ActionScript 2.0 :: Loop Doesn't Position Mcs In Right Place
Apr 29, 2005i have a loop as follows and the positioning is doing nothing, they are all just standing in one place one on top of the other.
[Code]...
i have a loop as follows and the positioning is doing nothing, they are all just standing in one place one on top of the other.
[Code]...
i have a loop as follows and the positioning is doing nothing, they are all just standing in one place one on top of the other.
Code:
this.createEmptyMovieClip("thumbHolder_mc", this.getNextHighestDepth());
for (var i:Number = 0; i < 20; i++) {
var thumbnail = "thumb" + i + "_mc";
[Code]....
How can I choose the right place/ position of a swf on a stage?
View 7 RepliesI'm trying to load an image with the following code but sometimes the image wont end up in the right place.
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If you place a for loop in a recursive function with the function call within the loop... will the loop finnish or does it stop working untill the last recursion?
View 2 Repliesi have created a dialpad kind of application which has a bach button at top which takes u to previous screen, a display text box and buttons. all of them are movieclips.
Now the issue is when i press down button, focus is expected to go from prevBtn->display->oneBtn, but the focus goes like prevBtn->oneBtn. Other thing is that if i press up key after going on the screen, the focus goes like callBtn->zeroBtn->eightBtn->fiveBtn->twoBtn->display->prevBtn.
one more observation is if i take the display down after all the buttons, the behavior is normal and focus goes to display.
I wanted this focus off, a class mate gave me a good javascript file to fix this. as you can see it is fixed at [url]...html you can see my problem now, the page doesn't load at the right place anymore.
View 6 RepliesI am trying to make a so called pixel effect in witch I want to make a shape only from pixels that are positioned in some random place on the stage. And all these pixels move to a certain point and create that shape. I've been looking into BitmapData Class but I don't now if that is the best way to do it.
View 2 RepliesI have movie clips loading in dynamically using an XML file, and the duplicate movie clip function. I need to be able to select one of those movie clips, drag it to a desired position and have it snap to place. As for right now, I'm using :
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I tried to move 4 movie clips in a loop and with a 3 seconds interval. So first I tried a loop and a timer function inside. I supposed by the loop the timer should start and finish for times. But itdidnt work. So I used another code which is longer and complicated. So it worked. do-while doesn work also with first logic-why?
here are the codes - m s are clips
// THIS CODE IS NOT WORKING - I CAN NOT USE TIMER MULTIPLE TIMES IN A LOOP
var arr:Array=new Array(m1,m2,m3,m4);trace(arr);
var timer1:Timer=new
[Code]....
I've been working on this for over 3 hours and it is about to drive me crazy! I was one of those people who never paid attention to math in high school because i thought i would never use it ( i knew i wanted to be an artist/designer of some sort). But now of course, that attitude is coming back to haunt me. I'm using a for loop to place several objects on stage. I need a formula that will space objects along the x axis evenly, and center all the objects on the stage. Kinda like if you use the align panel in flash to distibute the vertical centers of several objects to the stage, if that makes sense. If there is only one item, it should be directly in the center of the stage. If there are 2, it should place them in the center of the 2 halves of the stage, and so on for howeve many objects there are. I also want a buffer of about 25 pixels on either edge of the stage so that no object is ever on the very edge of the stage. I made a simple diagram to illustrate:
View 5 RepliesI have a flash file (a flash navigation bar actually, which gets loaded in all the webpages inside the website). What I am trying to do is place an external swf file on it in a desired position when the corresponding page is being loaded. I am using FlashVars (variable name -> 'movieName') to pass the name of the movie clips. These variables are read by the navigation swf file and the corresponding swf file should be loaded in the area specified. Now, to create a container, I am using createEmptyMovieClip() method which will host all the external swf files.
The swf files are all being loaded but with a lot of problems. First, no matter what I try, the swf file comes at a fixed place (which is way off from where it is supposed to be). I have tried checking if the container loaded the movie before fixing its position but it changed nothing. Although it did change the position of a weird background colour box I am getting when the movie starts loading - which brings me to the second problem.
A rectangular box flashes once when the external swf is loaded, and its position is being affected by whatever I am setting the _x & _y values of the container movies to. I have no idea why it is happening as it doesn't happen when I test that swf seperately.
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I found examples in adobe site only to position the object where the mouse pointer is. But i have to place the image in the position of drag proxy image.
View 1 RepliesI run a demo code,it extends Sprite,like follows:
public class Vehicle extends Sprite{ protected var _position:Vector2D; public function Vehicle(){ _position = new Vector2D(); draw(); } protected function draw():void{ graphics.clear(); graphics.lineStyle(0); [code]....
I don't understand following code,because I only define _position and don't define position variable,why I can use position.x? x = position.x; y = position.y;
i've a little problem with my buttons wich are movieclips if you rol over and out to fast they stay "on" (they do not come back to initial position) i've used actions: rolover >goto and play frame 2there is a stop on frame 1 and 5rolout > goto and play frame 6 (so it plays to frame 9 and come back and stop on frame 1 :initial position)
View 4 Repliesi've a little problem with my buttons wich are movieclips if you rol over and out to fast they stay "on" (they do not come back to initial position) i've used actions: rolover >goto and play frame 2 there is a stop on frame 1 and 5 rolout > goto and play frame 6 (so it plays to frame 9 and come back and stop on frame 1 :initial position) url...
View 4 Repliespublic function GlobalSolutions()
{
Navigation(' Home ', 'index', 235, 0x97F9EC);
Navigation(' Office Supplies ', 'Office_Supplies', 295, 0x97F9EC);
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I want to remove the appropriate child (e.currentTarget) and create a new child in its place with the next line, but it doesn't work. What do?
I have 4 objects that I all want to have their own velocities. I have a bunch of variables (each one has a different value):
PHP Code:
public var vx1:Number;public var vx2:Number;public var vx3:Number;public var vx4:Number;
Rather than having a function for each object to say:
PHP Code:
function1 { this.x = vx1}function2 { this.x = vx2}function3 { this.x = vx3}function4 { this.x = vx4}
I'd like to have a for loop to have my objects x position to += vx(1 through 4):
PHP Code:
for (var i:Number=0; i<5; i++) {
this.x += (vx+[i]);
}
So I tried the above with a combination of " " around different parts of (vx+[i]) but I realized that turning any of it into a string means 'this.x' cannot read it because x has to be a number not a string. So how can I make this.x = vx1 then vx2 and so on with a for loop?
how to call loop Mc from different position mean some from left some from right some from up and some from down
i used duplicate movie clip and all mc in loop
I have this tween function that moves an object 100 pixels as soon as it enters the frame.
if (currentValue % 15 == 1) {
var rab1:MovieClip = rabbit1._x;
var myHoriTween:Tween = new Tween (rabbit1,"_x",Regular.easeInOut,rab1,(rabbit1._x = rabbit1._x + 100),2,true);
myHoriTween.onMotionFinished = function (){
this.stop()
}
My idea is to set up a loop to watch the tween, once it advances its 100 pixels from where it started I want to do a few things before I go to the next frame. Right now I'm using a timer, but it limits my ability to control the playhead.
I've been trying to create a loop to check the current _x and trace it so I can see it advancing as its tweening but it's simply too advanced for me.
got some code working to duplicate a movieclip, but what I'd really like to do is obviously randomise the movieclip's x position so that it spreads across the stage, rather than stacking in the same position as it is now.
Code:
for (i=1; i<11; i++){
duplicateMovieClip("alien", "alien_new_"+i, 22-10, i);
}
I'd like to have my movie clips on the stage and run a loop to return their x and y positions, these positions will be stored in an array (startPos:Array) for use later in some other script. I have 7 movieclips on the stage, each with an instance name startobj[a number]
AS2.. Nice all works:
var numberOfElements:Number = 7;
var startPos:Array = new Array();
for (var i:Number = 0; i<numberOfElements; i++) {
var startObjs = eval("startobj"+[i]);
[Code] .....
But when I trace all I get is 0,0,0,0. Is this something to do with in AS3 there is no connection between names and things?
why this doesn't work? I'm about to go crazy! It's just supposed to be background music and it plays once then stops. WHY?
[AS]
backsound = new Sound();
backsound.loadSound("sounds/loopy.mp3", true);
[code]....
I'm trying to make a dynamic image gallery from and xml. From my tutorials, right now i've got it so it will constantly add the next thumbnail below the other, which is fine, but I'm trying to figure out how to make it that once it reaches a certain y coordinate, it will move the x coordinate over and stack them again. So that rather one long list of thumbs, it will be a side by side stack. For some reason, I can't get it in my head how something like this would work. My goal is to have a side by side stack that I will end up putting in a movie clip that will be masked to show only 2 stacks at a time. Then when clicking a button will slide it over. I was planning to use the "movieclip.length" to calculate how far over to move it, but i haven't gotten that far yet. This is what I got:
[Code]....
here's my code:
ActionScript Code:
for (var i:int = 1; i < 10; i++) {
var symbols = new targetTester();
[code]......
I wrote a function within a function to control 2 Tweens.(the 2nd one isnt in the function, it's called)My problem is... is that it works for the first time.. the button is hovered over and all the other buttons show themselves and then disappear again, except the one you're over. Then I do it a 2nd time and it doesn't work. why is it only working right one time? and why isn't the if statement I put in the local function affecting the for loop? The 2nd time it takes the button you're hovering over with it and fades it out. (even though the if statement registers according to trace)this is the code
import fl.transitions.Tween;
import fl.transitions.easing.*;
var shortInst:Array = [btn1, btn2, btn3, exit];
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can someone open up this .fla and tell my why they think it isnt working.. theres the wierd little chain thing doesnt start from the right spot and i dunno how to fix that
View 3 RepliesIt's just supposed to be background music and it plays once then stops. WHY?
[AS]
backsound = new Sound();
backsound.loadSound("sounds/loopy.mp3", true);
backsound.onSoundComplete = backsound.start;
[/AS]
I have also tried backsound.start(0,999); but it doesn't work either.
See attached file:Why doesn't this work
View 2 RepliesA couple weeks ago, I was searching for a delay function that I could put on a frame and it would hold at that frame for a given period of time.I came close to finding it, but what I found used setInterval and I wasn't able to stop it from looping.Here is something that I am quickly starting to love, it's not mine, but I don't know who's it is, it was on a piece I was working on at work (although this edition of it is partly mine, as I have adapted it to my specific needs).first frame
Code:
//wait function
function wait(a) {
[code].....