ActionScript 2.0 :: Hittest With Multiple Array - Without The Rest Of The Array Numbers Being Reset
Mar 20, 2009
The Setup: For each movieclip the hittests a set of "target" movieclips an array is given a value. If mcIcon1 is dropped onto mcTarget1 the first number in the vacant array is given the value of one. The Issue: If I remove mcIcon1, for example, from the mcTarget1 movieclip I can't find a way of just removing the 1 from that array without the rest of the array numbers being reset.
I'm making multiple similar calls with similar results to one remote object. Because these calls are so similar and very changeable, I've been keeping the name of the remote method in a config file, and when I need to make the call I use getOperation() on the remote object, and call send() on the operation object. However, the requirements have changed so that not all of the calls will have the same number of parameters. Because send uses ..., will I be able to continue using the same formation and pass an array, or will send() treat that as passing one argument of type array?
I have been using Actionscript 3.0 in Adobe Flash Builder for a few weeks,and I really like it! Bare with me because I'm not really good at it, yet. Anyway, I was wondering how would I go by adding up odd numbers from an array of numbers? I know how to make all of the numbers add up, but adding only the odd numbers I'm not so sure how to do it.
I have a function that uses the ... rest argument as follows:
public function dispatchActions(... actions):void { var params:Object = new Object(); params.actions = actions; // I also tried casting ie. = (actions as Array) this.target.dispatchEvent(new ActionEvent(ActionEvent.dispatchActions, params)); }
I call it using myActionObject.dispatchActions("all"); The problem is that when a listener receives the dispatched params object and try to access the actions array, it does nothing. If I try to trace evt.params.actions it traces blank and if I try to trace evt.params.actions[0] it traces undefined.
ex:
function actionsListener(evt:ActionEvent):void { var actions:Array = (evt.params.actions) as Array; // I also tried without casting trace("actions", actions, "actions 0", actions[0], "action 1", actions[1]); }
This is the output: actions actions 0 undefined actions 1 undefinedI don't understand why I can't pass the ... rest argument through an object as an event parameter. How can I make this work?
I got a problem with processing an array in actionScript. I removed the last element of an array through array.pop(). After that I would like to put this removed display-object back to the beginning of the array: array.unshift(object). The object is now the first element of the array but it got still its old label (number of the last element). Therefor I can't update the position (graphically) of the display object. Is it possible to "reindex" the array?
I'm trying to clear the data in the array as well as insert new data all in the same function. Is this possible? I think it may have something to to with splicing, but I don't know how to execute it. I'm able to create the first array, but the next time I press the button I need it to reset and create a new array. This is my create array function. what is the code I need to clear the array first and then recreate.
function createArray():Void { outfitArray.push(headGroup.selection.data); outfitArray.push(topGroup.selection.data);
I have this thing where orbs are supposed to stick together, so I put them all in an arrayand told them to stick together when they encounter another member of that array.However, they only stick in groups of up to four, and then the orbs begin to overlap and such.
I'm making a game were parts of the level are randomly generated and move across the screen and while I have made it so all that works correctly I am having trouble running a hittest on them to allow for gravity. Below is the piece of code attached to the player movieclip that I think is causing the issue (shortened for sake of space)
I am trying to use the following code to simplify multiple Hittests using an Array, but the code won't work. Can anyone tell me why?
var blockArray:Array = new Array("block1", "block2", "block3"); player.addEventListener(Event.ENTER_FRAME, blockTest); function blockTest(evt:Event):void {
I was using hitTest to see when sunny (mc) would hit one of five objects I have in an array. But I had to use removeEventListener otherwise it would keep occurring. But now I can't "hit" the next object. Why doesn't the addeventListener work again?
stage.addEventListener(MouseEvent.CLICK, myClickReaction); // speeds ALONG NYPOTENUSEvar v:Number=5; var varObject:String; var i:Number; var arrayObjects:Array; [Code] .....
adding multiple childs to an array these childs are added using timer after a time interval.actually there two classes and child of both classes are added to stage one through timer as i described and other through keyboard event. now is it possible to do this if yes than how?? and is it possible to apply hittest object between these two array.
I've built an array of movieclips - all of them sitting static on the stage. I'm trying to trigger the clips to play as they are hit by an invisible/alpha 0 bar which sweeps across the stage... kind of like a mexican wave? I'm still a bit crappy with arrays - here's my code:
I've attached a zip with a few custom classes and a .FLA. Ignore the custom classes. I'm getting repeated "Error #1009: Cannot access a property or method of a null object reference. at Environment_fla::MainTimeline/hitTest()".
I understand that this error means I'm asking it to reference something that's no longer there. How better to hitTest many objects in an array. My game involves creating a bunch of balls that will fall into buckets. I need to keep track of how many touched the buckets, how many fell off the screen, and remove each accordingly.
Here is the code from my main FLA ActionScript Code: var ballTimer:Timer = new Timer(200); var changeTimer:Timer = new Timer(50000); ballTimer.addEventListener(TimerEvent.TIMER, throwBall, false, 0, true); ballTimer.start(); changeTimer.addEventListener(TimerEvent.TIMER, changeColor); changeTimer.start(); [Code] .....
I have a simple FOR loop which runs through an array of MC names, which runs fine, but I'm trying to use these names inside this array as hittest values. So, I have one MC, and the code in this MC runs through an array and checks for any collisions between it and the mc in the array.
For days now I have been trying to get this hit test to work and which ever way I try it, it always comes back to the same result. I get a hit on the last item I pushed into my array but none on the previous items I pushed in. Also if I put a .sort() on the array it only gives a hit on the last item of the array, no matter which one I push in.
The idea is that I want to drag and drop objects onto the stage, they may not overlap so I need a hit test on the objects so I can make them undroppable when the hit test is true.
This is the part I have for dragging the objects to the stage, and adding them to arrays for the hit test.
Code: private function onClickDragBuilding1ToGameField(e:MouseEvent):void{ building1Placeholder.x = mouseX-25; building1Placeholder.y = mouseY-25;
[Code]...
Now if I run this I can add the object to the stage just fine no errors or other issues but the hit test only works on the last object I added to the stage/array and not the previous object I added to the stage/array.
Sso I drag the first object to the stage. (no other object are available yet so nothing happens, this is as it should be) Then I drag a second object to the stage, this reacts to the first object and returns the hit test as true. (Also great and working as it should.) Then I drag a 3th object to the stage, this reacts to the 2nd object I dragged just fine and return a true value, but it does not react to the 1 object I dragged onto the stage. Then when I drag a 4th object to the stage it will react to the 3th object I added, but not the 1st ad 2nd object.
I'm curious and I know there are many ways, but anyone have a good solution towards adding up the numbers in an array minus it's current node?If I am at myNumbers[3] for example, how do I add everything to the left of my current node such as myNumbers[2], myNumbers[1], myNumbers[0]?var myNumbers:Number = ["123", "45", "111", "54"];
regarding adding multiple childs to an array these childs are added using timer after a time interval.actually there two classes and child of both classes are added to stage one through timer as i described and other through keyboard event. now is it possible to do this if yes than how?? and is it possible to apply hittest object between these two array.
So my array contains marks for a ficticious class and i need to be able to calculate these marks to give me a class average which is this formula; all marks added / number of marksIs there a way to do this within an array?
My code for the program so far is: // Create Arrayvar marks:Array =["100","76","80","54","23"];// Button Functionenter_btn.addEventListener(MouseEvent.CLICK, onClick); function
As the title says I am looking for a loop sequence to search through my array and find values that are even and then calculate them with a button click. I have this code which is completely wrong:
I have an assignment where I need to create an array with 9 numbers between 1 and 34, also none of the numbers need to appear twice.This is what I have so far, so as you can see I'm stuck on the part where I have to check if the number already exists in the array.[code]
[code]I have information coming in from an XML page. One of the childnodes is an ID. The numbers of the IDs go from 29 to 40. I'm trying to have 6 numbers randomly grabbed from the list, so I made a function to find a random number between a given "Low" and "High" numbers, then another to continuously add 1 if it's already one of the other numbers(I'm pretty sure the method of that part, I could have taken a short cut.)Where it says to trace the two numbers near the top of the find5RandomNumbers function, they trace 29 and 40. But near the bottom where it's told to trace all 6 items, they come back as "NaN."[code]
I'm trying to create an array of random unique numbers from 0 to 39 so that I can list these numbers in a countdown and without repetition, ie: 25, 29, 11, 03, 17 etc. These are 40 different numbers, equal or greater than 0 and equal or less than 39.
How do I add array values that are numbers when loaded dynamically via sql?Example script doesn't calculate. Instead it just adds as though the elements of ycor array are string based. So ycor[0] = 2 and ycor[1] = 3 added equals 23 not 5. Of course these elements are being dynamically set via mysql db that generates a xml table. I've left out file locations and passwords for obvious reasons. Why are the elements being treated as strings?
Code: var theXML:XML = new XML(); theXML.ignoreWhite = true;[code].....
What I want to know is how I would go about making them all their default colors when you hit a movieClip instance that acts as a reset button. I can't seem to get it.
I'm trying to get the 255 smallest numbers from an array made up of all the alpha values in a given BitmapData, and storing these numbers in the Alpha array for paletteMap().We all know how to get the smallest/highest number from an array, or to delete repeating numbers or even to average numbers inside an array. I've been tweaking for 2 days with these possibilities but unfortunately I can't find anything satisfactory.