ActionScript 3.0 :: Dynamically Add Clip From Library?
Mar 9, 2010I have clips in my library (Slide1, Slide2, etc) and I want to add them dynamically, this is how I'm adding them at the mo;
Code:
switch (CS) {
case 1 :
[code]....
I have clips in my library (Slide1, Slide2, etc) and I want to add them dynamically, this is how I'm adding them at the mo;
Code:
switch (CS) {
case 1 :
[code]....
the idea is to create a loop to that displays 16 cards face down in two rows and eight columns using either a "for" loop or "while" loop, execute 16 times once for each clip.use new to dynamically create card instances based on the Movie Clip symbol in the library.use a modulo operator to operate the x position of each clip use Math.floor to operate the y position of each clip set dynamic text value of the card clip to show appropriate card number add card to the display list if using the iteration variable ("while" loop).this is what i am using and i get one card (the stack of 16) in the bottom left hand corner with a 16 trace statements of "instance 2"
//create variable for number of columns
var numberOfColumns=8;
// requirement 1
[code]....
I want to load a random movie clip from the library to an empty clip on the stage called (bg_graphics). the clips in the library are called (green, blue, yellow).
View 5 Replieshow do i dynamically add sounds from the library? i have tryed
Code:
_root.attachMovie("sown", "sown",999)
//and
var my_sound:Sound = new Sound();
my_sound.loadSound("sown", false); //externaly the file is also named "sown" (no extension)
How to call a movie dynamically from library in CS4 ?I have already made a separate movie clip.I went to advanced, linkage
interface---"slider"
class ----"slider"
base ----// it was disabled
also it gives error even if i do not right anything on AS3 "Class or Interface not present"
I am trying to call in images dynamically from my Library in a more efficient manner.
With an bitmap image in the Library set up for actionscript with the class name of 'itemFromLib', i tried:
Code:
function placeImage():void {
var _img:itemFromLib = new itemFromLib();
var _bitName:Bitmap = new Bitmap(_img);
[Code].....
Both with the results of an error that "1067: Implicit coercion of a value of type Class to an unrelated type flash.display:BitmapData."
figure out how I can create Button from Library dynamically ?
View 4 RepliesI'm trying to load images from the library not externally, i know how to load externally but the thing is i need these images to be instantaneous when browsing, so i cannot load them externally.[code]...
View 1 RepliesI am dynamically creating a .swf using the Ming library for PHP. It doesn't support sound objects but it does support streaming MP3 Files. I need to know what happens to a .swf with an exported .mp3? I am hoping that using something like swf2flv will embed the .mp3 into the .flvBefore we get into a debate about reasons NOT to convert a .swf to a .flv it is absolutely necessary for my project.
View 4 RepliesI have Button components that are populated dynamically. The buttons need to each have an icon (using the button.icon property).The icon however, is retrieved via webservices so all I recieve is a URL to the jpg that needs to be loaded as the icon. When using the icon property, you load an instance of something in your library over the top of your button. So I was wondering if there was a way to retrieve this url, and load it into the library which would then allow me to use it as an icon??
View 4 RepliesI want to load one out of 18 different instances from my library (exported as mc1-mc18). In AS2 this was simple! I fetched the variable (whC) that contained the name of the movieclip to be loaded and just put it into attachMovie
AS2:
Code:
_loc.attachMovie(whC,"clip"+k,this.getNextHighestDepth());
In AS3 do I have to use this long if/else statement to make it work the same?
Code:
public function fetchTile(whC:String):MovieClip {
if (whC=="mc1") {
fetched= new mc1();
[Code].....
I am in the process of creating an info box Object, which displays one of the five organizational informations, dynamically on the user's choice. All the code is in the associated Class.I am stuck with one issue. It requires adding a PNG image, from a set of 5 small images, placed in the Library, on the top-left corner of the movie; appropriate to the contents. I tried adding an image container movieclip at the required position; but don't know how to attach the image, from the library, to this container.
View 2 RepliesI need help with oulining dynamic text. Is there any plugin or external library to do it dynamically?I made imitation of outline text by copying written text, and placing it under the original. Then increase it's width and height, change it's color. But it is not looking so good as i thought it would look..
View 3 Repliesi'm porting an old AS2 project to AS3, And have encounter a problem. I've tried a few different things but had no success.
in AS2 when dynamically attaching a MC from the library i would sometimes use an array. the array would hold linkage reference's, like so;
var mc:String = state_ar[currentState];
this.container.attachMovie(mc,mc,this.getNextHighestDepth());
targetMC = this.container[mc];
How would i do this in AS3?
I am loading an external SWF containing uninstantiated MovieClip Symbols. I can get the SWF loaded, no problem. If I call:loader.contentLoaderInfo.applicationDomain.getDefinition( "TestClip" ) as ClassI get the class of a Library symbol called "TestClip", which I can then instantiate. Jawesome.The issue I'm having is that basically I want to have access to all of the Library symbols without needing to explicitly know their names. I was hoping to use:
describeType( loader.contentLoaderInfo.applicationDomain );
...to get reflective access to the Library symbols, but the XML returned doesn't seem to include any references to them. Perhaps I'm calling it on the wrong object? I also don't want to have to explicitly create coded instances to gain access. This is for a tool for Flash artists, and it's important to avoid code, even simple code.
Trying to load images dynamically from library NOT externally since i want these images to be loaded when the site is launched. Basically i have several buttons, each button returns an event that throws a specific image name to grab. Here is the function;
function sendDisplayData(e:MouseEvent){
display_mc.displayName.text = e.currentTarget.parent.menuItemName.text; //name of image eg. "myImageName" in the library;
//create the image object
[code]....
So how can i make this function dynamic by using a String and then grabbing the image related to that string from the library.
i'm porting an old AS2 project to AS3, And have encounter a problem. I've tried a few different things but had no success.in AS2 when dynamically attaching a MC from the library i would sometimes use an array. the array would hold linkage reference's, like so;
ActionScript Code:
var mc:String = state_ar[currentState];
this.container.attachMovie(mc,mc,this.getNextHighestDepth());
[code].....
I'd like to add a couple of different MC's to the particle stream. I'd like to do that by referencing different items in the library.So I have 12 different particles in the library exported with classes named from Bubble0 to Bubble10 now as I run through my for loop I'd like it to use a different particle each time. first time I tried:
ActionScript Code:
var bubbleArray:Array = new Array();
bubbleArray.push(Bubble0,Bubble1,Bubble2,Bubble3,Bubble4,Bubble5,Bubble6,Bubble7,Bubble8,Bubble9,Bubble10,Bubble11)
for (var j:uint = 0; j < NUMBER_OF_BUBBLES; j++) {
[code]...
Scene 1, Layer 'actions', Frame 1, Line 871086: Syntax error: expecting semicolon before leftbracket.Is what I'm trying to do possible without some clunky switch statement?
P.S. I tried searching the forum for an answer but the terms are so common I couldn't find what I'm looking for.
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
[Code]...
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 have several swf movie files that load into levels within my folio, these levels being 2,3 and 4. I have a ball within the root file located currently in the library with an identifier name of "ball" that i want to dynamically load to level 5 and have the following script appied to it...
BALL FOLLOW CODE"
onClipEvent (load) {
_root.ball_mc
[code].....
I've been attempting to attach bitmaps from the library in AS3, and have settled on a piece of code which works:
PHP Code:
var myBitmap:Bitmap = new Bitmap(new pic1(0,0));
myMovieClip.addChild(myBitmap);
[code]......
Throughout different times in my app I have to load, and then later on delete, a series of movieclips from the library.They all have the prefix "mc_".[code]
View 2 RepliesHow to add random movie clip to stage from many different movie clips in library? If I wanted to add one movie clip to stage I would do liko so:
Code:
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
function onMove(e:MouseEvent):void {
var mc:MovieClip = new Ball();
mc.x = mouseX;
mc.y = mouseY;
addChild(mc);
}
Code above works perfect but I tried following but with no success, no errors, but nothing happens - no mc's are added to stage. I have 6 movie clips in library and they all are linked, exported for actionscript. On MouseOver I want to add random movie clip from those six movie clips to the stage.
Code:
var myArray:Array = [mc1, mc2, mc3, mc4, mc5, mc6];
stage.addEventListener(MouseEvent.MOUSE_OVER, onLoop);
function onLoop(e:MouseEvent):void {
for (var i:int = 0; i< myArray.length; i++) {
var randomMc:Number = Math.floor(Math.random()*i);
var mc:MovieClip = new myArray[randomMc];
addChild(mc);
mc.x = mouseX;
mc.y = mouseY;
}}
I have some fairly large movieclips in the library which need to be dynamically loaded at runtime. I don't want to export them all in frame 1, because that would slow down initial loading of the movie. I tried putting an instance of each of these clips later in the timeline where they wouldn't normally be encountered. When I then tried to load one from the library dynamically, I was able to successfully get an instance of the movieclip, but its currentFrame property was 0 and I couldn't see anything on the stage. As soon as I enabled "Export in frame 1", it worked properly. Does this old trick of putting an instance on the timeline somewhere no longer work in AS3?
View 1 RepliesI am making a Thumbnail class which is part of my Photo Gallery Package that I am building with the intent of automatically generating my thumbnails. I do not want to limit myself to just AS3 animations, I would also like the ability to use timeline animations. I have a system using "in" and "out" for frame labels which I find very efficient and I get stuff done quickly. So I created the thumbnails holder MovieClip with the animations and have it linked in my Library, however, when I try to pass it to my Thumbnail Class, I only get one instance and I need to create several instances.
Document Class
ActionScript Code:
var thumbCont:mcThumb = new mcThumb();
thumbNails = new Thumbnails(thumbCont);
Thumbnails Class
ActionScript Code:
var thumbContainer:MovieClip;
public function Thumbnails(thumbCont:MovieClip,) {
thumbContainer = thumbCont;
}private function createThumbs():void {
for (var i:int = 0; i < aThumbs.length; i++) {
[Code] .....
I eliminated most of the additional stuff. What this does is that it doesn't create several thumbContainers, rather it just uses the one. So how would I be able to generate several of them? I can obviously create an Array with them and create them in my document class, but if I can avoid that and have my thumbnail class do it by itself, that would be perfect.
point me to anything which will help me dynamically attach movieclips from the library into one main movieclip, which then I can duplicate it many times..You see, what happens with duplicateMovieClip,is that it duplicates the main movieclip itself, without taking its contents..I want to take the contents too. The only way I can imagine this could work, was if I could take a 'snapshot' of the movieclip and keep it as a bitmap, from which this could be duplicated - because I dont need the movieclip and its contents to contain code or have any animation playing. I just want it as an image, so I can create a pattern from..
View 1 RepliesIn the past, we've put a stop() action in the timeline of movieclip symbols so that the timeline would not play and we would control all animations via code. We've also done that to the main timeline as well. Is this still needed for performance reasons? Is this needed for dynamically created movieclips? I know that the Sprite class should be used if there is no timeline associated with it.
View 1 Repliesfrom one flash .fla file to another .fla file? I would need all the different layers too. I tried to export it but it does not work.
View 2 RepliesI have my empty_mc, linkageID, instance names and so on. ButI can't seem to get this clip to load from the library.
The code I have on the button is:
[AS]
port_btn.onRelease = function() {
myBlank_mc.attachMovie(subMenu,attachedSubMenu,1);
};
[/AS]
Is there any way to test if a clip exists in the library before you add it to the stage?
View 3 Replies