ActionScript 2.0 :: Select Multi Object By Mouse?
Sep 3, 2011Now, I'm writing a small game. I use actionscript to load a group of soldiers.It's pretty easy. But how do I select all of the soldiers by dragging the mouse?
View 3 RepliesNow, I'm writing a small game. I use actionscript to load a group of soldiers.It's pretty easy. But how do I select all of the soldiers by dragging the mouse?
View 3 RepliesI have created a list control with the instance name "dependents" and populated it with labels and data. MultipleSelection is set to true.
I would like to print the labels in a comma-delimited list.
I have used the following code...
dependents.selectedItems.toString()
which yeilds the following when there are two items selected...
[object Object],[object Object]
way to access the labels in these objects in the case of a multipleSelection
how to build an AS3 multi file select upload that uses flash and php.
View 5 Replieswhenever i try to select multiple nodes in tree component i'm getting this error. i want to know what might be the cause for this error.
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Here's the code that allows multi-select list to drag into a tree area. What I would like to do is to change the alpha of the image that gets dragged around. I've done some research but most of the discussions out there talk about how to change the dragged image. What I want to do is simply change the default alpha of the dragged item from 0.5 to say 0.2. Also this solution should be able to handle multiple select dragging.
Below is a simple example of drag and drop that I would like to modify to allow for the alpha change of the draged item.
<?xml version="1.0" encoding="utf-8"?>
<s:layout>
<s:VerticalLayout/>
</s:layout>
[Code].....
I'm having trouble retrieving the value of a multi-select list component. It always traces the last value selected, but I need to trace all values to parse the data.
I've been using trace(myList.value);
I'm having trouble retrieving the value of a multi-selectlist component. It always traces the last value selected, but Ineed to trace all values to parse the data
View 8 RepliesI have a as3 class that loads a number of images from a given location, they are all loaded dynamically with imageloader. However I'm trying to make a Xray screen for all of them, so when I click and drag the Xray screen around, it will reveal the images loaded under each picture, creating a sort of Xray effect.I tried using masks, however since the images are all loaded dynamically they are its own class with its own layers, I'm trying to make a mask that will work for all of them (I load 2 picture for each image, example car.jpg and carb.jpg, b.jpg being the inside image).so I have my stage ---> [MyXray Box, and my Images
View 4 RepliesI want to set it up so that, like Illustrator and Visio and other such apps, I can click and drag my mouse over all railroad pieces that I want to move together. I have set up my display objects so that they have an 'active' and an 'inactive' state, and any that are active will move along with the mouse. So, I click and drag to select, then I click again and drag to move all objects I selected.How do I code this such that all display objects that fall within the rectangle swept out by my mouse_down cursor become active?I would like to name the property of my movie clips 'selected' rather than 'active', but that's one of those parameters that becomes blue when you type it. I'm not savvy on this -- can i somehow override Flash's use of 'selected' and use mine instead?
View 4 RepliesMy problem is i have to make multi ple textfield at runtime on mouse click. when mouse is clicked a text field is created. i have done this part. but when add any listner to change the property color, size by combo box( i have make).It change only last one textfield property .
I want to do if i make three textbox at run time . then if i select second on only secone one is selected and all property apply on that
I am trying to create a Flash application which will allow a user to draw arrows on the screen/canvas by using the mouse. So if they click and hold the left mouse button at coordinates 23,12 and release the left button at 84,45 a line would be drawn between the 2 points with an arrow head at the second coordinate.I also need each individual arrow to be selectable so they can be moved or deleted (I know how to do this part!).
View 1 RepliesI have a question regarding the use of mouse clicks events in a multi-dimensional array (or a "2D" array as we refer to them in Java and C++).
Background
I have an array of objects each with a corresponding mouse click event. Each object is stored at a location ranging from [0][0] to [5][8] (hence a 9 x 6 grid) and has the specific column and row number associated with it as well (i.e. tile [2][4] has a row number of 2 and a column number of 4, even though it is on the third row, fifth column). Upon each mouse click, the tile that is selected is stored in a temporary array. The array is cleared if a tile is clicked that does not share a column or row value equal to, minus or plus 1 with the currently targeted tile (i.e. clicking tile [1][1] will clear the array if there aren't any tiles stored that have the row/column number
[0][0], [0][1], [0][2],
[1][0], [1][1], [1][2],
[2][0], [2][1], [2][2]
or any contiguous column/row with another tile stored in the array, meaning that the newly clicked tile only needs to be sharing a border with one of the tiles in the temp array but not necessarily with the last tile stored).
Question
What is a clean, tidy way of programming this in AS3? Here are a couple portions of my code (although the mouse click event isn't finished/working correctly):
[Code]....
I have made a jigsaw puzzle game, that can be scaled up to have lots of pieces. Now I want to implement it so it can be played by more than one person at a time on a large multi-touch screen. I'm not sure how is best to proceed.
Ive had a look at some development kits and some tutorials and they seem to go into too many gestures etc. I literally only need the capability to move more than one piece at a time. So is it possible for flash to simply deal with this as multiple mouse down events rather than going into multi-touch gestures etc. Or do I need to do it another way?
how can i make it so that the viewer can only click on one object MC and not multiple ones. When the click the MC, i have a function that happens, but i only want one MC able to be selected at once, not all of them.so, if one is clicked, then another is clicked.. it needs to reset the first one etc. hopefully this explains clear enough the concept.
View 2 RepliesWell, I've been using flash a while, but I just ran into a newbie problem.. I must have hit some sort of hotkey, but I can't figure out how to undo it or anything in the preferences. Anyways, I'm running Flash CS4 and normally when you draw a shape and select that shape it selects the fill and it looks like little dots all over the shape when its selected. Now when I click on a shape it has a border around it and I can't just select a piece of the shape. Also, what's bothering me is that when you draw two shapes on top of each other, Flash used to merge those shapes automatically, but now they are staying separate unless I manually Union them. It still says they're drawing objects, its not converting them to symbols or anything, but they are kind of acting like symbols in the way I can interact with them. How can I turn this setting off?
View 2 RepliesI am looking for a way to select all the objects, on the main timeline, collectively and changing their visibility, at run-time, as per situation.
View 2 RepliesI'm trying to find a generic way to select everything on the stage, because when I leave a frame, I want everything to fade out. But the user will be leaving multiple frames, so I would like to do it without specifying various objects depending on what frame they're on. I realize there are a lot of ways to "skin this cat", and I will fall back on something else if this isn't possible.
When I try this, I get an error, "undefined *".
Code:
stage.*.alpha = 0;
I've been working on some project and have been constantly frustrated at the pointer copying aspect of saving one multi value 'object' to another. I'm getting error: 1051: Return value must be undefined when I try to execute memcpy as: myArrayA = new memcpy(myArrayB); That is when it throws the error.
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In Ruby, I would like to select a default object for a block. An example in Actionscript is:
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I have a couple of objects on the stage and want the user to be able to select one and then use a common set of buttons (with functions attached) to change the selected object's color, rotation, size, etc.
I've got the functions worked out, and can apply them easily as along as I hardcode the object instance names in the functions. However, I can't figure out how to allow the user to select a particular object and then pass the instance name of the selected object to an appropriate function.
How can i select a object at random from 40 generated objects?
View 4 RepliesI have a comboBox and values like basic and advanced. And viewstack container conatains 2 grids.When i select the base option in Combobox, the first grid has to be selected. select the advanced value in comboBox, the second grid has to be selected.
<mx:ViewStack id="viewstack1" width="95%" height="85%" x="0" y="63" >
<tables:KeyMetricsBasicTable basicArrayDataProvider="{basicArrayResult1}" width="100%" height="100%"/>
<tables:KeyMetricsAdvTable advArrayDataProvider="{advArrayResult1}" width="100%" height="100%"/>
</mx:ViewStack>
how to do an object move towards the mouse when i move the mouse the towards the object and backwards when i move the move away, something liike the menu on [URL]
View 2 RepliesFlex 4 Combobox is extended with a Text Input that helps in getting to the item that is searched for.I have created a Check Box as an itemrenderer for this Flex 4 Combobox. I would like to Add a Select All and Select None options in the drop down of the Combobox. I know that i could accomplish by editing the dropdownfactory in case of a Flex 3 Combobox. But in Flex 4 the dropdownfactory doesnt exist.
View 2 RepliesI'd like to animate a button when I put the mouse over it. I use mouse_over or roll_over events, ok. But what if I hide the button when I click it and then I show it again later without moving the mouse? The mouse stays over the button, but the button does not animate, as there is no out/over event: I have to move the mouse out and over again to see the animation.
How can I detect the mouse standing on a button without the out/over event?
I've been reading a lot about the benefits of Object Pooling. Found some "tutorials" online, all above my skill level. Can anyone please show me an extremely simple example of an Object Pool. What my game does is creates Ball objects when the user holds down the mouse, stops when user lifts up mouse. I need to store these Ball objects in an array(or Vector), and hit test them with other objects, removing them from the stage when the hit another object. I'd like to create a pool of say 20 of so, created once, and recycle them.
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I'm creating a small application in flash and I am getting this error when I test the application. My application runs like this, "select option" goes to second frame "select option" goes to another frame. When I click one of the buttons I get this error
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I have a basic question. It seems like it should be simple but I am having a lot of problems resolving this on my own. The following code is what i used for an 'eyeball' on a Teddybear illustration.
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I am using CS3 and trying to get an object to follow the mouse and having a hard time finding a tutorial on this, because all of the ones i have found want me to add the actionscript to the MC, and my version of flash won't let me do that. Flash expects me to attach it to the frame and so the code doesn't work.
View 11 Replies...without using the startDrag method. I know I can use code like this inside of a mouse event listener/function:
Code:
objectMC.x=mouseX;
objectMC.y=mouseY;
This code makes the object move with the mouse, but only if I move the mouse very slowly. When I move the mouse quickly, the mouse leaves the area of the object and thus the MOUSE_OVER listener stops listening, causing the object to stop.