ActionScript 3.0 :: Change Frame Two Parents Up?
Mar 28, 2010graphicsSpace.graphicsInnerMenu.selectFolderMenu.imagesButton.addEvent Listener(MouseEvent.MOUSE_UP,imagesPage_change);function imagesPage_change(e:MouseEvent):void{
[code].....
graphicsSpace.graphicsInnerMenu.selectFolderMenu.imagesButton.addEvent Listener(MouseEvent.MOUSE_UP,imagesPage_change);function imagesPage_change(e:MouseEvent):void{
[code].....
I am making a quiz/game, and it works like this, two teams that have to take over the united states, by answering history questions, so right now I have it were when you click on a state, it takes you to a question (on a different frame in the main timeline), then I have a problem, if you get the question right it takes you to the "board" of the United States (that works), but when you are back the color of the state should change its color to red (on frame of the clip) if south got it and blue (another frame of the clip) if north got itBut instead i changes back to grey (default color, all start grey to begin with). I don't and can't seem to figure this out
View 2 RepliesI've been following the book "Beggining Flash Programing for Dummies" and I have come up to a part where I create a very simple game.
The script involved in the frames are FRAME here:
stop();
btnGoThere.onRelease = function(){ _root.gotoAndStop("there");
} //end event handler
Frame there
btnGoHere.onRelease = function(){ _root.gotoAndStop("here");} // end release
When I test the movie and click the button, the frames don't seem to change.
I got a MovieClip filled with a lot of others clips... When I change de X or Y value of this first MovieClip the frame rate slows down for during 1 frame. For exemple... I created a counter that returns around 30 mseconds every frame, but when I do this X or Y change the return is around 400 mseconds... When I try to fill the first MovieClip with less information it goes faster, about 100+-200 mseconds...
View 6 Repliesok, my Digital arts class is making a flash project, and im like the only one actually making a game, so im pretty much alone. i got a lot of help from the people on the AS3 forum, but im pretty sure that my question is too easy to put there. so, i have an array, and it basicly puts a spike on the screen at a random Y, and moves it across the screen, but, when i hit a spike, and ti goes to the you lose screen, the loop keeps adding children, and putting them on the screen, is it possible to just say stop adding children, and go to the next frame? i have a break, but when i stop colliding with the spike in the next frame, the spikes start coming again. also, can i totally reset the movie? cause when i just go to frame 1, the array plays itself ontop of itself and it gets twice as hard
View 2 RepliesI want to get the full parent node on a result of a search.
XML example:
<ItemNodeCollection>
<MaxProf>1</MaxProf>
<ItemNodes>
[Code].....
How can I achieve this expected XML result?
I have a sprite within a movieclip that externally loads an image, how can i change the parent of the sprite to display on the main stage?
View 1 Replieswhat the most efficient method is for listening for events up and down a string of parents and children? Example:
(these are parents from left to right) Main Sprite -> Child A -> Child B -> Child C
Child C fires and Event - what's the best way to have Main Sprite listen for it?
1) Make Child B and C "public" so Main Sprite can attach a listener all the way down on C (_childA._childB._childC.addEventListener)
2) Child C's event triggers a Child B event that triggers a Child A event that Main Sprite listens for
I basically have a large bar of items that fills up dynamically, they are all added to a dispCont movieclip as a container. When you click on one it gets pulled to the front, scales up and I want all the unselected Items to blur or become semi transparent. So i figured i could just tween the dispCont object, however this affects whatever is brought to the front, so i want to switch that into a new MovieClip called centerCont. Here is the code, ive been trying different things, I could just use a little input.[code]when I click on it because i am trying to set event.target.parent = centerCont;otherwise, uncommented and that removed i get Code:1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.display:DisplayObject.
View 0 RepliesSeems simple and I've searched but can't find the answer to this simple problem.
Loading map-.swf into main.swf. I want to use a variable from main inside map-1 to indicate which xml file to load.
First problem, I'm coming to AS3 and if a variable isn't declared, then errors, can't compile. So do I have to declare this variable in both swf files?
And well I've tried declaring the variable in the loaded swf and it still doesn't work.[code]...
There is the stage, the level object then the player object in the level. The player object has a sub-object that is a weapon. When I fire the weapon a bullet is to be placed on the level stage. At the moment I have this code in the weapon class when the weapon is fired.
[Code]....
(In case it helps you know my skill level, I'm currently reading Foundation Game Design with Flash by Rex van dur Spuy and am a PHP web developer, also played around with Flex - ActionScript is still new to me)
I would like to know is there a way to iterate through all parents in a display object.I need to do this because i am loading swfs to application and swfs have different number of nested movieClips and i would like to be able to access loader properties like width and height dynamically from within any depth.
View 2 RepliesOkay, here is the relevant files for a game I am making and their structure: -Stage -->MainMenu.as --> NewGame.as --> beachArea -->barrel.as.................................................. ......-->player.as.................................................. ......--> pistolBullet.asSo, am trying to detect when a bullet hits a barrel. I was going to use the hitTestObject() functionI got as far as trying to actually access the properties of an instance of barrel from the pistolBullet.as and seem to be a little confused as to my findings.. Can anyone explain to me why the last trace function returns undefined?pistolBullet.as:
Code:
trace("pistolBullet.parent: " + this.parent);
trace("pistolBullet.parent.beachArea: " + MovieClip(this.parent).beachArea);
[code].....
I'm making a game in action script 3. In it, I have an actor class from which player and enemy classes will be derived. I'm doing this so that unless I need to provide specific AI or fancy behavior (such as for bosses), I can just make a new clip in the library for each enemy without making an actionscript file.
However, I've run into a problem.
Whenever I try to pass arguments to the construction of an enemy (make it spawn with more health), I get error 1136 (Incorrect number of arguments.)
This is because the constructor created automatically at runtime doesn't have the same arguments as it's parent class. Is there any way to get around this without making a class file where I copy and paste the parent constructor function for each of my hundreds of enemies?
we have java and flex projects at work. We currently have 1 base pom that contains the configurations we want to use for both projects. Problem with this is: flex projects inherit configuration for javadoc and pmd for example, which they do not want.
I want to do this a bit more clean and have a real base-pom and then a java-base-pom and a flex-base-pom. But how does this work in a multimodule that has both a flex part and a java part?
We have plugins to our own application where we use the following structure:
my-plugin
my-plugin-client (flex)
my-plugin-server (java)
The my-plugin just contains a pom.xml with section. I would use the my-plugin pom.xml as a parent to both, but then I cannot also use the java base-pom or the flex base-pom also as parent.
My parent ActionScript3 file has functions like these:
package
{
*lots of import.*
public class Tabu extends MovieClip
{
[Code]...
I have several buttons on an externally loaded swf that work fine but I'd like to clean up the code if possible. Is there an better way to target the mc other than using multiple _parents?
Code:
on (rollOver) {
_parent._parent._parent._parent._parent._parent._parent.expression.gotoAndStop (2);
} on (rollOut) {
_parent._parent._parent._parent._parent._parent._parent.expression.gotoAndStop (1);
}
The thing is I am not exactly sure if this mc is going to remain an external swf or if it will eventually stand alone, which is why I haven't targeted the root at its level. I'd like it to work either way if possible.
This may well just be because it can't be done but here goes.Does anyone know of a way that I can make a MoviecClip "visible=false" whilst stopping just one of its children's, children's, children...etc from also going invisible.I am aware that it can be done by setting them all individually but this will take a lot of code (and I like tidy code...and I'm lazy), and I am reluctant to use a loop as it will interrupt the animation that is going on at the time.
View 2 RepliesThis is my first post. I'm new to actionscript, but not to programming. I hope to learn a lot from these forums. To the point: I decided a few days ago that I wanted to create a flash game. I'm taking an object-oriented approach to the game design since that is what I know. The issue I am having is that I have a class called Hero that inherits from a class called Entity. Now my issue is that I don't want Hero to call the Entities class constructor when I initialize a new Entity.
View 5 RepliesI would like to know is there a way to iterate through all parents in a display object. I need to do this because i am loading swfs to application and swfs have different number of nested movieClips and i would like to be able to access loader properties like width and height dynamically from within any depth. How can i do that?
View 13 RepliesOkay, here is the relevant files for a game I am making and their structure:
[Code]...
Is there any way for movieClips to share the same class definition?When you have alot of objects to keep track of it becomes a pain to have to write separate actionscript files to do the same thing.For example if I:Create an actionScript file which extends movieClip with the name ClassX.as with all the nescessary code incased in package{}I try properties>export for actionscript>ClassX.as for two movie clips (each with different graphics).An error occurs on the 2nd movieClip complaining that the class I used was not unique. y other question is how do I make an actionscript file file that both extends a movieClip and another class.For example:In a game there is a movieClip for an enemyShip1 with its own class definition contained in an actionscript file (defining its behavior)There are 2 child objects enemyShip2A and enemyShip2B each of which have there own images,class definition but which inherit all the functions from the enemyShip1Class.It would seem that the logical thing to do would be:
package
{
//import extentions.*
[code].....
I am working on a tree component and I am having a bit of the issue with populating the data-provider for this tree.The data that I get back from my database is a simple array of value objects. Each value object has 2 properties. ObjectID and ParentID. For parents the ParentID is null and for children the ParentID is the ObjectID of the parent.
Essentially the tree should look something like this:
Parent1
Child1
Child1
[code]...
To check hit test of two movie clips having different parents. is it possible?
For example:
if(_root.AAA_mc.a_mc.hitTest(_root.BBB_mc.b_mc.)){
}
parent of "a_mc" is "AAA_mc" and parent of "b_mc" is "BBB_mc"......hit test of a_mc and b_mc is possible?
The problem is, i need to detect the quantity of movieclips that a child movie clip is over A movie clip is over several boxes and that boxes are MC, in the image for example when i drag the child MC, this is over some movie clips but i cant detect which movieclips are.
View 1 RepliesOk every time I think I understand the DisplayObject model i find something else that seems like it should work but fails. Am I correct that if I create a sprite then create another sprite and add it as a child the original parent sprite will show a height of 0... In my case i have three classes that all extend Sprite and each one is creating the next with the "youngest child" being a class that adds an image to its "stage". I can see the image height fine but its holder does not nor does its holders parent... im having a real moment here as I debate if im just stupid and missing the obvious way to do this or if I really have to add a bunch of getters and setters to see the height that includes children.Maybe I am thinking of this too much like a CSS block element but it just seems like it should work this way...for example
parent "holder" <- child "slide" <- child "image"
holder.height == 0
slide.height == 0
[code].....
Seeing as I don't have too much formal education Flash/OOP in general, this is just one of those thing I can't seem to quite deal with gracefully. All I'm trying to do is to be able to load/reset my an instance of my game's main class (not the first class that gets pulled up by Flash, but the one that actually has games logic in it), which of course extends MovieClip. It took me a while before I could even make an instance in it, because it would silently crashed when I would try to do so, and what didn't help was that the output window stopped working, and I had to completely reinstall flash. As far as I remember I simply fixed it by taking out the "stage." from any of the lines of codes that had it.
[Code]...
in my last flash website i built, i created a gallery, my way of creating pages in flash are to have a movieclip as a page, so to make it easier to switch between the paged (page switching functionality is purely done in AS3). the gallery was a problem however, i needed the pictures to appear as popups, however to add the child from inside the movieclip, any masks i use would prevent the popup from leaving the immediate area of the page. so to get around this problem i basically used: MovieClip(root).addChild()
in my opinion this was a mistake, because it created other problems. the problem was that the popups are still connected to the page, even though they are outside of it, which meant that using removeChild() to switch from the gallery, meant that any popup that were still active, 'DIDNT' dissapear, and worse than that, because the page was removed, the popups lost any AS connected to them, which meant the couldnt be removed at all.
[Code]...
I'm trying to build a menu system which populates itself by parsing labels from the Flash timeline. As well I have a requirement to keep this all within one FLA file... so no classes or XML files. After 2 days I'm pretty close here, but have a problem with mouse_out's. I'd like to be able to move my cursor up and down the popped-up sub menu, but as soon as my cursor leaves the first sub button it triggers the mouse_out function.
I want the mouse_out to trigger only when the cursor leaves the entire sub-menu, not it's children. I believe this is a traditional problem and there's solutions but after 1.5 days of tuts and threads I haven't been able to manage it. I think I may just have to tweak how I deal with the submenu array.
I'm working on a web app built in Flash AS3. At a high level - the app has a main screen, and several "modal dialog"-type screens that pop-up to manage various user interactions. (This is a similar pattern I use in most of the apps I develop...) Typically - when the user clicks a UI control on the dialog screen (e.g., button, text box, slider bar, etc.) - the main screen needs to react, or manage the consequences. It seems like there are two general ways to handle this: Have the dialog screen dispatch events that the main screen listens for Allow the dialog screen to call functions in the main screen when those controls are clicked (which requires that the dialog screen maintain a reference to the main screen, and that the functions in the main screen are public)
In general - I understand that one of the key benefits of the first method is that the dialog screen isn't so tightly coupled; it's only responsibility is to broadcast the event. This would allow me to more easily use the dialog class in other contexts, or applications. But for many RIAs I develop - a particular screen is SO SPECIFIC to the the application that there's no chance I'd ever reuse it in another application. So, the "easy re-use" benefit is minimal. So - if you eliminate that benefit - which method is actually better? (More performant, less resource-intensive?) For example - if I use events, then Flash needs to manage many listeners for events that may never occur. So - it might be more efficient if the dialog window could call a function in the main screen directly, instead of dispatching an event.