ActionScript 2.0 :: Using Variables As Instance Names Not Working?
Nov 21, 2010So, I have:
function respawn(enemyid){
clearInterval(respawnTimer);
enemyname = "enemy" + enemyid;
[code]......
So, I have:
function respawn(enemyid){
clearInterval(respawnTimer);
enemyname = "enemy" + enemyid;
[code]......
There's a way to get the instance name of objects/symbols for variables and use this in actions and/or functions?
View 4 RepliesSo, I have something like..
Code:
select = ("block" + number);
trace(select._currentframe);
number++;
This is because I have 5 movieclips named block1, block2, etc. However, it returns undefined. When I directly state the instance name, like:
Code:
trace(block1._currentframe);
It works. How do I use variables as instance names?
I have created movie clips using loops that names them box1, box2, box3.... via = i + 1;duplicateMovieClip (_root.box, "box" + i, i);but i then want to edit a textbox which is rooted inside each movie but related to the movieclip just produced. so if box1 had just been produced then:box1.textbox.text = " E cell = +j+"V";is done so effectively i am looking to do: box+i.textbox.text = " E cell = "+j+"V";
View 2 RepliesI am using the tween class to change the alpha value of a MC upon rollOver and rollOut. To refine the effect, I assigned a variable to the MC's alpha value so if the mouse moves off the MC before it has reached 100% alpha, it wont start immediatly fading from 100%, but from the value it had reached before the user stopped the rollOver action. Unfortunately, when I leave my mouse over the MC until it goes to 100%, and then I wait a second or two, the alpha snaps back to 50% (the starting alpha value).I can't figure out why this keeps happening, but I have run into it with other projects and I surmise it is the way I am using the tween class. Below is the code I used to make this happen.To see the problem, here is a link to the compiled file:
// image 1 Set 2
groupA.group2.image1.onRelease = function() {
loadMovie("main_resized/1.jpg", pictureHolder);
[code]......
here is the code
Code:
import flash.events.MouseEvent;
import flash.display.SimpleButton;[CODE].....
basically, what this is is a map with hotspots. Its starts off with a rotating movie that is just three maps fading into each other. Clicking on it brings up another map with the hotspots. This is working how I want it to. Now the problem comes when I try to get the "hotspots" to work. What I did was create a series of red dots of the "dot" instance. Their instance names are at the bottom of the code in the commented section. When I mouse over one of these dots (which are buttons, btw) I want the mouse-over function to be called so that it jumps the the frame I want (again, the commented out section kind of gives an idea of how i want to do this). The two biggest things I need are thus: I need to add another parameter to the mouse_over function that takes a number. This number will be the frame I want to go to i.e. the parameter of gotoAndStop(x); The second this I cant figure out how to attach this to the "dot" buttons. I think it has something to do with the getChildByName thing, but I dont know how to implement it.
I started a thread about a reference to a symbol House, in the output window, which was: House_1. A lot of people said some useful things about that. All day I've been thinking about it, and I came to the conclusion that I don't understand things, at a very basic level.
Consider:I make a movieclip which I give the Symbol name Drawer. (I don't export it for AcitonScript.)On the stage I manually place two instances of this Symbol. The first one I give the Instance Name drawer (in the properties panel). The second one I leave nameless.Now if I trace the names of both these clips, by
trace(this.getChildAt(0).name);
trace(this.getChildAt(1).name);
the output window gives me
drawer
instance2
Now I know that the so-called "instance name" which I gave in the Properties Panel (drawer) is, in reality, a variable name which Flash gives my first instance behind the scenes. And instance2 is a name that Flash gives my second instance. What exactly the nature of that name is, I do not know.My point is: both names (drawer and instance2) are the .name property of these movieclips. Otherwise I could not have traced them through asking for the .name property, in the above. Yet only the first of these two can be manipulated:
drawer.x can be set;
instance2.x can (as we know) not be set.
But...why? What is the real difference between these two kinds of names? How can they both be the .name property of their underlying movieclip, yet be of such a different nature? What IS the nature of the instance2 name? If it's a String, how come the .name property of one movieclip can be a variable name, while the .name property of another (but identical) movieclip is a String?
I've searched every bit of web page on the net I could find. But it looks as if nobody addresses this issue. We all just work with it - but it makes no bloody sense. A name property = a name property, you'd think. Whether Flash set it or I set it should not make a difference. The x property of a clip, for example, does not change in nature according to who set it - me or Flash.So, again, just to emphasize the problem: how can a property (the name property) of a movieclip change in NATURE depending on who set it? After it's been set, shouldn't the name property of a clip be of exactly the same nature as the name property of another clip?
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:
[Code]....
I have a grid 8 columns, 3 rows.I used instance names such as 1-1, 1-2, 2-1, 2-2, ect to easily identify each cell. I can call the movieclips within them without a problem by doing this["1-1"].gotoAndPlay(1); but how do I go about calling them when I can't use "this"? "1-1".gotoAndPlay(1); does not work.
View 2 RepliesIn the first frame I have 60 buttons with each having a actionscript in it using the instance name "A1". What I need to know is how can I REPLACE the instance name from A1 to B1 in 60 buttons in my NEXT FREAME?
Is there an easy way to do it rather than typing one by one?? I used the "FIND AND REPLACE" option but it replaces A1 to B1 in both the frames. I need to alter the instance name only in the second frame. How can I do it?
I have two buttons, they're both movie clips, and have identical code except for their names. When I place one of each on the stage and give them instance names, they come up output:
[Code]...
How to write the following AS codes using VAR instead of instance names?
my_Input_Txt.onChanged = function() { _root.my_Dyn_Txt5.text = my_Input_Txt.text;_root.my_Dyn_Txt6.text = my_Input_Txt.text;};
_root.my_Dyn_Txt5._visible = false_root.my_Dyn_Txt6._visible = false_root.MDT1._visible =
[code]....
I get the error "Access of undefined property menu_bar" when menu_bar is an instance name directly on the main timeline. I'm not sure how I would call it in the other class. It also isn't exported for actionscript is that the problem?
I have it imported to my document class as:
var mouseClicks:MouseClicks = new MouseClicks();
addChild(mouseClicks);
Then the class looks like this:
Code:
package{
import flash.display.MovieClip;
import flash.events.*;
[Code]....
I know I've read something about this here before but I can't find it, so for Mr. Thicky here, I have dragged some buttons on my stage - each one is actually an instance of the same movieclip. In the IDE, I have given them instance names like 'myButton1', 'myButton2' etc. I've then grouped all these buttons together into a single container movieclip called 'buttonHolder'. Now, in my code, I am trying to retrieve the instance name of the button I have clicked on:
[Code].....
I have 100+ of the same movieclips on the stage at the same time, all positioned differently.i'm getting really tired of clicking on one of them, then clicking in the instance name box then typing "i65", then clicking on one of them, then clicking in the instance name box then typing "i66"...
is there anyway flash can fill this information in for you? or a plugin anyone's heard of? this isn't really an actionscript question, I'm not so fussed about selecting the different movieclips based on getChildAt or any of that stuff, I'd just really like a faster way of assigning instance names.
I have a 4x4 set of square buttons that I need to give instance names to. They will be named 'btn_1' thru 'btn_16'. Is there any shortcut to assigning the names or do I have to go through 16 times clicking on the button and clicking down to the 'instance name' text box?
View 2 RepliesI am working on making a photo flip animation between 5-7 photos but i have to duplicate this 70 different times. So what i have done is made a scene for each set of 5-7 photos, they are externally being pulled in through an AS3 script to prevent a large .swf file from happening with all those photos. The problem i am running into so that i cant seem to run a find and replace search to replace the instance name values.
View 1 Repliesiv got these buttons animated using the inbuilt tween function and am coding them like this:
function navOver(e:MouseEvent):void {
var page = MovieClip(e.currentTarget).buttonThumb;
var myTween16:Tween = new Tween(page, "y", Regular.easeOut,
0, -25, 0.35, true);
[code]....
MovieClip(e.currentTarget).instanceName returns undefined neather of which are the instance name.i cant hardcode the function because its used on lots of different mcs throughtout the flash file
I am trying to get the instance name that i gave to a dynamically created movieclip the movieclip was created using var zebra_mc:Zebra = new Zebra(); //creating a new instance of the zebra class The movieclip was then added to the stage using a for loop, as it was contained in an array. Each time a movieclip is added to the stage it is then added to another array (existingObjects) I then need to iterate through this array and pull out each objects names. I have tried using existingObjects[i].name, which returns "instance140" and existingObjects[i].toString, which returns functionFunction(){}, very useful. and existingObjects[i] which just returns the object.
View 2 RepliesI know its possible to hit test From something without an instance name if you have it in a seperate .as file. All you have to do is type in this.hitTest(InstanceName);
But, Is it possible to do a hit test from something without an instance name against something else that doesn't have an instance name?[code]...
I know you can store instance names in an array and call on the array values to reference the instance names in it.I was wondering if there is any way I can take an instance name, feed it directly into a function and use the name of the function variable/array/whatever to affect the object instance of whatever I name.
if it's an array of instance names, what is it actually an array of? Also, is there any way to hold and reference an instance name in a single value? sidenote: this doesnt have much to do with my question, but can arrays be fed directly into the header of a function?
I have a Flash CS4 FLA throwing the following error when I hit Ctrl+Enter to test the movie: WARNING: Multiple 3D objects on the same frame have the same instance name. 3D instance names must be unique. All but one of the instances will be renamed during export. On my layers, I can't see any duplicate instance names, and Flash doesn't give me ANY indication as to which names are causing the problem. I know it's to do with two layers making use of 3D Tween. When I hide them, the problem goes. I've even tried removing and replacing the Symbols. First of all, I have to have the objects on those layers Tween in 3D, and I have to give them instance names as I refer to them from ActionScript code.
View 2 RepliesI have a series of movieclips which I want to use as buttons.The instance names of the clips are as follows: "ms1", "ms2", "ms3" and so on...I want to put frame actions on these buttons, so that when the mouse rolls over on them, the button movie clip changes frame. I created an array to store instance names and then referred to it for actions, but the problem is that although my buttons do work, but when I roll over them, the button doesn't move to its next frame.
Here is my code:
ActionScript Code:
var men:Array=new Array();
[code]......
I haven't seen much to explanation of this in any Flash documentation,but maybe someone knows more about this. Initially I was trying tofix a buggy application. The app is fixed now, but I'm still curious.I have an app that defines some object instances (buttons and movie clips)in various frames and on various levels of a timeline. For any object thatneeds to be manipulated by AS, I give it an instance name. However, there's no safeguard against giving several instances the samename. So, I experimented with giving two buttons, on differentlayers and different frames, the same instance name ("playbtn"). Then I defined an event handler:
playbtn.onRelease = function () {
gotoAndPlay(1);
}
[code]....
im trying to use a function in a timeline to identify a symbol and do some stuff with it.
on the movie clip
onClipEvent (load) {
_root.test(_name);
}
[Code]....
i've tried some different things, such as eval, but can't get anything to work.
I am working with a number of movieclips and I was wondering if there was an easy method using actionscript to assign them instance names instead of doing it manually for each movieclip.
View 8 RepliesI have some movieclips on stage each with an instance name like this: 101, 102,103,104.. etc.When I click one of them, it's istance name is added in an array:[code]I've got a button on stage too and I want when this button is clicked to change the Y of all the selected movieclips:[code]
View 6 RepliesIve made a FLA that has 360 frames.. on each frame there are 5 instances of a movie clip, each of which ive had to painstakingly position and adjust the perspective of with the 3d tool to make them look like they rotate with the clip. Each of the 5 instances on the stage have different instance names (screen1_mc - screen5_mc).My problem is, after all that frame by frame positioning, ive gone to render out the SWF and its telling me that there are "Multiple 3D objects on the same frame have the same instance name. 3D instance names must be unique. All but one of the instances will be renamed during export."
Soo frustrating. I must have either hit ctrl+v twice on one of my frames or perhaps not renamed the instance after pasting it.. but i cant figure out which frame the problem is happening on. Im really hesitant to have to go through all 360 frames clicking on all 5 of the instances to see which frame is causing the issue.Can anyone think of a programmatical way to figure out which frame has the duplicate instance on it?I was thinking about using an enter frame event to loop through tracing out the frame number, then somehow trace out the instance names and the number of instances of screen_mc that appear on each frame to see which frame has the instance thats been automatically renamed by flash?
I have a bunch of buttons on stage, and i want to place all of those buttons names in an array so i can assign an event listener to them easier. What i have is:
Code:
var btnArray = new Array["btn1","btn2","btn3","etc...."];
for(var c=0; c<btnArray.length; c++)
{
btnArray[c].addEventListener(MouseEvent.MOUSE_OVER, doSomething);
}
But that isnt working.
This should be simple but I can't come up with or find the answer anywhere. All I want to do is create a series of Arrays with instance names generated on the fly. I then want to reference these later. I have a "for" loop with a variable "count" that I want to add to a base name of rowArray and use the result to create an Array. I would think that it would look something like this:
[Code]...