hmm how do I describe what I'm trying to do.. well here it is: In my flash library I have a series of movieclip with names like clip00, clip01, clip02 they are set to export for actionscript as the same name.
Now in my as file I'm importing a xml file that has the names of the clips which to place on the stage. Now if it were just a regular case I would do
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I hope I am somewhat clear, please let me know if I can explain further. My project is really complex and I tried simplify it here. Please help or suggest alternative method.
I create X instances of a class (called SM) depending on a varibale I have (called here howmany), but later on as I want to check their states with a while, I need to have diferent instances names (sm1,sm2,sm3...).[code]
why this sort of, but doesn't work?I'm just creating a group of buttons using imported pictures without having anything in the library.Here's the code I'm using:
[AS]clipArray = []; posArray = []; for (var k = 0; k<3; k++) {
I'd like to create a Hangman game, only instead of having the player enter a letter, I'd like to have 26 clickable buttons on the screen. Now, I could make 26 symbols, but that seems ridiculous when I could create a letter_button.as class and just create 26 instances of letter_button, where I can just do something like letter_button.letter_id to get the value. That part's easy. The hard part is, uh. Well. 1- How do I create a button that will accept dynamic text? How do I add these buttons to the stage? Will parent.addChild(new letter_button(letter)) work? Or do I need something else?
Here's how far I've gotten in my solution, tell me if I'm barking up the wrong tree. To begin, I created a button called "Letter_Button". It has a text field on it called "letter_text". It's a MovieClip and it links to Letter_Button.as
Is it possible to create a completely dynamic menu by creating empty movie clips and loading external images into them? I'm experimenting with this, but it seems there is no way to create rollover/release functions for these dynamically created MC's.
I hava a move clip called Main in witch I load Interface and than load Content swf clip.I was trying to control a object (movie clip in loaded Content swf clip) with asctionscript in Interface swf and inversely, but nothing happend.I hava a button on the interface which I would like to activate when I click on the some area of the Content swf .
Been struggling with the basics of creating instances at runtime. I needed to implement an XML video player and even though the client has supplied a component that they liked and it works fine, i cant turn it off as im not sure how the thing works. Basically the timeline hits a keyframe and stops. It runs the code to make the player popup but once the user has exited, the player stays on.If the function creates an instance for flv playback... how do i tell it to stop?
function below function makePlayer ():void { my_player = new FLVPlayback();[code].........
I'm having trouble creating instances of an object, I want a random number to be generated and then based on the number which was choosen create an instance of an object in one of four positions.The problem I'm having is, my instances are generated fine but there is one that keeps jumping to x 0 and y 0.[code]
I'm trying to create a vertical column of images in a mc that can be clicked. I've added listeners to reposition them once they load, but right now they are overwriting each other. I'm not sure how to rename the object and listener vars for each iteration. [code]...
I'm having trouble creating multiple instances of one movieclip. I've got an array set up that loads photos into flash and places them in a grid (sort of). I want those photos to have outlines around them. So, i created an outline. Now, when i try to place it on all of the photos, it will run through them and only apply itself to the latest photo (one instance overwrites the others). How do i make multiples of the outline?
basically i want to create ten balls on the stage. I have a balls.as file which uses the drawing api to create a circle within it. also within the balls.as file there is a public variable.[code]how would i go about finding out: if you click one of the balls it traces that balls life.
I am working on a project in which I need to create a bunch of buttons.. all need to look the same with different text on the button.. rather then making each button separate in my library I would like to make one and create instances of the one button. I have created a button with a text field on top named txtLabel with a default text of "Label Here". I have dragged an instance of the button onto the stage and named it btnHome btnHome.txtLabel.text = "Home"; d Does not work..
I get the following error TypeError: Error #1009: Cannot access a property or method of a null object reference. at MyProject_fla::MainTimeline/frame1()
var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
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however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
I have a movie clip 'sliderMc' which contains two other clips 'slider' and 'groove'. I've used actionscript to make the 'slider' clip move along the 'groove' and display the value of the at each point in a text field. The idea is to have a slider object that i can use multiple times. I want a situation whereby I can create instances of 'sliderMc' so that I'll be able to move the slider on the individual clips and have each slider update different variables which would then be sent to an XML file or php. Im able tp talk back and forth between php and xml with no problem; The issue I'm facing is that after creating multiple instances of 'sliderMc', I'm not able to give the 'slider' and 'groove' movie clips different instance names without changing the instance names of all other 'slider' and 'groove' instances of 'sliderMc'. Which in turn makes it difficult to distinguish between the different sliders in actionscript.
So I know that if I want to create an instance of a movie clip called part01Roads from the library I do this:
Code: var part01Roads_mc:part01Roads = new part01Roads(); addChild(part01Roads_mc); part01Roads_mc.x = -22379; part01Roads_mc.y = 317;
Well I want to take this one step further if it is at all possible. Lets say I have 100 different movie clips labeled in a sequence: part01Roads, part02Roads, part03Roads ..... part100Roads. Instead of rewriting the above code 100 times, can I make a loop to do this?
I've done some basic flash for my college course and i'm moving onto advanced flash and Actionscript. For this, i'm trying to build a "construction game".
What I have is objects on the right side, and I want to be able to drag out copies of those objects onto the left and have the size and rotation of each object adjustable...
So say click and drag on a circle, it puts a copy of the circle where I place it on the left. I can then drag that circle around, scale it or rotate it, or if I decide I don't want it at all, drag it onto a recycle bin icon and have it removed.
I'd like to be able to make as many copies of that circle as allowed (so maybe a limit of 10?), and have each one adjustable when you "select" it...
Is this correct? I am gettign this errorTypeError: Error #1007: Instantiation attempted on a non-constructor.I am trying to created a new instance of a movieclip on stage based on the number from elderCount.
//elderCount is a var:Number var elderMan:Array = new Array(new starMovie()); var Star:starMovie = new elderMan[elderCount](stage);
I thought would be coded like this: var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
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however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
Here's what I'm trying to do (in example form): I have a movie clip called "dude". Dude is animated to walk around, then drop a cigar (all inside the movie clip). But the problem is, dude moves, so if you try and move dude as the cigar is dropping, the cigar moves with him. So what I want to do is create a new movie clip instance called "cigar" OUTSIDE of the movie clip dude right as he's dropping it, so that you can move him without moving the cigar. Get it? I've attached another helpful animation to explain.
What I have right now is, on the 13th frame of dude, a few lines of code that create and place an instance of cigar. In that frame I also have an invisible instance of cigar for me to duplicate. Inside of the cigar movie clip is the animation that makes it fall to the ground. I need to change that code so that the instance of cigar is created outside of the movie clip dude. Here's the code I have now (inside of dude, on frame 13):
My game is initialized by calling the newBall function below. Every 10 seconds a new ball is created to increase the difficulty by calling the same function. The function works and creates the new ball movie clip, however the previous ball object gets destroyed for some reason. I have an array called ballArr that is supposed to keep track of all of the ball movie clips. I thought that by concatenating the name of the instance with an incrementing number that it wouldn't overwrite the existing object... what am I doing wrong?
Code: function newBall() { var ballNum = ballArr.length + 1; var ball = this.attachMovie("ball_mc", "i" + string(ballNum), 0, {
i created a bubble clip, when u blow the mic it generates bubbles, problem is, because of the continous blowing, the bubbles gets more and more and this makes the movie lag, and as u blow more and more, the movie ultimately hangs... how can i refresh the movie so that the bubbles will refresh as it appears outside of the movie area or create a boundary where it goes back to 0 when it goes over the height of movie, i tried using the 'creating snow flakes' tutorial but it doesnt work
I am very new to Action Script 3.0.My experience has been with 2.0 creating Movie Clips and using the timeline. My concern is after several days of trying to understand why my button was appearing as a null object.
My main timeline has 20 frames. There is a stop action on Frame 14.On frame 14 is where I've a button to advance the viewer to frame 15. This is where my trouble starts. After advancing the viewer 1 frame to frame 15, there are 3 buttons.
1)First question is in order for my buttons to work - they must be on the main timeline and not nested in a Movie Clip (correct)? 2)Second question is because I am trying to implement good Action Script practices, I've put all m y code on one frame.(Frame 14)
Unfortunately, this is where I kept getting an error about "Null Object". My 'problem-' button comes 1 frame after the Action Script.The work around for me was to insert a keyframe with the problem button and move the button off the stage.
I would like to try and get in the habit of using AS 3.0 to call Flash Objects to the stage, but it just doesn't seem to be working. Are the methods of using "Package", import Flash -"Movie Clip" or "Sprite" the preferred? Or should I just stick with my very simple way of working? I am afraid it will cause problems down the road and cause unncesassary load times becasue I've got everything on the stage - even when not needed. But, this seems to be the only way my movies work.
If i have created an animation in 'scene 1' on flas, and i really want this animation to be in a movie clip, is there any way i can transport the contents of scene 1 to a movie clip held within scene 1? (the animation only has one layer)