ActionScript 3.0 :: Managing Many Tiles (or Symbols)
Mar 5, 2012
I'd like to display a group of squares following a pre-determined path to create rows. Like row 1 to 10 would be Row1(), 11 to 20 Row2() and so on. The main reason for this is to hide the Menu before actually showing/building it. After the Menu is build up, I could remove the squares any way I want to reveal the Menu behind.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
How do you make tiles in AS3? I can't find any good tutorials that actually teach it. I'm wanting to create an isometric tile based game, but I don't understand how to make the objects line up together.
I have an isometric engine in AS2 but I don't know how to get it into AS3.
So, I'm writing an AS3 program that tiles floor tiles. I want the user to be to be able to create their own floor schematic represented by different rectangles. It'll be drag-and-drop. They will lay out their schematic (which is composed of different size rectangular tiles) and drop colors/patterns onto them.
This schematic will then be tiled on a 3D plane to represent what the actual floor would look like.
I've got the 3D part working, drag-and-drop working, etc. What I'm missing is the floor schematic stuff. I've spent a lot of time trying to figure out the best solution, but I can't QUITE get there.
Here are some examples (out of a WHOLE bunch of possible combinations) of how the floor schematics could look:
The different tiles within the schematic are the droppable regions. My problem: How can represent these schematics in XML? Don't worry about tiling, sizing, etc. I've got that all figured out already. I just literally do not know how I can represent a tile schematic in XML and draw it correctly with AS3.
I've been experimenting with path finding, in particular the A* algorithm. I've understand the basics for it and can currently get an object to move from point A to B avoiding walls. However I'm trying to create one way blocks, (then eventually add turn left and right only and T juncs etc) so I don't have to use thick walls to prevent the object from taking a certain route. The code I have so far is....
The searches that I did on this topic aren't providing me with any answers...that I can understand anyway. =*) Here's the situation.In the past, I did computer-based-training using "a different authoring tool." One thing I discovered I could do with that tool--which really opened up new possibilities for me--was to use that scripting language to create a snapshot of the current window and save that image as an object/class. Then I could access that object, resize it, save it to disk, and load it in later. The result--for my training at least--was a visual bookmark of their location in the training should they have to save and come back later.I would now like to do this with Flash.specificially CS4 and AS3.If anyone can point me in the right location to get started,For clarity, the steps are:
1: Take a snapshot of the current Flash window / Stage. I'm not concerned if the snapshot remains "in Flash" or goes to the Clipboard as long as I can get to it in the next step.
2: Access that snapshot from where-ever it's stored.
3: Process the snapshot and reduce it to a thumbnail, etc.
4: Save it to a file that I can bring back into the .swf at a later point. I'm not real concerned about the format of the file as long as I can bring it back in later. How do I save it? I would love to be able to save it to the user's machine but last I checked Flash won't do that sort of thing. Can I save it as a file on the server that the .swf is running from using perhaps a PHP call /script / page?
5: And, of course, recall the image to be used at a later point. I already have a pretty good handle on this from past experiments.
I'm doing some newbie tests, so I decided to capture the keyboard events to move a rectangle. But I don't get the desired result. Unless I click on the TextArea box, I'm not able to capture the event key code. After that, all goes pretty well.
Does anyone know the name of the event that is dispatch by the attachCamera(), i would like to take a picture ones the camera is loaded, i try to execute my code after call attachCamera but it takes the VideoDisplay empty, that's why i would like to know if there is an event triggered after the attachcamera() is complete loeaded.
In my project I have 3 types of elements that spawn at different times. 1. When I hold the mousebutton down object 1 appears. 2. When I release the mousebutton, object 1 disappears and object 2 spawns3. At regular time intervals yet another object spawns, object 3.These objects might (or will rather) touch eachother at some point. And what I want is this:Object 1 to be under object 3 and object 2Object 3 to be under object 2
I've searched for a free split and join flv files software without success. I intend to play two flv movies on stage, one after another. How can I detect that the first movie finished in order to start the second one? I am working with NetStream objects in AS2.[code]
I'm trying to place tiles on background. I have a tile (20X20) on stage ( 600X400px) and I have declared it as a Symbol of Class BgTile (also have checked to export for actionscript), Problem is that it is working only partially. Some Tiles in the second row are missing and a (or more) tile(s) is(are) placed at the origin (Registration point is in the center) strangely.
function CreateBG():void{ for(var i:uint=0;i<20;i++){ for(var j:uint=0;j<30;j++){ var tempBG=new BgTile(); tempBG.name="tile"+i+j; addChild(tempBG); getChildByName("tile"+i+j).x=j*20+10; getChildByName("tile"+i+j).y=i*20+10; }}} CreateBG();
I'm trying to learn how to make grids using the Vector method. I have my tiles set at 100x100. I made a function to layout the first set of tiles in the first column. Here is my function:
public function Grid():void { for ( var i:int = 0; i < 5; i++) groundTileList.push(new Ground_tile()); var column:Ground_tile = groundTileList[i]; addChild(column); column.x += 100; }
This is my first time using Actionscript in probably 4 years and I'm learning everything all over again. For example, here's what I tried to jump right into doing and just realized I don't remember how. I'm trying to generate a world map out of tiles I created in Photoshop. I've created a symbol in the library for each tile and want to use an array and a for loop to create the full map.
So far I seem stuck on creating the array itself. I've started by creating a variable for each tile that exists such as m73 = "Lake South" where "Lake South" is the name of the symbol in the library. The full map will be a 32x32 grid of tiles but for now (until I get it working) the array is much smaller. An example of it is like this:
Hopefully this is enough to convey what I'm trying to do. However, when I use something like trace(worldMapArray[0][1]); it comes up as undefined. I've already created the needed for loops that use attachMovie for each iteration in the array, but as the array itself isn't set up right nothing happens.
I found the following code online for a Flash Memory Game. You click on pairs on grey tiles, when you click they reveal a color and when the two colours match the tiles disappear.
The problem I'm having is that the tiles are too big and I need to resize them. However when I do only the first 9 of 16 tiles are resized. It's as if the nested loops calculate the first 9 tiles and the last row and column take up whatever space is left.
Anyway lines 19 and 20 are the ones in which the tiles are calulated:
I have an engine for platformer game and I need to generate random blocks while moving and of course delete old ones, when the hero leave pervious position.Here is the code for generating random platforms when the game starts (costructor):
ActionScript Code: public function TheGame() { bla-bla...
[code]....
As you can see, I create a loop which creates 10 platforms in different positions.My goal is to create a function which will delete blocks from the array which are not in the stage anymore and create new blocks when screen is moving up.
Basicly this should work just like a non OOP tile game board. It just stacks the tiles on top of each other and never changes the color. So I assume that _root.cname is the wrong way to referance it.
Code: //Create beginning variables var checks_ver:Number = 8;
way to attach multiple movieclips from the library to the stage is and name them in an appropriate way, then refer to them as if they were an array: fielder[i]. I have tried a few approaches but the closest I have got is this: (this is attached to a movieclip already on the stage).
Code: onClipEvent (load) { for (i = 1; i <= 5; i++) { _root.attachMovie("fielder","fielder" + [i],this.getNextHighestDepth());
I am working with loadVars in an swf file embedded in an html page. The script is written to add a text string to existing textfield. The documentation I have does not address this situation. How do I get the return value from the server to the embedded SWF file in this situation?
I want to manage a username session for lifetime. means for example if u look a website [URL] in this website i have registered and i haven't logged out but whenever i open up this website my username appears there. No need to login again. so i want to do the same for my one of the games website. i have developed my website using php mysql flash.
This is giving me major headaches! I'm having trouble even describing the problem in words. Basically, I want to be able to manage a core library (coreLib) of Actionscript classes with the following requirements: latest version is checked out when a new project starts. a dev can make changes to the coreLib and then commit them back into the repo as project is written (maybe bug-fixes, added features, etc.) the project contains a 'snapshot' of the coreLib so that, if returned to months later, it (as automatically as possible) has a copy of the coreLib that has guaranteed compatibility with the project.
I tried using externals but this can break compatibility going backwards. I'm currently exporting the coreLib into the project and its VC'd along with the project. I can't figure out how to get the changes back into the repo though, without just copying over the top and losing history.
I'm dealing with the scenario whereby my code might be included in other Flash content either included via import .as commands and then referenced as a Singleton, e.g.
In Flex, how do you best manage child collection property changes, specifically notifying a parent object that a property within the child collection has changed.
package { [Bindable] public class Author
[Code]....
How can I notify the Author when a Book propery has changed and update the dateOfFirstBookPublished method?
I'm having trouble managing the depths of my movie clips.I've got a startDrag() function and a stopDrag() function. Whenever I rollover another MC, I want the depth of that object to change to 1+ the object it rolled over.(I apologize if my English is poor)This is as far as I got, but cIndex returns the depth of the object that is currently being dragged; not the object it's hovering over... Is there a way to get that depth?[code]
I have used AS2 for a long time, and have decided it is time to start working with AS3. When attaching multiple movieclips with instance names I would normally do this (AS2):
Code: for (i = 1; i <= 6; i++) { _root.attachMovie("test_mc","test_mc" + i,(300 + i),{_x:fx[i], _y:fy[i]}); _root["test_mc" + i]._width = 26.1; }
but I am struggling to get the same effect with AS3. here is what I have so far...
Code: var mcWheel:MovieClip = new wheel(); function attachImages():void {