ActionScript 3.0 :: Dynamically Creating Objects With Unique Names
Sep 13, 2009
I want to create object instances based on user input but I can't figure out how to get a unique variable name for each instance (I want to be able to get at and manipulate them later). In other languages I would usually just use an eval() function to pull this off.
[Code]....
Code: 1119: Access of possibly undefined property charlie through a reference with static type poundConuter. poundConuter.mxml
I'm currently making a TicTacToe game to help build my Flash experience and I've come across an issue. I'll try and explain what everything is doing in my code thus far. I know it's a lot of code for a forum post, but I don't want to leave anything out as someone may have a really nice way to work with this.
Code: this will be switched to a user defined value (1 or 2), depending on which person the user decides should go first. currently it is set up for the 2nd player to go first
new _global.whosTurn(); _global.whosTurn = 2;
//this sets all cells DISABLED so, at the beginning of the game, any cell is selectable cell1_isUsed = false; cell2_isUsed = false;[code].....
I have a movieclip that I need to duplicate dynamically based on an outside variable.e.g. clip1, clip2, etc This variable changes so I can't hardcode the number of times it occurs.Is there a way to dynamically create this movieclip multiple times and align it according on the screen?
I am trying to use a for loop, to place 5 instances of the same movieclip on the stage. In the loop I used .name to give each movieclip a unique instance name. But when I try to reference one of those instance names in an event listener I get an error. Here is an example of what I am trying to do:
Quote:
var xPos:int = 120; var yPos:int = 60; for (var i:Number = 1; i<=5; i++) {
[Code].....
This code generates an error saying that the cStar2 property is undefined. In the example above, does the for loop create 5 copies of the movieclip starC_moov, and give them unique instance names cStar1, cStar2, cStar3, cStar4 and cStar5?
I'm having one of those moments where I can't figuring out the simplest of tasks. And I'm presuming it's just a silly syntax error on my part. I'm calling a class that handles a nice lightning effect. And this is how I would initially set that up:
am trying to load xml and make button for its length, and try to make function for each button i have i make buttons and i give them a unique name , but i can't make function for every one?here is the code
///////////////////////////// var xmlLoader:URLLoader = new URLLoader();var my_Arr:Array= new Array();var arr_posX:Array =new Array();//= ["350","350","350","350"]var arr_posY:Array=new Array();//= ["80","120","160","200"]xmlLoader.addEventListener(Event.COMPLETE, showXML);xmlLoader.load(new URLRequest("Models.xml"));function showXML(e:Event):void { XML.ignoreWhitespace = true; var songs:XML = new XML(e.target.data);
im trying to load xml and make button for its length, and try to make function for each button i have i make buttons and i give them a unique name , but i can't make function for every one ?
///////////////////////////// var xmlLoader:URLLoader = new URLLoader();var my_Arr:Array= new Array();var arr_posX:Array =new Array();//= ["350","350","350","350"]var arr_posY:Array=new Array();//= ["80","120","160","200"]xmlLoader.addEventListener(Event.COMPLETE, showXML);xmlLoader.load(new URLRequest("Models.xml"));function showXML(e:Event):void { XML.ignoreWhitespace = true; var songs:XML = new XML(e.target.data);
I have an for each loop that creates a new textField for each item and I need to know how you can give each textField a unique name so it can be targeted later on.Here is the relevent code:
Code: var i:int = 1; for each (var titleElement:XML in titleList) {
I need to add things to the stage and later they get removed, my first flash had a problem because when I removed things from the screen their click handeler didn't get removed, and was slowing the program down.So I've been trying to figure out the best way of making a thing and assigning a click handeler to it that I can remove later.
I've written this as a test piece of code .This basicaly makes 20 circles and adds a click handeler to each that knows which circles been clicked but it dosn't work.The error I get is
TypeError: Error #1006: value is not a function. at test_fla::MainTimeline/addClicks() at test_fla::MainTimeline/frame1()[code]......
I have a for loop that runs depending on the length of an XML file. What I want to do is create a unique text field for each run through of the loop, and give it it's own position on the stage, and finally assign it the text from an external text file that is specified in the XML file. Everything I know how to do except creating the textfields.
Quote:
for(var i:int = 0; i < blogXMLList.length(); i++) { var txtHolder:TextField = new TextField(); txtHolder.x = textX;
[Code].....
This code creates only one Text Field, but then replaces it's text with new text with each run through.
I've just created a draft animation demonstration of a unique analogue clock [URL]. What I would like to achieve is to also have a digital clock just below it. So when you roll over the analogue clock, the animation starts for both clocks. When you roll off the animation stops leaving the time displayed exactly the same on both clocks. So basically both the clocks run simultaneously (speeded up). How I might achieve this?
How do I create a new arraycollection that can generate a unique variable name? Like: AC+nu as in AC1:ArrayCollection AC+nu as in AC2:ArrayCollection AC+nu as in AC3:ArrayCollection AC+nu as in AC4:ArrayCollection nu++;
What I'm trying to do is setup a function that shoots through a set of buttons within a subset and creates click code for these buttons.
THe three variables are the identifiers for the actual keyframe i wish to jump to, the movieclip in which i want to perform the action and the actual button to go to the right frame.
Presently the problem I'm having is that the variables aren't stored when the onRelease functions are created, so they all are just calling the LAST variables declared.
Here's a sample of the code I currently have
Code: //function to load canvas/acrylic function setSwatches(mySwatchCount:Number, myContainer:String) {
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
Here is my problem. var myparentObect = new Object() var parentsName:String = "my name is bob" myparentObect = new getParentsName() class getParentsName{ public function getParentsName(){ trace("get parent objects name "+this._parent.parentsName)// undefined }} The question is how can I get the parent objects name?
I've got a world map with an instance name of map_mc. Inside map_mc, every country is a movieclip object. So for example, the United States is a movieclip. I'm using the GreenSock tint plugin (TweenPlugin.activate([TintPlugin]) to color transition the countries from white to red.
Here's my goal:
I want to randomly color transition (using Tint) every country from white to red over 20 seconds.
Here's my issue:
Is there a way to do this without having to give each movieclip an instance name, creating an array and randomizing the array. Is there a simple loop I could create that color transitions every movieclip object inside map_mc?
I've got an array (slides) that I parsed from an amfphp return that contains the following data in each array element: slides = (chapterName, lessonName, slideName, slideText), for every slide in the course
I'm trying to get arrays out this that will look like: chp1Array = list of Lesson names in that Chapter chp1Less1Array = list of slide names in that Lesson chp1Less2Array chp2Array chp2Less1Array chp2Less2Array chp2Less3Array etc. etc.
This wouldn't be a problem in as2 but I can't get it to work in AS3 because it gives me errors when I try to create the arrays with dynamic names from within the function? How to get the dynamic number into the array name...
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]
I have a very simple function that attaches another MC from the library to another MC, the thing about the function is that it is supposed to attach the MC to many other MCs, my MCs are named mNumber_mc (eg. m1_mc, m2_mc, m3_mc, etc...) I try to assemble the names in this way:
I worked again on a new Project and stumbled while trying Arrays. I have two cubes(cube_mc, cube2_mc) in my scene.
My code: var gy:Number = 0; var gravity:Number = .2 var moving:Array = new Array(cube_mc, cube2_mc); this.addEventListener(Event.ENTER_FRAME, gravityFUNC); function gravityFUNC(event:Event):void{ gy+=gravity; moving.y+=gy; };
I was trying to put both cubes into the array, and then affecting the whole Array with gravity. When I test it nothing happens, and it shows no errors.
let's say you're passing an object to a function {title:"my title", data:"corresponding data"} how can I get the function to know what the names of the items/sub-objects are (title and data) without specifying them?