ActionScript 3.0 :: Create Unique Movieclip Tree From An Instance?
Jul 2, 2011
I have a structure of movieclips, which is something like:
Top Level: My character's collision movieclip, stickman_root
Second Level: On each frame of the top level, the visual part of the character, in a different pose. stickman_stand, stickman_walk, etc
Third level: in each of the poses in the second level, the character itself is built of several smaller movieclips. stickman_head, stickman_torso, stickman_upperarm_l, etc...
So having created this structure, I'd like to be able to use it as a template. I'd like to turn an instance of the toplevel into a new, unique library symbol, and similarly everything under it should also get a new unique symbol, so I can modify those as needed without messing with my template. So that I can take this stickman template, and change the graphics to create someone less stick-ish, while still retaining the skeleton and animations I made. Create unique movieclip tree from an instance?
I'm currently making a TicTacToe game to help build my Flash experience and I've come across an issue. I'll try and explain what everything is doing in my code thus far. I know it's a lot of code for a forum post, but I don't want to leave anything out as someone may have a really nice way to work with this.
Code: this will be switched to a user defined value (1 or 2), depending on which person the user decides should go first. currently it is set up for the 2nd player to go first
new _global.whosTurn(); _global.whosTurn = 2;
//this sets all cells DISABLED so, at the beginning of the game, any cell is selectable cell1_isUsed = false; cell2_isUsed = false;[code].....
I encountered a rather irritating problem yesterday. I wrote a class. The class has got 1 variable of the type :Array. its a public variable.On the scene i have 2 movieclips which are connected to my class through its linkage in the library.My problem is that even though the instance-variable (the array) is supposed to be unique for the instance only it gets overwritten for every new instance i create.for example. if i assign the first instance's array 2 values (1, 1)and the do the same with the second but here i change the values to (2,2) then when i check my first instance it has got the same values as the second instance...that is (2,2). [code]
I want to be able to create a movie clip on the fly, inside another movie clip, not duplicate, but create an instance of a clip that only exists in the library. The movie clip that the new clip must be created in is going to have a loadMovie already applied to it, so anything existing in it will be removed. I need a way to insert a clip from the library into this parent mc. I tried attachMovie() but its not seeming to work.
I'm using flash CS4. I am trying to make a piano. It will be the header of a web page when the mouse rolls over a key the appropriate note plays- ideally the key would appear to be pressed as well. I have a jpg of a piano keyboard imported as a graphic. On a new layer I have made a button whos over state has a blank keyframe. I have imported that button to the stage and given the instance a name. I have attached a sound to the over keyframe (middle C).
I have dropped a second instance of the button onto the stage and given it a unique name. When I attach the next sound (D pitch) to the over state it changes the original middle C. How can I get each instance of a button to play a unique sound? I have tried using a new layer for each button but that didnt work. Do I have to make a brand new button for each note? I have reduced my design to include only 16 notes (I originally wanted 32 but I thought that may take too long to download)---
I'm trying to write code that will dynamically add a falling leaf to a tree sprite every so-odd frames. But try as I might, I can't get the little retard to appear.[code]...
i am trying to create a new movieclip instance of Letter1 onto the stage,at the moment if i put
Code: mc = new Letter1();
it does this, but i want to increase the number so i created a number var called letterDrop, as you can see below i tried to create a new mc using this but it doesnt seem to work, when i trace it i get Letter1 but when i try create it i get the error Letter1
TypeError: Error #1007: Instantiation attempted on a non-constructor. at flashgame_fla::MainTimeline/gameEngine()
i made a custom class where i would like to create x instances of a movieclip. But the following doesn't work:
[Code]...
I keep getting the error: Scene 1, Layer 'Layer 1', Frame 1, Line 5 1119: Access of possibly undefined property Collector through a reference with static type CustomClass.
I create a new MovieClip, call it Somehow, and link it to the name "MyClip", for example.[code]...
They must be MovieClips, because the functions not only response with hello, like in the example.
So I want to create the Clip copies and call the functions in one step. This example is also not working when i put it inside of a onLoad, or onEnterFrame and so on.
I'm wondering if it's possible to create variables in a for loop that uses an incrementing number in the variable name.
This is the code I've tried (as a long shot) but isn't working:
var i:Number;for(i = 1; i < 10; i++){ var ["number" + String(i)]:Number = i;} trace(number5);
What I'm trying to create here is a series of variables called "number1", "number2", "number3", etc. Is there another way of doing it? I'd need them to be public (I think that's the term?), so they can be used elsewhere in the script.
I have an onEnterFrame function controlling all the movie clips in an array. The motion of each of these movie clips is controlled by a few variables speed, acceleration, etc that are modified on each enterFrame. I can't figure out how to create unique variables for each element in the array. At the moment my variables are the same for all the elements, and so the motions for each movie clip are the same.
I have used this code to add my movie clips into the array:
for(i = 0; i < starNumber; i++){ duplicateMovieClip(star, "star" + i, i); starArray.push(this["star" + String(i)]); }
Do I need to do a similar thing to create unique variables for each? Or is there something I need to do in my for(myClip in myArray) loop that is contained in my onEnterFrame function?
To create one hundred unique variables? Basically I need to make 100 variables and am wondering how you create 100 vats with out resorting to Declaring them all by hand. the problem is var whatever+x just creates a variable with whatever+x instead of creating whatever0, whatever1... to whatever99.
This seems quite easy, but I'm not that good with Flash, so it'd be really gr8 if anyone can help.I'm trying to create an array of random unique numbers from 0 to 39 so that I can list these numbers in a countdown and without repetition, ie: 25, 29, 11, 03, 17 etc.These are 40 different numbers, equal or greater than 0 and equal or less than 39.
At the moment I have this in Actionscript (for Flex) to create 26 labels in a BorderContainer (ID letters):
[Code]...
But when I click on a letter, only the letter Z is sent to the function getUsers. So when I'm creating labels from a for loop, only the eventlistener works for the last created label. How do I fix this?
This is what I am trying to do. I have a "n" number of dynamicly loaded movieclips (ships).ach ship has a unique movement throught points that I also load from an xml file.For example "Ship A" will go to x:100 y:120 then to x:200 y:300 and so on. Ship B has a diffrent set of points that will travel. I know how to make this work for one movieclip(ship). I was wondering if I can use the same "movement" class for all of them? What values should I pass to the class exept the movement array of each ship
Code var clipAImprimer=new ClipToPrint(); //In my library var myPrintJob:PrintJob = new PrintJob(); if (myPrintJob.start()) { For(var i=0; i<clipAImprimer.totalFrames; i++) { myPrintJob.addPage(clipAImprimer, null, null,i); } myPrintJob.send(); clipAImprimer=null; }
I try to print all frames of a movieClip where each frame is a unique page. My movieClip have 3 different frames. The result is that I have 3 pages, but it's printing only the first one. I tried to call myPrintJob.addPage(clipAImprimer, null, null,1); and myPrintJob.addPage(clipAImprimer, null, null,2); to make a test and it's the same result. I confirm that my clip has 3 different frames. I tried too label #p each frame but it's not effective for PrintJob. I have Flash CS4 and I can't use Flex, Air and Catalyst.
When one creates several instances of a movie clip on the main timeline, how can one assign separate variables to each of these instances and then invoke each of these values from the main timeline? I know how to do this by creating a separate movieclip and putting code on that movie's timeline (using 'this'), but I always feel this is sloppy because I'd like to keep my code all on one timeline.Here's some example code. It creates three instances of a movie clip, and assigns each one a variable called 'contImage' which contains the source of the loaded image. How can I get this variable traced when each of these images is clicked?Even though, as I said above, I have a work around, it has stuck in my craw for a while now.
Code: var photos:Array = new Array('images/1.jpg', 'images/2.jpg','images/3.jpg'); for(var i:int = 0; i < photos.length; i++)
Using Flex 4.1, i'm trying to create a Tree element with a custom ItemRenderer (MXTreeItemRenderer). my problem is that whenever I fold and unfold a root item, the order of the items change.. it's weird like maybe the XML is not formatted properly.
Anyone know how to change a single instance of an item renderer for a Flex tree item at runtime? To reiterate, I'm not trying to change the entire tree's item renderer like this:tree.itemRenderer = new ClassFactory(ItemRenderer2);I'm trying to change the item renderer of a single tree item like this (the following code does not work):tree.selectedItem.itemRenderer = new ClassFactory(ItemRenderer2);To put it more simply, does anyone know how to reference an instance of an item renderer and set it to a new item renderer class? I've tried using the Tree's itemToItemRenderer() method with no success.