ActionScript 2.0 :: Loading External Sounds Stored In An Array
Sep 11, 2007
I want to write a function that will load all of my external sounds stored in an array which are just strings of their filenames ie:
var soundList:Array = new Array();
soundList = ["sound1.wav", "sound2.wav", etc];
And create a new array with sound Objects that will have the sounds loaded in them (for later execution). After loading all of the sounds in the soundList array, the function should return or just set a _root value to 'true' ie:
I'm using the following array to storing multiple variables for similar movieclips: public var ballPlaced:Array = new Array(false, false, false); ....however, its not storing the boolean value properly in the array? I'm using the following code in the ZoneFill and ZoneEmpty to assign it a value of true or false, e.g;
I have a "back button" scheme that includes using an array to store references to functions.However, when i have to troubleshoot something like this, one of the things i'd like to be able to trace is the names of the functions that are in the array. If i trace a for loop through the array i just get [type Function] for each function. I would like to look at it's name.Right now, im using a workaround that places objects with a func property and a funcName property, which is a string that needs to be indicated manually.
I was wondering... i thought this might be a dumb question to ask but ive been wondering if it is possible to remove all the data that was inserted into an array?
i.e.
ActionScript Code: var loadAllThumbnails:Array = new Array("poop1", "poop2", "poop3", "poop4", "poop5"); someBtn.onRelease = function(){ //clears/emptys the array when released }
Code: var enemyArrayOneA:Array = new Array(); for (var i = 1; i <= 84; i++) { /*
[code]...
I try to use race("mc.main1.a_0" + i + ".x = " + enemyArrayOne[i].x); and it doesn't work...I'm trying to find out if I can store instance names of movie clips inside an array and retrieve the movie clip's x and y positions.
ActionScript Code: public function drawPiece(xPos:Number, yPos:Number):void{ _piece_mc.graphics.lineStyle(1,0x000000);
[Code]....
The object is there. When tracing out the array for specific index it provides: [object Piece].
Or would it just be best to use a single dimensional array? End goal is to have a board class to be able to use for checkers and then potentially chess.
I have a movieclip that i want to move to 4 predetermined spots with a click of a button. I've been trying to put it together all morning. Is this a job or a loop?[code]...
I need to create an Array of movieclips so that I'm able to read / modify / add its properties. I thought the best solution was to create an Array of strings with each movieclip's name and then using this to convert the string to an expression, but I don't really know what to do when I want to access one of its properties. Here's my code:
ActionScript Code: var room:Object = new Object room.objects = ["mcObj1", "mcObj2", "mcObj3"] mcObj1.Description = "It's a ball and it bounces"
Anyway, I am having problems with storing movie clip objects in an array because when I try to access them, it kinda loses its properties as a movie clip. Say, i have mc_1 stored in the array,and in the course of the flash movie, a button is triggered to change its visibility to "false".. what i do is, arr[0]._visibility = false.So here's what I'm really trying to do with my school project: I have 24 movieclips, i named them field1, field2, ..., field24. I stored them in an array. Initially, they're invisible. Then, a button is clicked to show one field. If the button is clicked again, the second field is displayed, and so
I'm trying to draw a line between circles stored in an array. I have a button on the stage which adds another circle to the stage. My issue is I cannot draw a line between the most recent circle added to the array and the one that will be added next.
It is a bit complicated and I'm not an experienced programmer by any stretch of the imagination.
Im a bit stumped on this. I have a movie clip named mcMain that the player controls, and i want him to have it detect collisions at certain points of the screen (like at a certain X and Y co-ordinates). I have an array that contains those values, which is shown below:
Code: //Array that holds x position of points var xPoint:Array = new Array(150,400,200,300,100);
I am building a jukebox for a website, which has a genres, bands, and tracks list.These are all populated from a MySQL DB. The info is dumped into a listbox component.ll of the lists are working, but on the tracks list, i need to pull the track name,and its filepath. So that I can assign the track name to the lable property, and the filepath to the data property.My problem, is that I cannot get a multiple value array from php to flash, it keeps coming up as undefined.
PHP Code: echo "&testArray=[["track1","filepath"] ["track2","filepath"]]";// i have not put the query in i dont think the problem is there
i am making a few object of action script..,what special about this object is that in the contructor function of this object is that i make it to send a sprite parameter which will act as it's parent..,var anObject:myObject = new myObject(parentSprite);and in my main project i used those object and store it in an array after adding it to the stage.i do store it to an array cause i need to be able to refer back to it..everything was fine up until i need to call function inside that object which i already stored in an array. how should i call the function in that object from an array that stored the object?
I need to remove mc's that are stored in an array, I need to remove them when they finish a tweening effect (everything works great) only that i get to remove only 1 created mc, but i need to erase all the mc's that are on the array...
Code: for (var i:uint = 0; i < arrayMC.length; i++) { var tweenBonusY:Tween = new Tween(arrayMC[i].mcPower, "scaleY", Strong.easeInOut, pct,
does anyone know if it's possible to target values stored in an array in a function from anywhere in a movie? e.g var Pressed:Array = item trace(Pressed)
if i trace the Array name within the function it spits out values, but when i try and access the Array from outside of the function it doesn't work.
I'm having a problem with the supposed AI that I've created for a card game that I'm making. The purpose is to have the function meant for 'player 2' to run after the human player has put down a card. What the function is supposed to do is to compare the value of the card which is stored in a array, and then according to the value assigned the AI is supposed to compared with the 4 cards in its hand and decide on which is the best possible card to pick. Though the human player's code seem to work as expected, for some reason the function for the computer did not run and instead churned out a huge chunk of data in the output. I will attach 2 separate text files; one will include the portion of the code which I highly suspect is giving the problem, the second will be the supposed error message.
I have a little bit of code that makes a nifty kaleidoscope effect, but I would like to take it one step further by having each star in the kaleidoscope gradually shift color as it expands outwards. Right now, I create randomly colored "star" movieclips by drawing 6 different triangles within the movieclip, and then add those individual "star" movieclips to a "stars" array.
What I'd like to do is use a "for...in" loop to grab the .color property of each of the "star" movieclips and change it slightly (using colorTransform?) at each ENTER_FRAME. How can I go in and access the star.color property (or is it star.transform.colorTransform?) of each of the movieclip objects that are now stored in my "stars" array?
Would it be:
Code: for (var i in stars){stars[i].transform.colorTransform = myColorTransform; }OR for (var i in stars){stars[i].star.transform.colorTransform = myColorTransform; }
I have created many games using a set of mutidimensional arrays. It is now time for me to make them external arrays to simplify some things. I did so, at first, using the #include. However, this loads the arrays at compile time.My goal is to house the arrays in an external file that is called when the game is loaded, NOT when it is compiled. In this way, the same game could be used with multiple different arrays without me constantly having to recompile it each time. It could just look for a file called "yourArray.as" or something and use that when it is run.
I am not very familiar with XML or javascript, so was trying to figure out how to do this with the arrays that I have already created without having to decode them and put them into another language first, only to have to change them back to actionscript later.
I have an HTML file which contains a Flash .FLV player; which then loads a given FLV video and plays it. The idea is all these files are stored locally on the PC as part of an application install, we use HTML/flash for the help/manual. On my PC it works fine but on a user's PC nothing is displayed. However if I host the exact same file-structure online and give them the URL, it works perfectly.
I am guessing this is a security issue of some sort but have no idea how to address it. The browser being used is actually a XULRunner app, i.e it's the FireFox 3 engine but not actually FF. Since my PC isa developer PC it's entirely possible I've done something in the past on another project that makes it work, rather than my PC being special in some way. For reference the HTML has the following in it - this is generated from some 3rd-party app:
I have a long timeline with a series of slides arranged along it with a labeled frame at the beginning of each slide.These slides do not have any standardized length so instead of counting out frames and jumping a set number I am trying to navigate with my previous and next buttons to frame labels stored in an array.
This works GREAT!Or rather...it works great if you're rapidly hitting the Next and Previous buttons to step through the area.The problem comes when you sit and try to watch the whole thing play out and then try to use the next button.If you have passed framelabel2 and hit the next button it returns you to framelabel2.If you have passed framelabel3 and hit the next button it returns you to framelabel2. Clearly the problem is that it does not know it has gone past framelabel1 and is thus gotoandplay-ing the next frame in the array...which is 2.I need to make it check its current position in the array before adding 1 and advancing the playhead.
var fLabels:Array = new Array("start1", "start2", "start3", "start4", "start5", "start6", "start7"); var cLabel:Number = 1; function nextPlayClick(evt:MouseEvent):void {[code].....
I'm looking for a good method to compare a single bitmap data instance against an array of stored bitmap data objects. I need to figure out how I can compare and arrive at the conclusion that the result either means that the images are of the same object/aka similar or if they are two totally different images. I tried checking threshold of the result of the compare() function but my efforts have failed so far.