ActionScript 3.0 :: How To Trace Items Name In Object
Feb 19, 2011
how to display item name in object. I have got object and i would like to get its child but i don`t know name of that item. So i thought that i may trace that name but i don`t know how.
I am undergoing some experiments on creating object arrays before I attempt to implement it on my main flash document.
Ive created an object array with 3 variables, and im attempting to change the values, then trace the values back to see if its working. Ive tried many things but I keep getting [object: Object] back in the output window.[code]...
I'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData; public var contrail:Bitmap; private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
Is this possible? I need to add a Click event to a button (actually several) in a swf that I've loaded. Is this possible? I'm currently trying to trace the objects but getting nowhere.
This includes some code and some traced output. I've been looking at this for 2 days and it stupifies me. I'll elaborate: There is a game object, its a dictionary object containing a screen tile with index/name tile_x_y So i can look it up using the x and y coords. The object contains lost of stuff but in this case especially: x, y , width, height, xtile, ytile (self explanatory i assume) & xmove, ymove (-1,0,1 depending on direction.)
So, now these objects move around the screen (yes its just a game) and check if they hit the screen bounds and if they try to move onto tiles that are occupied/non traversable. It goes fine for most objects but sometimes, or for some objects (no clue why and it changes on restart), halfway the boundaries check, the object internal x and y values go ballistic and i end up with a reference error on the dictionary object because tile 280 30 just doesnt exist.
I'm trying to get my head around optimising AS3 code and clearing things out for garbage collection.
I understand that each time an item is referred to in the code it has its reference count increased by one, so I was wondering if there is a trace option I can use to see how many references each of my objects has?
I can then see where things are getting left behind (if they are) and where I can make optimise better.
I think it would help me work out several issues if I was able to do this
Alright I'm pretty sure I know what my problem is, but not sure how to fix it. I created a 50x50 grid of objects I want to be individually clickable using the following code to generate them:
[Code]...
I'm assuming this should work except for one issue, the above code is within another object that I have set to be able to clickdrag (so you can drag the whole map at once). Because of this, using "this.onMouseDown" seems to apply to the entire mapObject and gets the depth for each of the 2,000 some odd objects I've created. How do I set it up so that if I click on a nodeObject it gets the depth for just that and assigns it to a variable?
I am having issues with a global array. I have an actionscript file called MyGlobal.as at the same level as my main FLA:
[Code]....
I am able to trace that first element while trace is called within the function... but if I try to trace that first element outside of the function it is "undefined". Do I need to return the array at the end of the function? I tried that but I cant seem to get it working correctly.
I've been playing with prototype a bit and I've noticed that either it isn't as static as it should be or that some functions are protected from altering, or that in some cases the prototype actually extends a function. For example, I was trying to modifiy the global trace function to output the current time of a trace action, something like this :
Code:trace("lulu"); // output 12:48:17.286 lulu I DID achieve something close to it, but it seems that I haven't actually modified the global trace function, but rather it's "_root" counterpart,
ive got a loaded xml list for an mp3 player. from playing track1, when i select track 2, it traces "track1" but then after a second click it traces "track2" and stays on that. the actually music for track2 does load on the first click though, but not the trace. anyone know why on the first click it would still trace the previous track? here is the code for that function...
Actionscript 3.0 looping through stage and DisplayObject items. I'm trying to convert to Actionscript 3.0 and I'm trying to find out how to loop through Stage objects as well as DisplayObject. With AS 2.0 - I would only have to do: for(var i in _root) // or MovieClip, this, etc { trace("i: " + i + " [i]: " + _root.[i]);}
In AS 3.0 I found this equivalent which works w/ some objects: public function debug_object(o:Object, show_all:Boolean):void { import flash.utils.*; var def:XML = describeType(o); var props:XMLList = def..variable.@name; if(show_all) props += def..accessor.@name; for each (var prop:String in props) { trace(prop + ": " + o[prop]); }} this.showChildren(Stage);
This kind of works but the o[prop] always traces undefined and it's not showing any movieClips on the stage. I would like to be able to have the debug object function be able to take Stage and DisplayObject arguments like such: this.debug_object(Stage, true); this.debug_object(flash.display.DisplayObject, true);
I have a container which is a sprite. In that container I have added several movie clips. Now I am trying to drag that container over the other containers and have them move out of the way for the one being dragged.
so here is how I create the containers:
ActionScript Code: for ( var x:int; x < _GroupsArray.length; x++) { //create a container var tmpGroup:DAILYGroup = _GroupsArray[x];
[Code]....
1. Is there a way that I can get my group object from the target?
2. The container seems to come apart when I drag and drop certain areas. Is there a way to keep the different objects together?
I'm trying to make a custom event that bubbles up from the Items object in this code to the Main object, and start the changeInfoHandler there. For some reason, it works when I put the dispatchEvent in the Items object inside a handler for a mouse click, but when I try to bypass that and call the function directly, it seems to only work in the scope of the Items object.
My project is a visual way to represent a database of information about books. It will be represented as a collection of menus and submenus. From one menu, the user will be able to access another, from the other the third.Each item in a menu has some content, so the menus themselves are not a means to an end (to execute commands), but a goal in themselves. Viewing them, and browsing between them is the essence of the project.
The simplest way to organize a menu of items would be a dictionary object containing all its members.However, it is not really good for a complex set of menus and sub-menus which is a web of information linked between another.
why does the last trace not trace "32" like the second trace? I want to insert the variable "imgGal" onto the end of the mc "itemClip", how can I do this?
I have a project underway where I am making an interactive game. It is a personal character creator game and I need Actionscript 3 help with this.Something similar here:http:[url].... I have tried already with toggling visibility and 'gotoAndStop()' to make items appear over other items when the corresponding button is pressed, for example, when the user tries out different pants/shirts on their character.