ActionScript 2.0 :: Creating Arrays In A For Loop?
Jun 15, 2005creating multiple arrays in a for loop? This doesn't work :
for (i=0; i<catNum; i++) {
var arr(i):Array = new Array ()
}
[Code].,...
creating multiple arrays in a for loop? This doesn't work :
for (i=0; i<catNum; i++) {
var arr(i):Array = new Array ()
}
[Code].,...
basically I need a loop within a loop to compare two different arrays in my actionscript3 lottery game. I have attempted the loop but I cannot seem to get it to work ...
[Code]....
So basically within this code check_win is a button. Once the button is clicked it runs the loop. It is meant to take an instance of matches which contains 6 properties and loop until index is greater than matches. According to my output this is happening but the second loop doesn't appear to do anything.
How do i word a for loop to make it loop through multiple arrays?I want 1 for loop to loop through multiple arrays in order to move/alter objects.I want to keep the arrays separate.
ActionScript Code:
characters = new Array();
characters[0] = male;
[code]........
I need to assing two dimensional with random numbers so i just try to do it in a loop, but it can not be done the way I show You below.[code]trying to run that code I just get an error...
View 1 Replieswhat i owuld like to do is ceate flash collections
name:value
name2:vale2
similar to collection in cfml and hash tables in vb.net is this possible or do i have to create multi dimensional arrays?
I am trying to create an array from data in a text file.The text file data is like so:&track1=Paradise Lake&track2=Somewhere Else&track3=Another Placeetc..What I am trying to do is take all tracks and put them into an array so that i can attachmovies to the stage referencing them. So far if I try a:
Code:
trace[myVars.track1]
for instance, it spits out the correct variable into the output window.
[code].....
I have a problem to use each code in for loop. I create 2 Circles in my stage with addChild code. And I gave them function ( mc.x += 2; ) and the time they get to the end of stage I gave the function ( mc.x -= 2; ) but my problem is when one of the circles get to end and wants to move to the right the other circle move with him to the right. and I think the each code in for loop helps me. but I don't Know how to use it in my actions.
my code is:
ActionScript Code:
var mc1:Circle = new Circle();
var mc2:Circle = new Circle();
[code]....
What should I change in this code to use each for loop..?
Is it possible to have a for loop and create a new array for every loop
for
(i=0; i<5; i++){
myArray+i:array=new Array;
}
I know this doesen't work it just illustrates what im after.
I wanted to know if there's a way to add more options to a for loop regarding arrays. Say the current position in the loop is 1 (thats where my block is) then i want it to check the array if current position -1, +1,-3,+3. if any of these are null (thus, empty spot.) Because the block moves across a board i need the script to be adaptable.
View 3 RepliesI'm trying to display strings stored in arrays with a for loop, i could just write out each array like:[code]but it only displays the last one, is there a way to display it from 1-10, or 1-any number?
View 4 RepliesDoing something wrong with this:
I have four arrays holding data:
id_array:Array;
last_name_array:Array;
first_name_array:Array;
condition_array:Array;
I have a for loop with counter set to the number of items in the arrays, with the idea of inserting data from each array into the fields of the following DiffArray. I am getting Error #1009: Cannot access a property or method of a null object reference and I cant see why.
[Code]...
how to use an array to create a back button for something I've made in Flash. I wish it was as easy as making the back button go to the previous slide, but there are several branching scenarios where that scenario won't exactly work. I purchased a membership to Lynda.com in order to try and learn AS3, but the section they have on arrays in AS3 doesn't come close to teaching me what I need to know for this kind of operation.
View 1 RepliesI've got four arrays which I want to use to create objects on the stage.
The first one is what the Object Class is called.
The second one is what I want the instance name to be.
The third and fourth relate to the x and y co-ordinates respectively.
ActionScript Code:
var objectName:Array = [Background, Frame, Up, Down, SideBar, Yellow, Green, Pink, Blue, Titles,
TimeBar, TimeBarSlider, Stop, Play, Pause, ThumbnailOutline, Thumbnail];
var instanceName:Array = [bg, frame, up, down, sideBar, yellow, green, pink, blue, titles,
TimeBar, timeBarSlider, stopBtn, playBtn, PauseBtn, thumbnailOutline, thumbnail];
[Code] .....
The "i" would relate to the parameters for the same object. So, if i = 0, then the Object Class Name would be: 'Background', the instance name would be 'bg', the x position would be '0', and the y position would '0'. What code would I need in the for loop to create this?
I'm currently trying to program a flash game using actionscript 3.0 where users would step on insects. Basically, I added multiple instances of insects movieclip and remove them by using hitTest function. When the mouse_mc. hitTestObject(insect), there were times the insect was not removed.
Here are the errors I encountered:
Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/swapChildren()
at SteppingGame/hitTest()
Error #1009: Cannot access a property or method of a null object reference.
at insectmc/onEnterFrameEvent_SF()
Also, is there anyway I could simply my code like creating multiple arrays of movieclip insectmc?
Here's my as3 code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.ui.Mouse;
import flash.display.Sprite;
[Code] .....
I have two arrays - one for movieclip buttons and one for images. The idea is - rollover a button and it loads it's respective image. I have a loop for the button array that pretty much loads each button and creates a rollover state for it. At the moment it just traces what button the mouse is over. The problem is trying to load the correct image based on that button. The way it is now - it will only load the same image for all the buttons.
Code:
tagPosition = 0;
viciousImgs = new Array("vaI1_mc", "vaI2_mc", "vaI3_mc", "vaI4_mc", "vaI5_mc");
viciousButs = new Array("va1_mc", "va2_mc", "va3_mc", "va4_mc", "va5_mc");
vicious = new Array("vicious_mc", "uTitle_mc", "uTxt_mc", "uButs_mc", viciousImgs, viciousButs);
[code]....
Is there a way to do this somehow?
Code:
var someVariable:int = 3;
for(var i:int = 0; i< someVariable; i++){
var mainArr[i]:Array = new Array();//I get an error if I try this
[Code]....
I get this error when i test my movie: TypeError: Error #1009: Cannot access a property or method of a null object reference.
My code is:
var pieceArr:Array = new Array();
pieceArr[1] = {
piece: MovieClip(wRook1.mc),
[Code].....
I'm extremely new to coding in Flash and facing a tight deadline. What I'm trying to accomplish is to generate a hitTestObject for dynamically named instances being pulled out of arrays.[code]
View 2 Replieshere's my code:
Code: Select allvar arrThumb:Array = new Array();
for(i=1;i<=10;i++){
arrThumb[i] = "thumb_mc"+i;
[code]...
THE CODE ABOVE DOES NOT WORK ,I want to create 10 moveiclips each with unique name, which I can move around or maybe load things into later. At the moment the trace returns 'undefined' so the movieclips aren't even being created.
So im recreating my ear training program with more effective coding so i can add on to it. original i did.
//88 C8
var mp3Req88:URLRequest = new URLRequest("88.mp3");
var mp3_88:Sound = new Sound();
mp3_88.load(mp3Req88);
I basically got 88 sound files (each note of the piano) doing this code 88 times for each sound. with mathamatical equations made my ear training program.
Is there a simpler way to import these sounds in a loop of some sort so i dont have to do this 88x for the piano and however many times for the other instruments i will be including?
thus var i have tried things along the lines of below with failure
var i:int;
for (i = 0; i < 5; i++)
{
var pianoMP3Req+i:URLRequest=new URLRequest("piano/"i+"mp3");
[Code].....
I hope I am clear enough. My data set is populated I have
comment:CommentVO;
comment.replies=[comment:CommentVO,comment:CommentVO,comment:CommentVO];
_comments:Array = [comment:CommentVO,comment:CommentVO,comment:CommentVO]
I've correctly populated my _comments Array and the replies array in my CommentVO Obj.
[Code]...
[code]In my real application, I've actually created a named array with element1 as key...so that I can address it directly by it's name.The problem is that - in my real application - the array2 element doesn't share a name in common with element1 (so I could address it by its name..as just told you,using named array) but with element5.
View 1 RepliesI have a array of categories, for e.g.
var categoryArray = new Array('value1', 'value2', 'value3');
I would like to loop and create new arrays from each of the values in the categoryArray I tried...
for(var i=0;i<=categoryArray.length-1;i++){
this[categoryArray[i]] = new Array();
}
value1[0] = "dsfsdf";
trace(value1[0]);
It doesn't seem to work.
I'm trying to declare arrays inside a for loop, then access them later as if they were declared publicly/globally. This doesn't work:
Code:
playlist = addChild(new MovieClip());
playlist.header = new Array();
for (i=0; i<3; i++) {
playlist.header[i] = playlist.addChild(new MovieClip());
or (j=0; j<6; j++) {
[Code] .....
How would I declare the arrays within the for loop, but still access them later without them becoming undefined?
I am creating a computer game with a save game function which outputs the contents of an array to a shared object, so that users don't loose their place.However, I wish for this to work with multiple users, and realise that to do this I need a new seperate "folder" within the shared object being created for each new users data array.I know it must be something like....
// Define the shared object using a "sublevel" for each users data array...
_root.savegame.sublevel = sharedobject.getLocal("savegame"; "/");
// somehow dynamically change "sublevel" to the contents of the var "currentUser" as defined when the user logs in when the game loads up.
OR...
//Define the shared object but using a variable title for the actual SO...
_root.savegame = sharedobject.getLocal("savegame_currentUser", "/");
//with that "currentUser" being dynamically substituted for the contents of the var "currentUser" which is defined when the User logs in when the game loads up.
so I have writing a function that returns objects on the stage and puts them into an array. and the function works fine until i call the function on more than one object name, meaning if im in the root class, and I call this function on object1 lets say it will add all the object one's from the stage, but if i call it on object2 it will throw an error, which makes some sense, i guess it means that it is not adding it to a unique array, but im not sure how to do that. would it be a good idea to maybe make a multidimensional array? if that is the case would it be too slow?
[Code]...
i am trying to create a loop that will put a list of names from external sources into a number of Arrays .so what i did is :
Code:
for (i=0; i<4; i++) {
this["loadVarsText"+i] = new LoadVars();
this["loadVarsText"+i].onLoad = function(success) {
[code].....
and i dont understand why it is not working, and how can i fix it?
I am trying to create functions using a for loop for my buttons' over and out listeners.I would like to stick to a naming convention but it does not seem to work. I am trying to create 10 buttons with function names like btnOver1, btnOver2, etc...
Code:
for(var i:int=0;i<=9;i++){
function btnOver[i](e:MouseEvent):void{
[code].....
I'm trying to create a for loop to set the color objects outlineColor1...100 to the value defined in variable _root.outlineCol. Everything works fine when I set the color to these objects via 100 lines of code but I'd like to replace them with a for loop of course. I suspect the syntax in the first part of the second line is incorrect but I'm not sure.
for (var i:Number = 1; i <= 100; i++) {
outlineColor[i].setRGB(_root.outlineCol);
trace(i);
}
I need to make new sprites on-the-fly within a for loop, and this code does not work:
Code:
for(var i:int = 0; i<5; i++) {
var this['menuBtn'+i] = new Sprite();
[code].....