ActionScript 3.0 :: AddEventListener To Array Objects Using ForEach?
Feb 18, 2010
I have a file with a many button instances, the names of which I've put into 2 different arrays. I'm adding an eventListener to each button dynamically using the forEach...in method. I want the buttons in the first array to call a function and the buttons in the second array to call a different function. I'm getting no errors on compilation, but my problem is that buttons in both arrays are calling both functions.
the addEventListener for the MovieClip only functions if i am on its "Visible" area, and doesnt work if the mouse is on the text so how can i make it function no matter how many objects are on top of it?
I have this map I'm creating in Flash. You click on a state, then you can click on an icon to view a tooltip/popup of some information. What I was trying to do was instead of creating new functions and event listeners for every different icon is to use a for loop...but it's not going so well.[code]...
I have an array of buttons - for example "Save & Exit", "Cancel" and "Exit". When one of the buttons is hit I call "button.addEventListener(MouseEvent.CLICK, displayMessage);". In displayMessage, I have a switch statement to determine what button is depressed. However, I don't know how to identify what button is pressed. See question marks below:
private static function handleMenu():void { // Determine which menu button was pressed switch (????) {
i am trying to use arrays to add and remove event listeners to some drag and drop items, and keep getting the Error #1009: Cannot access a property or method of a null object reference.
here's what i got:
Code: var draggers:Array = [barrelR,cautionR,menatworkR,sawhorseR,slipperyW,hillW]; for (var i:uint = 0; i < draggers.length; i++) {
I have an array of MovieClips containing about 200 MovieClips, each have its specific x & y positions on the stage & I have another array of TextFields of about 200 corresponding TextFields to MovieClips. What I'm hardly trying to do is to make a loop of "addEventListener" for the MovieClips that will result in appearance of the corresponding TextField alone when I move the mouse over a certain MovieClip, that is a tooltip for each MovieClip alone, while they are all gathered in an array.
I have an array of movieclips that represent buttons the user can click on them, and so I need to use addEventListener function so the click can be handled. I can use a loop and create en addEventListener for each element, I'll have 26 elements in the array, but I want to try another solution by using only one addEventListener and apply it on the array instead of the elements. I want to know how to recognize which button was clicked, I mean what's its index in the array.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")] [Bindable] private var _list:ArrayCollection;
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
I'm trying to get specific variables out of a for each loop. These variables are used to display a click event on a marker on a map. If you click the marker on the map, the details pop over it. Now these details are being overwritten each time the loop starts (50 times). The solution I'm looking for, let's me select a marker on the map with the according detail attached to it.
There might be an easy solution but I haven't found it yet.
The code : for each(artistXML in artistList.events.event)
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
I got a europe map designed in flash (1 movieclip, 1 frame, really simple), which contains the map as drawing objects directly inside the scene and in addition some specific countries as clickable buttons. So far it's working fine. What I need now is to make all the other drawing objects clickable without having to edit and script each object. I'm thinking about something like this (pseudo code):
I have an image slideshow program working right now and it takes in a folder of a hard coded in number of images. I would like to change this so that it can take in a folder and will display all of them no matter the number. Is there a way to do this in flash? I'm thinking something like the foreach loop in perl or other scripting language. It is possible to store then number of images in a text file but I also don't know how to read that in flash either. I'm working in actionscript 3.
i have two arrays of DesplayObjects and i want to add all the objects in the second array to the end of the first array, i knew that i just can just do a loop and puch em into the array, but i wondered if there was a simple function for doing this?
I have declared an Array as a new Array(); I would like to push objects into that array but have a text field read back the array minus the commas that are pushed by user interaction (from numbered buttons).
For example, if the user pushes button 1 then button 4 then button 8 I would like the array to read in the text field 148 instead of 1,4,8 .
I am wanting to get an array of objects from a get statement in a class.Now I get this to work so i am just checking if this is the best way to do it.
Over 3 classes //class3 public function get xVal():int { return img1.x; } // END GET _myProperty //class2 public function get getEnemy():Array { return myEnemyList; } // END GET _myProperty /class1- calling class var enemyItem:Array = []; myEnemy.moveEnemy(); enemyItem=myEnemy.getEnemy;
I have is a simple game and when the player picks up 10 objects I would like an enemy to spawn and start chasing the player (the player is attatched to the mouse), after another 10 objects another enemy spawns and so on. This keeps going until any one of the enemies chasing "hits" the player, and then I would like all the enemies that are on the screen to travel off screen at the same location, ready to start over again.
I'm using tweener generally in the game so far for movement of things.I understand I'll need to use an array to create more duplicates of my enemy movieclip? And push one every time 10 objects are picked up.What I can't do is the code to hitest any one of the spawned enemies, I think only one perhaps-the last or first created is ever affected. I've seen others with a similar problem but not quite the same so I haven't found a solution. I'm sure its very simple.