Alright, I've looked online at a bunch of different collision tutorials but they don't explain what I'm looking for. I want object A to hit object B and then execute a function via to a Event listener.
I'm trying to create a boundary for a player object, controlled with arrow keys, in my game using the main stage's height and width. For example, one test point is at the top edge of the player object's bounding box so that when the player object's head touches the stage's top edge, the player can't move anymore to the north. The player object is manually instantiated to the center of the stage by using the Flash stage editor so it will start at the center before the program starts.The problem is that right at the start of the program, I can no longer move the player object up or down with the arrow keys but I can still move it left or right. The intention is to allow the player to move north until the player object's head touches the top edge of the main stage.[code]
How can I create an xml object (or any object in fact) named after a variable, i.e variable called section with value "names" create object [section value + "XML"] = new xml(); result: empty xml object called namesXML
Iv been having some real trouble lately attempting to create an object panorama, emphasis on the object version, iv found plenty of tutorials on how to do regular panoramas (ie, from one spot looking outwards, i want to make one of something looking inwards orbiting it) iv used flash quite loosely before in the past and have come to the conclusion from various articles on the internet it is capable and probably the best way to make a small file size.
basically what i wanted was to have it so that when u click and drag side to side it would show around the object, im not too worried about how fast around it goes or if it accelerates the further away from the centre its dragged, just the main control im looking for. at the moment i have 180 odd pictures of my model im looking to orbit, or less or more depending on what people think is better (its a 3d render i made so i can choose how many pictures it has) or iv already got it stitched together into a video.
the ideas id already had were that it would load each picture into an empty movie clip based on the frame number, ie it would load model001.jpg on frame 1, model020.jpg on frame 20 etc etc, but that didnt work as i suspected and it seems to flicker which i probably should expect as it has to load each picture each time. my other idea was that if its possible to make a movie scrubber, and load the video of the orbiting object in, then just use a scrubber to control moving it around but i couldnt find anything (that wasnt to buy) on how to do that.
I am creating an actionscript video player in Haxe and to avoid the asyncError I am trying to create a custom Object. How do I do this is Haxe? The client property specifies the object on which callback methods are invoked. The default object is the NetStream object being created. If you set the client property to another object, callback methods will be invoked on that other object. Here is my code.
I'm tring to create instance of class, when I got name of this class.I think better to explain my problem will be this code:[code]I invoke some Function, and I get error: [Fault] exception, information=ReferenceError: Error #1065: Variable Level0Img was not defined.
I've been starting to create my own classes for a project and I've encountered an error that I don't know how to solve. This is for a Game class collection.
How do I create an object with ActionScript if I only know the name of it? I have a class that should add an object as a "grid" and place it accordingly, so if I have a Square box that I want to place by 4x4 on the screen it calculates it automatically. Well, that's the goal anyway.
I have a function in my Grid class, Add_Background that accepts an Object to be added as the grid background. I use a movieclip (don't know if I can use a graphic element).
I call the function myGrid.add_background("name_of_my_movieclip") or myGrid.add_background(new name_of_my_movieclip());
The first one I don't know how to use, I don't know how the syntax for creating an object this way (etc: grid[a][b] = new name_of_my_movieclip() doesn't work...) so there has to be some other kind of way on how to pass this to the function and that it knows what to do with it.
The other thing I've tried is passing the object to the function (new Grid_Background() etc) but I can't clone the object anyway I try it and the ActionScript reference site says there's an mx.utils.ObjectUtil that I can use for this, but I have no access to it that I know of (tried it).
I want to create a directory where I can control what happens next with a movieclip because of what it says in the xml, for example:
HTML Code: <?xml version="1.0" encoding="utf-8" standalone="yes"?> <xmlIndex> <album>
[Code]....
I know this doesn't work, I've tried it, but I don't understand why? all I've done is created variables from the XML and tried to link it into 1 click event, instead of doing one for ever button, would i need some sort of for loop?
I am trying to create dynamic variables.I read a file where I have this strings: building, restaurant and hotel.Then, will load them like
X = building. Y = restaurant Z = hotel.
Now I want to create variables like: building = 123; restaurant = "abc"; hotel = 2.5; So on how to use the value (building, restaurant, hotel) on naming or creating variables to use them later?
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.
There is the code that makes up the major part of the game, and then there is an object for the game board which I kept separate because it required a lot of code of its own to handle pieces on the board, change perspective, and so forth. From the main game code I have no problem accessing information in the game board. I can get the information about an object of apiece on the board, for example, by addressing it astrace(gameBoard.aPieceObjects[x][y].visible) BUT if I want to get information about the main game from the gameBoard object I can't seem to do it. For example, to remove a fog of war I need to know how far a player can see which is information that is kept in the main code in an array of possible players. addressing it as trace(parent.player[i].adVision) gives me an error that there is no such property. The same is true if I use "root" or "this.parent" instead of just "parent".
I know that I could set it in the main game code, but this would mean making duplicate copies of lots of variables which I would prefer not to do. Especially since my program is already not very efficient due to sloppy planning (this is my first real programming project in quite a few years).
how do you access a variable in an object? i have created a subclass of movieclip in but cant access variables in instances of that subclass by using instancename.variable
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.
After I've created a movieclip, how do you create a variable from the main timeline in that movieclip? I thought I could do either of these: ActionScript Code: spy1.speedMax = 7; // or: with (spy1) { var speedMax:Number = 7; }
By tracing speedMax, I found it was available on the main timeline, but not in an event listener ActionScript Code: function OEF(event.EVT):void { trace(event.target.speedMax); } These two methods are available in AS2...
My issue is that I have 10 small audio clips and I want to make them into variables that i can access later in the code. But I'd be happy if I didn't have to write the same code 10 times down over and over to create/access them.[code]...
A question on the side, is there any built in sound generator in actionssccript 3.0?
A friend was asked to create a calculator which adds several variables together and produces an output which has other pre-determined variables added or subtracted...[code]The problem now is that the people that asked for it forgot to say they needed a further calculation which between us we just can't work out! Basically, if net_estate is under 285000, then tax_liability is to be 0. but if it's over 285000 then tax_liability = 40 / 100 * net_estate (as in the above code).
How do you assign an object different variables.I tried setting it up like this but I get an error.[code]How do you do this correctly I get error Label must be simple identifier when I do it like this.