ActionScript 3.0 :: Accessing Items Created In Loop?

Mar 14, 2012

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

ActionScript Code:
for (var i:int = 0; i < numItems.length(); i++) {
var mySprite:Sprite = new Sprite();
}

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

ActionScript Code:
for (var i:int = 0; i < numItems.length(); i++) {
var mySprite:Sprite = new Sprite();
mySprite.addEventListener(....
}

How can you remove those listeners, then add them again? I need to kill and re-enable the listeners of many sprites which were created that way.

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Code: Select allvar f = new Foo();
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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:

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

ActionScript Code:
trace (myParent1.myChild2.visible);  // true[code]....

but when I put MC on stage dynamically via addChild, the first trace gives
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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)

Here's the code that's involved with this function (of course this is only the relevant code, but I would post the fla when done for anyone who wants to use it):

Code: Select all//::: SCROLL DISPLAY TEXT
function scrollDisplays():void
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(trackTextField.textWidth > trackTextField.width) ?

[Code].....

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ActionScript 3.0 :: Accessing Newly Created Childs T

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I have a script that randomly pops out circles all over the stage. However, I want them to disappear once I roll my mouse over them (and only the ones I roll over, not all the instances).So if I have code like this in a function:[code]And then I have a mouse_over function in the same class, how do I tell it to removeChild? Since the stars are instances of the object, they are giving instance names like instance67, which makes them hard to remove.

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ActionScript Code:
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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.

Here is my prototype code:

ActionScript Code:
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[Code]......

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Ex:
var dotCount:uint = 0;
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{
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[Code]....

How can I access a property (say .alpha or any other property) of "circle6"??

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[Code].....

//I want to access the button "myButton1" here. How would I do that? the example below does not work myButton1.label = "something else" I have created a set of x number of buttons with the code above and added them to the stage. My question is now do I access the button again if I want to change something like the label?

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Im dynamically creating an instance of a movieclip, call it a game piece. This game piece has 4 frames, each with a movieclip called base(although one is red, one blue, one green, one yellow). When the game piece is created I set the frame to indicate player color. Im also changing the alpha of base to 1.0 when its being dragged, 0.5 when its dropped.

Using the following code, everything works fine if the game piece color is set to the base in frame 1 (red). If the game piece is created and the timeline moved to a frame other than 1, I throw an error when trying to access base.alpha (this would be the second, third, and fourth instances of base in the game piece timeline). Heres the strange part, this is only a problem when the game piece is first created and added to the display list. Once created, even after the error has been thrown, I can access the alpha of bases 2, 3, and 4 in the drag start/stop listeners. Heres a link to the work in progress, and the relevant sections of code (shortened for brevity, t1 is the top left piece on the pallet, others just repeat the same code):[URL]
 
[Code]....

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I've used the GUI to create a rectangle that I turned into a button symbol (SimpleButton). I then edited the button so that it had 4 different button states and a text layer on top. I then created a class definition file for this object so that I could dynamically change the label text (the text layer) when adding instances of this button to the stage.

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:

"Access of possibly undefined property btnLabel through a reference with static type com.examples:DynamicButton."

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
{
import flash.display.Sprite;
import flash.display.SimpleButton;

[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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