In my example I have established root items (item1,item2,item3 and item4) and sub-items underneath them, and I can easily access the values at the sub-level, but I can't figure out how to output the values on the root level, if I use treemenu[0] it doesn't output "item 1" but the values on the sublevel, how can I point to the actual value on the root level? so it would output for example "item 1"?
Code: var treemenu:Array = new Array(new Array()); treemenu.push("Item 1");
Below you can see this rotation-towards-mouse experiment I wanted to try out. I made a tilemap using a 2D array and my objective was to get all the "hands" pointing towards the mouse. I almost got it working in the sense that all of the "hands" are rotating but they are all rotating the same way, namely they all rotate exactly like the last hand - i.e. the last object in the array.You can try it with this code to see what I mean. You just need two movieclips in the library, one called Hand(preferably not a circle) and the other called Ball but it can be anything.
I actually tried using similar code involving a drag-and-drop function and that worked fine. I could move around each tile separately but for this to work it seems I have to add the listener differently. At least that's my theory but I haven't found the correct way.his is probably super-simple but my googling and trial-and-error'ing haven't turned up anything yet
ActionScript Code: var hand:Hand; var tileMap:Array = new Array();
I'm pretty sure this is a common requirement but a bit of googling hasn't provided me with a satisfactory answer so far.Basically, I need to shuffle a 2d array of Points (co-ordinates) so that they are still the same co-ordinates, but stored in a different order.
So I'm coding a maze in Flash using ActionScript 2.0. I'm using a 2D array and with that I will give each point a value, either 1 or 2. I then plan to use modulo and an if else statement to pull a brick movie clip from my library. Here's what I've coded so far with the 2D array. This is my first time using this array and I'm unsure wwether I have coded this correctly. how do I use this array now to assign the values of 0 and 1?
I am reading a set of latitude & Longitude Coordinates that define a polygone area. They are keyed to an area ID and I retrieve them from a SQL database. So for example, Area ID 153 might have 20 coordinates and area ID 77 might have 11 coordinates. I wish to save these in a 2-D array indexed by the area ID, and where each coordinate pair is combined into one Google LatLng object. At a later point I wish to retrieve just one row i.e. the set of coordinates for one area, and send them to a function that accepts an array of coordinates and draws the polygon on a map. Here's what I have:
private var coordsFromSql:ArrayCollection = new ArrayCollection(); var polyArray:Array = new Array(); for each(var item:COORDINATES in coordsFromSql)
I have an array of movie clips (representing band members) which have various properties, among them them a property which tells where the band member went to after they left their current band. For those who formed a new group, I want to create an array. Within that array, I want to group all the ones that left for the same group into secondary arrays. So, if you had five band members and 2 of them left for group X and 3 left for group Y. What's the best way to do this? This is, roughly, my code:
[Code]...
Alternatively I suppose if I could do without a multidimensional array and just loop through all the members and say - for those members whose group is the same, perform this function, with the name of that same group passed as the parameter for the function. I guess the trouble I'm having is identifying who's the same.
I am creating a menu buttons with the use of array. A reference link is given below. -- grandmother.increating such associative buttons with array (actionscript 2).
TL;DR version: how do I add more values to the 0th row of an array?[If that's too vague, read on.]What I'm trying to do currently is make a tilemap engine. I have an multidimensional array that is sifted through when the program begins that determines what type of tile is added to the stage which was then put in its appropriate place. These tiles scroll when the player moves.
Now, the problem is, I expect to make huge maps. Putting a large amount of children (tiles) on the stage makes the program incredibly laggy, so to fix this I created another multidimensional array that held the values of the tiles that are currently in the field of vision of the player.
the values in the new array shifts and moves along with the player, gets the children that will be left behind and deletes them. To keep things short, the player would not notice the addition and removal of the tiles, because the tiles are added at the position where the player is currently moving and the tiles that are removed are removed where the player is moving away from.
The issue I am having lies with moving up and down. The addition and removal of tiles follows a very strict process:
1. shift the array that holds tiles in the player's range of vision so that new tile values can be added.
2. add children (tiles), assign their names, add the name to the appropriate place in the array and move the child (tile) to the appropriate place on the stage.
3. Delete the tiles left behind.
4. Remove the names of the children that were deleted from the array.
To move up, I would have to unshift the array (so that all the rows move down one), add the names of the new children(tiles) that will appear directly above the range of view, then delete the children that are named in the last row of the array and pop the last value in the array (which, since this is a multidimensional array, is not one value, but the entire last row of children names). The problem is, after I unshift the array and add a new row with only a single value in it, I can't add more values into the row!
(the name of the array that holds the names of the children in the player's range of view is containmentUnit.)
I have tried these,
Code: containmentUnit[0].push("test");
Code: containmentUnit[0].splice(0, 0, "test");
but it always comes out the same way-- with an error message that reads:
TypeError: Error #1006: value is not a function. at storage/update()
I may be confusing myself as I seem to do this whenever working with multi-D arrays... but perhaps you guys can set me back on the right track. I'm working on a flash application that is kind of a game. It's a memory test consisting of 10 blocks, it is very similar to the one shown in the video below.... but there are some differences where this one wouldn't for my situation. (apparently I can't link) The title on youtube is Spatial Span... it will be the first result if you search for "Spatial Span" The difference is that there are 2 sets to every level and you only need to get 1 correct to move onto the next level.
I have some working code that I created in C and ported over to the PSP. I decided that I wanted to work with it in flash and ported it over to AS3.0. It took me a bit to get used to the graphics commands but over the course of a few days I managed to get the code typed in. I compiled it and watched my baby come to life in a new environment. But there was something wrong, everything looked correct but felt wrong. I looked closer and saw what the problem was. The maze is not being displayed like how I put it in.First let me give you some visuals to look at.
[Code]...
When I run the program this is how flash displays the mazeThe starting position is the bottom left corner. Which in flash terms is 13,1. Why oh why is flash rotating and then inverting the map? If row = 13 and col = 1, then [row-1][col] should equal 12,1. I've broken it down and analyzed it till my brain hurt... I can not find any reason for this bizarre behavior... All the program does is interpret the 1's and 0's to know where to place a wall. If the square has a 1 then a wall goes there, if not then its open and the player can walk there. I look at the surrounding squares and then draw what I see... no rotating and no inverting is done.I remind you that the code works as intended in C. So I don't think its a coding issue.
I have problems defining indexed array with actionscript. The task is following. I have a board of point objects. I need to store them into one array, so I can access each point using simply it x,y coordinates. for example to get point one I want to be able use points[1][1], etc. I read the doc here [URL], and realized that I don't understand how to initialize array for my needs. (Especially when it can contain from 10 to 15 rows and columns, so it will be quite hard to use following notation: masterTaskList[0] = ["wash dishes", "take out trash"];, as suggested in docs.) What I am doing is:
I'm just beginning to learn AS3 and I've been reading Colin Moock's Essential ActionScript 3.0.(I've been doing some exercises on how to randomly choose elements from arrays). All of the book's example codes that I've tried so far (in FLASH CS5) seem to work pretty well. But I'm having a bit of problem with the example code below which is found in chapter 11 (Arrays):
var row1:Array = [6, 2.99]; // Quantity 6, Price 2.99 var row2:Array = [4, 9.99]; // Quantity 4, Price 9.99 var row3:Array = [1, 59.99]; // Quantity 1, Price 59.99[code]....
When I test the movie the output panel displays NaN instead of 117.89.
Long story short: I want to search a multidimensional array in AS3 for (in this example) the location of 6 strings - all of which are stored in another unrelared array. Long story long: Once I get the locations (in the multidimensional array) of each string, i then know where it's located, and can access other atributes of that object - so if i found the string "box3" is located in element [5] of my multidimensional array, i can now target: multiArray[5][3] to return the 4th item stored (keeping in mind we're starting from 0, so 3 is the 4th position).
I can get this to work once, but I'm trying to set up a for loop based on the length of my basic string storage array - this array holds (in this example) 6 instance name strings - each time my for loop loops, i need to run a search in my multdimensional array for the next consecutive instance name. Then, once I've located all of them (and store the results in a new temporary array) I can dig around in each location for the info I need.
How do I write a combination of XML declarations and Actionscript classes such that I can initialize each of my three lists from XML?
note that I am not trying to populate a Flex UI element (such as a DataGrid) with the various number-name pairs. I'm just trying to read the data into a plain old vanilla collection. (Once I've got my collections initialized, I can populate DataGrids or whatever at my leisure.) I can't find any documentation of how to address this super-simple case. The documentation all assumes that I'm trying to do something much more complicated, such as accessing a remote database, which confuses the issue tremendously.
I have a FLA named Window.fla containing a movieclip that contains several other MCs, one of which has the instance name btnContact. This 'parent' MC is in the Library: it's called MainNav and its linkage is set to export, with its class pointed at com.utils.MainNav, the code for which is:
Im having trouble loading a clip through loadMovie and setting some properties of that newly loaded movie at the same time. For example I have an XML object loading data from a php page. The onLoad for that XML object loads a basic table movie, and tries to set the title and body fields of that movie. The problem is that I can load the movie, but I cannot set the properties of that movie until much later. Below are the examples of the failing code.I just cant figure out how to load data into a loaded movie. Ive even tried to include the table movie in the library of the main movie, so theres no loading latency. Even preloading the movie and jut duplicating that preloaded movie.
//frame actionscript this.info.onLoad=function(success) { if (success) {
I've been working on a project for a little while now, and only yesterday did it start acting up. I added a bunch of new classes, and then two new functions and a few variables in the document class and then tested it only to find that it didn't work. I put a trace statement at the very beginning of the class: nothing. I commented out the two functions: nothing. I commented out the variables, and this time it worked. So I uncommented the functions: stopped working. I decided to check through the variables to see which ones would work, if any. One of them, a GTween instance, did work.
This is in a custom classpath: com.gskinner.motion.GTween. I tried other variables: only a few of my custom classes work (also in the same com folder, but a different path obviously), a few classes from the bit101 path work, but not all of them. The compiler doesn't throw any errors, and output doesn't show anything. It just comes up with my background and that's it. I neglected to mention that it wouldn't even work with some of the classes in the current directory. Some of them were fine. Now, however, it works with those classes that didn't before, but GTween is a problem instead.
I have a quick question for you all. I'm trying to convert over some ActionScript code to C++ and am having a difficult time with this one line:
private var edges:Vector.<Array> What is this exactly? Is this essentially a multidimensional vector then? Or is this simply declaring the vector as a container? I understand from researching that vectors, like C++ vectors, have to be declared with a type. However, in C++ I can't just put down Array, I have to use another vector (probably) so it looks like:
I don't expect you guys to know the C++ equivalent because I'm primarily posting this with AS tags, but if you could confirm my understand of the AS half, that would be great. I did some googling but didn't find any cases where someone used Array as it's type.
I've never extended a component class in AS2, and I'm having problems with it now.
Here's my class file: Actionscript Code: import mx.video.FLVPlayback;import mx.video.*;class AkamaiFLVPlayback extends FLVPlayback{ public function AkamaiFLVPlayback(){ super()}}
Here's how I'm trying to instantiate it from the FLA: Actionscript Code: import AkamaiFLVPlaybackvar g = new AkamaiFLVPlayback()this.attachMovie(g,myVid,1)g.contentPath = "[URL]"
Now this does not work at all. I can see that the super class FLVPlayback is creating variables, but it's not loading to the stage or initializing.