ActionScript 3.0 :: Pushing Object To Array In Custom Class?
Dec 29, 2011
how can I push an object from my document class array to an array in my custom class?I have an instance of my custom class in my document class called "Pool".The array in my custom class is called "STOREDBALLS"The array in my document class is called "ballArray"How do I get the object from "ballArray" into "STOREDBALLS"I tried using "Pool.STOREDBALLS.push(ballArray[0])" but it didn't work.
I created an array in the var declarations with Code: var private eDrag:Array In a function that adds imported mcs to the stage, I also added code to push each to the array. Here is an example of a block of code loading the object with the part pushing the object to the array at the end:
Is it possible to push an object into a specific index in an array. Because I have a set array from 1-10 and each index has a unique purpose so I was wondering if it would be possible to do something like:
array[1].push(object);
If not whats the best way to do this? At the moment I have a seperate array and I just do array[1] = arrayOfObjects.length -1;
ok this is going to be tricky to explain. The scenario is i have an array like so Code: var Final:Array = new Array(); and i have a class with a bunch of variables grouped together (no function in this one) the original reason was for this to serve as a way making seperate instances (something like a structure from C++ i suppose) when needed but once i explain further it might just be making it more complicated. now what im doing is to use array.push to add new objects inside the above array. but the problem is every time i push i mostly likely will need to "create" a new instance of the object am i correct.but i cant do that sice the function that does will have a static name for the instance of the object i push into the array.
i hope that made sense, now what i need as a solution is some way to dynamically add unique instances of the object into the array without having to have unique names everytime. i can only see two logical method of doing this, one is to figure a way of dynamical naming the instances, or to have some sort of syntax like array.push(new Object(Copy stuff from a temporary Object)); But one more would be to avoid using objects all together but even that ive tried to figure out
flash knows this is a 2d array, correct? Code: var arr:Array= new Array([1,0,6],[4,3,7]); i see it treats it as one. My question, is there any difference to declare each array as such, before pushing them to the main array? trace(arr[0]);// i know it traces the arrays contents, but if it could, would it tell me this is data type Array , exactly the same as if i had declared it?
How can i cast a object to another type? in AS3 i tried putting (objectType) infront of the variable but it doesnt work, below i have added objects of fishes into the child, and i am getting the fishes back out when mouse down is triggered, and then calling the fishes what to do. however i cant call the method of the custom class fish because it is a displayobject.[code]...
correct syntax for pushing variables to arrays within arrays? I have searched many threads but found nothing that exactly answers my query. I have a class (Brigade) which amongst other variables contains an array (BrigadeUnits) This is the third element.. My Brigades are stored in an array called AllBrigades. I now need to fill the BrigadeUnits array with objects of my Units class. The hierarchy I want to create is as follows:
I have an array of a custom class. The class includes 3 movieclips that all share the same position. I have 5 items in the array, and in the document constructor I fill them as such:
ActionScript Code: glassArray[0] = new glasses(spot, beam1, glasses2, "index/nav/aboutus", new Point(156, 400));(different string and point for each of the 5 items)
Here's the glasses constructor: ActionScript Code: public class glasses extends MovieClip{ //I am the Constructor. public var spot:MovieClip; public var beam:MovieClip; public var glass:MovieClip; protected var target:String; [Code] .....
It then goes on to fill each of those mclips with properties based on the point received. How to addchild from the class, I've got a simple for loop in the document constructor that adds them all in. Everything works, except what I'm seeing is that as each item in the array is added in, it overwrites the previous items' properties. In effect, I can create 5 items and give them each a different position, but when I go to addChild I see that all of them have taken on the position of the 5th one.!
If I set my variables as type MovieClip instead of the type of the class for the MovieClip I am calling them as, will this affect my presentation in any way? Say I have a movieClip Walls with a class definition Walls. Will
var newwall:MovieClip = new Walls(); or var newwall = new Walls(); be any different than var newwall:Walls = new Walls();
I have a function, loadXML, that loads an xml file with a list of locations to OTHER xml files. Within this function I load each individual xml file and run a new function, parseXML, to pass each of the variables I desire from the individual xml files into an array.
This all works fine and dandy on my computer, but when I run it online it breaks down.
What I believe is going on is that the initial xml file loads fine, but because the referenced xml files are on the web and are varying sizes, they stop loading sequentially and the data no longer corresponds to the xml file referenced in referenceListA array. (ie. all the data from each referenced file, item1, item2, and item3 will stay together because they are called at the same time, but will become mixed up from the referenced xml file).
This normally would not be a big deal, but because I want to also create a link BACK to the referenced xml file, sometimes the link will not lead back to right location (it will lead back to another xml file in the list).
I was thinking about adding a time delay somehow in the loadXML function to give time to load the newxml file, but that would still be problematic...
How can I make sure that the referenceListA[i] mathes up to its own information?
I seem to have run into a situation where when I push a value to an array held within a singleton via a getter/setter , Flash seem so access the getter over the setter method. Within my command/controller (I am using RobotLegs)
override public function execute():void { // various line of code here //Place screenshot image into an array from model for later reference. model.unitScreenshots.push(screenShot); // screenshot is just a Bitmap object }
The getter and setter within my model e.g. robot legs singleton public function get unitScreenshots():Array { return _unitScreenshots; } public function set unitScreenshots(value:Array):void { _unitScreenshots = value; }
When I set a break point on both the getter and setter, only the getter method is being called, why? I would think that a push value on the array would trigger the setter, not the getter.
I have a custom class that animates a set of movie clips. Something like coverFlow or Carosell. What I want to do is pass a array of all the movie clips to be used by the class. I am not sure an array is the best solution but it makes sense to me. The class will not always know how many movieclips are being passed so with an array I can get the lenght and deal with it. here is the instaciation code of my class mBack and mFront are movie clips on the stage.[code]I get this error Type Coercion failed: cannot convert flash.display::MovieClip@113d2061 to Array.it kinda of makes sense why I got the error but if this is not correct how do I pass a list of mc's to my class.
I'm making a custom class and all my get functions are working fine except the one that returns an array. Here is the code for my class (abridged to the relevant parts):
ActionScript Code: /* VolcanicIsland class for Polypelago Script in progress
[Code].....
How do I get an array to return correctly? Doing trace(VI1.getData()[0]) doesn't work either.
i am trying to make a custom class that has a small number of variables but I can't seem to get the array part to work.[code]I can't seem to get it to work. I can set and access the other variables OK its just the array thats giving me problems.
I'm trying to do Array.sortOn on an array of custom-class objects. It's not working, though nothing in the documentation suggests that this is a problem. Below is the code. I'm confident the MetricRecord constructor is working fine because everything else works, and the traces below are correct, except they don't sort.
// This array sorts metricRecords = new Array(); metricRecords.push({mediaVehicle:"cca", temp:"asxcvbxcber"}); metricRecords.push({mediaVehicle:"aaa", temp:"asdfertr"});
In class Main I am instantiating a custom class NavLabel that creates a textField. With in NavLabel I dispatch a custom event CustomEventWithParams on a reference to class Main that passes the parameter theLabelWidth along with it. from with in class Main i can trace the theLabelWidth for each of the instantiated NavLabel objects. I want to hold those values in an array labelWidthArray and then use them to position the NavLabel objects. how can I do this?
To line up with my multi-dimensional data array, I would like to create and display textfields. I was hoping to do this in a multi-dimensional textArray however flash does not seem to like it and I am getting a #1010 error. Here is the code I have:
ActionScript Code: var textArray:Array = new Array(); createTextFields();
I have written a Class for skinning the UI. The Class works by taking a movie clip name from the stage passed to it and create the skin for it.So I create an Object from the class such as this:
Code: var CBox:UI = new UI();
Now what I wanted to do is reference a movie clip from the stage to this CBox variable, so when a call the Class methods it will know which movie clip to work on! Since currently I have to do this:
Code: CBox.Skinning(content_mc, "content", 100, 200); or CBox.Over(content_mc);
As you can see Im passing the movie clip, content_mc, everytime. I just want to avoid this by creating a reference.
I created one "MyObject" class which is extended from Movieclip. In my flash stage, i have one movieclip and the name is "myObj". I dont use linkage. How can i convert movieclip to MyObject instance.i tried the below one, i got errorar str = MyObject(mc).name;The error is TypeError: Error #1034: Type Coercion failed: cannot convert ash.display::MovieClip@2b6baf99 to MyObject. at Obj_fla::MainTimeline/frame1()
For the game I am making, I'm using a self-made sprite managing system.I've got three classes: SpritesManager, SpriteGroup extends Movieclip and Sprite extends Movieclip.The idea is: SpritesManager is holding an object: "mainSprites", SpritesManager also hasa method "newGroup", wich creates a new SpriteGroup in mainSprites.In this way I want to make a system for creating and managing some sort of Movieclip-tree.For example:mainSprites.enemies.badEnemyThe method newGroup in SpritesManager has a param "name" wich is the name of the SpriteGroup to create.Here's where I'm stuck: how do I create a new SpriteGroup referenced to as "name" in mainSprites?
For the game I am making, I'm using a self-made sprite managing system. I've got three classes: SpritesManager, SpriteGroup extends Movieclip and Sprite extends Movieclip.
The idea is: SpritesManager is holding an object: "mainSprites", SpritesManager also has a method "newGroup", wich creates a new SpriteGroup in mainSprites. In this way I want to make a system for creating and managing some sort of Movieclip-tree. For example: mainSprites.enemies.badEnemy
The method newGroup in SpritesManager has a param "name" which is the name of the SpriteGroup to create. How do I create a new SpriteGroup referenced to as "name" in mainSprites?
i am making a few object of action script..,what special about this object is that in the contructor function of this object is that i make it to send a sprite parameter which will act as it's parent..,var anObject:myObject = new myObject(parentSprite);and in my main project i used those object and store it in an array after adding it to the stage.i do store it to an array cause i need to be able to refer back to it..everything was fine up until i need to call function inside that object which i already stored in an array. how should i call the function in that object from an array that stored the object?
Here's what I am trying to do: I have an array of movie clip instances called iconArray[]. what I want to do is create the effect of shifting icons on screen right or left. Lets say we're shifting the icons left--what I want to happen is the icon on the left (iconArray[0]:MovieClip) to tween to the left about 20-30 pixels and then fade out, which I can currently achieve. The problem is I want copy the instance of that icon as a temp MC and push it onto iconArray and then have it fade in tween from the right.
In other words, the left most icon should "wrap" back around to the position of the right most icon but in order to create the illusion without having the left most icon pass over the other icons (which looks tacky) I want to create a copy of the left most icon and push it onto the array as a new movieclip with the same image and have that fade in from the right while the other one dies off.
[Code]...
it does not create a new icon, is seems to point to the same movie clip as iconArray[0] and any adjustments I make to the x or alpha affect the original MovieClip instance and not the new on I created and pushed onto the array.
How does one go about copying a movieclip, storing it in it's own instance/var so it can be displayed and manipulated as a separate entity?
I would like to be able to push a text field's value into an array on a button click, then have that array populate a data grid. I'm kind of new to flex and was wondering if someone could point me in a direction or show me how to do this.
I want a random image from the xml to be loaded and displayed when gallery is opened, together with gallery thumbs. Then remaining images are to be loaded in the background.
I am having problems pushing and retrieving data from the array that I have set up. The trouble I am have relates to the following code (but I attach a zip with all code and assets).
It works fine if I wait until the image is actually loaded (loadComplete) and then push the bitmap I create. If I try to push the loaders like you see here, it freezes up, every time. [code]..
I've created a custom class to represent a monster in a game. The class definition has "public class Monster extends Object". I'd like to know if there's a way to initialize the object using object literal notation. For example, this works ok:
[Code]...
I get this error: "Implicit coercion of a value with static type Object to a possibly unrelated type Monster." Is there a way to do this? I'd rather NOT have to call the Monster's class initializer each time, because in the actual code there are a lot more variables in the monster class than just those three, and it's kinda unwieldy to pass a dozen long strings into the new() function.
I have created some (TextInput, ComboBox, CheckBox) Component instances (created as a public objects) in a Document class and added them to the stage.
Now I have created a custom class for a movieclip in library and instantiated it in the document class (also a public instance).
I need to access the component instances in the custom class. How to do this ?
Also, Is it a good practice to use ENTER_FRAME event frequently ? because if I can't access the above components instances in the custom class then I will be left with no choice but to use ENTER_FRAME event in the document class every time I need to change some value in the components...