file on a remote server via an php file, and so far this works fine by following the tutorial on this site - exept one thing...I would like to define the filename of my XML file to be saved via php in flash dynamically, eg. so I can create several XML's from flash. But how is this possible ?- can an entry in the passed XML file be read in an easy way in PHP4 - or can I send a variable along with the XML object with some wrapping (maybee an advanced object).
I am creating a game which uses the sharedObject to save each players progress locally. It also connects to a central database to create an online scoreboard. When a user inserts a score for the first time a unique ID is sent out of the database to the swf and saved as part of the sharedObject data.Absolutely everything works and the ID is saved to the sharedObject, however when the swf is restarted the ID does not load (even though the other variables saved in the sharedObject do load).I think it may be to do with the way it is formatted, perhaps to do with the XML but I'm not sure.
FLASH CODE function saveGame(currID:Number) { gameInfo.data["playername"+currID] = playername;
I am using a movieclip "table" that is attached on the enter frame event at the main scene. I am trying to save variable "money" and I use this code inside the movieclip, when I test the movie it shows me money1 as undefined and I cant find why! I have used _root. and doesn't work.
I just started learning ActionScript 3.0/Flash CS5 a day or two ago, and I am still very early on with it, however I do have some other web development experience with PHP and some Javascript. I am learning from a book that was written for Flash CS4, but it did not seem like a whole bunch was different. I am now getting "Error #1009: Cannot access a property or method of a null object reference. at Main()"
I did several searches for the problem here, but most of the threads referencing this error are far more complex than what I am trying to do, involving multiple, long class files and the timeline. I have been unable to solve my problem after reading through various threads for hours now. Most of the fixes had to do with the timeline, however, all of my GUI is in one frame with no animation.
Its been many years since I've used flash and I was just wondering what the easiest way to do collision detection was now. I know that there was some hit test bounding box stuff present earlier but I don't know the capabilities of flash cs4 and the advances that have been made. Google searches have yielded things like complex pixel-perfect collision detection but not a lot seems to have been written about CS4 yet.
Is there an easy way to set a number in a function call?In C you'd just pass the pointer, but since AS3.0 has no pointers, I'm not sure what to do.I suppose I could create a class that wraps the Number to an Object, forcing AS to use the pointer, but that seems a bit clunky.
I started out with Swish, then I moved on to Flash8. I have quickly realized that it's a lot more difficult to achieve animation. Probably due to my lack of education with actionscript 2.0 and Flash8. Are there simple shortcuts to being able to do something as simple as making a photo spin around and explode? I haven't explored Flash8 much, but it doesn't seem as easy as Swish was. Of course, Swish seems obsolete compared to more advanced flash programs.
What's the easiest way to move one item from one spot to another, within the same array?Say I have an array consisting of four movieclips array = [rock, scissors, paper, bomb].Now i want to move the paper from its position as nr 3 (or array[2], and put it in the first positon array[0]. [code]but that just gave me a bunch of unwanted errors then i tried just the unshift(scissors), but now the array contains two instances of the scissors. What to do? Is there really no array.takeOutAndPutBackInFront(scissors)-ish method?
I want to make a game using physics in Flash, so I stumbled upon Box2D, but i find that hard to use [the basics are simple, but when i see the scripts,so i was wondering if there are easy to use flash physics engines?
I've recently created a game in which the logic and programming all runs perfectly, however the graphics are lackluster. I'm currently having a hard time managing the depth of movieclips on the screen.Basically the game is tile based and each frame of the movieclip holds a different type of tile. All the tiles are 50x50 with the exception of one type of tile which is 60x60 and therein needs to overlap the tiles around it which are 50x50.In AS2 I could of set the depth manually, however I'm told (as is this is my first time dealing with depth in AS3) that I cannot do this anymore. Is there any suggestions on how I can make sure that a tile of one type is automatically set beneath tiles of another type - I've thought about simply coding a function to check this but it somehow seems inefficient (considering larger maps will have a lot of tiles, meaning hundreds of movieclips attached to the stage, each movieclip with multiple frames).
is there an easy way to set the buttonMode to true to all my buttons in my application? I thought to create a custom component which extends the s:Button and set there buttonMode to true but I wonder if there is an easier way like with CSS.
I am trying to figure out a way to calculate time diffrence between now and a set time
var settime:Number = 2:35am
and
now would be getDate();
I tried something rediculus, but it is not working when i input a date below the 24h , is there a class out there that can simply this stuff or is there something on the internet that could tell me the diffrence between to diffrent time.
My Attempt
var date:Date = new Date();
//Timer set at what time would i like to call the functionvar lastcallH:Number = 22;var lastcallM:Number = 50;var lastcallS:Number = 0;[code].....
I cant get the flash to work on my website. I have also tried using countless versions of the 'AC_RunActiveContent.js' wrapper with this, but it just ends up as a white block, whereas if I just use the following code I get a black block. So I am certain that the path is correct because if I change the src path, it becomes a white block.
I am working on a Results page for my game as well as upgrade page and looking for an easy way to do many textfields. I have a format for my text that takes care of font, colour, and size, but looking for an easy way to do the width and height of textfields to increase all at the same time.I have been informed about a "with" keyword that may work but do not understand how to implement this within my program and essentially want to shorten my results class if possible.
How do I do a scale movement using the easy effect? I study a lot of examples, using speed/5, but... didn't work. I just saw a site that tells what do I want to do: [URL]
I feel dumb for asking this....but what is the best way to make an object rotate (counter-clockwise in this case) indefinitely? ENTER_FRAME listener that offsets the angle by a certain number of degrees per frame? more economical way?
I'm getting info from an XML file for an image viewer, and I'd like to make 10 little previews. I've got all solved, even this, but I'd like to know why this code does not work
for (i=0; i<inc; i++) loadPvw.call("a"+i, wpPvw-i); it gets into the function but seems that doesn't gets the path right i know I can do this
I am new to AS3, in AS2 it was really easy to select a dynamic attachmovie method.I'm trying to attach a dynamic bitmap dynamically. In my library I have a load of bitmaps with class export names, img1, img2, img3 etc..[code]But I want to select it dynamically, is there a way of doing this?[code]
I come to you once again after hours of frustration. I have two swf's that are displaying a pop-up window of sorts. The first is easy (and it works): the user clicks a button and the appropriate pop-up opens with a "close window" button. When the user clicks that "close" button, the pop-up closes revealing the original view again. The code on the main timeline for this one is:
my_btn.addEventListener(MouseEvent.MOUSE_DOWN, openWindowEvent4) function openWindowEvent4(event:MouseEvent):void{ my_mc.play();
[URL]I need some easy tuts on this, there are a few on here but which are good tuts?I know some items are fluid, and centered, but how do i do full browser scalable images with menu on top or below?
I have a Cube which I want to rotate using mouse motion. So if I move my mouse to the left it rotates as if rotationX was increased. When I move right rotationX is increased. Moving Up and Down alters rotationY.
This looks fine as long as you modify only one dimension (either rotationX or rotationY). But if I have already changed rotationX and then try to modify rotationY the results are weird. If rotationX is 180 rotationY effects are reversed. It basically is quite unpredictable and certainly not suitable for user.
I have tried to look around (failed), read about quaternions (couldn't understand), tried some out of blue and very complex trigonometric calculations (made a fool out of myself) and so I am stuck now. I've found this SO question Best way to translate mouse drag motion into 3d rotation of an object but it doesn't help me a bit, I can't understand any of the answers, really.
currently I am using the following code which requires me to create Linkages with the buttons. Is there a better way of doing this? also is there anyway to add a effect for example fade in and fade out.
I'm starting a blog with a hosted wordpress instance and i would like to be able to stream music using a flash player on some posts.The problem is that every player i find uses a simple param to get the file url which makes it very easy for someone to find that url and just download the file.I know that it's probably impossible to prevent this all together, but i at least don't want it to be obvious.
1) a sprite with a rollover/out tween, going from alpha 0 to 1 on rollover, and back to 0 on rollout (let's call it "containerSprite"). That part is cake.
2) another sprite within the container (let's call it "closeButton"), that goes along for the ride (i.e., its alpha gets tweened along with the container). That's easy enough to do by making it a child of "container". When I say it is "within" the container I mean in terms of x/y.
3) when I move the mouse within containerSprite and onto closeButton, I want the container to stay visible (easy enough by setting mouseEnabled or mouseChildren to false). But I want closeButton to respond to mouseDown events, so I can't set it to mouseEnabled=false, nor can I set containerSprite.mouseChildren=false.
4) there will be several other sprites within the x/y of containerSprite, each with their own rollover/out tween. The catch is, when the mouse is within containerSprite and rolls onto one of them, the alpha of containerSprite SHOULD tween out (unlike when rolling onto closeButton).
For the life of me, I cannot get it all to work. I can get the desired behaviour in (4) easily enough, either by making the other sprites (mouseEnabled) children of containerSprite, or by making them siblings of containerSprite but higher in the display list. But the desired behaviour in (2) and (3) is vexing me: if closeButton is a child of containerSprite then its alpha tweens along with containerSprite (desired), but because it must be mouseEnabled, moving the cursor onto it triggers containerSprite's rollout event (undesired). If instead it is a higher sibling of containerSprite rather than a child, it has the same problem: if it is mouseEnabled, moving onto it counts as a rollOut event for the container. It seems like the solution ought to be easy, and I'm just missing something that is in plain sight.
I am editing an old (2006) Flash file that was left over from a previous designer. He used AS 3. I noticed that old and new AS (F9) panels are different. I've looked everywhere in the new version to find the timeline functions that you can just double click on to add to the AS panel [see image] but can't find them.
Is it possible to still access these "easy to use" older list of AS items in the new AS panel?