ActionScript 3.0 :: Show Steps Of An Iteration In It?
May 28, 2009
I did an ActionScript 3 version of my old algorithm made in c language to solve the �Tower of Hanoi� puzzle.
The problem is that I knew how to show the intermediary steps in c language but I don�t know how to do that in ActionScript 3.
The below .as file code uses just three disks of successive bigger diameters ( and different colors ) created as MovieClips in Flash which must move from the first peg to the third one, through appropriate moves, in such way that they end up piled up in the same crescent order as they were in the first peg.
The way the code is written just shows the beginning disks position and the end result but not the intermediary steps.
I want this code being capable to show the successive disks positions on the pegs in each step of the process, each time I right-click the mouse.[code]...
I'm working on a script and I've run into a coder's writing block so-to-speak. I have an array of twenty object (with attributes). I want to loop through the array and for each object, update some text fields, create a tween, pause, and create another tween (i.e. fade in / fade out). I tried working with the timer class but the for loop, as expected, keeps on rollin' after the function has been called by the listener.
I have a basic for loop to loop through buttons and set some stuff and onPress handlers:[code]However, as I noticed, all buttonsthen link to one and same frame - all point to last i + 1 - Is there any possibility to call gotoAndStop with "static" Number, so in next iteration, it won't change?[code]
I have this code. for (i=1; i<6; i++) { this.attachMovie("myMovie","unit"+i,i); this["unit"+i]._x = i*100; this["unit"+i].onRelease = function() { trace("Unit number " + i + " was pressed"); };} I want to trace the number (i) of the button that is pressed. But no matter what button I press, I always get the value '6' on my trace. Isn't there a way to store the a value for i in each movie clip attached?
I have various custom component instances in my flex app. I want to loop through them recursively and get their instance Ids. The recursive part is very important to me. I have tried doing this, but it didn't do recursive:
for each (var myItem:* in this.MasterContainer.childDescriptors) { trace(myItem.id); }
I'm taking a Flash CS4 class at the local community college. Our teacher is making a LOT of assumptions about what we know. Our first assignment is to set up a web site (I've already taken web design I & II, but this is my first exposure to Flash). What I'm looking for is some guidance about the orderly steps to take when setting up a flash web site.I'm thinking I need to go into Photoshop or Fireworks first and design the pages so I can import them.But what about when I get to Flash? Page set-up, size, create layers for each of my pages, import things, where to start adding effects first... I can't decide the most efficient ORDER in which to do things.
In AS2 I have several arrays constructed like this :
var myArray0:Array=new Array(value,value,value...) var myArray1:Array=new Array(value,value,value...) var myArray2:Array=new Array(value,value,value...) var myArray4:Array=new Array(value,value,value...) ...
What I'm trying to do is use iteration to reference each array name to pass it into a function.
I am making a comic in Flash CS4 using AS2 and I'm trying to figure out how to add a quick crossfade from one keyframe to the next. When the user presses the "next" button, I want the current image to fade down and the next image to fade up. The images are arranged so the heads and text are positioned to the left and right, so as one head fades up the other would fade down, see picture below. It's a conversation.
I understand how to do it if the scene plays automatically, but I want it to stop on each keyframe so the user can take their own time to read the text. I'm just starting out and used another tutorial to come up with the AS that is controlling it now. That AS was written when all the keyframes were in a row next to each other. Now I've adding some blank frames between them to create space for the Tweens, but I don't know how to modify the AS so it steps from keyframe to keyframe. It's still stepping though one frame at a time.
I'm about to start work on my first app which will be an internal release to gather customer information at a trade show.I'm hopefully looking into using air for ios or maybe one of the various html/js frameworks to develop this app as an alternative to learning C.ideally I would do it with some server based php > sql to store and share gathered information between a fleet of iPads, unfortunately due to the population of this trade show there will be no guarantee that i can maintain a wireless connection so need to prepare for these apps all being local access only.in which case, how would you recommend going about the saving/reading of the stored data, and also how to sync it up with a sql server and then back to the iPads each night.
I am not sure my title is correct.Is there any 3rd-party library on AS3.0( like STL in C++), can do this: I define my class and use its objects as associative array, for example:
I am just learning how to use Flash AS3. I have made a very basic animation that is a circle with a slice in it that grows larger over a couple of seconds until it is about a quarter of the size of the circle. It is designed for my research subjects to watch and follow for range of motion and speed as they complete a leg exercise task. I used a basic for loop in the animation to repeat it 10 times, then a frame appears that says "Set Complete." I would like to add a repetition counter to the screen so that subjects know which rep they are on throughout the animation. I know that I have to use a dynamic text box to do this, but I don't know where to put the script so that the new counter number will appear on the screen after each loop. Here is what I have so far for script:
Action Layer first frame of loop:
var count: Number=0;
Action Layer last frame of loop: count++; if(count<=9){
I am wondering if anyone has experience this problem before:
[Code]...
I was experiencing some other "strange" behavior so I'm wondering if my code is getting too long. Maybe I'm running into some kind of limit. Has this happened to anyone else? Anyone know of some fixes? The loop is in a _global function, could that be causing a problem? other than that, the code is on line 4420 of the actionscript coding interface.
i put a shape tween on the timeline that shrinks a shape a certain number of pixels in a given time. my problem is that it shrinks too smoothly in the movie! I need it to shrink in a step by step fashion, and i'd like to be able to specify the number of steps. i'm hoping that there's a simple parameter that i can use to do this. or may be there would be a way to slow down this tween? by changing the fps locally without effecting the rest of the movie? i will need a solution that will work for motion tweens too, but imagine that the principle will be the same also, as a second question, is it possible to tween a bitmaps tint color style so that it changes from say red to green over a number of frames?
I am currently looking at a way of visualising data and a part of the algorithm needs something 99% the same as A* Path Finding but I cannot wrap my head round it fully. I know it will be a fairly simple modification. (specific cost instead of least cost)
Basically I need to plot a path (2D Grid, no Diagonals) from point A to point B in X number of steps.
E.g. If the start and end points were right next to each other and I needed the path to be 3 steps it would have a tiny loop. (moves: up, right, down). Is there a known name for this algorithm or is the use of this so rare it's uncommon? I am currently looking at this AS3 Librbay for modification as it is apparently very fast and seems clean and simple to me:[URL]..
how do i make so that when i press a button instead of juz moving from point A to B, it will move from point A to B then C then D then E. and then i will click again and it will go 5 more steps and so on..? because i tried to write it astargetIndex += 5;but obviously it won't work coz instead of going thru 2, 3, 4, 5... it jumps straight from 1 to 5
so I have writing a function that returns objects on the stage and puts them into an array. and the function works fine until i call the function on more than one object name, meaning if im in the root class, and I call this function on object1 lets say it will add all the object one's from the stage, but if i call it on object2 it will throw an error, which makes some sense, i guess it means that it is not adding it to a unique array, but im not sure how to do that. would it be a good idea to maybe make a multidimensional array? if that is the case would it be too slow?
I have a circular mc (wheel2) and this should rotate 'smooth' in steps of 45º, to the left and to the right (buttons).The script I use on the button (right);
on(release){var rotate:Function = function (obj:MovieClip) { obj._rotation += 3; if (obj._rotation == 45) { clearInterval(interval); } }; var interval:Number = setInterval(rotate, 10, wheel2); stop(); }
It moves ok 'once' then it spins 360º. Should I set a new value for my mc?
I've noticed that some programmers animate objects based on the difference in time. I am not sure why or even if this is logical. Does anyone know the significance? Below is a snippet of code that explains what I mean:
I have a bit of Flash experience, did a full featured movie player, other stuff in AS3 and got plenty of programming skills in other languages, BUT now I need to create a multi paged website. Quite easy, a few pages, some animations here and there, nothing fancy, got all the graphics.
But time is short on this one, so I need some advice about good practices (pack everything into one main MC or make separate swfs and load them in, etc.), where to begin, or what kind of book should I grab to make the job pretty.
I'm trying to get smoother steps in checking the ProgressEvent when loading the image to the Loader.At this moment my eventrogressEvent checks the progress aprox twice within a second. Is there any way to make it check constantly (or more often), so the progres bar "grows" smoothly instead of "jumping"?
I'm trying to work through the Vertical Shooter Game within the tutorials section of this site:[URL]I noticed an code error of if spriteX -= steps; (which should have been += steps)However there are further errors within the tutorial as on page 3 where the man should be able to move and shoot his arrows, mine just shoots his arrows and has stopped moving. I'm using CS5 ActionScript3 to do this tutorial.
//---- variables ---- var steps:Number = 5; var spriteX:Number = 265; var spriteY:Number = 265;
In my flex datagird i have a checkbox and a datgrid with seven columns. im populating values in first five column(remaining two column no values) of datgrid by an Arraycollection. now,By clicking the checkbox i want to show all seven column values and if i uncheck five columns has to show... how its possible?? heres my code
I'm fairly new to ActionScript and was wondering if anyone had an idea how this effect was done:[URL]..Click on a show date and the link zooms up and fills the screen giving show info. Then when you click the back button it shrinks back to where it was on the calendar.