ActionScript 3.0 :: Loading XML Data Into On Stage Instances?
Jun 23, 2009
in the code below, there is something wrong with this line: movieClipsStage[n].addChild(thumbList[n]);
import fl.transitions.Tween;import fl.transitions.easing.*;
var thumbArray:Array=new Array();var movieClipLoader:Loader;var movieClipsStage:Array=new Array("mc0","mc1","mc2","mc3","mc4","mc5");
var myXMLInfo:XML;var thumbList:XMLList;var myXMLLoader:URLLoader=new URLLoader;myXMLLoader.load(new URLRequest("Data/myStarList.xml"));myXMLLoader.addEventListener(Event.COMPLETE, loadComplete);
I have a MovieClip which has a couple of text boxes embedded inside it. I'm trying to load data from an XML file and populate the text fields with this data. That's fine, all good. What I also need to do is create an instance of that MovieClip for each instance of a certain tag in the XML, and then load that instance of the MovieClip with the relevant information.
So, for this XML file (reduced to show only 2 CD entries):
I have this library with more than 80 objects that i want to bind to my keyboard. My idea is use the "keyCode" to call the object to the stage, constructing the object's name inside a variable.This is the code that I'm trying to use, but the bold text line always give me an error (constructor, syntax and others) depending how i write that line.[code]I'm not very experienced with AS3 so i don't know if this is the right approach to solve my problem. Any help is well received.
I am making a flashcard game with five subjects. It has buttons for moving forward and back,and buttons for switching to another subject The card instances for each subject are stored offstage, in separate frames (five in all), and their names are stored in arrays (five in all) Each time a button is pressed, the appropriate card tweens onto the stagepoint were still visible (not sure why, since the menu's on it's own frame), so I wrote a function to clear everything offstage whenever the menu button is clicked.My problem is weird: if you are in the math subject, switching to geography returns this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at flashcardapp1_fla::MainTimeline/frame3() at flash.display::MovieClip/gotoAndStop()
I'm new to this OOP stuff, and I'm having a hard time understanding all of this.I'm trying to recreate in AS3.0 with classes a simple whack-a-mole game I created in AS2.0 using timeline coding.I've read through a lot of forums, but I still don't understand what exactly I'm doing wrong.Heres my setup:I have a movie clip named mrBunny (my girlfriend told me to change it to bunnies as moles were too ugly.). Now there are 6 instances of mrBunny on the stage, each named mrBunny0-5.The mrBunny symbol is linked to the com.mrBunny class.The class has a method called randomPlay(); which I use to randomize the animation times of mrBunny.I also have a button on the stage with the class stageBtn.
I'm working with Flash Builder 4.6 as an IDE and Flash CS5.5 to create library items. The problem is - when I put an instance of a library item on the stage or inside of another item, Flash Builder fails to detect the instance name that was declared in Flash CS. This doesn't prevent the code from compiling just fine though.
I understand that the IDE only sees the fields that I have declared directly in the .as file, but it really hinders me that I the IDE goes crazy when I do this.
Is there any way to circumvent this - other than dynamically creating and placing the instances?
I was just wondering if there was a way to find all button/dynamic text instances that are on stage. This would allow the dynamic creation of array instead of having to manually create this array.
Is there any way to iterate through instances placed manually on the stage in Flash IDE? For example I have 3 "Dog" class instances placed on the stage and I'd like to access them all from document class without giving them instance names.
Say, for example, I have a car on a flat plane. It can move either left, up, right or down. I also have 10 obstacles on the stage. Each time the car hits one of them it should automatically turn to avoid it. I could loop through each obstacle and check if it is colliding with the car but a better approach would be to make an obstacle class that checks if the car is going to collide with that obstacle and if it does, make it change direction. My problem though is what about if I had 5 cars? Would the obstacle class have to loop through each of the cars to check if any are colliding with it? My main concern with this is how much the performance of the program would be affected. I imagine with only 5 cars the difference would be insignificant, but what if I had 1000 cars and 1000 obstacles? Going back to the first example, it is easy to see how you can use a class as opposed to using a loop but with the second example, I just don't know.
I don't know why! I never click the "export for actionscript" and the symbol names in my library are given "Onename" "SomeName", rather than "MovieClip" ...
I'm writing a series of Search windows for an application. I create the FLA files on the stage, each has 3 simple buttons: next_btn, prev_btn, and close_btn. Those all have event listeners which call findNext(), findPrev() and closeWin() respectively. Each search window looks for different things, some with a text box and some with a combo, etc.
So I have a base class com.search that extends Sprite and adds the eventListeners at startup (actually, on addedToStage). Like this:
function isAddedToStage(evt:Event){ next_btn.addEventListener("click",findNext); prev_btn.addEventListener("click",findPrev); close_btn.addEventListener("click",closeWin);}
[Code]....
If I add the event listeners in the derived class rather than the base, it works fine. But that seems to defeat the purpose of inheritance, plus it infers that I won't be able to derive new classes/swfs from those derived classes.
how does one reference objects created on the stage from a base class of that document's class?
I have an instance on my stage that I dragged from my library at design time.This instance links to a custom class who's constructor takes an argument.[code]Is there any way to set arguments on an instance that has been manually dragged to the stage?
I have a number of instances of a MovieClip on stage. These are dragged onto the stage and arranged manually. Now, I would like to alter the instances during run time, using as2 code.
how can I name all the instances of the same MovieClip dragged onto the stage, using as2 code? (specify if the solution involves exporting the library MovieClip with an identifier name)
however I restructured my folders and now my .fla is in the /src/ with my MainApp.as ( Document class )
then MainApp creates a new instance of a class that is in /src/blah/blah/deep/
When this new as class is created it has a few buttons on it that are declared in the .fla as instance variables. I have turned off automatically declare stage instances.
I am working on a project in which I need to create a bunch of buttons.. all need to look the same with different text on the button.. rather then making each button separate in my library I would like to make one and create instances of the one button. I have created a button with a text field on top named txtLabel with a default text of "Label Here". I have dragged an instance of the button onto the stage and named it btnHome btnHome.txtLabel.text = "Home"; d Does not work..
I get the following error TypeError: Error #1009: Cannot access a property or method of a null object reference. at MyProject_fla::MainTimeline/frame1()
Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out
function generateHex(e:MouseEvent) { tileSet.x = tileSize;
From this example image attached, I have created many instances on my stage, let's say that for each instance I would like to go to a new section that has a different layout. What is the action script that will move my frame to the right location for example, let's say on one of the instance I have a button that says contact. On one of the buttons, what action script to I have to put in so that it navigates there when someone press it, I would think "on press" go to instance tab contact something of that nature.
I've got a couple instances of the same movie clip on the stage. Via actionscript, I want to apply a tween to both instances. Then, when you click on the instance I want its tween to stop, but not affect the other instance. Does that make sense?
I have a movieclip that gave a class name and set everything to export into action script. Now, I would like to put multiple instances of that same movieclip on the stage. I would also like to be able to keep track of them individually. Would I need to do something like create a for loop and have it run however many times i want that movieclip onstage? If I did that, how would I be able to manage them? Would I also give them names in the for loop and have a var that goes ++ every time it loops, then attach that var to the end of the name I give it.
var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
[Code].....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
Is it possible to automatically make a text list of all symbol instances used on the stage and within all movie clips which are used on the stage? E.g. I have a symbol "my metal bar" in the Flash library and its instance on the stage is called "metal_bar_mc". So the list should contain a line with text: "metal_bar_mc".
Is there any automatic tool or maybe an AS3 library or it is possible to somehow write AS3 code to do this? And one more thing, it would also be very helpful to be able to determine, which of those instances are exported to AS3 (so the text list would contain an asterisk for those which are exported, or whatever)
I have a number of instances of a MovieClip on stage. These are dragged onto the stage and arranged manually. Now, I would like to alter the instances during run time, using as2 code. My question is, how can I name all the instances of the same MovieClip dragged onto the stage, using as2 code?
this is my first post on this forum so please take it easy on me as I am sure that this will be a simple answer for most of you out there. Here is what I am working with: I have dynamically added 4 buttons to the stage using XML data and a loop to place as many buttons as will allow per the data. Once the game begins, a MovieClip that I have also added to the stage will jump randomly from frames 1-16 and stop using a stage event listener. I need to have event-listeners on each of the buttons I have created using the XML data to check to see if the user has selected a correct answer. I had intended on using a function that would check to see which button was clicked and check to see what frame the movieClip was on when that button was clicked and judge right or wrong that way.