ActionScript 3.0 :: Creating Multiple Movieclips And Adding Images
Dec 17, 2011I have a problem creating multiple mc's and adding images inside each mc. This will add all the images inside last movieclip...
[Code]...
I have a problem creating multiple mc's and adding images inside each mc. This will add all the images inside last movieclip...
[Code]...
I have a problem creating multiple mc's and adding multiple images inside each mc.This code will add all the images inside last movieclip.
Actionscript Code:
for (var i = 0; i<myXML.box.length(); i++) { var _box = new box(); _box.name = "box"+i.toString(); _box.y = _box.height *i + 200; mcArray[i] = _box;
[code]....
[Code].....
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
View 3 RepliesI have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code:
for (var i:Number=1; i<=24;i++){
var myLoader:Loader = new Loader();
myLoader.name = "image_"+i;
[Code].....
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
Here is my code...
var collXML:XML = IXml(assets.collections).xml;
var collNodes:XMLList = collXML.children();
for each (var collInfo:XML in collNodes)
{
[Code].....
I've got a long list of similar movieclips I'm adding to the stage. There's 9 in total and the code looks like this...
stage.addChild(zone0_mc);
zone0_mc.x=267.6;
zone0_mc.y=120.5;
[code].....
I have seven movieclips lets say from mc1 to mc7 they all have their respective classes Mc1 to Mc7
is there a more efficient and faster way of adding them to the stage then declaring and addChilding them one by one in the code?
Basically I have 5 movieclips I want positioned around the stage. So I figure the best way to this is with a for loop. However the way I've coded it doesn't appear to add new movieclips and seems to just move the first movieclip 5 times and it always ends up with an x of 169. Here's my code:
Code:
for (i=0; i<5; i++){
var barName:MovieClip =
_root.game.attachMovie("butSquare","r1wBar"+i,_root.getNextHighestDepth());
[Code]....
I am trying to add movieclips from the library to my view elements. now yeah the static way is known, just name it, create a : new XClip() and here ya go. But what if I want to add it dynamicaly meaning I create one class to add clips and just ahdn it iver a variable t know which clip to add like : new myClipNameVar() nyone know what i mean? anyone know how to do this. if it sonly movieclips, fine, if someone knows how to do this for bitmaps (PNGS, etc) grandeur!
View 4 RepliesI have problems adding different movieclips to stage with the new MovieClip() command,
See EX.1>>
Here is what I have come up with:
var shape:Array = [new Shape1(), new Shape2(), new Shape3(), new Shape4()];
for(var i:int=0; i<shape.length; i++)
{[code]....
What if I need to add more than 4? It seems a bit troublesome to write the full numbers of movieclips in the array.
var shape:Array = [new Shape1(), new Shape2(), new Shape3(), new Shape4()], new Shape1(), new Shape2(), new Shape3(), new Shape4() .......];
On another note, I have 4 menu item with different width, how can I space them out nicely along x-axis one after another dynamically?
I have a problem creating multiple movieclips inside a container mc. The one created later always overwrited the one created immediately before it and ended up with only the last one left in the container mc. Below is the code:
[Code]...
create movieclips in a for loop.Basically I am trying to create a series for movieclips and add these to my stage based on an array of values.
for (var i:Number = 0; i < product_total; i++) {
product_mc.name = productid[i]
addChild(product_mc);
[code]....
This code works fine to add one but I can't add more instances?Appears addChild not render mutiple instances on the stage.
creating some with the .createEmptyMovieClip() method.you see i have a variable rks and accoding to the amount specified in the rks,i want flash to create that number of movieclips
View 2 RepliesCode:
var menuArr:Array = [home_mc, menu1_mc, menu2_mc];
when I iterate with a for loop to add event listeners
Code:
var i:uint;
for (i=0; i<menuArr.length; i++)
{
[Code].....
I'm trying to create a game where coloured items can be matched to coloured pegs on a washline but am having trouble with creating an array thet will place the pegs onto to the washline. I have 6 pegs and I wish to randomly attach 3 of them onto the line each time the swf is played.
Currently the pegs are labeled :
Blue_peg
Pink_peg
[Code]....
I am working on application similar to [URL] how to add multiple clipart to the center rectangle. I can add one clipart but then adding second clipart/image replaces the first one.
View 1 RepliesI don't see why this doesn't work as intended. Only the second MovieClip - arro_nxt - shows.
//Load the arrow art:
var arrow_loader:Loader = new Loader();
arrow_loader.load(new URLRequest("assets/arrow_sm.gif"));
//place the arrows:
var arro_prev:MovieClip = new MovieClip();
arro_prev.addChild(arrow_loader);
arro_prev.x = 100;
arro_prev.y = 100;
arro_prev.rotation = 90;
[Code] .....
I have a series of images I'm adding to stage from the library. I need them in separate movie clips for tweening. If I create a new layer... add a shape to the layer... mask the layer... finally, add a layer below that layer (with nothing on it) then all of the images I've added from the library are masked. No matter what I try with code however, I can only get one image to be masked. must you create a new mask for each image you would like to mask? I thought maybe if I could do it all in one go on a layer, there must be some code that allows one shape/mc/object to mask several clips.
View 3 RepliesI want to move my multiple externally loaded images a little each time they are added to the stage along the x axis via the Loader class. It all works - But HOW do I access the added graphic synatically, so i can change its x pos?! Ive tried picLoader.x ... but that's the Loader - NOT the image...??
Code:
private function setPics():void
{
for(var i:int = 0; i < xItems; i++)
[Code].....
I am trying to build a image-gallery-type picslider class. I have a playlist.xml whose architecture should be clear from the URLLoader stuff in my code. What I aim to do is to load 3 initial images into MoviClips and place the three in an array.Then, I'll manipulate the array to allow the user to flip left or right between images, while loading others offscreen.What I am hiving trouble with is loading multiple images into MCs using the Loader object inside a loop. When I run the code below, only the last image loaded appears inside a MC on the stage.Do I need to dynamically create loaders for each iteration?
Code:
package
{
import flash.display.*;[code]......
I am loading these 5 images into a sequence of boxes. Everything works fine except Images are not coming in sequence. They are coming in random order. for Eg.: Box1 contains 3.png, Box2 contains 1.png..so on..[code]
View 7 Repliesim loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
View 1 RepliesI am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I have a photo gallery that loads many images using a for loop (image data is from XML file). Simplified code looks like this:
Code:
var photos_xml = new XML();
photos_xml.ignoreWhite = true;
[code].....
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I have 260 images that I need to place on different frame. Instead of dragging them one by one the image on the stage, is there a way to drop all of them in one shot but each images is on a different frame?
View 3 RepliesI'm trying to split my stage into 2 sections
- bubbleZone
- menuZone
so I have created 2 sections and turned them into movieClips. On the first bubbleZone movieClip I want to add multiple "bubble" movieClips which will only appear in the bubbleZone movieClip. See code below. However, the bubbles seem to be appearing all over the stage and are hidden by the bubbleZone movieClip. Is there anyway to make the bubbleZone movieclip pretty much just a background for catching events and then tying the individual bubbles to just the bubbleZone so they don't appear anywhere else on the stage?
var bubbleZone:BubbleZone = new BubbleZone();
bubbleZone.vx = 1;
bubbleZone.height = 600;
bubbleZone.width = 820.8;
[code]...
Is there a way to use an existing path drawn on the scene, as the basis for path made up by many movieclips that also follow the original curves "curveture"?I kind of want to make a "road" consisting of "yellow stickit notes" overlapping each other.I want to do this without manually having to draw each stick-it note, so I can easily change the curve without having to redraw the whole thing.
View 1 Replies(Using AS3) I'm doing a simple grid layout of boxes (movieClips), i'm then trying to save their current position to each of the movieClips. So in AS2 i'd do something like ...
obj.origX = obj._x;
obj.origY = obj._y;
but it's saying; 1119: Access of possibly undefined property targetX through a reference with static type flash.displayisplayObject. How can i add custom variables to movieClips?