ActionScript 3.0 :: Creating A New Instance With The Same Variable Reference?
Mar 8, 2011set to null a reference in this case?
private function initGame():void{
var game:Game = new Game()
}
[code]......
set to null a reference in this case?
private function initGame():void{
var game:Game = new Game()
}
[code]......
Theres any need to set to null a reference in this case?
private function initGame():void{
game= new Game()
}
[code].....
I create buttons, but I am trying to give them each instance names so can target them individually but I keep getting undefined property error.
Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
var menu_items:Array = ["CHAPTER I","CHAPTER II","CHAPTER III"];
[code]....
Lets say I have 3 Movie Clip Symbols in my Library : Movie0, Movie1 and Movie2
Each movie has a dynamic text box: "TextBox1"
I want to be able to write a function that can manipulate the alpha(or any attribute) of the TextBox1 in all three MovieClips.
In my limited experience I thought I could do something like the following:
for (var row:int = 0; row < dataArray.length; row++)
{
Movie(row).TextBox1.alpha = 1;
}
I hoped that this would loop through 3 times and set the alpha of the TextBox1 in all three movies to 1.
Is this possible? Can you reference an instance with use of a variable?
I'm creating a dynamic movieclip and the name/instance name is stored in a variable. How can I reference the instance if its stored in a variable?This is what I'm using and it doesnt seem to work (for obvious reasons). I know in php that you do this "blah blah" . $variable.
View 1 Repliesi want to use a variable(text) to refrence a movieclips instance name
Code:
function InventoryShow(event:Event):void
{
var SC:URLVariables = new URLVariables(event.target.data);
[Code].....
Topic title explains what i want to do. Say I have a variable roomNumber (a string) and in a game where i move about, roomNumber will change (say, room34 to room35). When a new room is visited i want a new instance of my class Room to be created, but with the instancename of what the variable currently is. (point is that i can go back to a previous room, without it being changed because the instance has already been created) so... roomNumber:RoomClass = new RoomClass(); well, it unfortunately works so that the new instance is named roomNumber, and not room34.
View 4 RepliesBasically I have 2 classes, A and B. B derives from A. Inside A, I declare a static variable/constant to the class of B. When I run the program, I get a null object reference error, with the line pointing to the class declaration of B, i.e.
Code:
public class B extends A
For reference, these are the 2 classes:
Code:
package
{
public class A
{
[code]...
Also, this error only occurs when the variable is static. If it's just a normal variable it works fine, i.e.
Code:
private var OTHER:Class = B;
If I change the static variable to point to a different class, it's also fine, i.e.
Code:
private static var OTHER:Class = Main;
I can probably work around this, but it's a bit of a pain in the ass. Anybody know what's causing it, or is this a Flash bug?
I have a question regarding AS3 memory management. Supposing I created an instance variable for a Class, in this case or type Sound:
public class SoundStore extends Sprite{
var s:Sound;
Then within various class functions I referenced this variable multiple times, each time I wanted to load in a new sound:
s = new Sound();
Am I correct in thinking that each time I created a new Sound I would be overwriting the previous allocated memory?
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
View 1 RepliesI have a base class I've used on 6 different MC's. Then when I use these MC's my function runs an if statement to check which one to add.
if(id=design) var obj = new design();
if(id=team) var obj = new team();
I want to make it a bit more dynamic and use the id:String to evaluate which new instance to create.
ActionScript Code:
public function loadChapter(id:String):void {
var obj = new instance_of( id )();
}
I'm creating a little game - The player controls a character that follows the mouse. Pigs run away from the player, and the player has to get them all into a pen. To make the game a little more difficult I'm trying to add an enemy - wolves, that attempt to perform a 'hunt' method every x seconds. This method sends a reference of the wolf instance to Main (my document class) and Main then loops through the pigs on stage to see if there's any nearby. Now as far as I know this works - my problem is I'm unsure how to send the pig instance reference back to the wolf that called the hunt method, so it can then 'target' the pig, and then attempt to pounce on it.
This is my Wolf class:
Code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
[Code].....
How do I reference the variable pointed to by the variable text but pointed to by more than one function?Say I have:
engine_level = 5;
tank_level = 3;
v_name = 'engine';
[code].....
How do I reference the variable pointed to by the variable text?
Say I have:
engine_level = 5;
v_name = 'engine';
pb_name = v_name + '_p_button'; // so pb_name = 'engine_p_button';
level = v_name + '_level'; // so level = 'engine_level';
[Code]......
As we know whent here is no such variable of null value assignment to a variable or instance flash throws this kind of Error.In one of my Application i need to get more flashVariables, They may or maynot come as FLASHVARS. But when i miss any variable flash thows this error as an alert box. is there any simple solution to avoid this kind of issue
when i use try,Catch statement the issue will not come, But i don't like to write Bunch of try,catch statement for all this kind of variables.
I've got a set of arrays being dynamically generated with paths to nested movieclips. The paths are coming in as strings, and I can't seem to get them to work as movie clip instance variables.as example, a string would be:
siteMC.b1MC.b1f1MC.rMC
(that path works fine outside of the array)
How do I get that kind of nested path from the string to something flash wont spit out as null?
I thought since a Sprite is a display object container and I can add an instance of a MovieClip to it I should be able to reference the MC through the Sprite.
var bh1:Sprite = new Sprite(); beerChan = new BeerChan(); bh1.addChild(beerChan); trace("bh1 "+bh1); trace(bh1.beerChan);
1119: Access of possibly undefined property beerChan through a reference with static type flash.display:Sprite.
I have a movieClip and would like to run a hitTestPoint() if statement on it, but only for a particular instance within the movieClip.
Would: 'movieClipName'.'InstanceName'.hitTestPoint () { work?
I have 6 movieclips on the stage, each with a unique instance name. I just want to put them in order determined from an external xml file.I can get the name and order of each instance name evident from a trace, but I can't use that xml variable name to position the x on the stage.Seems simple, but it won't let me use the variable as an instance name:
//begin AS3
var loader:URLLoader = new URLLoader();
var xml:XML = new XML();
[code].....
Quick question. I have been Googling this all morning, but it's either not there, or else written in a way that doesn't register. I am inclined to believe the latter, as this seems like it should be something completely trivial to me. I made a small Flash file using AS 3.0, and this is the first time I've really been able to stick to the OOP way of doing things and not hack together a mix of stuff from the timeline to get around not having everything work in the classes.
So I'd like to keep it that way, but one thing is eluding me: I can't call a method of an instance of another class (than the one I'm calling from) without resorting to "DocumentClass(root).instanceName.method." Intuition tells me there has to be a better way of doing this (like, without having to reference the document class every time I call another class instance's function; and CERTAINLY without having to use the word "root" - that just seems so Flash 5 to me. Does anybody have a better way of doing this that they can share?
[Code]....
I have a script on frame 1 that onRelease of button should tell dynamic MovieClip instances which have been added by attachMovie on frame 2 and 3 to go to a particular frame , here's the code:Frame 1:numdests is set to 2pagesAmount is set to 4
btn_submit.onPress = function(){
for (var i = 0; i<numdests; i++){
for (d = 1; d < pagesAmount + 1; d++){
[code].....
Is it possible to control an object/element on a instance? If so, how is it done through actionscript? There is an instance "instance140" off of the root, that has an element named img4 that i need to reference... does anyone know how I would go about that? using root.instance.object form returns undefined.
View 1 RepliesI have a script on frame 1 that onRelease of button should tell dynamic MovieClip instances which have been added by attachMovie on frame 2 and 3 to go to a particular frame , here's the code:
Frame 1:
numdests is set to 2
pagesAmount is set to 4
[Code].....
Currently the movies that are added using AttachMovie don't move when button on frame 1 is pressed.
I have movie clip Ball what has public function glow[code]...
full access to Ball is MainMenu.ImagesPanel.Ball
I want to send command from server in text like:
string="MainMenu.ImagesPanel.Ball.glow"
How to convert sting to structure?
i'm playing around with Senocular's brilliant transform tool. Here's the code that I'm having issues with - it targets the instance name, which is great and works perfectly.
ActionScript Code:
_transformTool.targets = [pasteBoard];
_transformTool.activeTarget = pasteBoard;
Here's the issue. When I have an MC placed on the stage with the instance name of 'pasteBoard' the above code (which tells the transform tool what to transform), works just great. However, when I place the MC on the stage with AS and name it, the transform tool can't find it . Here is the code I'm using to place the MC:
ActionScript Code:
var pasteBoard:_pasteBoard = new _pasteBoard();
addChild(pasteBoard);
pasteBoard.name = 'pasteBoard';
pasteBoard.x=128.00;
pasteBoard.y=300.00;
Now, surely this should work as I'm even giving it an instance name? But it does not, it does not work even with no instance name, or when the class object name is different than the instance name. Weird huh? Surely this should work just fine as I'm doing exactly the same thing as placing it on the main timeline, just doing it with code. But the transform tool, referenced by the code at the top of this post, can't find pasteBoard.
Do I need to alter the code at the top to find pasteBoard by class instance? how would I do that?
Is it possible to control an object/element on a instance? If so, how is it done through actionscript?There is an instance "instance140" off of the root, that has an element named img4 that i need to reference... does anyone know how I would go about that?
View 0 RepliesI created an Array of lrgIcons that contains several MovieClips, they are then positioned within a second MC and pushed to a second array of lrgIconsOnStage, they are enabled as buttons and assigned an event listener (all of this works fine). Problem is, I want to know which lrgIcon is selected and react to it with an if statement. When I trace the array of lrgIconsOnStage I get [object amazonLrgIcon],[object emailLrgIcon],[object gmailLrgIcon],[object messagesLrgIcon],[object missedCallsLrgIcon] and when I trace e.target I get [object amazonLrgIcon] (depending on which item I selected, which in my mind, should trigger the code correctly, but it does nothing, Why?
Code:
var currButton:String;
var lrgIcons:Array = new Array(amazonLrgIcon,emailLrgIcon,gmailLrgIcon,messagesLrgIcon,missedCallsLrgIcon);
var lrgIconsOnStage:Array = new Array();
var lrgIconPosY:int = 69;
var lrgIcon:MovieClip;
[Code] .....
1) I have a movieclip instance on stage (simple graphical element that represents platforms for a hero to run and jump along). I have placed it on the stage with an external class engine.as and in this class it is called myPlatform and is an object of Platforms.as. The movieClip is called platforms and from a trace(myPlatform.name) the instance name is instance3.
2) I am attempting to access the properties of myPlatform in an Enterframe event loop in my character control and collision class (called hero.as)Basically here is the bit of code I am trying implement within Hero.as :
if (myPlatform.hitTestPoint(x,y,true)) { // if a platform is hit
trace("hitME");
y--;
tGravity = 0; // reset
break;
}
Here's the error that I get:
1120: Access of undefined property myPlatform
This all worked when I was writing actionscipt within the FLA file, on the timeline frame 1.I simply don't know how to access myPlatform from within the external Hero.as class! Do I need to create a variable?
So I have a button on which I create an instance of a symbol, I'd like to have a listener for the new symbol but I get a reference error because it compiles the listener before I get to create the instance. What do I do?
[Code]...
I'm fairly experienced with Flex 4, but I still haven't needed frameworks yet (I like to do everything myself) and don't want to use them either, I know it's advantages and have learned how to use one of them, but still, no.
How can I dispatch an event in the main application and have a component inside a popupmanager to react to that event? All this dispatching the event within the main app and NOT aiming it to the popupmanager or the component instance, I want to be able to fire the event and not care about who gets it or if anyone reacts to it at all so if that is possible then I wouldn't care about keeping track of said popups.
I already dispatch an event from the component and receive it in the main application by bubbling the event and therefore being agnostic of each other, now I want it backwards.