ActionScript 2.0 :: More Than 1 Instance Name To A Single MC?
Aug 23, 2011
I'm using CS3 and want to know if it's possible to give more than 1 instance name to a single MC using AS2? The reason I ask is I have a bunch of templates that I want to load (one at a time) into a master swf that will be used for scaling & positioning of movie clips (which data will be saved to an XML file) in all the loaded swf files. I would like to have some code in the loaded clips that the master swf could use for controlling it's movie clips. This code would reassign the clips a second name so the master swf recognizes the clips in the loaded swfs and is able to manipulate them.
The problem now is I have a lot of template swf files with all different named movie clips and changing all of there instance names one by one will take a long time.I imagine that unless the clips were allowed 2 different names and were just assigned a new one, that it would stop any preexisting code from working correctly.
So i have several SWFs in this project and i need to find a way to ensure that only a single instance of one of these SWFs can load. For example, you cannot open 2 different application SWFs in 2 different browsers, or tabs on the same computer at the same time. LocalConnection seemed to be the best solution to this problem, however, we are experiencing problems with Internet Explorer 9.
The mc instance called float1 is being multiplied and placed all over the place throughout 5 layers thanks to this code. How can I add ONE SINGLE different instance in the topmost layer? I don't mean just floating there, but in the TOPMOST layer. If anyone did it, could you also tell me how to position the instance in the matrix/layer?
ActionScript Code: var randint = int(Math.random() * 2) + 1; // get a number between 10-69 //define number of layer. var numLayersuint = 5;
My problem occurs when I try to load multiple images in one class in AS3.[code]My problem with this is, that every complete-method receives the same image. Sometimes they all get img1.jpg, sometimes they all get img3.jpg....I don't have any clue why this is happening.[code]Now the different Bitmaps and Loaders have distinct names and are called within the same method call. The event handlers now are inline.
I want to get my movieclip "dial_graphcis_mph" to start at X position 0, move to X position -292.35,move back to X position -220, and then yoyo between -230 and -220.Is it possible to do this without using the TweenTimeline class or similar?I want to keep all the code on the stage with the movieclip if possible...The following code only yoyos between 0 and -292.35.
stop(); import fl.transitions.Tween;import fl.transitions.easing.*;import fl.transitions.TweenEvent; var tweenMPH = new Tween(dial_graphics_mph, "x", Strong.easeInOut, 0, -292.35, 6, true);
I am trying to delete a single line using graphics.clear() method but it clears all the instance of lines created by lineTo() method. I want to remove a single line upon click from bunch of its multiple instance.
Anyone know how to change a single instance of an item renderer for a Flex tree item at runtime? To reiterate, I'm not trying to change the entire tree's item renderer like this:tree.itemRenderer = new ClassFactory(ItemRenderer2);I'm trying to change the item renderer of a single tree item like this (the following code does not work):tree.selectedItem.itemRenderer = new ClassFactory(ItemRenderer2);To put it more simply, does anyone know how to reference an instance of an item renderer and set it to a new item renderer class? I've tried using the Tree's itemToItemRenderer() method with no success.
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
I have a library object (SomethingMC) which extends a custom class (Something). Something, in turn, extends MovieClip.If adding SomethingMC to the stage within Flash CS3 IDE, is it possible for it's super class (Something) to assign an instance name from a class constant (Something.THE_CONSTANT)?
The above does not work. It throws Error #2078: The name property of a Timeline-placed object cannot be modified. if the instance is assigned a name in the IDE, and it just doesn't work if no name is assigned in the IDE.
I have a BUNCH of bumpers of four types bounceUp, bounceDown, bounceLeft, bounceRight. during a collision which you hit determines the bounce so they always do the same thing so here's my question.....can i just name every bounceUp instance the same thing and then just add that one instance name to the list the collision detector checks?
i just dont wanna go through and name a hundred each of bounceUp s and bounceDown s individually as the potential for screaming increases proportionally.......
I placed a movie clip instance inside a button, and I want this movie clip to play when the button is released. I'm using this code on the frame containing the button:
function playMovie(event:MouseEvent) { this.theButton.theMC.gotoAndPlay(3);
Does anyone know if it is possinle to scroll a graphic or a movie instance as well as a text instance in flash. I want to scroll text and images as well. Actually text with imges embedded in it.
I am wrapping my brain around OOP in AS2. I am making two posts on two different subjects. My question here is: when should I use local instance variables, and when should I attach new properties to the instance object? (Feel free to correct my terminology.) Let's say I have a class for a scrolling background, which scrolls when I mouse over its edge. I want to put these values somewhere:
1) How wide is the border in which a mouseOver makes it scroll? This is basically a semi-constant I set it up once and keep it the same, unless the user changes it in an options menu to make the border wider or narrower. Call this scrollBorderWidth.
2) How fast is the background scrolling now? I want to track this so I can smoothly change the scroll speed over several frames. This is often changed. Call this scrollSpeed.
It seems I have two ways I can store and access these values and darned if I know which is better practice. METHOD A: Make them local variables in the class, so the scrolling background instance has them as local vars. I set them up thusly:
I have a bunch of text boxes which are acting as labels on a diagram.The idea is all the labels are jumbled up to start with, and the user has to drag the labels to the correct place.So far, I have the labels, and they are dragable, but I want to be able to lock the label onto a specific area (I've called them crashzones) so that when the user drags the label onto the correct area, the label snaps into place.The 'crashzones' instance names, are indentical to the label instance names, with the exception that the 'crashzones' instance names have the letter 'z' at the begining.
On the dragStart event, something (maybe a string) would hold the instance name of the current label and add the letter 'z' to the beggining, so something like ... crashzone = "z" + label1;As there is an instance with the name "zlabel1", when the dragstop event starts, it'll do a 'hittestobject' on the instance "zlabel1".
I'm not entirely sure how to go about this.I've tried creating a string to hold the 'crashzone' name, but the hittestobject event doesnt work with strings i.e: hitTestObject(stringname);I've also tried with Sprite, but as the sprite technically already exists and has a name, I can't give the sprite any properties.
I have a base class which is being created via remote_object [RemoteClass alias] from the server.I have other specialized classes that are derived from this baseclass, but serialization with the server always happens with the base class.The base class has meta data that defines what the derived class is, for example
[RemoteClass (alias="com.myco...')] public Class Base {
I am trying to communicate between an instance of flash embedded in a browser and a flash instance running in a C# WinForms app... I am getting a compile error that say:
1119 Access of possibly undefined property printOut through a reference with static type flash.net:LocalConnection
Here is the actionscript:
var feedback = ""; var receiving_lc:LocalConnection = new LocalConnection(); receiving_lc.connect("fromClient")
I'm using a library that has a function that returns an instance of some class Engine.
I'd like to tack on some interfaces to Engine, so I subclass it class InterfacedEngine extends Engine implements AwesomeInterface. but when I change the code that uses the classes from this:
var engine:Engine = generateEngine();
to this: var interfacedEngine:InterfacedEngine = generateEngine();
It gives me a runtime error (elision mine):
TypeError: Error #1034: Type Coercion failed: cannot convert ...::Engine@1bc2bf11 to ....InterfacedEngine.
I have to admit I pretty much ran away from Flash when AS2 came along and only used it for animation purposes over the last 5 years.So I'm having a major crash course in AS3 in Flash CS3 and I'm not enjoying it one bit. I'm getting maybe 10mins of finished work per hour as I try to figure out the limits and rules of AS3. Quite often it seems that AS3 simply can't do what I want it to. Anyway: Characterchecks.as is the main class and it loads a bunch of XML into four arrays. The file starts like this:[code]If I trace the value of, say, cc._Categories from the main FLA, it's empty. I'm guessing that the next line of AS in the main FLA doesn't wait for the previously called function to complete? (This may tie in to my next problem)My next step is that I want to display various things based on the data in the array. I have another class, Display.as which will hold all the functions to create the items on display. I thought it would be best for these to be a separate object. I wonder if I'm right?
So I declare an instance of Characterchecks in the main FLA and call it cc, and then run the functions to populate the arrays... Now I create an instance of Display and call it cd. How can I get functions in cd to see the values of the variables in cc? And if the main timeline can't tell that the functions aren't finished filling the arrays, how is cd supposed to know?I might be asking dumb questions, or maybe I'm doing things ***-backwards, I don't know. I'd appreciate any help, I really would. This whole thing has me at the end of my tether... being the most technically advanced person in my circle of co-workers and web design friends means I have no-one to explain why things need to be done a certain way or what the best way is.
I'm creating a little game - The player controls a character that follows the mouse. Pigs run away from the player, and the player has to get them all into a pen. To make the game a little more difficult I'm trying to add an enemy - wolves, that attempt to perform a 'hunt' method every x seconds. This method sends a reference of the wolf instance to Main (my document class) and Main then loops through the pigs on stage to see if there's any nearby. Now as far as I know this works - my problem is I'm unsure how to send the pig instance reference back to the wolf that called the hunt method, so it can then 'target' the pig, and then attempt to pounce on it.
I have a whole bunch of movie clips within a single movie clip. I want to trace exactly which instance-within-instance was selected when the user clicks on the outer movie clip. In other words I need Flash to return the instance name of the Movie Clip I just clicked on.
Quick question. I have been Googling this all morning, but it's either not there, or else written in a way that doesn't register. I am inclined to believe the latter, as this seems like it should be something completely trivial to me. I made a small Flash file using AS 3.0, and this is the first time I've really been able to stick to the OOP way of doing things and not hack together a mix of stuff from the timeline to get around not having everything work in the classes.
So I'd like to keep it that way, but one thing is eluding me: I can't call a method of an instance of another class (than the one I'm calling from) without resorting to "DocumentClass(root).instanceName.method." Intuition tells me there has to be a better way of doing this (like, without having to reference the document class every time I call another class instance's function; and CERTAINLY without having to use the word "root" - that just seems so Flash 5 to me. Does anybody have a better way of doing this that they can share?
I had been working on an application.I have developed swf's (around 5) of all the modules of the application. Now I want to make the main SWF, that would display all the other SWF modules at a pre-decided position on the screen. put together all the SWF module onto a single SWF?
i have an xml file containing the news content for a movie. and i have the as below for loading the news and formatting it to my needs. basically what i want is the movie to only load one entry at a time, and then have a next button to go to the next.
Code: the_xml = new XML(); the_xml.ignoreWhite = true; parseAll = function () { if (fileexists == false) {
I want to use a button to stop just 1 single sound. (Ill have a background track playing, and a voice over on top, and want a button to stop just the voice.) I was able to get an mc with 2 frames inside with 2 buttons and have this code:
on (release) { tellTarget ("../sound") { stopAllSounds(); } } on (release) { nextFrame(); }
That will work but it stops all sounds. Can i stop just the "../sound" portion??
What I want to happen:Everytime I'd hover the mouse on each button, I would like the background animation to run. And have the animation stop on mouseout for each button.I was able to make it on one button via this tutorial: [URL]But this doesn't seem to work with multiple buttons involved.