ActionScript 3.0 :: Putting Array Objects In A Container?
Aug 29, 2009
I came up with this code to see if it was possible to put an Array of Objects in a Sprite Object which would act as a container for the array. I found out that it is possible, but now I'm wondering if this is the best way to go about doing something like this.
ActionScript Code:
/*
Creating a container object that will
hold 3 Gear Objects.
I worked again on a new Project and stumbled while trying Arrays. I have two cubes(cube_mc, cube2_mc) in my scene.
My code: var gy:Number = 0; var gravity:Number = .2 var moving:Array = new Array(cube_mc, cube2_mc); this.addEventListener(Event.ENTER_FRAME, gravityFUNC); function gravityFUNC(event:Event):void{ gy+=gravity; moving.y+=gy; };
I was trying to put both cubes into the array, and then affecting the whole Array with gravity. When I test it nothing happens, and it shows no errors.
I'm developing a game and the objective is to drag some objects to a container. Some objects add points, and some other subtract points. So, all the objects are in the library and have a linkage name to be called by attachMovie. I want to create an Array with all the objects that belong to container, like for example filename1 = ["obj1", "obj2", "obj3"]; etc... I have a var called count1 that defines the number of objects to appear on the Scene
I have a video object that dynamically changes. I want to put that inside of a movieclip that is always 320,240 no matter what the video object size is. I want the video object to increase or decrease but I always want to display it at 320,240. How would I write this? I tried:
But the video object still is large (my video object is 480,360 in this case). It seems like it is not nested inside of the the videoDisplay sprite which should only be 320,240.
I like to call it a 3D engine, it can display triangles in 3D space and make shapes out of it. It works fine except that I have to manually change/remove/insert the coordinates of the points of triangles that make shapes. I would like to have a more practical way of putting dots in 3D space.
Wrong section, moved to actionscript 3 I'm having trouble with my code. I keep getting this error
TypeError: Error #1009: Cannot access a property or method of a null object reference. at Test_fla::MainTimeline/frame1()
I believe it has something to do with the array, considering it works when I remove the array stuff. What i'm trying to do is to be able to move objects through an array with my gravitate() function in the Grav Class.
stage.addEventListener(Event.ENTER_FRAME,onLoop, false, 0, true); for(var i:uint=0; i < numParticles; i++){ var p:Grav = new Grav(5, 0xff0000, Math.random()*250, Math.random()*250); addChild(p);
id like to get the coordinates x and y of each node (a point or vertex of a path) in a path (not dynamically created) in flash cs4 (and put them in an array).
I need to create a function with takes a text field and does two things with it.The first is to split text up into individual letters with each being a separate symbol. Basically the equivalent to breaking apart the text field, then converting each letter to symbols, then giving each letter its own unique name This is the way I'm doing it now and its very time consuming and not at all easy to update to text.The second part is to create an array containing all the instant names.For example if the text was "hello world", the function would create symbols with called n1 (containing h) , n2 (containing e) , n3 (containing l), n4 (containing l), n5 (containing o), and then the array would be [n1,n2,n3,n4,n5]
Is this correct? I am gettign this errorTypeError: Error #1007: Instantiation attempted on a non-constructor.I am trying to created a new instance of a movieclip on stage based on the number from elderCount.
//elderCount is a var:Number var elderMan:Array = new Array(new starMovie()); var Star:starMovie = new elderMan[elderCount](stage);
I am doing a website with external swf using AS2 . The parent frame (container) is resizeable, the external swf is an animation. Some items draw outside external container. The external (swf with animation) will resize when parent frame (container) resized in scale.
The problem occurs when the parent frame resized, the flash programme define the width of external swf, such as the movieclips/jpeg outside the scene. (for example: both my Container and External swf are 1024x640. However, some of the graphics in the External Animation swf move outside this area. BUT the parent CONTAINER still RECOGNIZE and LOAD the content outside the defined stage.)
i found this izzue in FLEX, [URL]
Therefore, I would like to know if I could fix this in Flash CS3 (AS2) ?
I am doing a website with external swf using AS2. The parent frame (container) is resizeable, the external swf is an animation. Some items draw outside external container. The external (swf with animation) will resize when parent frame (container) resized in scale.
The problem occurs when the parent frame resized, the flash programme define the width of external swf, such as the movieclips/jpeg outside the scene. (for example: both my Container and External swf are 1024x640. However, some of the graphics in the External Animation swf move outside this area. BUT the parent CONTAINER still RECOGNIZE and LOAD the content outside the defined stage.) i found this izzue in FLEX, [URL]
How can I get instance name of the objects nested in container? I use mouse over event to reveal instance name, but it trace only instance number like "instance 122".
ActionScript Code: // object in container var nestedObject:Class = new Class(); container.addEventListener(MouseEvent.MOUSE_OVER, showNames);
Has anyone successfully used hitTestObject on objects that weren't on the stage?
I have game code that works fine when the objects on are the stage, but replace "stage" with "this" (the game object that covers the whole stage) and it doesn't work.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")] [Bindable] private var _list:ArrayCollection;
How do I get the size of the content area of Container objects? One non generic solution is checking for styles I suppose but I am looking for some code that works generic for all standard flex Container objects. The controls are Flex 3
I've created a jQuery plug-in that allows a selected panel of a web page to be pinned to the top of the browser view-port when the user scrolls a long page after passing a particular horizontal point on the page.When the panel is pinned or unpinned, a strange thing occurs: if a Flash SWF object is present as a descendant element of the container, the Flash object either restarts its animation or disappears completely.The pin or unpin change occurs when the CSS property "position" switches between fixed, absolute and static. This forces Firefox to redraw its elements and it causes the <object> to reload and reanimate the Flash movie. I read this post with interest:URL...
Does anyone know of a workaround that prevents the <object> tag from reloading? I admit the Flash is an ad, but this problem only occurs in Firefox. Although there are suggestions that this may be a bug, I have searched without success and I'm scratching my pate with a deadline fast approaching.
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
Im trying to optimise my code a bit so i dont have ten lines of identical code on each button. Actionscript is not my strong point. Currently on each of the menu buttons there is this code:
// sets the vertical position of all scrollbars (name0) inside their content movieclips //(name) to _y = 0 on (release) { setProperty("work1.carni.carni0", _y, "0"); setProperty("work1.dead.dead0", _y, "0");
[code]....
what i'd like to do is some kind of function like this, which does all the work in a frame on the main timeline. For example:
on each button:
// tells every "name0" mc to set _y to 0 within their respective content movieclips on (release) { vertical = (_y = 0); verticalHold(vertical); }
on the main timeline something like this:
// Get the command from the buttons and run the function and set all "name0" _y to 0 function verticalHold(vertical) { setProperty(allName0Clips(vertical)); }
i've played around with this function for loading external swfs, but i have no idea how to make it set multiple _y positions. what about putting all the mc names into an array (called "allName0Clips") and doing it that way?
I've been putting data into an array via XML, and then selecting at random an image string to load in a pic at random. But whilst doing this, I wanted to remove the String from the Array that I have just used, so I don't get repetition of the same image in the output. I initially thought that pop would remove the string I had just used - But of course it Removes the last value in the Array instead, which doesn't really help.
Ok - so how about randomizing the data once inside the Array, after it has been pulled in from XML!? That way I can load in the 'last' image, and then pop it out! Keeping a randomized selection of images each time 'it' is loaded
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
I am creating a container. When I press a button outside the container it adds a movieclip. The movieclip is the width of the container but only a fraction of the height. I need to know how to get it so every time I press the button it adds the movieclip after the last one, almost like appending a list. Does anyone know how I would do this?Do I use an array or does flash have some sort of table feature?
i have two arrays of DesplayObjects and i want to add all the objects in the second array to the end of the first array, i knew that i just can just do a loop and puch em into the array, but i wondered if there was a simple function for doing this?