ActionScript 3.0 :: Flash Matching Items In An Array To Movie Clip Labels?
Feb 6, 2012
I have an array that holds a list of items. In a movie clip, I have that same list as the frame labels. I'm using a for loop to iterate through the array and then assigning event listeners so that when you roll over an icon, it sends the movie clip to the right frame label (matching the item in the array).
However, the code I have now only returns the first match and not any of the others. Here's my code:
See the showCallout function. I'm using the interiorCallouts array to match the frame label in the callouts_mc, but I'm only getting the first match. None of the others.
i don't understand arrays in functions, but how do you find the matching items given in an array? for example: var fruit:Array = ["apples", "oranges", "grapes", "oranges", "apples", "grapes"]; how can i get it to show only the number of apples in the array?
I have a movie clip which contains 5 frame labels : one,two,three,four,five And I have next and prev button to move around
[Code]...
there's one note to be taken, I am required to put all my codes on my main timeline I can put stop(); inside my other movie clip,but only that actionscript is allowed *sigh
have 1 button inbeded in a movie clip named mcintroclp that is on frame 1 of my main timeline, Frame 2 is labeled port_btn on the main timeline. In the timeline of the movie clip mcintroclp I've put the code:
stop(); function buttonClick(event:MouseEvent):void {
im trying to navigate through a movie clip and stop at frame labels using individual buttons to call to individual labels while being able to see the on the way to the frame(for a blurred effect).my goal is to jump from point A to point F to point Z and see all the frames in between and visa versa.
A quick review of the project, I am importing information from an xml file into an array. From there I have passed the information from the array to a variable.I find it that when I try to match the variable to a string letter, that it is not running through the case switch properly and going straight to the default bit. I have tried numerous solution to check where the problem lies;I have trace the actual position of the array to check if it is the correct letter I am trying to match.Did a length check on the variable that it is only 1, and not containing any spacesWhen I hardcode the letter into the variable, the case works perfectly.Any idea on why this is happening would greatly be apreciated. I have pasted a sample of the code below;
var switchTest = initialSlide_array[1]; switch (switchTest) { //switch case used to check template type case "A":
I have a basic XML menu that dynamically attaches the menuItem instances to the stage. They are being attached to the root timeline, but I want to put all of the actionscript inside a movieclip called "menu1_mc". I am having some trouble with the proper syntax, because when I move the code inside of the movieclip, I can't get them to attach to the stage unless I still reference _root. I'd like them to attach at (0,0) of the menu1_mc movieclip.
Sounds strange, but let me explain. What the user sees: Loading the page, color swatches fade in and slide over into place, row by row. Once in place, user can drag and drop swatches around, place side-by-side, etc. The script necessary to attach to a button so that all swatches can be reset back into place where they were, and not generate a replay of the initial movie clip from the beginning. (a goto and play is not what I'm looking for) Here's my code so far:
I've got a map that you can zoom in and out of. What I'd like is that are you zoom into the map the labels marking items on the map remain the same size. Initially I did this successfully by making the labels independent movieclips(ie not children of the map mc) and then using localToGlobal to make sure they were in the right position. However I found that there was a bit of lag in their movement compared to the movement of the map.
So I thought what I'd try is to make the labels children of the map and then scale them up and down inversely to the scale of the map. However I haven't been entirely successful. I'm having difficulty finding the equation to make it scale up and down correctly in proportion to the map. The problem is that my labels are scaling in a linear fashion while my maps scaling isn't.
I'm developing a flash application, and one of the things it has to do is take some user input, compare it to a number of possible matches in an XML file, and return the closest match. At the moment, I'm putting the user input into an array, looping through it, then looping through the XML and keeping track of how many nodes match in a separate array.That all sounds very confusing so here's an example:
i am making a sidescroller and i'm working on the collision and the way my teacher suggested was to give all the movie clips an instance name (which i did), but i'm not too sure on how to put them into an array for collision detection
the movie clips are within a movie clip simply named levelOne (and lvlOne_mc for as) which is exported for action script. the pieces within are well named and have an instance name (for example the first platform instance name is Pf01) but i don't know how to set up the array so i can set up collision detection between the character and the objects
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
I have overcome a problem, but my solution seems really inefficient and clunky. Please consider this problem:
I have an array collection with articles in.
This array collection is filtered to a currently selected article category.
There is a cursor bound to a view that shows the current article. When a category is deleted I need to delete orphened articles, I can't use the cursor or collection without affecting the views as they are bound.
I am trying to animate a navigation menu so that when you roll over an item (say "Contact Us"), it moves up a bit, and the rest of the items blur.
I allllmost have it working but there is one piece of code that is no longer working (blurTween.onMotionChanged) since I put it into a for each loop in order to go through the array and apply the blur filter to each item.
I've got some symbols (clips) placed in the main scene (all in the same second frame). They are all the same (it only changes the label inside of them). In the first frame of every symbol is a stop. Then, in the second frame is where I have labelled and that�s where I want them to start (after playing all the frames they should activate another random label in another symbol and go to frame 1). I want to put in the main movie (frame 1) a randomlabel pointing inside the label of a symbol. The symbols would be at frame2 of the scene. After activating the first label the would activate each other until a timer stops.
I have a movie clip which contains 5 frame labels : one,two,three,four,five And I have next and prev button to move around
I have put them in an array and using for loop to call them but it jumps straightly to frame label 'four' instead of reading one by one. I tried to find the problem by using trace (this.currentLabel) and apparently, it traced out fine like it works from frameLabel"one", "two" to frameLabel "five"
I can't find what exactly the problem is Here's my code for a clear understanding what I'm trying to say
I have a function shuffling a array of numbers.How can I have each number correspond to a movieclip?Like if I have the number 4 comup first in my array, how can I have movieClip4 show up onto the screen?
I am writing an interactive 'bingo' game which creates a bingo card with 20 boxes. In AS2 I used duplicateMovieClip and 'push'ed the duplicate into an array. I could them access each movie clip when clicked (to turn a cross on or off on the movie clip). My original movie clip is called symbol_box_mc and the array I want to push it into is called symbol_box I've a load of other queries about this project but one step at a time! I've defined the array earlier with... var symbol_box:Array = new Array();
I am fairly new to actionscript infact I've only had flash for a few days, so still learning, but what I'vedecided to do are just small little projects to try and improve my skills and knowledge of Actionscriptas I am enjoying programming8-)I would like to be able to display a random movieclip from my library which I created earlier and convertedthem to a symbol of a movieclip and then linked them with names piece1, piece2, piece 3 and piece 4.What I would like to be able to do is display these movie clips randonly on the stage, I've use an array withjust 1 object inside it but not with 4.
var randompiece:int=Math.random()*3;var mazearray:Array=["piece1","piece2","piece3","piece4"]; I'm not sure where to go from here
I have made an array that creates a menu within a sidebar (this is embeded in a MovieClip, so that it can be tweened in and out dynamically). When you click a menu item created by the array, it loads a swf and plays it. This all works fine. My problem is this: I would like to use that same array to have a "fast forward" and "rewind" feature that plays the next or previous .swf in the array. The other kink is that the swfs need to "autoplay", as in, when one swf is done, the next in the array should start. I am stumped on how to do the fast forward, rewind, and autoplay stuff using the array...
Code: var menu_itemArray:Array = [ {itemName:"When is it used?",itemType:1,itemSwf:"01whenused.swf"}, {itemName:"Why is it used?",itemType:1,itemSwf:"02whyused.swf"},