ActionScript 3.0 :: Add A Sprite To A Loop?
Jan 17, 2009I am trying to add a dynamically drawn vector to a loop using a sprite,I 'm not to sure what i'm missing. ( using cs4)
View 2 RepliesI am trying to add a dynamically drawn vector to a loop using a sprite,I 'm not to sure what i'm missing. ( using cs4)
View 2 Replieswhat I'm doing wrong.i'm trying to create sprites in a for loop.
Code:
while( i < linkNumber )
{
[code].....
I am trying to create a loop that changes the colours of my dynamic vectors inside my sprite however I am not sure if I putt the following var names in the right place in the end of my statement attached or if i need another variable :[code]
View 5 RepliesI'm currently having trouble on integrating a scrollbar that I downloaded from Warm Forest Flash. I built a XML gallery that is going out of the boundary of height of 466 pixels. The thumbnails that are out of the boundary are still visible. On top of that, I tried to add the scrollbar to the sprites inside and outside the for loop, but sadly it doesn't appear. For the height thing, can I set the size of the ULLoader? Or should I just use a mask or something?
Main.as
import flash.net.URLLoader;
import flash.net.URLRequest;
import fl.containers.UILoader;
import gs.*;
import gs.easing.*;
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I thought would be coded like this:
var sp:Sprite = new Sprite();
sp.graphics.beginFill(0xFF88CC);
sp.graphics.drawCircle(0, 0, 50);
[Code]....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package {
import flash.display.*;
public class ScrollBar extends Sprite {[code].....
I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:
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I created a new AS3 document (550px by 400px) and added the following code to the first frame.
However, when I run this, I see nothing painted on the screen at all, the screen remains completely white.[code]...
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package
{
import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
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Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
Both of sprite.width and sprite.scaleX can be used for scale a sprite. Is possible sprite.scaleX depends on screen size?
View 2 RepliesIt has been a great resource of the years. No my problem. I am trying to dynamically resize a sprite that has a line drawn into it. Here is my code:
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first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
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The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
View 4 RepliesIs it possible to set the height of the sprite depending on the height of an textfield inside that sprite? I'm creating a box with a textfield inside it, but I want the box to be sized depending of how much text it is in the textfield..
View 9 RepliesI have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild()
at grid/ball_movement()// my function in enter frame event
The code I wrote in ENTER_FRAME is
[code].....
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
View 1 RepliesIve got a question that feels like it should be easy but I cant figure it out. Suppose I have 2d grid of square sprites on the stage, lets say 20 by 20 (400 sprites). Another sprite moves accross the stage on top of the grid. The moving sprite and the 400 sprites below it share a common parent. So heres the question: How do I find out which of the 400 sprites the moving sprite is currently over? And heres an extra wrinkle: I lied, the sprites are not square they are of differing shapes so I cant do a simple math calculation.
All I can come up with is something like hitTestPoint(), but then I would have to call it 400 times wouldnt I? That is probably the most inefficient way to do things. Is there a function like whatsUnderThisPoint(p : Point) which will return a list of every sprite on the display list that contains p?
I would like to create a loop so the icons in the menu continually loop indefinitly.[code]
View 2 RepliesI am attempting to use a loop to create text field with the loop's current value. The code looks like this:
ActionScript Code:
for (var i = 1; i<=10; i++) {
var 'nameHolder'+[i]+'_txt':TLFTextField = new TLFTextField();
'nameHolder'+[i]+'_txt'.x = 40
'nameHolder'+[i]+'_txt'.y = 40
'nameHolder'+[i]+'_txt'.text = "Hello World"
}
So essentially what it should do is create 10 text fields at 40, 40 with the text: "Hello World".
i'm trying to do an infinate loop for my m.clip.the looping part does not want to loop...it loops back to my firrst frame even though there are two same picture in the movie clip.....here's a sample of what i use for the infinate loop script..
[Code]...
I have need of loops / nested loops that pick different figures depending on where you are in the loop. The whole function needs to run through 'ml' times. 'ml' is a dynamic figure. Loop 1 = While the loop is within the first 12 iterations, 'exconemp' must equal 100. For iterations 13 - 24, 'exconemp' must equal 102.5, for 25 - 36 it will be 105.06, for 37 - 48 it will be 107.69. This needs to change every 12th iteration until it has reached 'ml'. The calculation takes the value of the previous 'exconemp' and then multiplies that by 0.025.
Loop 2 = While the loop is within the first 120 iterations, 'abc' must equal 0.015 and any further iterations must use 0.01. This must also work in a way to figure out whether 'ml' is higher or lower than 120 and work accordingly. My main issue is this - how do I get the loops to run through as this: While the iteration is < 12, do this, THEN take the final figure (12th iteration) and start on 13 - 24, do this THEN etc etc. How do I produce a THEN statement? I can get the code to pick up the final values, but not change along the way.
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Say, I had a loop in a function...
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How would I refer to a in another function
Should I declare the _mcContainer var before the loop or no? (performance increase?)
for(var i:uint = _startIndex; i <= _endIndex; ++i){
var _mcContainer:MovieClip = _mcParent["i_" + _position];
}
[Code]....
Recently I'd been criticized for structuring my for loops like so:
var i:MovieClip;
for each(i in array)
{
[Code]....
This reads better for me personally, yet I'm being attacked for it. Is there any difference?
basically I need a loop within a loop to compare two different arrays in my actionscript3 lottery game. I have attempted the loop but I cannot seem to get it to work ...
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So basically within this code check_win is a button. Once the button is clicked it runs the loop. It is meant to take an instance of matches which contains 6 properties and loop until index is greater than matches. According to my output this is happening but the second loop doesn't appear to do anything.
How do i word a for loop to make it loop through multiple arrays?I want 1 for loop to loop through multiple arrays in order to move/alter objects.I want to keep the arrays separate.
ActionScript Code:
characters = new Array();
characters[0] = male;
[code]........
I'm trying to make a matching pairs game. First of all I'm making all the tiles, using a loop inside a loop. How do I get the ID of an item inside that loop? My code looks like follow:
Code:
var matches:Array=new Array(1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8);
makeTiles();
function makeTiles() {
[Code].....
dayVal = day.value;
for(dayVal = 1; dayVal/7 != 1; dayVal++)
{trace (dayVal);
}
the loop starts at 0 and not 1 so the loop ends at 6 does any one know how to resolve this issue?? its so that what ever number dayVal is it will be rounded up to a number that is Divisble by 7 .
Basically, I have data organized by date in an XML file. I'm trying to make a website application that will allow the user to click on a date (in a text field) to see another textfield populate with all the data under that particular date. So far, all the information loads into the textboxes at the same time. How can I get it to only load information under a particular date when somebody clicks on that date?
Before I started this project, I was convinced I could do this by manipulating the [j] (see code below) in the myFunc2 function. Currently, it's set up to increment blank_mc._y by whatever value is returned by [j]. But for some reason this doesn't work. I feel that if I could atleas get this part to work - I could probably do the rest.
AS code:
Code:
function loadXML(loaded) {
if (loaded) {
var nodes = this.firstChild;
[code]....