ActionScript 3.0 :: Is There Container Substitute For A Stage?
Dec 6, 2010
what I want to know if there's a substitute for a stage (since you only can have one) that accepts objects to be added to it (as childs with addChild(object)) that isn't the size of the stage but its size is definied some other way.I just created another thread about loading swf files, but my question is new but related to that.I'm creating a series of mini-games that shoud be loaded into a project from external SWF files, but right now I'm using "stage" as the place where I put all my objects.For example, I have a GRID that accepts new Grid(4, 4, "Object") as the Construtor parameters, that is to say 4*4 (16 boxes to this grid) and it determines "automatically" how wide the stage is, if it's 200 px every box is 50 pixels wide. And the same for height. It calculates stageWidth / X, stageHeight / Y
so it's always a "full grid" that is 100% on the screen no matter the size.Finally, my question is if there is some other type of container other than stage that can "contain" these objects. Say that I create 4 of these containers, and each should hold 4 mini-games without taking up 100% of the stage container - instead it should take up the Substitute that acts in a similiar way.
I've got a movie clip that consists of a few other movie clips. This is to maintain a certain degree of order in the chaos. I use action script to load the container mc on the stage. Now I want to change some properties of on of the contained mc's, but they seem to be unreachable. So I did a little testing and I found out that when you just place an instance on the stage, those contained MC's are accesable, you can see in the debugger that the container MC contains other stuff. But if the MC is loaded with attachMovie(), the debugger does not show that the container has other mc's within it, and therefor I cannot change the properties of those mc's.
For some reason below is not working. It is probably very obvious but I am not seeing it. As soon as I comment out the container mc variable and just add Child to root timeline I see everything which means me container is not being added to the stage correctly.
stop(); import flash.display.MovieClip; var i:int = 0; var a:Number = 10; var ageString:String; var ageText:Array = new Array(); [Code] .....
I still use AS2. Since I migrated from Flash 8 Pro to Flash CS4, the .fla I used to work with displays now a Font Mapping window.
The window says that the "VerdanaReg*" font is not available on my system.i never had such a font installed Verdana is a font I make an extensive use in my .fla and the installed fonts are (for several years):
I have reasonable experience with PHP, CSS, and javascript/jquery/ajax. I'm taking my first steps learning Flex/Flash/Actionscript and it's already striking me that using flash/SWF could solve many of my problems. For example:
I won't have to worry much about javascript availability e.g. handling the form submit twice like I do now, once for js available and one for js not available. There's also a CSS advantage: looks like things are very easy to style and drop in their correct exact spot in flash than it is with CSS (I hate CSS because I'm not that great at it and it usually gives me a headache).
Consider a string template of the following format: String template = "The credentials you provided were username '{0}' with password '{1}'"; Substitution variable fields are of the form {n}, where n is a zero based index. This is the template format used in Adobe Flex, see StringUtil.substitute(...). And also .NET, IIRC. Since I want to re-use the templates used by the Flex code I'm looking for an Java equivalent. I'm aware of String.format(...) but the template structure is not identical. What is the best way to get the same "Flex compatible" template functionality in Java? Basically this is the desired end-result:
I have just started writing my own classes in .as files. I am now wondering what the structure is for calling movieclips and buttons on the stage. I have been using _root but have read that it is not a clever choise if you want to import other swf files into your project. Is there a smart way here to structure my classes?
I have an AS2 .fla with all of my stage items on the timeline as opposed to inside a container swf. I must chose Center vertical and Horizontal options in the HTML alignment options when publishing in order for my movie to be perfectly centered in the middle of the browser. I would like to have a FULL Browser Background Image, however when I try using the following code, my background ("bg") does not fill the entire browser.
what I am doing wrong and if it is even possible to have a full browser background image while still using CENTER alignment in the HTML publish settings? I have tried the following code with and without the Stage align settings and with the xy coordinates centered-still no luck!
I need to add 5 cubes made from container movie clips to the stage. So far I have added the container movie clips to the stage, given them instance names and then referenced them in code from there. e.g.
(cubes.cubef is the function for creating the cube from the container movie clip)So I was wandering if I could dynamically and add the clips to the stage from the library by just using code. I have tried this so far:
ActionScript Code: for (var i:int = 0; i<5; i++) { var cub:MovieClip = new cube_mc;
[code]....
From that code, I get this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at cubes$/traverseParents() at cubes$/cubef() at rota_fla::MainTimeline/frame1()
EDIT: I have solved this. I used an array for storing the instances then refer to it.
ActionScript Code: var cubeArray:Array = new Array(); for (var i:int = 0; i<5; i++) {
is it possible to load a .swf and play it in such a way, that this loaded clip will become a root effectively substituting a loading clip on top of the hierarchy?
Saying this another way round - rather than loading external .swf as a child of a "host" movie I would like it to replace host movie entirely.
We're making a Flash browser game with a few reasonably complex animations. Our designer is making the animations in Flash Professional while I'm wiring everything up and adding some logic through AS3 (using FlashDevelop).In one of our more complex animations a "bonus item" moves around the screen. It tweens hither and tither, there special effects and as such, it disappears for a few frames and then reappears later.From AS3 we want to be able to dynamically decide which bonus item (say a mushroom or a star) to include in the animation. We don't want to have to ask our designer to replicate the entire animation for each of our bonus items.This is what we've tried: Created a two frame (1 mushroom frame, 1 star frame) "BonusItem" movieclip in FlashPro and Exported for ActionScript.Created the complex animation movieclip in FlashPro and added the BonusItem movieclip to the relevant frames. Gave the BonusItem instance an instance name on all necessary KeyFrames. Exported entire movieclip for ActionScript(exported as "ComplexAnimation").[code]This would play the complex animation with the star and we could easily call gotoAndStop("mushroom") to play the same animation with the mushroom.
The first problem was that complexAnimation.bonusItem was null on line 02 above. I solved this by handling ADDED_TO_STAGE for complexAnimation and putting line 02 above in the handler. The next problem was that each time the bonusItem movieclip started tweening, or if it was not present in some frames and was subsequently re-added the complexAnimation.bonusItem attribute/reference was reassigned to a new bonusItem instance. I then had to find a way to know when this was happening and call gotoAndStop("star") on the new instance. I've found two ways to do this:
1) Listen for ADDED events on complexAnimation with a target.name of "bonusItem". It's a bit crap in a strongly typed language to have to resort to matching strings, but this works. Btw, when the ADDED event is fired new frame object references are still null.
2) Listen for FRAME_CREATED events. This happens later than ADDED at a point where new frame references have been initialized. As such I can check if complexAnimation.bonusItem is non-null at then call gotoAndStop("star") on it. One problem with this is that calling gotoAndStop actually triggers another FRAME_CREATED event to fire, so I need to guard against infinite looping. Again, it works but I don't have a great feeling about it.
I'm reposting this message as I realized I mis-titled it the first time. And I really do mean it: I will pay for a working solution to this problem. I need to do this for a client and not getting it done is not an option. It's all working like a charm. The only bad thing is: I want to place .swfs files where the dynamic text is right now, and can't figure out how to do it.
What I really want is one large image/JPG on each slide, and below that, instead of the dynamic text shown in the tutorial example, a smaller .swf file should appear. (For this project, the text itself needs to be animated, and I can't do that with the <caption>/dynamic text option; I need to insert an SWF.) I'd really like to do this using XML since that's working so nicely otherwise and will be so easy to update in the future if the client wants to add new slides.
Can anyone provide me with the actionscript code to use in the context of this photo gallery? I'm not advanced enough yet to know where or how to place code that doesn't fall into this gallery/AS format.(I'm not being lazy: I have looked all over these forums for hours, read through about 60 pages of tutorials, went through the whole XML Photo Gallery with Thumbnails hoping I could somehow alter that to meet this project's needs... no dice. I had gotten far enough in that tutorial to be able to insert an empty movie clip where I want it, but could only figure out how to fill it with JPGs from the XML, not SWFs... and in any case the images did not then work correctly while advancing the slides.)
Here is my current Actionscript code:
************************************************** ***** function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild;
[code]....
(It's not showing the preloader and the counter is missing on purpose; I don't need those items for this project...) In another version I have deleted the desc_txt code and the dynamic text field in Flash, substituting a new movie clip (in its own layer) called "description" and an external link to the SWF file in line 2 of each node of my XML file, closing and opening that line with <description> and </description> rather than <caption>.
I have a movie with two squares. Depending on which button is pressed, the demmensions of the both squares change for which I used the following function:
The code for the other buttons is the same but with other arguments. Now do I also need to integrate a loadMovie in the different button actions, to load the different ext.swf's in a container on the stage, but I only want the swf's to load after the callback is finished (when the squares qre not moving any more) How does the loadMovie should look like?
How can i draw sound spectrum inside a display container other than stage?I tried to display it inside the rectangle movieclip but end up in failure.[code]...
I added a movieclip and named "bot_mc" in another movieclip. Then, In Action panel, I use bot_mc.addEventListener(MouseEvent.DOWN, xxxx). However, when I drag and drop the container movieclip on the main stage and compile. There is no error occurs but the MouseEvent doesn't work.
I have a problem with buttons and transitions and it is similar to a problem I had a couple of days ago that I posted and that was sorted out. I have two buttons onstage (they're inside a movie clip) inside the movie, on the button one I have the following
[Code]....
I have similar code on button two and this does indeed make the buttons move into place as required. My problem is this, I need to load in external swf files into an empty movie clip on the main stage called container. These External SWF files have transitions and this is where my problem is. If I place a normal button on the stage it works but not if the button is inside a movie clip and has actions applied as above. The code next is what I have believe should also be placed on the button to make swf transition one load in.
In a Flex Mobile project I have a simple itemRenderer where I'm trying to create an "bubble" texting effect, similar to ichat or iphone (just so you get what im going for). But if the text is longer than the screen it runs off, rather than just going down a line.
If I set Group thats holding the rectangle(to create the bubble effect) and the label to 100% it works and keeps it from exceeding the list containers bounds, BUT the group is always at 100% and looks bad, I'm trying to keep the "bubble" JUST AROUND the text.
Anyway so, at the top of my itemRenderer I tried specifying:
And here's my layout I figured since msg_container has a width of 100% I was hoping bubble_lable_group would just not exceed that but...it doesnt...it just runs off. I tried setting a max width but that does not allow you to input percents. And just to say it 1 more time. I know if i set bubble_lable_group width to 100% it works, and keeps it from going off the edge, but then the rectangle "bubble" stretches all the way across and just looks bad.
I am facing a issue in Flash container. I am having a project which has main container which call different SWFs into it. Now I call this main container file into another container, and their problem starts. Many option doesn't work properly which generally have _root, _parent etc...
If I want to run project (main container SWF and child SWFs) into another container file which place on a website. I want to show whole project from this container file so what I need to do?
I have a loop that goes through data from a book and displays it. The book is not consistent in it's layout so I am trying to display it in two different ways. First way(works fine) is to load the text from that section in to a panel and display it. The second way is to create a new panel (panel creates fine) and then add collapsable panels(nested) to that panel. Here is the code from the else loop.
else if (newPanel == false){ // simpleData is just for the title bar of the new panel // otherwise the panel has no content
[Code]....
The error I get is: ReferenceError: Error #1069: Property panel4.4 not found on components.readTest and there is no default value.
I have tried setting the "name" property instead of the "id" property.
I am creating an flex Air project,so mxml file will run. I have circles in one Big circle at one side and will be same on other side.
Now how to drag any circle from any Big circle to other side. Or it could be like any two container having circles, then how to drag and drop circle?
For one circle i am able to do drag and drop.But I want one Big circle on left hand side and one big circle on right hand side .And small circles with class names will be in these big circles.Now i want to drag and drop those small circles in big circles.Big cicles should not move. Even i have tried this code in actionscript
I need to place an image into a container. The problem is that I will not know the size of the image or the container beforehand, so it all has to be dynamic.this is how I started (have not gotten to stage(or container) changing size yet. No matter what I try, either all the images are the same width, or they are all the same height. If some images are portrait and other landscape, I don't want all the images to be X pixels high. In this variation of the code, all the images turn out the same height, regardless of portrait or landscape.
ActionScript Code: var ratio:Number = container.width/container.height;//get the ratio, if width is bigger than height then ratio is greater than 1, else ratio is smaller than 1
I have a menu whee you can choose a picture to lead, works great with first selection, but when you choose a different picture it loads over the last picture,I want to substitute the content of that movie clip not to load all the pictures in the same space. I treid to use clear() and removeChild(), but this only works when I choose pic1 then remove that to load pic2, is there an easy way to substitute the content for the new content?
I was wondering if its possible to substitute a variable with another variable's name instead of its actual value. I have a variable named "pLeg" thats equal to the value of 1.I have blank variable named "itemVar".Now, I want "itemVar" to equal to "pLeg", but not of its value, but of its name string.The reason is because I need "itemVar" to substitute multiple variables in a main timeline code.
For example:
Code: if(_root.itemVar !== 1) { //do something }
"itemVar" can be any variable, like pTorso, or pWeapon or anything. Which is why I can't have it equal to the variables actual value, because then the timeline code would turn out to be:
Code: if( 1 == 1) { //1 being itemVar }
PS: I've tried add quotations like _root.itemVar = "pLeg" but Flash will not read it as a variable.
I'm currently working on a custom component which extends Canvas (let's call it SuperCanvas) ; it's basically a container that let you zoom & pan its contents. It would be too long to explain why, but I can't use scrollRect, so I was forced to declare a Canvas object (called innerCanvas)... inside my SuperCanvas (I know, not very nice =/) I would like to know if there's a proper way to "redirect" the creation of my component's children in this canvas.