ActionScript 3.0 :: When This.root Equals Null Or Not
Oct 16, 2009
I have some confusions on root and the stage classes; like;When should I use root or the stage class, from within my custom classes, in order to access the existing objects on the main timeline.When is this.root == null or not!How can I check numChildren on the main timeline.
I am having quite a bit of trouble with one of my classes not working with the custom PixelPerfect-Class. Looking into it I found the error occurring in this line:
It's throwing a 1009. Playing arounf with trace I have come to the point, that the hero in my little game has no transform.matrix (it's null). This is not related to the CollisionClass, i traced it independently of that.
Ive embeded my game.as file as a movie clip into a new .fla which has 1 frame for the game, 1 frame for the win screen, 1 frame for the loose screen and 1 frame for the intro screen.
So at the end of the game I do MovieClip(root).gotoAndStop(myFrame);
where my frame is either the win screen or the loose screen frame.both screens have a playagain button that returns me to the game frame.Sometimes I get the error after the first win/loss sometimes I get it after I do play again and then when I win/loose.
the error is at:MovieClip(root).gotoAndStop(myFrame);
Im not exactly sure why or how to fix it though any tips?
looking for the correct way to arrange this. So this below works. But instead of using the y coordinate of the wst, wsa, and wsm, is it possible to have it equal the mc itself? so wsa1.y==wsablank3(mc)
I have an array of objects. What I would like to do is get the last index of an object whose property equals a certain value. Ex: // this occurs on a mouse click var stockObj:Object = new Object(); stockObj.ID = "an_id"; stockObj.category = "a_category"; array.push(stockObj); //psuedo trace(array.lastIndexOf(stockObj.category=="a_category")); I would like this to trace the index of the object whose category property equals "a_category"
I'm sick of writing long scripts or being locked in certain cases to not being able to use dynamic features because I don't know how to use things like eval on the left side of the equalsHere's an example
I am very new to flash, I got a player, and the idea is for a top down shooter kind of thing, I got the player to rotate with left and right, and its rotation equals its direction, now how can I make it move forward in its current direction when I press up?
I have an array. I have a button, when I press on it I want to be able to loop through every item in the array and see if EVERY item is equal to true, if so I want something to happen.
var allIsTrue = false; _global.myArray = [false, true, false, true, false, true, false, false, false, false, false, false, false,false,false,true] ///would not do something
[Code].....
I thought I could loop through each one and if a false statement if found, the loop stops and the variable allIsTrue = false. But if the loop cycles all the way through allIsTrue = true.
i have online game and i have to know how to do this easy thing i have inventory and under things like first aid is number of objects and its combobox and after change i want to change variable kolko[i] to equals combobox name : "co"+i and that selecteditem data , i have this
I have a root stage, and a MC that is called from the root stage.Now from that MC, i will called in another MC2, and I wanted to placed the MC in the center of the stage. The reason I could not use normal ADDED_TO_STAGE at MC and define the center is because MC is not place in the exact position of the root stage (as in x, y=0). So if I would target MC2 at MC stage center, it would not be the exact center of the root stage/screen.How can I called the root stage properties rather than adding MC2 into the stage?
I have begun on a list: My reference is null!Stage is null! Convert this code from as 2 to as 3 for me! Crossdomain policies are in the way of my cool idea Dynamic property names I need to use stuff on the parent! I don't want my children to scale when I scale the parent! Classes vs instances. Mod note: I do not want this topic pinned, we will use a fresh topic once we have agreed to the content.
the script i wrote is working fine. but the script attached to the flash player which i have no control over is throwing a script error (im using IE8).how can i fix this? if i run it locally there is no error.
I have create a menu but when clicking on menu so that it shows, I get an error on the line because of the line "myMenu.show(null,null)". See function below:
private function createAndShowmyMenu():void { myMenu = Menu.createMenu(null, myMenuDataProvider, false); myMenu.labelField="@label"[code]........
sometimes I remove child and trace it afterwards and it outputs null although I havent yet set it to null, why is that? and do I need to set it to null also in that case?
I have the following piece of code(part of a much bigger program). I this code I am re-using a motion that has been previously used successfully. The trace stmts are used to identify the exact location of the error and the error conditions as best I can.[code]
When you cast null to an object using Object(null), the result is an object.When you cast undefined to an object using Object(undefined), the result is an object.But saying null as Object or undefined as Object remains null.Why is this? I can't find anything in the documentation about this.
The objects that result from these casts can have properties set on and read from them. It's as if the cast created information, or removed whatever special information the null and undefined values have. But there's no indication in the AS3 documentation that the null and undefined special types are actually objects.
i have a project and i need that when a specific variable equals a specific value a random number decreases on the current number, its easy to make it decrease but i need to decrease instead of 4 to decrease a maximun of 5 and minimun of 3.ere is the code :
I am trying to add an EventListener to a MC, but I am getting the 1009 error. My script is referencing a MC that does exist. I have verified that my code is typed correctly, and that my instance names are correct.I am creating a portfolio site. On the first frame I have my main navigation (well, it's actually not the first frame. I alpha-fade everything in so it's really the 6th or 7th, but I'm not sure how pertinent that is). The main navigation works fine (5 movie clips, fyi). Clicking them will move to a different frame, and the information and sub navigation for the frame will fade up. It is the sub navigation that I am having trouble with.[code]
As you can see, it doesn't even get to the function before it gets thrown off. I have verified that the instance names are correct. The script and the MC I am trying to add it too [I/]are[I/] in the same frame, which is what's stumping me. Normally you get 1009 when the object you're trying to reference is not there, but mine is!!Obviously there is something wrong with my EventListener. I am not sure what else do; there is a gap in my understanding of AS.
If I set an Object = null, does that remove all references to the Object's variables assuming there are no external references to said variables? Or do I have to manually set all said variables = null?
I have a button in my main file (Interiors-02.swf) in Scene 1. When I click it it loads an outside swf (buttons.swf) into a blank movie. This movie has 10 buttons. What I want is for when I click one of those buttons to go to Scene 2 or 3 in the main file (Interiors-02.swf) Can I do this and what would the code be for the button?
I have my main fla and then I have a actionscript named bullet.as in the bullet.as I create a bullet using "this" throughout the script now how would I call the bullet on my main timeline?
i have uploaded a simple 1 page website with the flash video sitting outside of the root folder of the site itself. i have pointed the flv playback components to the video and published it and uploaded it but the video does not appear on the pages.