ActionScript 3.0 :: Checks The Cells (on A Grid) Around It To See If There Is An Object There
Nov 10, 2011
I have a MovieClip that when the update(); function is called, it checks the cells (on a grid) around it to see if there is an object there. If so it updates it's image to reflect that.
How i'm doing it now is something like 40 if/else/else if statements..
how to animate cells in a grid. An example being [URL] when the cells fly in to form the grid at the beginning randomly. I know how to create a grid and dynamically load content into each cell with XML, I'm just wondering how to achieve the animation at the beginning forming the grid?
I have a grid with 16 cells, and I want to give each cell a different instance name; like for example, boxy1, boxy2, ....boxy16; how do I achieve that ? Here is the code:
I have set up a grid class that contains theoretical cells. I have a method collectCells() which accepts a starting point, radians and distance as arguments. I want this method to return an Array containing all the cells that are along a given angle and that are within the specified distance from the starting point, e.g. The easiest way for me to do this is just loop through all the pixels in the given direction and pick cells up as I go, something like:
[Code]....
This is obviously really poor, as the loop will be as long as the distance I specify - extremely slow. I tried something different, creating a nextCell() method which accepts the last collected cell and radians. The method threw a point 25 pixels in the direction specified by radians, collected the resulting cell and then started over from that cell for a given amount of cells.
I didn't really think about this approach clearly enough, and once done realized that I had a problem, being that the actual path I'm testing gets broken each time the next cell is sought, e.g. Where the green dotted line is the desired path, and the blue lines are the paths that make up each nextCell() call because the check is made from the centre of each cell. What is the correct way to efficiently collect the cells in a given direction over a specified distance (pixels)?
I have a 850 by 480 px grid. For every keystroke i am looping through an array to check if input textfield is matching object keyword, and then create cells that cover the whole grid.
But i am not sure how to populate the grid. The range is between 0 and 300, and the user input decides how many cells i have to create.
If the result is 4, i should create a two by two table. If it's 64, i should have a eight by eight table.
I'm trying to code the snap to grid functionality. The dragged object should snap to the grid if the distance between the object bounds and a grid line is less than 5px. I found a way to do it if the object's rotation is 0 but it doesn't work if I rotate the object. I need a different approach. Can you point me into the right direction with the algorythm or any source code?
I'm trying to make a game that looks low-resolution, and thus I'm upscaling everything by 2x. However, the game is to have a custom cursor, and it ruins the illusion if the cursor follows your mouse every pixel. I want the cursor to follow your mouse, but to snap to every two pixels so as to not ruin the illusion of low resolution.
I'm working on a portfolio. Right now theres two buttons that both expand and close the box which contains my content. The only problem is once the box is expanded (viewing about me for example) and you clicked the contact me part, the box would just close and not re-open. So what I need to know how to do is to close the box and have it re-open with new content.This has to be done in actionscript because that was my challenge so please do not give me other solutions such as making more MovieClips,
I am currently creating a game similar to cafe world, farmville etc (social game). Would like to know how could I make an object move in an isometric direction when my mouse move. For example, when I want to build a house, I click on the house build button, and when my mouse move, I want my house object (stored in the library) to be move together with my mouse in an isometric direction. To give you all a better impression of the solution i am looking for, click on this link for a sketch: [URL]. So I want something like only when my mouse move 20 units more than the original mouse position, then my house item should move to the next grid.
I've been working a game where you drag an object onto a grid. This then 'grows' over time. Once it has taken about 5 seconds to grow, the player can click on it (only 5 seconds for debugging reasons) and 'collect' money as a result. The problem I'm having however. Is that I cannot remove it once the timer even has occurred. I get the 2007 parameter error, child must be non null. Problem is, I don't see how it is null as I've already defined it? I'm rather lost - and somewhat new to AS3.
Code: private function placeSeeds(e:MouseEvent):void { var seedsRow:int=Math.floor((mouseY-300)/75); var seedsCol:int=Math.floor((mouseX-150)/65); // check tiles if (seedsRow>=0&&seedsCol>=0&&seedsRow<3&&seedsCol<3&&itemsArray[seedsRow][seedsCol]==0) { var placedSeeds:lolMC=new lolMC();// constructs the object [Code] .....
I've made an external preloader (loader.swf) that loads another file (test.swf) - it works fine. However, if I change the test.swf-file with a new version, I have to clear my browsers cache to "update" the new version.
CTRL+F5 only seem to check for a new version of the loader.swf - i cannot force update the file which the loader checks for.
So to the question, is there an easy way to have the preloader check for a new version of the test.swf?
I would like to have menuItems with checks that show what element of the menu has been selected. I know it is possible to have checks with XML. But is it possible to have variables in XML because the elements of my menu are variables. If there is a component on sale that has exactly the design of the flash component menuBar + menu and that is more easy to program,
I am working on a project where I need an interactive matrix of 500x500 clickable elements. I thought this would be an easy task in actionscript3 but boy was I wrong. I was able to create a matrix where each element was a Sprite object with attached Mouse click event. But here the performance problems begin. FlashPlayer10 can handle up to 100x100 matrix, but when I increase my matrix I start getting script timeout in browser player... Here is how my "unfinished" matrix looks like.So how should I approach this problem? I was hoping flash will be able to handle so many elements, but I guess I was wrong. I want to have a pan control to pan around for objects off screen and of course zoom in/out control.It's true I'm not very professional in Flahs and actionscript but a friend who is told me this would be no problem implementing in AS3? I need this in flash as the thing needs to be hosted on website.
I have a simple multiple question quiz with 100 questions. I want the questions to be randomly asked, without repea ting a questions as the end works on a scoring system out of the 100 so it needs to ask all the questions. Question one starts on frame 5 of the timeline and the last question is on frame 105.
finishing a function that checks 6 positions (indiciesOfInterestShape) in a dynamically updated array (productCode) for two types of values; the number 0 or any number between 1 to 8 .I need the result of this function to update the finalNumber variable to a number between 0-6.If a 0 is found at any of the 6 indicies it will mean the final number does not increase.If a number between 1-8 is found at any of the 6 indicies then the final number increases by 1. And seeing as there are only 6 indicies to check the maximum number will only ever be 6.This is what I have so far
// indicies that are dynamically updated 10 19 public static var productCode:Array = [C,A,1,A,1,A,A,1,A,A,0,0,A,0,0,A,0,0,A,0,0,A]
I'm trying to get a custom flash gallery going by using the loadMovie command with Jpeg's. I must use this method as it's what is required by our project. I am trying to figure out some way to make an array to keep all of my image names and then detect which button is being pressed and have it call the corresponding number within the array.Currently I have some code that is working quite well but not fully
Code: stop(); var thumbArray:Array = ["i1", "i2", "i3", "i4", "i5"];[code]........
I have two buttons currently instanced named i1 and i2.The trace is working and calling "i1" but for some reason even though i set i1 = "thejpeg.jpg" it isn't calling the jpeg.I can upload my file if necessary.Also i'm going to need to be able to unload the opened jpeg by clicking anywhere off of the jpeg's area, .i know how to unload a jpeg but I don't know how to detect when you click any surrounding area of it.
In flash, is it possible to have your application check that the environment it is running on is "recognized". If so, how do you go about doing it? I want to put my swf on my website and prevent people using it on their site.
I'm currently working with the OLAPDataGrid component and got stuck at a relatively simple task: I want to style the last row of the grid differently from the rest, so my cell item renderer needs to know whether he's rendering the last row with content in the overall grid, including those rows currently not rendered because they are outside the visible grid space. AdvancedGridListData's rowIndex property only gets me the row index of the renderer relative to the range of visible grid rows, i.e. when I scroll down the grid, a data item with an index greater than 0 gets the rpw index = 0.
I need to create a simple multiplication grid where children will fill the grid. Its an empty grid at the begining, when they start the time start as well.Its a grid of 10 x 10. when they enter the last number, the grid should show what they did wrong and the time they spend. It's an idea of how it could work but if anyone has something that looks like this.
I want to make a square grid of fixed side length but varying grid number using code.That is, the number of grids should be specified by the user (say 3*3) and after pressing a button, the stage should be broken into 3*3 grids.I don't want any code, just a method on how to do it. I have tried it by using simple loops but the method just fails for no reason I can figure.
Whenever I add paddingRight to a column in the flex grid, it adds the padding to the header as well.Is anyone familiar with how I can add paddingRight just to the column and not to the header? Below is the column code where I was specifying the padding.
I really like the thumbnail gallery for its simplicity and beauty. But I would like to ad or vertical scroller (I'm unable to find it here too, maybe I'm blind, just I'm more at the end of my seeking options) or a make a grid thumbnails, that will show 2 columns of thumbs and 5 pictures in each columns, then under the 2 columns i would like to ad a sort of arrow or button that if my gallery have more then 10 pictures it will go on the next thumbnail list. I'm not looking for any extra fading effects or special movements. Just would love to have a single thumbnail grid on side, with option to have lists of thumbnails by 10 if there is more then 10 pictures or so.
I have datagrid in which some cells (not entire columns) are editable and others are not(all is predefined).what we want to achieve is that to differentiate editable and uneditable cells applying differnet colors.