ActionScript 3.0 :: Create A Class That Represents All 52 Playing Card?
Dec 10, 2011
I'm trying to create a class that represents all 52 playing card (Suit and Value), and I'm having difficulties. I'll then create a function in my Document class that compares two card objects as parameters and traces out which one would win in a fight (aka War).
For the music player that I've designed and am making come to life in actionscript 2.0, I'd like to have a custom made image be shown for the entirety of the song that it corresponds to. I've already made the images for each of the three songs, but now I just need to figure out how to make them show inside the player every time it's matching song plays. I should add, that I've made a default image for the player as well, that I'd like to be shown, whenever a song is not playing.
Additionally, there is a "Play All Songs" button that is already operational on the player and plays 3 songs in succession. How would I go about adding the 3 images to be shown consecutively, as each song plays? The way the button is set up, I joined all 3 of the songs together with a 3 second space in between, as a single music file. So the button contains only one file that plays all 3 songs, not a separate one for each of the them.
I am looking to make a card game in Flash CS4 using AS3 and I am stuck on the very first step.I have created graphics for a standard 52 card deck of playing cards and imported them into the library in Flash and then proceeded to convert them all to Movie Clips.I have also used the linkage to make them available in the code. The movie clips and the linkage are named in sequence, as in the Ace of Clubs would be C1, two of Diamonds is called D2, Jack of Spades is S11. (C = Clubs, D = Diamonds, S = Spades, H = Hearts and numbers 1 through 13 are the card values. 1 being Ace, 11 being Jack, 12 being Queen, 13 being King).As far as I know my next step would be to arrange the cards into an array. This is the part that I am having problems with. Can someone please point me in the right direction, what would be the best way to do this. Could you provide me with a bit of sample code as well?
printing directly to a Photo ID Card printer in a web browser?I have a web application that manages user data, photo, and so forth. I'd like to add a Print ID Card feature to it. The web application is a single page javascript application that talks to a RESTful web service via JSON. I'd like to display what the printed card will look like on both the front and back for approval before the user clicks the print button.
Generate front and back JPG or PNG images to print on the server, send them to the client for display and approval, and then somehow send the images to the printer.Use javascript with SVG or Canvas to display the card to print in the UI for approval, then somehow send the SVG/canvas data to the printer.Generate a PDF and print the PDF to the printer.Use Flash to display and print Use a Java applet to display and print Something else?
I'm trying to create Hearts, the card game, as a personal project to learn more AS3.Game requirement:Players should be able to sign in to a server and look for other players to play against.1 player can play against 3. There can be several games at a time.There should be some way to store the history of scores onto databases anyone give me information on the technologies involved? I can go read up more on my own.
I know a bit of Actionscript, PHP, MySQL, no Javascript.
the idea is to create a loop to that displays 16 cards face down in two rows and eight columns using either a "for" loop or "while" loop, execute 16 times once for each clip.use new to dynamically create card instances based on the Movie Clip symbol in the library.use a modulo operator to operate the x position of each clip use Math.floor to operate the y position of each clip set dynamic text value of the card clip to show appropriate card number add card to the display list if using the iteration variable ("while" loop).this is what i am using and i get one card (the stack of 16) in the bottom left hand corner with a 16 trace statements of "instance 2"
//create variable for number of columns var numberOfColumns=8; // requirement 1
I am trying to do is create an "app" with flash that will allow an employee of the company to create there business card on the fly. The business card templates will have been pre approved and uploaded into the "system". The employee will be able to choose the card template that he likes the most and edit information on the card template such as Full Name, Title, Office Number, Cell Number, Fax Number, and Email. After he inputs his own information onto this template he will have the option to save the file as a pdf file, that will be used to print his business cards.
I'm new to Flash AS3. I started making a game and I am a bit confused. Let's assume that I want to create a game that has multiple levels/modes, how can I do this in an object orientated way?
When i create games in other languages e.g. XNA C#, i create a separate class then create an object of that class within the main class and run the game based on a simple statement.
I've been playing around with custom classes. My objective was to create a custom class (Testing) that would create a box when an instance of the class is created. I've tried three different approaches, however only (3) seems to be showing up. I'm just curious why (1) or (2) doesn't work?
Also is there a better approach than (3)? Since at the moment it's been created on _root. I hope the box can only be accessible through the instance. Since I'd like to incorporate the whole idea of public, private, encapsulation, etc.
With AS1/2 there was no way(that I know of) to determine the document size at runtime. You had to hard code in some vars. Although Stage.width and Stage.height would be the same as the document size when scaleMode is not 'noScale', if scaleMode is indeed 'noScale' then Stage.height and Stage.width represent the SWF size. This behavior appears the same in AS3, but I was wondering if there's any additions that make it possible?
I've been using a custom base class with an id property that is automatically assigned by a manager class when an instance is created. I use this value in multiple ways and require it to differentiate each instance.
I want to remove the need for my own base class but still have a way to tell instances throughout my application apart.
Is there a property set on all objects in ActionScript 3 that can act as a unique identifier?
Lets say I have 3 MovieClips. One that is animation that represents animated overlay of entire stage. Like falling leafs (for example) One that represents character One that represents background I want to make character to be MouseEvent.CLICK interactive. The problem is when I create a particle Animation of falling leafs the single leaf that is an instance of MovieClip blocks Character mouse Interaction. Is there a qay to fix container that holds the particle animation of Leafs so that it will not block Mouse Interaction whit mc below?
I have made a image-viewer. I've this AS for the viewer:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; function loadXML(loaded) {[code].....
Now i would like to make a loop for the thumbnails so they don't have a beginning or end(Now when i scroll to the right the thumbnails stop at the last thumbnail, i want it to begin at the first thumb again).I'm also trying to make that the middle thumbnail represents the photo in target_mc.
i) Create a symbol called SimpleSquare. This should consist of a simple red square graphic
ii) Create a class file to define a class called SimpleSquare. This should be linked to the SimpleSquare symbol. SimpleSquare ashould have the following functionality: When the instance is placed on the Stage, it should start to disappear by decreasing its alpha at 0.01 in every frame (hint: alpha)
create a class that delivers the a text format to a requesting class. Unfortunately, even though when I trace the return it comes back with [object TextFormat], I do not see the results of the formatting. Heres [part of the clas trying to use the txtformatting class:
ActionScript Code: private function buildTF(msg:String = null):void { with (_tfield) { alpha = 1;
I have been practicing and trying to understand how classes work and I was wondering if it is possible to create a class that can be reused by declearing the class only once in my fla file. Rightnow I create an instance of the class than I asign it to a MovieClip the problem is that I can only use it once and if I want to use it again I have to create another instance of the same class, something like this.
Array of color id-s represents a 3D Array of values. I've represented each value with a color(Blue is 1, Red is 2 and Green is 3). So for the example the array for the image would be[code]...
Now, I have an array of predefined shapes/objects. I'd like to replace the grouped colors with the shapes that I have. I'd like this to follow the rule of finding the largest shape first and then down to the smallest one. [code]...
I have a problem with classes. What I am trying to do is this: I create a main class and then i import another class into it.then I create an instance of the new class and add it to the stage.the problem occurs when im trying to use the new classes methods.
import classes.NewClass; var test:NewClass = new NewClass(); addChild(test);[code].....
I have 1 class that extends movieclip, let's call it Class0. I have 1 class that extends movieclip, let's call it Class1.
I create an instance of Class0 on stage like : var myClip0:Class0 = new Class0(this, "Class1");
The class Class0 when initializing, will create a new movieclip (myClip1) and add it as child, as an instance of Class1, like myClip0.myClip1. But it's when i create that clip, i want to tell it, it's an instance of Class1, like :
private var myClip1:Class1 = new Class1(this);
Where Class1 could be any class.
How do i pass Class1 to Class0 so it can create it dynamically?? Do i have to use the apply function??
So the sound file's name in the Library is "1-welcome.wav", for the Linkage Properties, it is as follows: Class: "mySound", Base class: "flash.media.Sound", Export for ActionScript checked, Export in first frame checked. When i first renamed the Class in he Linkage Property i got: "A definition for this class could not be found in the classpath, so one will be automatically generated in the SWF file upon export."
I have a timer which times how long the game takes and I made a highscore function: if highscore < timer - newhighscore(); This all works fine. My problem is that I want to have the words "Your highscore" flash up on the screen if a highscore has been acheived or to just stay still if a highscore has not been achieved.
ActionScript Code: private function getScore() { trace(timer);
[code]...
I have text on my game over screen saying "Your highscore:" I exported them to a movieclip where they turn red and get bigger, the smaller. Frame 1 is plain stop(); Frame 2 to the last frame and the animation Last frame gotoAndPlay(2); These words will normally be plain but I want to be able to, from the newhighscore() function, play the animation for the MovieClip.
I am currently creating a menu system for a site, that when hovered over expands from a short strip into the larger menu containing buttons/graphics etc. To reduce the number of frames used within the site, i am trying to achieve this method using the tween class / onMotionFinished action as opposed to having a movieclip which plays through when hovered over. However if you move the mouse off before the "loading in" animation is complete, it begins the "reverse" animation and seperate titles both appear on top of eachother.
Basically i need to stop the tweens from playing, should the user hover away before they are complete, like a movieclip would "rewind" if you were using that well documented method. Below is the script, and I have attached the .fla for you to have a look at.
What I'm trying to do is create buttons in one swf that load another swf and also give instructions to begin playing from a certain frame in that swf. The target swf has a preloader on frame 1 and then a movie clip that contains a video in frame 2. Depending on which button the user presses the video will be cued up ready to play at different frames. I think it may need an if statement ie if x=34 then goto frame 34, but I can't seem to pass the variables to the loaded swf. In the zip file is an example of what I'm trying to do.
I've been messing with this for almost six hours now and am at the end of my wits. I need a flash mp3 player that follows the following guidelines:
*all encased within its own movie clip *loads four different songs, one after the other (event) *each song displays its own loader *user scrolls through song selection and plays available (loaded) ones *first song plays when loaded and continues to the others
any tips on where to go with this? do I create four different sound objects since later songs are loading while the first are playing?
Any examples of ActionScript 3.0 code that deploys any kind of sound files to be used in Flash Pro files, for final output as SWF. I am using the code (below) for the Base class of a Bubble Game (of sorts), and the problem is, that when popped, the sound plays a little too late, not spot on.
This is my code - which is linked to the Bubbles in the library of my FLA: package { import flash.display.*; import flash.events.*; import flash.media.Sound; import flash.net.URLRequest; public class BubbleBaseNew4 extends MovieClip { [Code] .....