ActionScript 3.0 :: Naming Multiple Movieclips Using .name?
Mar 13, 2011I am working on a little project where I have this:
Code:
for (var py:int = 0; py < 6; py++)
{
[code]....
I am working on a little project where I have this:
Code:
for (var py:int = 0; py < 6; py++)
{
[code]....
Ok, I've been climbing the walls trying to figure this out, looked everywhere for an answer, learned a few bits and pieces along the way, but still can't do it.I've made my Class which is a little movieclip called 'block', it's fine and does what I tell it to do ie. I can reposition itstretch itotate it and stuff.The problem is.. I want to make more of them and reference them individualy so I can change the properties of them individualy ie, the x and y values etc.
for (var i=0; i<2; i++){
var newBlock:blocks = new blocks();
this.addChild(newBlock);
[code].....
Code:
if(_root.selmovie.hitTest(this._parent)){
_root.hit.text="it worked";
}
Why doesnt this work? I want to avoid naming all of the movieclips that this hittest is to apply to but this._parent isnt working...
I'm trying to dynamicly create movieclips that I can drag and drop. Here's what I'm trying to reproduce dynamically: (I placed 2 movieclips on my stage and named them mandible_mc and vertibral_mc)
mandible_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);mandible_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt);vertibral_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);vertibral_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt);
function pickUp(event:MouseEvent):void {
[Code] .....
Here's what's happening:
Unless I have actually placed two movieclips on the stage and named them mandible_mc and vertibral_mc, I get an error. If I DO have those to movieclips on the stage, I get no error and I get my instances of "name_box". But, I can't drag them. I CAN drag and drop instances of mandible_mc and vertibral_mc so I know the addEventListener and buttonMode "thingys" are being created.
Code:
for(var i=0;i<10;i++){
var skeet:MovieClip = attachMovie("skeet", "skeet" + i, i);
[code].....
I am going to have a button that when you click on it it creates a movieclip and adds a certain child to it (In this case, its linkage is set as "Rifle"). Each time you click on the button I need to give the new movieclip a different instance name then the last, such as "Riflemen1", "RifleMen2" etc.. I will need to be able to refer to each movieclip seperatly in my code, such as for example:
You spawn three Riflemen.. You click on one of them, which selects it, you then click on an "Attack" button which makes only him start firing (in my case gotoAndStop(2)), you then decide you want the third one to attack and so forth..
I'm trying to name the instances of MovieClips that I dynamically load.
I tried doing this:
comp = new Comp();
// and also tried doing this--> var comp:MovieClip = new Comp();
comp.name = "comp"; // comp is the name I want the instance to be
[Code]....
I am doing the following
Code:
Select allvar a:MovieClip = new MovieClip();
addChild(a);
Now what I want to do is I want to create six more mc i.e., a2,a3,a4,a5,a6. I want to accomplish this using loop like this:
Code: Select allvar i:Number = 0;
while(i < 6){
var a:MovieClip = new MovieClip();
addChild(a);
}
So with above method how can I give different names link above to var a? Then I am using all of these var as following:
Code:
Select allvar cube:Cube = new Cube(new MaterialsList({
front:a , left:a2, right:a3, top:a4, bottom:a5, back:a6}),200, 200, 200,10, 10, 10);
scene.addChild(cube);
How can I use those dynamic name here?
I received help on this site on this info-graphic im doing and the solution was to use an "array" which im not familiar with at all. the person that helped me added the following code that worked:
var city_arr:Array = new Array("louisville");//filll that array with all nedded cities//make all the boxes invisible at startfor (i=0;i<city_arr.length;i++){ var [code]...
since i dont know how to use arrays im stuck. i need to add at least 30 more cities to my info-graphic but don't know how to use the naming conventions of an array.Only one of the houses works (when you click on it a pop-up appears, is draggable and has an x to close the pop-up)
Attachments:
relocation_working.fla.zip (975.1 K)
[Code].....
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
View 3 RepliesI have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code:
for (var i:Number=1; i<=24;i++){
var myLoader:Loader = new Loader();
myLoader.name = "image_"+i;
[Code].....
add some functionality to the presentation template. Currently you can only move from one page to the next. So if I want an animation on a page, no problem I'll just add a stop script at the end. No big deal. But if I want Multiple animations (just trying to replace powerpoint here) then I get into trouble.
Each page is one frame on the main timeline. Hitting left/right goes to the next frame, unless the movieclip on that frame also has additional frames. Then it should move to the next frame within that, etc.
I can't figure out that if statement though. I had another bit of script going on my first go, but ran into some issues so thought it best to create all of the scripting on the main timeline. Initially I created a boolean variable, then ran an if statement. Inside of a movieclip I switched the boolean and used the same keyboard interaction to walk through it. On the last frame of that movieclip, I switched the boolean back so the main timeline interaction kicked in again. The problem is, that's a Lot of copying and pasting of that code, and I can't figure out how to go through more than one parent. I just couldn't get it to work.
Should I just be building this thing in a Completely different way? I need to make something, so for now I'm splitting up each frame that I need different animations on and creating a different movieclip for each section. Ideally that would be contained in one movieclip's timeline. Currently one each animation's interaction will be on a timeline. So I have to duplicate the slide to add an animation. So if I have a title come in, then a pie chart, then an image, then another piece of text, I'll be stuck with 4 separate movie clips.
I want something like:if current movie clip current frame is == total frames, clicking right goes to next frame, else go to next frame of it's parent's timeline.I say the parent and not stage because the way you have to set up transitions only works within a movieclip. So you have to set up the entire slideshow within a movieclip if you want transitions between each slide. Right?
I don't care about transitions for now, but will want control of those eventually.
I have 30-40 movie clips that I want to reshape. They are all identical except for color and name. Is there a batch way to duplicate the entire library but change the shape without going into each one?
View 5 RepliesI have a few movieClips and I would like them to play one after the other. [At end of MovieClip play next movieClip]. Using AS3 to Tween, this is my first Clip props.
import fl.transitions.Tween;
import fl.transitions.easing.*;
var myTween:Tween = new Tween(FloatRight_mc, "x", Regular.easeOut, 22.00, 495.95, 3, true);
var myTweenAlpha:Tween = new Tween(FloatRight_mc, "alpha", Regular.easeOut, 1, 0, 3, true);
How do I get the next movieClip to start playing before its completion, and so on?
I am a newbie in flash Action script2can anyone please tell me that how can i duplicate a movieclip to as much numbers i want through out the stage using actionscript2. i have searched lots of posts in sites but i can't get it
View 1 RepliesI am making a website with complete external xml data holding text and urls to images. I have several categories. One of the category has three sub categories as menu. When I click btn1 it gets the xml and start making text field, rectangles, lines and picture frame for thumbnails. Before that I use a single movieClip container to hold all that stuff and then point it to mask and scroller too.That is working fine. Now the problem is that when I click on btn2 I want to remove previous container and make a new one.
Now what happening is that it is creating one more container of different xml and putting over the previous one. I have used removeChild command and it is still not working. It only works if I use it alone and do not create a new container. All this process is done on a movieClip. That movieClip holds container, mask and scroller. The only thing that is made dynamically is the container. Rest of the items are on the timeline of the movieClip. I need to remove container inside of the movieClip and make a new container inside the movieClip.
I've got a long list of similar movieclips I'm adding to the stage. There's 9 in total and the code looks like this...
stage.addChild(zone0_mc);
zone0_mc.x=267.6;
zone0_mc.y=120.5;
[code].....
I have several movieclips in my project which are being used as buttons, and when you rollover the mc's the content is viewable the entire time the mouse is hovering in the area of the movie clip, once the mouse moves off it disapeers. Great. I have the code that allows this to happen, but i have multiple mc's and only one works at a time. Here is the code:
mc.addEventListener(MouseEvent.ROLL_OVER, overHandler);
function overHandler(evt:MouseEvent):void {
mc.gotoAndStop(2);
[code].....
I have created a flash whack-a-mole game, and coded the 9 different x and y cordinates the 4 moles can come up on. But I can't code it so that the moles can never have the same x and y cordinates.
I have tried this code: (Barney and mulvarp is two moles. .flytt(); is the command that gives the mole a new place to be.
if( Barney.x == mulvarp.x ){
Barney.flytt();
}
I'm following a tower defence tutorial and part of the code is set up so I can build towers on the "grass" movie clip. I wanted to add more patches of "grass" and gave them all the same instance name so I can be able to place towers on them, but I have the problem that I can only place towers on the first item I placed and has the instance name of "grass". I can't seem to place towers on the other patches of grass.I removed the instance name of the first patch of grass and it let me build towers on the second patch, but the second patch only.
[Code]...
I have 3 movie clips in my scene and they all function properly individually.Problem: only the first movieclip will work in my test of the full scene.If I move a movieclip from the bottom to the first position in my scene, then it will run while the others are stopped I can't figure out how to tell the program to activate all 3 simultaneously - so each button (linked to one scene in the movie clip) will be available to click.The code from each movie clip essentially looks like this
stop();
import flash.events.MouseEvent;
BtnKonzertDesk.addEventListener(MouseEvent.MOUSE_UP, mouseDownHandler1);
[code]....
i basically have some images of logs (for a bridge) setup inside a movieclip called log_mc, inside log_mc each log has its own movieclip log1_mc, log2_mc and so on
[Code]...
Is there any way to move or scale a bunch of movieclips on the stage as one, without putting them inside of another movieclip?
View 1 RepliesSo I'm trying to shoot multiple bullets out of my body and it all works except I have an odd problem of just one bullet showing up and updating to set position for the new ones.
I have a move able player thats supposed to shoot and I test this code by moving the player and shooting. Im taking it step by step in creating this.
The result of tracing the bulletContainer counts correctly in that its telling me that movieclips ARE being added to the stage; I Just know it comes down to some kind of logic that im forgetting. Here's My Code (The Bullet it self is a class)
[Code]...
multiple classes and then register each movieclip from the library to a different class? It isnt working for me. I created two different classes and created two entire different movieClips and registered each movie clips to a different class. However, I can only use on movieClip at a time, when I use the duplicateMovieClip. command to create copies of the movieclip, i find that only those movieclips, whose class i declared first, appear on stage
View 2 RepliesI'm developing a game.I've attached random movieClips from library. I've movieClips named picLeft1, picLeft2, picLeft3 and so on in library. Its working fine but i'm having problem removing it. the code below is for the attachment of movieclip. Here ranque is an array which stores randomly generated numbers up to 5 and HolderL is the movieClip in which I want to attach the movieClip. And q is a sprite.
for (var i:int = 0; int<3; i++) {
que_mc.push("picLeft"+ranque[i]);
var que_mc_class:Class = getDefinitionByName(que_mc[i]) as Class;
[code].....
I've created this simple birthday game where the concept is to blowout 30 candles in 15 seconds.The candles are movieclips so that when they are clicked on, they blowout. However,when the option to "try again" begins, the candles are still out.
View 9 RepliesI am creating movieclips and there holes(deselected areas using masks) dynamicly. Is there a way I can assign one movieclip moer than one mask? Maybe by somehow saving the moviclip with the first hole(mask), so I can assign him the mask again(Seee example hole1 and hole2 on mc1).Another thing is to assign the same mask to two difrent movieclips, but as read that should be sovled by duplicating the mask mc.
View 5 RepliesAlright I have two Movie Clips on 2 different layers...One has the instance name panel and the other has the instance name panel2. Now, on the timeline panel is suppose to grow to 210x480 and then stop. A few frames later panel2 is supposed to resize to 150x480 but when panel2 resizes the other MC (panel) resizes to panel2's size...
Here is the code for panel:
onClipEvent(load){
// Define initial height
_root.high = 210;
// Define initial width
_root.wide = 480;
[Code] .....