ActionScript 3.0 :: Add A Movieclip To An Array Instead Of A Generated Object
Apr 6, 2012
I am creating a platform game through the use of arrays, and i am inserting the platforms in a variable called blockHolder. I have successfully inserted generated blocks, but i want to insert my own movieclip, so i replaced this code:
Before:
Code:
else if (lvlArray[i] == 1)
{//making a new block
var newBlock2:Block = new Block ;
[Code]....
And it gives the error: Implit coercion of a value of type class to an unrelated type flash etc.
I have a problem with dragging movieclip which is dynamically generated via attaching movieclip from library.I want to move the movieclip by pressing the yellow square within a boundary say 100*4. I am attaching the flash file with this thread.
I'm working with tons of array generated from a XML. How should I go about creating a search function that will be able to search and retrieve a particular nod from the array. Sth to do with .toLowerCase() and getIndexOf? The search function should be able to search and retrieve any text that contain the letter/letters... not the whole word. Like for example if user enter "gre", it should retrieve results containing "great" and so on.
ask flash which particular movieclip was rolled over , what is its instance name and than perform string operation to get a number (order) of that clip (I am naming all dynamically with image name + number in order)
I want to know the length of a xml. From a xml file I can make it work. In this case it's a database that generates the xml. So it is a URL, not a Xml. How can I make this work?
Code:
// loading xml // url_xml.onLoad = function() { // this is the array I need from the URL // var array1:Array = url_xml;
I'm having trouble wrapping my head around creating an array as a data member of a movieclip, i.e. dynamically adding it to that movieclip depending on data brought in at runtime.
Would I have to create an array seperately first and then somehow assign it to a new (typeless) data member of the movieclip?
I've tried to generate movieclips dynamically the method I have used does the following: Uses a loop runs depending on how many movieclips I want to generate e Each time the loop cycles it creating a new movieclip instance Adds the new movieclip to an array Uses method addChild to put moveclip on the stage then draws a rectangle begins fill ends fill Adds it to that movieclip
I then use a conditional statement checking if the movieclip is the first item in the array if so it sets the current MovieClips x and y position to a chosen value. the first movieclip is used for a starting point to align the rest of the generated movieclips to. If not the movieclips x and y position are set to the previous array items x and y position + current movieclips width or height + the gap I would like them to have. Then the cycle repeats. I've coded this using timeline code and it works fine the shapes appear on the stage no errors. I tried to move this code off the timeline to an as file and the code has no errors but when run I just don't see the objects even if I trace there x and y positions I don't see them on the stage.
Timeline Code var mcArray:Array = new Array();// DEFINE ARRAY FIRST var randomNo:Number; var colorStr:String; var currentColor; var movieClip:MovieClip;// TEMPORARY VARIABLE [Code] .....
I'm familiar with AS2 and just getting started with AS3. I found a submenu fla I would like to use, and I have everything set up, just not sure how to attach movies from the library when someone clicks a navigation button.In AS2 I would have made an empty mc and used attachMovie when the button is released.I've looked at some of the addChild questions and tutorials here, but since I'm working with pre-written code for a submenu, I'm not sure about how to modify what I've read to work in that code.Here's the code that sets up the submenu, the last function (navigate) is where I'm not sure how to instruct flash to load an mc when one of the buttons (from the var subButton:Array) is clicked. The MCs in the library correspond to the array entries ie: s.home has a library item mcHome, s.web has library item mcWeb that would load when they click that button. var s = this.services.subBar //create a variable to shorten the path to the buttons in the sub barvar subButtons:Array = new Array(s.home, s.it, s.web, s.graphic, s.contact); // create an array with all the buttons in the sub bar
for (var i:int = 0; i< subButtons.length; i++) // create a for loop to add the CLICK event listener to all the buttons in the sub bar at once {
is it possible to store and array generated in flash in a XML file?I am wanting to try make something where I have a group of object to choose from but I only want to choose say 3 of 10. I would like to be able to check the ones I want and then those be added to an array or an XML file which I can later pick up and use in another external swf.Because I am wanting to use an external swf I thought that adding it to say an xml file would be the option. But I don't really know how to get the ball rolling on this.
I have been posting some threads about parts of this problem and finally i am able to make the stars successfully form what i have set-up in their movieClip, but only once.The problem now is that i am trying to make the stars follow this list of actions:Spread the stars initially and then make them form the existing form in the movieClip(works);Change the frame in the movieclip to anoBelow i will have the code explained and show where i think i have my issue:Create the Position x and y arrays and Spread the stars
Code: var xInitial:Array = new Array(); var yInitial:Array = new Array();
Making a ship game because I am incredibly original.. With that aside, I have a problem. I have a function to fire bullets from my ship based on its rotation which works.. it uses this code on creation: ember ho jis ny mmujhe block kia hai
[Code]...
The above code is in my Ship class so I can easily make the bullets achieve the correct rotation. And to continually update its position, in the bullet's class:
x += Math.cos(rotation / 180 * Math.PI) * speed; y += Math.sin(rotation / 180 * Math.PI) * speed;
So that all works well. But I have another class, EnemyBullet, which randomly generates and uses similar code to set its direction and movement. In my ship class:
[Code]...
I gather that the rotation is therefore always horizontal, but can't for the life of me see why? Can anyone give me an answer? Assuming it's simple enough because the code I used to setup the rotation is the same working code I have used to turn a movieclip towards the mouse..
I would like to get the content of a shared object (flash cookie) generated by a player, or more precisely by quizzes generated by Articulate Quizmaker.I know where is generated that cookie, I just would like to get the content of a variable inside. But impossible to access it :sI tryed :
var user_so:SharedObject = SharedObject.getLocal("nameOfTheCookie"); if(! user_so.flush()) // sends a boolean, true if the cookie exists {
The issue i'm having is that i want to have dispersed code-generated stars, and then they form a form (reindeer, santa, etc).
The idea is how i make the stars disperse and then return to their previous positions, knowing that the initial positions were randomly generated as well.
This has to be simple, if only I knew how. I'm an AS3 newbie, and am having difficulty setting up multiple specific EventListeners within a code generated display object container.
I am generating a 'page' (Sprite) with a heap of 'cards' (Sprites) on it. Each of those cards, in turn, contains a selection of text boxes and other objects generated from database output using a 'for' loop. My hope is to attach an EventListener to each 'card' so that a MouseEvent will let me manipulate the data that lead to the content of that actual card (the i-th iteration of my for loop). I've been playing with everything I can think of (limited repertoire of thoughts though) and the best I've managed is for my EventListener to access the final set of data, whichever 'card' I click on. I've summarised and attached my code for the function, how to get back to the i-set of data from the EventListener attached to the i-th card. I can handle the PHP and MySQL side of things but am fumbling my way into the OOP of AS3.
By default, the iconFunction of List and Tree return only Class as the icon, which is for embeded images or iconUtility kindly provided by this site http:[url]...... It works very well with pre-created images.But what I really want is to accept a completely runtime generate sprite object, similar to what is done by Legend, with the color changes according to what the current status. I assume I could do something to make the ListBase to accept icon argument other than Class.
I have a movieclip that I am adding to the stage dynamically. The movieclip has to be placed at specific coordinates to match the current text field.The coordinates that show on the INFO tab are x=264 and y= 365. However, in order to get the movieClip to match those I have to set x to 398 and y to 200.If I set the coordinates to those in the INFO tab then the movieclip does not show; it appears off stage.
I'm currently reading in data from an XML file. Each attribute of a child is assigned as a property of a movieclip as shown in the code attached. However, what i'd like to do is not have the property names already decided as i don't necessarily know how many attributes a child in the xml file will have. Is it possible to dynamically name the properties depending on what number attribute they are...?
I am loading several images from XML to dynamically generated movieclips (mc_1, mc_2, mc_3...etc.). Then adding all of them into a parent MovieClip - imageContainerMc. So now, imageContainerMc holds mc_1, mc_2... etc. What I want to do next, is to Duplicate the imageContainerMc, and add both the instances on Stage-- addChild(imageContainerMc), addChild(imageContainerMc_duplicate).how can I duplicate a dynamically generated MovieClip?
basically, this is a menu with a scrollPane and clips inside for each line.I have to colorise the line if it is the current line.here is the code :
ActionScript Code: // this gives l1, l2, l3 ect... no pb with that var lineToColorise = 'l'+ArtAPI.GetCurrentSlide(); // here is the pb eval('container.scrollPane.content.'+lineToColorise).setColor('mycolor');
the thing is, when I write
eval('container.scrollPane.content.l10').setColor( 'mycolor') for example instead of lineToColorise it works.
So i have a problem using the dynamic value ... but why ?
I have problem with removing dynamicly generated MovieClip in external class. How can I remove it? I'm getting this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.at flash.display::DisplayObjectContainer/removeChild() at SomeEffect/updateMc()
I'm making a game where little parcels appear and if they aren't dragged to the correct zone within 5 seconds, they disappear and the player loses points. The problem i'm having is that i'm generating the movieclip parcel objects as follows:
[Code]...
currentParcel is 1 of 3 (randomly selected) movieclip names (redParcel, yellowParcel and orangeParcel).
What I need to do is add some code to say "after a movieclip has been generated...if it is still here in 5 seconds time. It sounds simple but I can't figure it out for the life of me! I've tried setInterval with something like: timedProcess = setInterval(timeCheck, 5000);
but how can I pass the actual movieclip "handle" along with the function so that timeCheck knows which movieclip to delete?
I am trying to build an MXML application with Flash Builder 4.5, and I am integrating an API that requires the root of a display object to be a MovieClip. Personally I think this is bad design but I have to go with it. The root object always seems to end up as the stage, because of course I have to add the object to the stage for it to be added to the display list. Is there some way that I can either change the stage type in an MXML application to a MovieClip or is there some way to force a MovieClip wrapper to become the root of a display object?
I am curious if this is an okay implementation of the Array.filter() method.
[Code]...
I was not able to figure out an implementation of the callback function for the filter() method, where the callback was outside of the getGallery() function. I wonder if there is a way to get the isGallery function outside of the getGallery scope?
I have been trying for an hour to clone an array, It seems that nobody has a true reference on how to do it. Two arrays - movieClipArray 1 and movieClipArray2 I want to duplicate movieClipArray1 entirely so that when I addChild(movieClipArray2[0]), it doesn't take away from movieClipArray1 or reference it in any way.
I am trying to use the following code to convert an object read in from a ByteArray to an Array and store it:
var data:Object = ba.readObject(); var invObjects:Array = data as Array;
In debugging, I find that 'data' is indeed populated with the correct data and takes up memory and is in an Array friendly format. However, invObjects is NULL. How does merely saying 'data as Array' make the holding variable suddenly null?
I am trying to make the movieClip named "fish" go to a randomly generated spot. I tried using the tutorial, but I didn't understand the math, so I tried it with my own code. I'm not as much interested in getting this to work as I am knowing why it doesn't work.