ActionScript 3.0 :: ENTER_FRAME Multiple Copy Of One Instance?
Dec 11, 2009
i would like to add multiple copies of one instance "mytocka_mc" to stage using ENTER_FRAME
here is the code that does all i need except leaving multiple copies of myTocka_mc on stage
I was googling and found it got something to do with arrays i think i should create an array and on every ENTER_FRAME copy my original instance, push copied instance to array and at the end add whole array to the stage but i really dont know how to do that
Code:
kreni_btn.addEventListener(MouseEvent.CLICK, kreniClick);
stani_btn.addEventListener(MouseEvent.CLICK, staniClick);
var go:Boolean = true;
Ok so I have a gallery that rotates anywhere from 15-30 images around. Originally I added an enter_frame to every image and performed the movement calculations in there. Now I just add one global enter_frame that loops through an array and moves all the images. Sometimes I notice stuttering. I was wondering if there is a more efficient way to do this. I was even thinking about adding another enter_frame, one that could move say the first 15 or so images, and then the other enter_frame would move the rest, that way one enter_frame wouldn't have to do all the heavy processing because the other would share the load, now that I think about, was it more efficient to have an enter_frame on every image, it was just a thought that went through my mind and I wanted to throw it out there, I'm curious to see what everyone will say.
In version before flash CS5, we could copy multiple objects from multiple layer by just click and drag + ALT, that was really usefull and it becames vital for me. Now in the CS5... the click and drag + ALT on multiple objects from multiple layer is copying all objects to only one layer !
I have a symbol that I have already used and I would like to use the same symbol in another frame(s), except that when i edit the symbol the original object also edits, for example if i delete a part of it, it also deletes in the object that I have already placed, I have tried the 'duplicate symbol' method but nonetheless my symbol still gets modified and changes the way I want it to show it in certain frames.
I've only now started using the new motion tweening and motion editor introduced in CS4 and I have a question. Say I have two MovieClips animating on the stage and I want their movements to be in sync. I've created a custom tween to one of the MovieClips and now I want to have the other MovieClip move with the exact same tween. Is there a way to copy the tween I created for MovieClip #1 and apply it to MovieClip #2? Or do I have to manually re-create the tween from scratch?
I'm trying to write a script that can copy multiple inputs that i've stored inside my array to the clipboard. Is it possible for me to get all my data inside "storage" array to the clipboard? All it seems to do is copy the last input given.[code]...
My aim is to copy multiple row content from Flex datagrid, to a clipboard enabling users to take pieces of information and pasting them were they are necessary. I bumped into a problem that in Flex (as far as I know) its not possible to paste whole array of information in the clipboard. At the moment, I pass selected datagrid items to a textfield, and then run "System.setClipboard(text_area.text);" I was wonderng if there is a way to pass it to multiple Clipboard directories, without overwriting previous entry, similar as when you can copy multiple items from different location into a clipboard, pile them up and then paste all at once?
in my project i am making one line graph using createEmptyMovieclip() function, and i want to add facility of making multiple copy of that graph to user and for that copy facility i am using duplicateMovieclip() function but when i execute that only parent object(Graph_mc) is copied and the child object(Line_mc) which is created with help of 'createEmptyMovieclip()' function inside the graph , does not copy.If i create same object (Line_mc) on '_root' it will copied.
my code is .....
//for create graph onClipEvent(load){ ang = 0 spd = 2
How can I copy multiple frames from one file to another and paste in place? For some reason when I do this flash pastes them to the left of where they need to be even though the stages are the same size.
I'm working in Flash Builder and Catalyst CS5 building a project that will aid technicians in finding policies and tools easily. One area that I want to focus on is the note taking section. I want the user to beable to input text and then have a "Copy Notes to Clipboard" button that will gather all the data from those input fields and store them in theclipboard. This way all the agent has to do is paste into the note section on their service ticket.The following is an example of the fields that it would require.Name:Phone Number:Issue:Symptoms:Troubleshooting Notes: also want the label for the text field to be included within the notes. So when someone pastes the notes it won't be just the contents, but will include the name of the text area as well. "Phone Number: 555-123-4567" instead of just "555-123-4567."
//The test_close is an instance name which I drew on the canvas. var cloneMe:MovieClip = new MovieClip(); cloneMe.graphics.copyFrom(test_clone.graphics); //here is my clone codes addChild(cloneMe); trace(cloneMe.getBounds(cloneMe));
A web channel streaming service streams to a certain IP range, it only checks the IP in example.com/cmd.php?id=xxx (channel number) and outputs an rtmpe stream URL, nothing else.How do I trick it to get my local URL instead of the one on their server? I have considered squid proxy, but is there some way to do it with a firefox plugin or greasemonkey script?
Edit:I will try to specify:It's a streaming service from an ISP and cable provider. They stream for free to people on their IP's. On their webtv page, which is called webtv.example.com, there is a flash player. If you are not on an IP from their ISP, you can't stream anything but the test channel.When you try to change channel via. javescript:videoplayer_changechannel(xxx) it makes this HTTP request:
[URL]
If you are on one of their IP's you will get an RTMP URL, like this:
[URL]
This is what the flash player requests, and if it get's this response it load the channel requested. There is no HTML on the php page, just the URL. Note that the rtmp URL is static.If you are not on one of their IP's it will return a random sentence (something stupid, the programmers having fun).I wan't to trick the flash player into getting the right value, even though it's not on one of the ISP's IP's.
I'm following a tower defence tutorial and part of the code is set up so I can build towers on the "grass" movie clip. I wanted to add more patches of "grass" and gave them all the same instance name so I can be able to place towers on them, but I have the problem that I can only place towers on the first item I placed and has the instance name of "grass". I can't seem to place towers on the other patches of grass.I removed the instance name of the first patch of grass and it let me build towers on the second patch, but the second patch only.
I have been trying for days now, to get this working but i'm not able to do so, i have been trying to get actionscript to load multiple instance of an image file using a for loop.
Would anyone be able to enlighten me on this? the other functions are located on a seperate actionscript file.
part of the code is as follows: (it works if i use the graphic class)
It might sound confusing so let me explain the situation. I made a movieClip. And in that movieClip I have a dynamic textfield set. I called this textfield "AmmoCount".I dragged this movieClip onto the stage several times and each time I called on the AmmoCount varible in each movieclip and gave it a different value. I get the following error TypeError: Error #1009: Cannot access a property or method of a null object reference.[code]
When I trace these objects, weapon1.AmmoCount works, but weapon2.AmmoCount shows as empty. Yet they both contain a value in them. Ive used the weapon1 property and weapon2 property countless times and there is no doubt that it works. so why doesnt it work for weapon2. but for weapon1. Below is some code that I called on earlier that shows they work.[code]these worked! but when I called on the AmmoCount text box within them, I get the error. The following image you can find within the weapon1 movieClip
Got 9 MCs which I want a rollover effect for. I made 1, copied it and it's instance name 9 times. And made this script:
Code: function menu_btn_over() { myTween = new mx.transitions.Tween(_root.main.menu.btn.btn_parent, "_x", mx.transitions.easing.Strong.easeOut, _root.main.menu.btn.btn_parent._x, 0, inspeed);
[code]...
But it only works for one of the buttons. The one I made the copies from.I figured you could do this since it's the same MC? I could be wrong though. If that is the case, is there some way I can make the same action for every button without having to make a bunch of calls for each one? for example:
I am trying to make a game where I am going to have different "Tiles" for each type of terrain. in my code I am calling on "Tile_GOLD" like this for a hit test:
[Code]...
and so my problem is that Multiple instance names don't really work, so I tried exporting for actionscript and that didn't really help either. So is there a way that I can call the tile in the characters code or is there a way that I can determine the hittest in the tile? Not necessarily for all of them to go to the next frame but to maybe have them make the character not be able to move. Also if anyone could give me a hittest code for making a mc not be able to go through an object
Got 9 MCs which I want a rollover effect for. I made 1, copied it and it's instance name 9 times. And made this script:
[Code]...
But it only works for one of the buttons. The one I made the copies from. I figured you could do this since it's the same MC? I could be wrong though. If that is the case, is there some way I can make the same action for every button without having to make a bunch of calls for each one? for example:
- I tried, when I first started making this site, to load all of the artwork images into an array and then copy the array before resizing them for their specific functions (being seen as thumbnails or as full size pics.) Unfortunately, I ran into the well known issue of Array cloning only creating a pointer to the same group of items. I tried the newArray = oldArray.slice() trick, but it didn't seem to work. Finally, I just loaded the images twice into two separate arrays, and it works, but I hate this solution. Anyone got a better one?
- I'm trying to maintain some sort of connection between the two sets of Arrays so that, for example, when someone clicks on Thumbnail 15, Fullsize Image 15 will open up but I couldn't find anything that worked. Renaming the Instance Name dynamically didn't seem to work and adding an Instance Variable dynamically doesn't seem possible either as I can't make the Class I am working with (Sprite, in this case) dynamic ahead of time. I'm sure there's a simple method for this.opens up, the different animations seem to interfere with each other and slow each other down (they also seem to get interference from the time taken to load the image Arrays.)
I have a tab button in a movieclip with 3 different states keyframed - popup, hover and up. I use the textfield on each state to show tab title - the problem is I cannot use the same position for the textfield on each keyframe, so I keyframed the textfield's position. And in both keyframes for the textfield it has an instance name tabText. And when I assign text to it - it changes on one keyframe only. How should I resolve this situation without adding the textfield programmatically?
If I have one MovieClip which has two frame, each frame has a 1K Bitmap.When I create three instance of this MovieClip, Is these three instance share the same memory which will only cost 2K memory or they has their own memory which will cost 2K * 3 memory?
how would i use the same event for the collision of one thing against multiple objects from the same movie clip without having to name every single one differently, and make an event for every single one? i'm making a game where a box bounces off obstacles.
I am pulling data and attempting to assign it to multiple buttons on the _root of my project. Currently, the buttons are positioning themselves really nicely in the proper position, all with the EXACT SAME value.
Here is the script... OMG I am going nuts trying to get this to work.. I mostly do PHP, so AS is... well, different.
HTML Code: function loadBookmarks() { // Return the number of items from the text field variable NumItems (it's in the myData object).
got stuck with this... I've 2 mc in timeline instance names are: form1 form2 in first frame I wrote the following code
[Code]...
this works ok but the question is... multiple targets, how could I do something like this: setProperty((form1; form2), _alpha, 50); although I know this doesn't work... how could I setProperty of more than one instance?
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?