ActionScript 2.0 :: On Press - Accessing Buttons Created With A Loop?

Sep 27, 2007

I have generated a series of buttons using this:

Code:
duplicateMovieClip(sign, "sign"+z, z)
while still inside the loop that is creating the buttons I can get to each sign:

[code].....

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If you have a series of sprites created in a loop:

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Which you added event listeners to, in the same loop:

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i have a movieclip named "mc" and i want to load many images in it and add on press event to those images.

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I created a MC with a simple createMovieClip, in which I load a movie. This works.

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If objects are created dynamically in AS3, using code like this:

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I have an application that I am adding movieclips to a container movieclip through a for loop and repeatedly calling myClip.addChild(theNewClip). Now I have a dozen clips in my container and it seems like the only way to access the clip is to use the getChildByName() method and cast it into a temporary clip so I can get at the its properties.

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I have an application that I am adding movieclips to a container movieclip through a for loop and repeatedly calling myClip.addChild(theNewClip). Now I have a dozen clips in my container and it seems like the only way to access the clip is to use the getChildByName() method and cast it into a temporary clip so I can get at the its properties.

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I am able to dynamically create an object on the stage with a function, but I am at a loss for how to access and manipulate the properties of that object from my Main Class.

in my Main Class I have:

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[code]....

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I have a MC with 2 children in library:

myParent1 -> myChild1
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when I put it on stage in editor and run following script, both trace are valid and give response "true":

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but when I put MC on stage dynamically via addChild, the first trace gives
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[code]....

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I am creating a text scroller and am having problems with clearInterval - the text starts scrolling, but it won't stop after I try to clear it upon a button click.

1. I declare a var (uint) equal to a setInterval() call within a function (if the text exceeds the width of the textField)

2. I have a button that "turns off" the mp3 player (swf) and resets all the text fields.

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Here's a link to the page so you can see how it doesn't work [URL] (you have to click on the last link with the long client name)

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basically what im trying to do is create a jigsaw game, simple eh! i have nothing on the stage at compile time, only four items in the library. these are four different puzzle pieces with export names of "piece01" "piece02" "piece03" and "piece04". my AS goes like this:

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[Code]....

how do i or what name do i give the addEventListener to? (if that makes sense)
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I'm trying to build a relatively simple photo gallery where the images are loaded via XML into thumbnail movieclips that have been dynamically generated, positioned and added to the display stack. I used a simple for loop to generate the thumbs and traced the thumb.name to make sure they all had unique instance names. I then added a listener to the thumb mcs in the for loop and created a function that traces the instance name of each thumb mc, to see if all is working, however, every thumb mc traces the same instance name. My question is how can I create the thumbs dynamically in a loop and, essentially, make them buttons that would display the big the full size photo.

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[Code]....

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I was able to create and link a class file (DynamicButton.as) just fine, but when I try to access the text field that I created on the button, I get the error:

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when i couldn't get that to work, I decided I'd try adding the TextField directly within the class definition file, using the following code:

package com.examples
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[Code].....

The problem is that I can't seem to add the TextField to the SimpleButton, as it's not a display object. So, I tried adding it to the parent of the simple button (and I figured, I'd just place it exactly above the button). But then I get a "null object reference." error.

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I am having problems while creating object with actionscript, I am new to it and I am getting some errors. I am creating my object this way

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Later I try to access the visible property, and I get an error
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Code:
TypeError: Error #1010: A term is undefined and has no properties.
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the variables listHeight and maskHeight won't populate. they come up 'undefined'.

here's the code essence:

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[Code]....

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I have been searching for a resolution to this for weeks but to no avail. I have made a game already where I had a character names mainChar placed on the screen using the Flash IDE. With this method, i was able to access it's various nested movieclips such as mainChar.walk and mainChar.jump. The problem is that I am making a new game where the main character is loaded via external code using hero:mainChar = new mainChar(); in the external file. after this, i would like to check what the current frame of a nested movieclip is. for example, hero.walk.currentFrame. however, by initializing it using the external code, as opposed to my previous method of placing it right on the stage, the compiler is not picking up of hero.walk.currentFrame stating that "a term is undefined and has no properties (error type 1010)". Is there any way for me to let the compiler know that the nested movieclip is there. It's odd because i can state hero.gotoAndStop("walk"), but when i say hero.walk it gives an error, so i know it isnt spelling.

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I created a movieclip and linked it to a class called CustomButton. Inside the movie clip is a text field with name btnText. I then created a few buttons with this code:

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[code]....

So far, so good. Everything works ok and the code sets the text of the new movieclip. Now, I wanted to actually write the CustomButton class and add some properties and eventually do other stuff with it and so I wrote this:

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package
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[code]....

On trying my script again, it gives me this error:

Code:1119: Access of possibly undefined property text through a reference with static type String

the line of code it refers to is:

Code:
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I have a movie clip menu on a main timeline and inside that movie clip I have created four buttons dynamically. How to access those nested buttons/movieClips (add event listeners etc) from main timeline? Here I am adding menu to the display list on main timeline:

[Code]...

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i have a set of buttons cranked out from and XML file. how can i emulate, in code, a press on one of those buttons? i'd like to 'press' one of them for an initial state so that the list it controls will load first off instead of waiting for the person to click it manually and THEN show the list it's connected to. thing is, the first loaded list is going to be random, so i need to 'press' what on another day/load would be a button that the user would press themselves.

in other words, i have 3 buttons. on random, i have to 'press', say button 2, to start. users can press 1 or 3 and then 2 again if they like. another time, it's button 1 that gets 'pressed' on load, etc. make sense? i have a sneaking suspicion it might be easy... or stupidly convoluted.

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I'm trying to figure out how to get buttons to be activated by keyboard presses. I have found how to do that with specific keys ... but not with ANY keypress. I'm making a game for tiny children and they can't manipulate the mouse well. So I'm setting up a few things on stage that will run in a certain order when the child presses any key on the keyboard. For example, any key is pressed, dog wags his tail .... any key is pressed again, cat jumps, any key is pressed a third time, cow munches hay, and so on till it goes through a bunch of animal animations, then goes back to the first one. I'm pretty new at this stuff and have been banging my head against google for days trying to find the answer to this out there with no luck! I could do either movieclips or movie clips inside buttons if that makes sense.

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I am doing is learning flash, so what I have done is followed some tutorials and created some different images with a mask, now I trying to make them loop and I can't seem to figure out how to do it. it seems at the end of the tutorial it says I must put in a stop or the last layers do not come in to view. So I am curious as to how to get passed this problem I am having. am I doing this completely wrong?

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ActionScript 2.0 :: Animation To Be Triggered When Buttons Are Press

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i havent tried to do this yet but im gonna be getting to it this week so i thought i might get some input on my task. What I would like to do is when my buttons are pressed i want a animation to be triggered... im thinking of using actionscript. gotoAndPlay();? im not sure. its been the gotoAndPlay /gotoAndStop that are confusing me.... If anyone could maybe give me the code i would use or maybe a link to a tutorial on it for FLASH MX!

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Two buttons ( or movieclips ) on screen, if user clicks one it plays an animation loop, sets a variable, and resets the other button back to the "up" state, or the non-animation part.

Actual use is a simple game with two skin options for a space ship, if user clicks the left one it glows, sets the shipSelect = 1 and waits for player to click continue at the bottom. If the player clicks the right (while the first is still going) then it resets the first ship back to non-glowy, starts to glow itself and sets the variable.

First attempt at this was to have two movieclips for each ship, with a "up" state and a "down" state inside the mc's, labeled as such, the down state had the animation loop.

However, I was running into trouble with getting a mouse listener to see if the user clicked on the MC. Tried things like

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and onClipEvent(mouseDown) { etc }

decided that wasn't a good way to go about it, didnt care if it was animated and just went with buttons.

this worked fine except that it wouldn't reset the other button when I clicked on one, say i clicked the left one, it would glow, then i clicked the right one - it would glow but i couldn't get a way for the left to stop glowing, when the right one is clicked.

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