First of all , how can i change that "stub1.swf" to change its value like stub1.swf, stub2.swf stub3.swf etc. Also, it doesnt seem to create multiple movieclips; it only makes the one.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I have the following XML. Currently it is only pulling one event item from xml data source. I would like to add the ability to pull multiple events listed on the same day.
XML structure: <year value="2005"> <month value="10"> <day value="20"> <label>Test</label> .....
Code that I am modifying: _root.dayNode_xml=monthNode_xml.firstChild; _root.dayNode_xml=setDay(_root.dayNode_xml,1,"squa re1");
Researching I found this code and I'm pretty sure formatted correctly this is the answer to my issues: if (topLevel != null) { for (i = 0; i <= topLevel.childNodes.length; i++) { if (topLevel.childNodes[i].nodeName == "mp3file") { var track = topLevel.childNodes[i].attributes["track"];
is there a way to view all of the hit spots with in the project at the same time? I have multiple hit spots attached to various buttons and it would be ideal to view them all at the same time to ensure I am not overlapping.
I simply want to be able to access 3 already created, but not yet added movieclips using a loop. I've tried a few code combination but can't figure out the syntax.[code]
there is something i just dont get regarding motion with multiple movieclips (from a for loop). I have tried many different approaches, and every time there is either all the clips move in the same direction, other times they only move one direction, other times when i get individual motion for each object they dont move smooth, and seems more too move very slowly across the scene but rapidly back and forth in a small area. I dont have any specific code to show, but does anyone have tips or a place to direct me, cause i dont understand the logic of it, however i want to understand.
i'm having a problem with a for loop. The problem is that it doesn't create multiple movieclips with an unique instance, i think it copies over itself.
for( var i = 1, x = -20; i < 4; i++){ if(this['plaatje' +i] != undefined){ _root.again.createEmptyMovieClip("image", i);
Everytime I press a movieClip, i -1(on the output window) should be equal to the number of the movieClip (ex: myClip17, when pressed, should produce in the output window a value of 17 for i-1). Please copy paste this code to a flash document and you'll see what I mean (please don't forget that you have to have linkage in the library for a movieClip symbol that you have to create - it's a circle only with stroke that has w=15 h=15). Every time I click on a number it should appear a circle on it. If the circle is already there it should disappear. But that's not the case. Somehow every movieClip has the order to attach one of the instances of movieclip marca_mc to myClip31.
Basically I have 5 movieclips I want positioned around the stage. So I figure the best way to this is with a for loop. However the way I've coded it doesn't appear to add new movieclips and seems to just move the first movieclip 5 times and it always ends up with an x of 169. Here's my code:
Code: for (i=0; i<5; i++){ var barName:MovieClip = _root.game.attachMovie("butSquare","r1wBar"+i,_root.getNextHighestDepth());
i'm having a problem with a for loop. The problem is that it doesn't create multiple movieclips with an unique instance, i think it copies over itself.
for( var i = 1, x = -20; i < 4; i++){ if(this['plaatje' +i] != undefined){ _root.again.createEmptyMovieClip("image", i); this._root.again.image += _root.again["image" +i];
The problem is: everytime I press a movieClip, i -1(on the output window) should be equal to the number of the movieClip (ex: myClip17, when pressed, should produce in the output window a value of 17 for i-1).Please copy paste this code to a flash document and you'll see what I mean (please don't forget that you have to have linkage in the library for a movieClip symbol that you have to create - it's a circle only with stroke that has w=15 h=15).Every time I click on a number it shouldappear a circle on him. If the circle is already there it should disappear. But that's not the case. Somehow every movieClip has the order to attach one of the instances of movieclip marca_mc to myClip31.
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
I'm trying to make a point and click game for the fun of it. I'm having troubble with the .onPress function. I've made an array of movieclips, and I want to go through them in a loop, and make an onPress function for each of them. What I am trying to do with the code below is to make the debugText tell me what movieclip I pressed:
I've got a function to load multiple MovieClips on different rollovers.[code]But this way I can't dynamically change the movieclip instance when I call the function multiple times.
Is there a way I could use an externally loaded image in multiple movieclips? I load the image using the Loader class but how can I copy it over to some other clips?
Is there a way I could use an externally loaded image in multiple movieclips? I load the image using the Loader class but how can I copy it over to some other clips?
i want to create and manage 2 movieclips inside a single class. i just wrote a simple setup for this and i ran into a problem:i create 2 movieclips and want them to be displayed on stage.but only the second movieclip is actually displayed and the first one is just not visible. when i switch the order in which the movieclips are created i see the one being created last. so i totally dont know what to do here. since i am very new to flash i might be missing out on something obvious.here is my class:
Is there a way to load multiple images with a loop and an array... i mean without using xml as said all forums that i've already read... i have 15 images and i want to know if it's possible to load all of them without a loader and a URLRequest for each one... there is the position problem too.[code]...
I am trying to load multiple images by iterating through a for loop. For each image I instantiate a loader and send a loader request. I want to stop the iteration of the loop and cancel all loader requests sent, in case a user navigates out of the screen. How can I do this?
I'm using AS3. I have multiple swf files to load in an array, and then play them from a master swf file. I've found scripts that can do that, but I can't find one to continuously loop through the swf files. I need a script that can load multiple swf files, then loop through them all. This is for a tradeshow display that needs to run all day. They are large files, so memory is a concern.
i'm trying to load a bunch of swfs and attach them to a movieclip from the library which is then placed on stage.I'm able to do it, but for some reason only the last swf in my name is being added into my clip (from the library).Would anyone have any thoughts as to why this is happening?
ActionScript Code: var swfNames:Array = new Array("1.swf","2.swf","3.swf","4.swf"); var l:Loader = new Loader();
I am working on a new project involving displaying and playing different movie clips depending on choices made by the user. What is the best aproach for this sort of thing, ie addChild/removeChild or visibility or whatever?
I am trying to create a menu using a for loop. I got the loop working at the data to display, but after the 3rd button I want to put the other 3 buttons to the right of the first three, if that makes sense.Right now the first 3 displays, and the last 3 are moved over where they need to be, but it's still below the 3rd one, how do I get the 4th item to line up with the 1st time on the x axis?Here is that code I am using.
var mc:MovieClip; var yCount:Number = 0; for (var i:int=0; i<navigation.length; i++)
I'm trying to create a container movie clip, then inside that, create several other movieclips with an image in each and display them with an offset x.It does the offsetting but only displays the last one at the last x.When i dont put the clips in a container it works fine. but i want them in the container so that i can movie the container around on a press.
Heres the code:
var itemsArray = new Array("pic1.jpg", "pic2.jpg", "pic3.jpg", "pic4.jpg"); var clipArray = new Array(); _root.createEmptyMovieClip("carousel", this.getNextHighestDepth());
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;
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I am creating a film strip of thumbnails and am dynamically creating the thumbnails from an xml file. All this works great. The issue becomes the fact that I need for the filmstrip to resize when the window is resized and add or remove the number of the thumbnails as necessary. In order to calculate where the last thumbnail should be, I'm using the following code to calculate the x position:
PHP Code:
var lastX = rightArrow.x - (thumbWidth + 10);
where rightArrow is actually filmstrip.filmnav.rightArrow. I get the correct answer - but when I add the thumbnail to the movieclip filmstrip.panelscontainer.thumbcontainer, it's actually on top of the rightArrow. Clicking on both of them to see where Flash thinks the X is will show that Flash this the X of the thumbnail is at 607 and flash thinks the X of the thumbnail is 731, which is as it should be -- so why is the thumbnail so far to the right?The first thumbnail should always be x=10 and that is working fine and I'm currently not trying to layout the other thumbnails because they were all screwed up with a similar problem.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?