ActionScript 2.0 :: Find A List Of Clips Exported In Frame 1
Nov 5, 2009So I wondered if there is some way to retrieve a list of all movieclips that are in the library that have been exported in frame 1.
View 0 RepliesSo I wondered if there is some way to retrieve a list of all movieclips that are in the library that have been exported in frame 1.
View 0 RepliesWhat I want to do is compile an .fla with nothing on the stage but several of the movieclips are set to export on first frame in the properties linkage manager. When the .swf runs, I want to loop through and get the names of all the exported assets so I can place them in an array and manipulate them later.
I want to turn the code over to the art team where all they have to do is attach my .as file for the document class. I will not know what they name their movieclips, yet they are instructed to name them alphabetically according to what order they should appear. (My code is a sort of self contained slide show).
get all MovieClip objects that have been exported for ActionScript from a compiled SWF. It seems like it's something that should be possible, but I've never done/needed to do it until now, and it has me a bit puzzled.I guess I could just export all of the SWFs individually, but I'm looking for a better way to keep track of my items...
View 1 RepliesA Flash movie loads another movie that contains various asserts - movie clips in its library with 'Export for Action Script' settings set.
Is there any way to determine the list of class names of all these exported asserts from within the movie that loads them?
I got these codes on the web, but they're not working. (I'm pretty new to flash).[code]...
View 20 RepliesI've finished a game and now I'm in the process of installing the mochiads preloader. The problem is that all of my exported assets load before the preloader.So I searched around learned that there are a few things that I must do:-Turn off "export on first frame"-Set classes to export on frame 3-Put all of my exported assets in a movieclip on frame 2Now this does shift everything to load on frame 2, except the problem is that all of these assets are now absent from my game for some reason. I get no errors or anything
View 1 RepliesHow can I preload a 'Flash Component' which is being exported to the first frame? Is removing linkages of the component to the first frame the only option?
View 1 RepliesHow can I preload a 'Flash Component' which is being exported to the first frame? Is removing linkages of the component to the first frame the only option?
View 1 RepliesI'm using Flash CS 5. When I look at FLA project tree, I see Use Count column next to a movie clip. How do I find where this movie clip is used?
I'm hoping there is a 'Find usages' or 'Find references' feature since Flash CS knows about usage of a movie clip.
in my program the user can create multible movie clips so i stored them in an array. now the problem is i need to find the ._x of all of them. so i have tried to create a for loop that will go through at a certain amount of times (pending on the number of created movie clips)
Code:
for(z=1;z<=_root.howmany;z++)
trace(array_name[z]._x);
}
it doesn't work?
the array is storing the string of the movie clip
(like; _root.moive1, _root.mave2,etc)
but when i try to access it, it doesn't work? what am i doign wrong and/or what should i do?
How does Flash use Math.sqrt to get the distance between 2 movieclips? In the example the only givens are 2 points along a triangle:
function getDistance(x1:Number,y1:Number,x2:Number,y2:Numbe r):Number {
var dx:Number=x1-x2;
var dy:Number=y1-y2;
return Math.sqrt(dx*dx+dy*dy);
}
dx is the difference between the x coordinates of 2 points/2 mc's
dy is the difference between the y coordinates of the same 2 points
the Math.sqrt is the Pythagorean theorum
If the Pythagorean theorum is a^2+b^2=c^2 for the sides of a triangle how do 2 points achieve the same result if the lengths of the sides aren't given?
I have some List and TileList controls. How can I get a reference to the list item that's currently under the mouse pointer?
View 3 RepliesSome Flash components have the method setStyle(style:String, value:Object). I wonder where/if I can find a list of the styles that are possible to use here? I want to change the background alpha of a TextInput-component, but can't find the style-name for it.
View 1 Repliesxml stuff in action script is so... non-intuitive.. cubersome I can compare it to the xml libs that I used in playground sdk, popcap and other .. tinyxml.. ....
I' m trying to make that simpliest thing for about 2-3 hours.. + reading books.. and still can't do it..
what I want to do is:
<xml>
<Weapons>
<Weapon id="canon" rechargeTime="200" impulse="30">
[Code].....
how do I read the all "Weapon" objects listed inside Weapons.. NOTE: I dont want to use the method.. that returns "Weapon" from all over the xml... cause I probably want to list weapons in other sections for other purposes
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
View 1 RepliesI need to know the best method to find an item inside a list (Vector, Array, Dictionary, whatever is faster) of complex type (extensions of Objects and Sprites). I've used "Needle in Haystack" method, but it seems that it isn't fast enough.
E.g. Suppose that I have a collection of Sprites (a pool, in fact). Each sprite will be added to the stage and perform some action. After that, it will die. I don't want to pay the cost to dispose it (garbage collect) and create another (new) one every time so I'll keep the dead sprites in a collection.
Sometimes times I'll call a method that will add a sprite to the stage. This sprite can be a old one, if it is already dead, or a new one, if the pool don't have any free sprite.
One of the scenarios that pushed me to this question was a Particle System. A "head" particle leaving a "trail" of particles every frame and exploding into a flashy multitude of particles... Every frame...
Some times this counts up to 50.000 PNGs with motion, rotation, alpha, event dispatching, scale, etc... But, this is JUST ONE scenario...
At the moment I'm trying to use a Object Pool with a Linked List... Hopes that it will be faster that running a whole Array/Vector or create new instances every frame an let them dye with Garbage Collection.
I have the following code...
[Code]....
The point of this code is to be able to search through previously duplicated movie clips to find the one that I am trying to access.... it doesn't seem to be working even though I have a similar routine that does seem to work. Anyone know of a better way to access/traverse the available movie clips to find the one I want?
I'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){
_root.gotoAndStop(1);
}
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
on(release){
_*movie_clip_name*.gotoAndStop(1);
}
In a spark list I could use the change event to find out which item has been selected or deselected. The dispatched IndexChangeEvent object has the properties newIndex and oldIndex holding this information.
But with multiple selection allowed this doesn't work anymore because newIndex and oldIndex could refer to indices of still selected elements.
A solution would be to copy the selectedIndices vector to another variable and compare this variable with selectedIndices after a change in selection, but this seems to be somewhat complex.
Does anyone know if there is an easy way two get the index/item a user is deselecting while other elements are still selected?
im trying to get a button to move a list of movie clips up and down how would u go about this
e.g
i have a button at the top of the stage and a button at the bottom and when the top one is clicked it moves up one movie clip till last one is hit. and if the bottom one is hit it moves down one until it hits the last one
I need to know the best method to find an item inside a list (Vector, Array, Dictionary, whatever is faster) of complex type (extensions of Objects and Sprites).I've used "Needle in Haystack" method, but it seems that it isn't fast enough.
E.g.Suppose that I have a collection of Sprites (a pool, in fact).Each sprite will be added to the stage and perform some action. After that, it will die.I don't want to pay the cost to dispose it (garbage collect) and create another (new) one every time so I'll keep the dead sprites in a collection.
Sometimes times I'll call a method that will add a sprite to the stage.This sprite can be a old one, if it is already dead, or a new one, if the pool don't have any free sprite.
One of the scenarios that pushed me to this question was a Particle System.A "head" particle leaving a "trail" of particles every frame and exploding into a flashy multitude of particles... Every frame...Some times this counts up to 50.000 PNGs with motion, rotation, alpha, event dispatching, scale, etc...But, this is JUST ONE scenario...At the moment I'm trying to use a Object Pool with a Linked List...Hopes that it will be faster that running a whole Array/Vector or create new instances every frame an let them dye with Garbage Collection.
I have prepared a simplified test case for my question. It will run instantly in your Flash Builder if you put the 2 files below into a project.I'm trying to display a List of strings and a confirmation checkbox in a popup:In the real application I dispatch a custom event with the string selected in the list, but in the test code below I just call trace(str);My problem: if I use click event, then the window closes, even if I click at a scrollbar (the !str check below doesn'twhen an item had been selected in previous use). And if I use change event, then the window doesn't close, when I click on the same item as the last time.riting a custom item renderer and having a click event handler for each item seems to be overkill for this case, because I have strings in the list.Test.mxml: (please click myBtn few times - to see my problems with click and change)
<?xml version="1.0" encoding="utf-8"?>
<s:Application
xmlns:fx="http://ns.adobe.com/mxml/2009"
[code]........
how can I tell where a symbol is used? I mean, is there a list of instances that it is used, or a list of movie clips that use it?
View 3 RepliesI wanna list movie klips per 10 px along x coordinate
[Code]...
[URL] -heres a intresting portfolio site at the bottum they have 3 columns i want to do they same thing where they select from the first list they select from the secong list then the description shows up and loads a swfs which of these two methods would be easier to use
1.use a array or list
2. use movie clips
I've taken a few Flash classes, but this is the first I've really been exposed to hard coding things into the stage area.
I'm working on a game, and I need to have the game randomly choose one of four movie clips to add to the stage after a given event. (ex: Mouse click)
The four movie clips are BoostUp, BoostDown, BoostLeft, and BoostRight.
On my main timeline, I have a "Background" graphic object with some control buttons, on the main timeline there may (or may not) be a few other movie clips playing at any given point.
I want the pause button (in the Background object) to figure out what all movie clips are playing from the _root down, and stop them all. I am currently doing this by putting in the code: mc1.stop(); mc2.stop(); mc3.stop(); etc...
I want to trace the name of the movie clips(with instance name as mc1,mc2,...,mc5) when I click the images in the Tile List. What I want is that when I click image 4 in the Tile List, output should be "mc4". I'm trying the following code but I'm not getting the correct output.
import flash.events.MouseEvent;import flash.events.Event;import fl.data.DataProvider;import flash.display.*;import fl.controls.TileList;
var aThumbs:Array = new Array(mc1,mc2,mc3,mc4,mc5);
[code].....
I have a difficult question to explain. I have a class file that loads an external XML file, parses the main nodes into an array, then creates a movie clip instance for each of the main nodes and creates text fields inside of the movie clip instance based on the child nodes in the XML.
Each movie clip instance that is added dynamically has a movie clip embedded in it that acts as a tab. I update the dynamic text of this embedded movie clip based on the name of each main XML node.
Now where I am getting stuck is that I have attached an event listener to each tab movie clip that is inside of each dynamically created movie clip. What I want to do is when the user clicks this tab have that movie clip move to the top of the display list on top of all the other dynamically created movie clips. My problem is that I don't know how to get the references correct.
When I create the movie clips dynamically I store the objects in an array. The problem appears to be that the event is fired for a movie clip inside of the dynamic movie clip so I don't know how to reference the parent movie clip. Maybe it is something else but I don't know how to make reference to the main movie clips that I want to swap.
I hope that makes sense. My main question is how do I use the swapChildren or setChild functions when the movie clip clicked is located within the movie clip I want to change in the display list as well as the fact that this movie clip was created dynamically.
[Code].....
I have three buttons, btn_1,btn_2,btn_3, and two movie clips, image_1,image_2. The names listed btn_1,btn_2,btn_3, image_1,image_2. are all instance names. All buttons and movie clips are on their own layer in a single frame on the main time line. the movie clips have a stop action on the first and last frame, with a frame label, on the first frame in the sub time line. For image_1 the frame label is image_1_1 and for image_2 the frame label is image_2_1.
I would like btn_1 and btn_2 to control the movie clips, image_1,image_2. Either button should be able to close the other buttons movie clip and play it's own movie clip. Also i am trying to make the movie clips themselves have the ability to be closed by clicking on the movie clip image area that is playing. Both movie clips when not playing hide behind the appropriate button with an alfa of 0.
When playing they expand to the middle of the window and are at 100% alfa, using a tween. The third button, btn_3 should only be visible when one or the other movie clisp are playing. btn_3 dose nothing else but this for now. As of now, my movies continuously loop and btn_3 is always visible. I can't seem to figure this out. my code for this action is:
[Code]...