ActionScript 2.0 :: Remove Zeros (0) From A Value?
Jul 22, 2010
Is it possible to remove zeros from the end of a value? For example, i have an output value of 2200 kb but i want it to convert to 2.2 mb. Can this be done using actionscript 2.0?
Also, how could i check the value of the number and display the correct symbol?
I'm trying to find a way to manipulate an array; well, two, actually, but I suspect one solution will fix both.
I have an comma-seperated string of numbers pulled from an xml file, that correspond to the correct answers in a multiple-choice exam app I'm working on. The numbers will always appear low to high, but there could be any number of them up to a maximum of 10, for example:
1,3,5 2,3,5,7,8 1,2,8,9,10
I've seperated the list out into an array, but what I'm eventually going to need to do is to compare this array with another array containing the user's answers. The array of their answers won't necessarily have the same number of values as the array of correct answers.
So, I'm thinking one way round this would be to add zeros in between the numbers in each array, so that they will both have the same number of values. To re-write the example arrays above, these would be manipulated to:
1,0,3,0,5,0,0 (for 7 possible answers) 0,2,3,0,5,0,7,8,0 (for 9 possible answers) 1,2,0,0,0,0,0,8,9,10 (for 10 possible answers)
I can then follow the same process for the array of user's answers (which could be almost anything, but will be limited to the maximum number of responses, i.e. 7 for the first array in the above list), and then run a function to compare the two arrays, which will, after adding the zeros, have the same number of values.
I've made several attempts at this, but keep getting tangled up in loops and if statements... I'm not exactly an Actionscript ninja, as you may have guessed by now!
how I can approach the above, or know of an existing script that will do what I'm after?
How to fix date to retrieve minutes/hours with zeros ? E.g. it's 05:09 AM > trace(_date.getHours()+":"+_date.getMinutes()); //5:9 But I want 05:09 instead of 5:9 - so how to add zeros? var _date = new Date(); _min = _date.getMinutes(); //fix date: var _str:String = _min.toFixed(1); _min = Number(_str); trace(_date.getHours()+":"+_date.getMinutes()); = 5:9 ....
Currently I have to use two different text fields to display 10000 due to the different font sizes.
The 10 is a larger font and the 000 is a smaller font. When I assign '0 'to the dynamic text fields of the smaller font I get just that a '0' not a '000' which is what I want.
Question:
Is there an easy way to display leading zeros in a dynamic text field? Or can a dynamic text field have different character positions displayed in different font sizes? or both?
I'm modifying someone's old AS 2 Flash application and I need to pass numeric data in as a string OR have a properly formatted USD currency string in the end.
Currently, I might pass something like Data1=$34,000.00&Data2=$12,344.18&etc...
in via FlashVars. Assuming I show Data1 in a dynamic input field, I'd get something like "$34,0"
I'm not too concerned whether this is a super clean, proper solution or a functional hack-like solution with this application. It's needed, but only for a short time.
I have an input text field that is named in the properties box as 'numberOfKids'. When the program is executed, and a delete or backspace is pressed the input textfield goes blank and any calculations that use 'numberOfKids' shows NaN.I have trapped the NaN and undefined so that a numeric 0 shows up instead of a blank.
First problem: The cursor is to the left of the zero, so the first number inputted by the user is 10x larger than what they want. 0 becomes 10. How do I get the cursor to move to the right of the 0?
Second Problem: When I manually move the cursor to the right of the 0 and input a number, say 4, it shows up as 04. How do I delete the leading numeric zero in the input textfield?
Here's the code I am using:
calculateChildWeight = function () { if (isNaN(numberOfKids)) { numberOfKids = 0; } if ((numberOfKids) == undefined) { numberOfKids = 0; } if (numberOfKids>=0 && numberOfKids<=137) { numberOfKids = numberOfKids; } else { numberOfKids = 0; } if (isNaN(adjustedChildWeight)) { adjustedChildWeight = 0; } if ((adjustedChildWeight)=undefined) { adjustedChildWeight = 0; } adjustedChildWeight = Number(numberOfKids*(-100)); //numberOfKids.setSelection(numberOfKids.length, numberOfKids.length); //if (numberOfKids.length=2 && numberOfKids<10) { // remove the first character or leading zero// numberOfKids = numberOfKids;// }};
I'm making a game for children where they have to pay money by dragging it on a square. It al works wel only when i pick the first coin of one euro without going over the coin of 2 euro and then pick up a 2 euro coin the one euro disappears. after then it all works fine.i cant remove my duplicate euro's from the stage when i clic on pay here is my code for the euro's the euro's are in a emty movieclip
In flash AS3 Do I need remove childs, if I remove the parent itseft? If I remove childs first, then remove the parent object afterall OR If I just remove parent object Will flash take same memory?
Just wondered if I remove a parent movieclip and then set it to null, will it remove all the child movieclips within it from the Display list and also from memory, or do I need to iterate through the parent movieclip removing all its children before removing the parent?
So I am still pretty new to AS3 and I am trying to put together a site. I have most of the functions working properly except one and this is the issue. I have a main SWF and inside this SWF i have a button, that when clicked, loads a image gallery SWF. The problem I am having is inside that gallery swf is a close button and when i click the close button to remove the swf, it doesnt work. I have looked through several forums without success. Does anyone know how to remove or close out a SWF with in a SWF? here is the code I am currently using in the gallery swf to close it out.[code]...
I want to remove an swf once a second page has been added .here is the website design
> a preloader loads my main menu , on the main timeline of my preloader.swf I create a new loader (loader1) and tell it load the URLRequest "menu.swf"
> The menu.swf loads, on menu.swf main timeline I create a click function (instantiates once a button has been clicked) that loads my second loader (loader2) and this loads the URLRequest "cast.swf"
I want cast.swf to replace menu.swf and remove it entirely but I cant figure out how to do it,here is what I have tried inside the click function of menu.swf(is this possible? can you write code to remove an swf if you are actually inside that swf's main timeline? )
removeChildAt(0); ( this only removes the bottom layer of the menu.swf)
removeChild(MovieClip(root).loader1); inside the click function ( this does not remove the menu.swf )
Let's say I have a global SoundChannel object, and inside a function I am repeatedly creating new instances of the Sound object to play songs one after the other. Each time I do this, I need to add a new eventListener to the SoundChannel to call the function 'onSoundComplete' that will load the next song on completion.Coming from a strict C++ programming background, I often wonder if it's necessary to do some kind of cleanup in Flash, or if it handles it automagically.Here's example code that specifically removes the eventListener from the previous Sound object everytime a new one is created, but I don't want to be doing this if it isn't necessary:
Code: // Setup sound object buffer var slc:SoundLoaderContext = new SoundLoaderContext(3000);
I have images loading from an array. A slideshow. This works fine, but they pile on top of each other. I cannot figure out how to remove them. what's the simplest way to remove them? How do I say - if pic1 is loaded, before loading pic2, remove pic1?
Code:
var aPics:Array=new Array("pic1.jpg","pic2.jpg","pic3.jpg","pic4.jpg","pic5.jpg"); var threeSeconds:Timer=new Timer(3000,aPics.length); threeSeconds.start();
I was trying to integrate two game flash files that I created, by combining them into one file (on one timeline), but was having issues with making my timer stop. As the lesser of two evils (or so I thought) I decided to load one of the games into the other file on a particular button click as an external .swf. This solved the timing issue, but now I don't know how to get rid of the .swf once im done playing it and ready to move on with the original game! I need some buttoncode (AS2) to remove .swf on button click.
Button code to load .swf looks like this... on (release){ LoadMovieNum("racing_part1_me.swf",2) _level2.gotoAndPlay(25); if (_level2.variable=="yes") { _level2.play(); }}
I have a Main.as tied to the root stage.Inside the Main.as I create a MC called subClass.as Inside that subClass movieclip I have another movieClip called subsubClass.as by going this.addChild(subsubClass).now how do I remove subsubclass?
flash and am trying to create a vending machine game but I seem to have come unstuck. The coin_slot that I have added doesn't seem to remove from the stage after frame3. I have included colour to the the event triggers to allow me to see what is happening at the moment the coin_slot image that I add does seem to remove from the stae but there still seems to be something hidden within the stage. This is still in really rough stage of development I just need to figure out the code at the moment.
I have a site that I am working on and I want to add a gallery behind a password. So far I have the password working and the gallery loads but the gallery loads on top of the swf where you input the password. I want that "password" swf to be removed when the new gallery is loaded. I tried to find some code for this but I can't get it to work so I commented it out. I have pasted the code in that swf below.
I am pasting the link. The gallery in question is behind the "Wholesale button" So click on "Wholesale" and then the password is "TEST"
[URL]
Code: verify_mc.addEventListener(MouseEvent.CLICK, verifyPass); // Define your loader // This will handle all loading of swfs
adding all the bricks of another movie clip into an array in my controlling mc (GameScreen). Except, when I try to remove them from the display list by accessing them from their array, I get
Quote:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller at flash.display:isplayObjectContainer/removeChild()...and so on
I'm guessing it's something to do with adding another movie clip's children into an array in a movieclip that isn't the stored clips' direct parent, but it's parent's parent.
Code: private function checkBrickHit():void{ for(var i:int=0;i<brickArray.length;i++){
On the click of a button I am having a movie clip load onto the stage from the library using the _root.attachMovieClip command and that part of my code is working perfectly.I have a close button embeded into the movieclip being loaded in but I am unable to get it to remove the movieclip from the stage when the close button is clicked. The close button has to be inside the loading movie clip so it doesn't interfere with other items on the stage which is why i'm not using _visible to show and hide the menu.
I have a big problem, I cant remove my mouselistener via ouse.removeListener(mouseListener)I have build an mc that is tweened for on and off.Inside the mc there is the mainscript:
var mouseListener:Object = new Object(); mouseListener.onMouseWheel = function(wheelMotion) { if ((dragger._y >= y + bar._height - dragger._height && wheelMotion == -3) || (dragger._y
I am trying to reinstall Flash in Creative Suite 3 after trialing CS4. (CS3 Flash had some DLL issues and had to be uninstalled since it wasn't working) I have uninstalled CS4 but when I go to install CS3 I get this error "insert Adobe Fireworkd CS4 to continue installation" Now, I did trial fireworks but removed it a while ago, so it appears that there are some remnant files. I ran a CS4 cleaner script from Adobe but it shows that there are no CS4 files that need to be cleaned.