Basically I have 5 movieclips I want positioned around the stage. So I figure the best way to this is with a for loop. However the way I've coded it doesn't appear to add new movieclips and seems to just move the first movieclip 5 times and it always ends up with an x of 169. Here's my code:
Code: for (i=0; i<5; i++){ var barName:MovieClip = _root.game.attachMovie("butSquare","r1wBar"+i,_root.getNextHighestDepth());
I'm currently reading the book Learning Actionscript 3.0 and I cannot figure how this was done. In chapter 6, there is an example of Ingeritace, Encapsulation etc. where there is a class called Vehicle and from that class a few more classes were created Car, Truck etc. and everything make sense but there is something I don't know understand, there are two MovieClips that are added to the stage at run time and I can't figure out how those clips were added to the stage, I tried doing my own version and I tried exporting these MovieClips checking the Export for actionscript option under propeties but it doesn't work.
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
I am trying to write some code for someone show wants to be able to control their timeline animation by using the slider component. Everything was going fine until I tried to add the Play and Pause buttons to the stage. I instantiated both movieclips and added "stage.addChild(<mcName>);" but neither clip showsup when I test the movie. I tried removing "stage." but that didn't help either.
I tried to find a solution to my problem online, and while I haven't figured it out yet, it seems that these movieclips might need to be part of a function. This could be totally incorrect, but it's the best guess I have right now.
My AS code is below. (I couldn't get the .FLA file to zip small enough, but if anyone wants it, I'll find a way.) See comment "// PLAY/PAUSE CODE" for Play/Pause buttons.
I have connected to a web service built in java and would now like to add the products to a stage. I want to show 5 products and if a user clicks <- the previous 5 and -> next 5.
Code: import mx.data.components.WebServiceConnector // Add preloader here var wsConn:WebServiceConnector = new WebServiceConnector(); wsConn.addEventListener("result", res); [Code] .....
In the res function I would like to add my movieclips but I don't know how to move on.
ok. so here's the thing..i have a class from where i created an array with the time, name, and position of each movieclip data.. and wanted it to go through each one and execute at a certain time.. So i tried something like this:
[Code]...
the first part works well.. but its when i try and add it to the stage that i get confused.. i tried something but i think its wrong.. can anyone help me? Basicly i want flash to get the array.. use index 1 for the name.. index 2 for the x position and index 3 for the y position.. but all this name referencing in as3 really confuses me.
i have a class from where i created an array with the time, name, and position of each movieclip data.. and wanted it to go through each one and execute at a certain time.. So i tried something like this:[code]the first part works well.. but its when i try and add it to the stage. Basicly i want flash to get the array.. use index 1 for the name.. index 2 for the x position and index 3 for the y position.i have already linked the movieclips on the stage
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
Here is my code...
var collXML:XML = IXml(assets.collections).xml; var collNodes:XMLList = collXML.children(); for each (var collInfo:XML in collNodes) {
I understand how to import a swf and add it to the stage. Is it possible (using code) to add the one imported swf to the stage multiple times, each with different instance names? So the same as adding a library item to the stage multiple times, each time with a different instance name, with code, but using an imported swf?
I'm creating a game in ActionScript 3.0 using the FlashPunk game engine and the FlashDevelop SDK. I've created my own MovieClip class that takes a preloaded movie clip file.
public function MyMovieClip(file:MovieClip, posX:int, posY:int, frameRate:int) { movieClip = file;
[Code]....
The problem that I'm having is that when I have multiple instances of the MyMovieClip class using the same swf file, only the last instance is rendered and is updated for each instance of the class that I have.(e.g 3 instances of MyMovieClip, the last instance is updates at 3 times the speed.)
private var currentItem:uint; for(var i:uint = 0;i<10;i+){ addChild(arr[currentItem]);
[Code]....
So the problem is that the array only contains 6 items. So when it comes to the 6th item the currentItem resets and the next 4 items that are getting added are the 4 first from the array again. Now when i trace the items, the last 4 trace "null". how can i add items from the array multiple times without losing its properties etc?
I have a series of images I'm adding to stage from the library. I need them in separate movie clips for tweening. If I create a new layer... add a shape to the layer... mask the layer... finally, add a layer below that layer (with nothing on it) then all of the images I've added from the library are masked. No matter what I try with code however, I can only get one image to be masked. must you create a new mask for each image you would like to mask? I thought maybe if I could do it all in one go on a layer, there must be some code that allows one shape/mc/object to mask several clips.
I want to move my multiple externally loaded images a little each time they are added to the stage along the x axis via the Loader class. It all works - But HOW do I access the added graphic synatically, so i can change its x pos?! Ive tried picLoader.x ... but that's the Loader - NOT the image...??
Code: private function setPics():void { for(var i:int = 0; i < xItems; i++)
add multiple instances of an object to the stage at different but not random points.
For example - I have a box that is linked to a class file. In the class file I have an "ADDED_TO_STAGE" event listener. The function that is called places the box at a certain position on the stage say.... x=100, y= 200.
In the document class I create an instance of it like so -
_box:box = new box(); addChild(_box);
Now what I want is to create multiple instances of box on the stage every 5 seconds. But I don't want them all to spawn at (100,200) on the stage. But here's the catch, I don't want them to be random spawns either.
for ex- I want the first instance of box to spawn on (100,200), then 5 seconds later, the second instance to spawn at (200, 800), the third at (100, 500) and so on.
Would it be possible for me to create objects on the stage to serve as reference points for where i want the instances to spawn instead of writing the exact co-ordinates?
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
Basically, I'm having trouble with depths causing components to display on top of some combobox drop-downs. So basically I made a listener that will listen for focusIn and swap the depth of the combobox to the next highest to bring it to the front when the user clicks on it. No, rather than write a line to apply this listener to each combobox on the stage, is there a way to apply it to the combobox component in general, so it will effect all instances of the combobox component?
So changing this: ActionScript Code: var combobox_listener:Object = new Object(); combobox_listener.focusIn = function():Void { this.swapDepths(_root.getNextHighestDepth()); }state_cb.addListerer(combobox_listener); county_cb.addListerer(combobox_listener); city_cb.addListerer(combobox_listener); [Code] .....