ActionScript 3.0 :: Create Many Sprites Of The Same Kind?
Mar 2, 2009
I'm developing flash applications in actionscript with a simple text editor rather than the gui flash fx mx whatever-they're-called and it's working out quite well. But there is one particular feature that I don't know about how to use without such a flash-creating-application.
Is it possible to maintain some kind of a library of movieclips? (drawn with the graphics class) In such a way that you can create an instance of it without having to draw it all over again, just copy it?
right now I'm using something like this:
PHP Code:
function drawACar():MovieClip { var car:MovieClip; /* draw it */ return car;}var shortCar:MovieClip = drawACar();var longCar:MovieClip = drawACar();longCar.width *= 2;
how i could create hundreds of such cars without having to draw them hundreds of times? I thought about copying them but that doesn't seem to be possible.
I'm attempting to create a new MovieClip and add sprites in using actionscript, the issue is i want them to form an animation and so would have to add the sprites on different frames.
The code I have I thought would work but then I realised you cant gotoAndStop further than the last frame that currently exists within a MovieClip - so all my objects are on the frist frame of the MovieClip. Meaning that I'd have to create frames when creating the new MovieClip.
ActionScript Code: var mc:MovieClip = new MovieClip(); for (var i:int = 0; i < tilesForClip.length; i++) { mc.gotoAndStop((delay * i) + 1); var tile:Bitmap = drawTile(tilesForClip[i]);
I don't know if the title is misleading as the image I'm loading is actually a sprite image consisting of a multi-state button. I want to load this image and split it into several display objects (sprites?) in AS3, to create a SimpleButton with an over and down state.
Right now I'm just loading the image with Loader and URLRequest, and then creating a sprite from the loaded content. Is this possible or is there any other way of doing this, without having to load two separate images?
I use the Flash IDE to create Sprites and MCs really quickly, but is it better to create assets at run time using the graphics funcitons or to just instantiate things from the library?
I have used a "for loop" to create a number of Sprites.This same loop names the Sprites and places them in an array. That array is used to add and locate the Sprites on the stage. The problem I am having is when I attempt to use the Array index in a "hitTestObject" statement ie; [URL]...with the accompanying code being trace("hit"). I get "hit" displayed on the output panel,whenever "myObject" collides with any Sprite from that array. How can I make these hits spicific to the particular object from the array.
Alright I'm new to Keyboard event listeners so I might be making a really obvious mistake that I don't know about. But what I want to do is, when someone types the letters for the word 'BROTHER', then it appears on the screen and it moves to the next frame. Here's the code I have atm I currently have the letters for 'BROTHER' each as a movie clip. The instance names are, RKey, OKey, etc.
[code]...
Now, is this the only mistake in my thing? Or are there more mistakes? How do I fix it?
playing the fms demo video does not download it into a temporary file like youtube does, so I could click on the timeline at the previous part or at the part show that it is already downloaded, and it will play it right away. Instead of that it plays a real time straming.
I'm creating a site in php which pulls in the header seperately with an include ( <? include("header.php") ?> ). The header uses flash but I've also created a dhtml version the emulates some of the flash features for those without flash....
What I'm looking for is a flash 6 detection script that will
1. test to see if the user has flash
2. if he has flash it will excute the flash movie
3. if he doesn't have flash, it will execute the dhtml code
I need all of this to work on one page (header.php)
I've seen scripts that will display a flash image if you have flash and a jpeg or gif if you don't...
but I haven't seen any that will execute html code (without transfering you to another page) instead of simply displaying a static image..
i heard that i can export fla job to an animated png instead of gif and the png will be loseless cause when im exporting to gif it became some kind of crap i've asked in other forum and they told me that there's no such thing animated png because png is a still picture so i showed them some kind of animated png like this one [URL] just to prove them that there is animated png now i have 2 problems when im exporting to animated gif the mask and the movie clips at the job wouldn't shown example: here is the fla, the swf, and the exported gif.
I have a Canvas object with a number of imported SWF's that the user can move and resize within the Canvas. What kind of object or library would I need to invoke to export just the Canvas to a SWF or preferably another vector based file type such as EPS?
I have been staring at this code for quite a while but can't find what's wrong. When uploaded to the server I get no kind of response. I have a class gameEventDB that through a php reads data from a database.
I get no kind of response not even an error. the 'path' variable is sent from the main class and looks something like
I'm wondering if anyone might be able to give me a general overview on the state of implementing 3d in flash. More specifically, realtime 3D rendering on the fly, for something like making a game engine.not that i'm planning to start work on any projects on the subject just now, but i'd like to know if it's worth considering some 3D work in futurethus far i've only seen two games which use 3D in flash:This one is a strange car driving game. Three things strike me right away:1. The player's car is just a wireframe, and has a very simple mesh2. All the level components are just planed, with a few exceptions3. Most of the ground parts share the same texture.
Maybe i'm reading too much into it, but to me these things suggest some pretty heavy resource limitations.The other one is: htthis is an fps, of sorts. Again some things stick out glaringly, and i'm not certain whether they're design choices or working around limitations:1. Generally low poly models, things look blocky2. low res textures too3.Fixed camera angle.it reminds me of the sort of graphical quality we had when 3D was first being introduced to mainstream PC gaming. Are these games a good representation of the kind of 3D rendering flash can currently handle? Is it possible to make things much more detailed, that can run smoothly on average hardware?
as u probably know TextFormat has no global style like FStyleFormat so i thought i could make one?
1. idea) i could wrap createTextField() in some fns which then assigns automaticly some TextField-propertys and sets setTextFormat. THE PROBLEM with that is that not all of my TextFields are generated via script, some r created by authoring-time.
2. idea) is to change the prototype."someproperty" of the TextField,THE PROBLEM TextField is not created via standard "new" constructor so something like TextField.prototype.embedFonts=true; DOES NOT WORK as well.
3. idea) i could simply traverse all instances on stage and ask if the instanz is TextFeld and then assgin some fns which makes the formating.THE PROBLEM i dont know how to do that?
couse if i ask trace(typeof t_txt.__proto__); it just givs "object" not TextField or so --------------------------------------------- does anybody knows how to make kind of global TextFormat for createTextField()-generated as well as for authoring-time generated TextFields?
I'm not sure what is causing this but I have objects that are transparent on the stage till they are called (object.alpha==0). The background image is of a room with fairly bright light.But when the background changes to a dark room the transparent items in front of it have white outlines around them...making the file unusable.
when i worked with flex, i had the lovely function called tooltip wich made some text appear on a mouseover.Now i was wondering, is there some tooltip kind of function for as3 in flash? Or do i need to make a textfield that hovers slightly above the mouse and gets visible on a rollover?
I am working on a geoboard/pegboard project in flashMX, in which I want to stretch a rubberband kind of element. In that there are lines, on which if pressed at any point of that line, another handle shows up, and by dragging that handle, the line on which it was been pressed, stretches. and this way, the shape of the band can be changed, stretched etc.
I'm trying to make a game that's a top down shooter kind of like Asteroids, but there are no asteroids, just enemy ships. Anyway, I'm trying to make a radar for it. The area for the ships to shoot eachother in is 2400 pixels length and height. The stage is 650 x 500 pixels. The radar works fine for when I'm traveling up and down, but the enemy ships on the radar move in the opposite direction as the enemy ships on the screen when I move left to right. When I move left the enemy ships on the radar also go right, instead of left.[code]this code is called from a move objects function which is an ENTER_FRAME event if that helps any.
Because it's a little hard to explain what I need.. I'll make an example.So.. I have the figure below. I mean.. that's what I'm trying to achieve. For that figure I have data stored in the folowing way._root.marc is an Array.All the paths that leave a square ... like From M0 if you choose 1 you'll get M1,From M0 through 5 you'll get to M3.. and so on.this is stored like_root.marc[0].p - the paths. If _root.marc[x].p.length is 0.. that means that Mx is the last one.. and has no paths assigned, like shown in the figure. My very big problem is that I need to position that MC's.. M3,M4.. all of them, according to the paths above them.
So, to position M2, i need to take a look at M1, and if it has any paths, more than one path, I need to move it further down. But this is not the end of it. If M1 has more paths that lead to other MC-s.. i need to take in considerations their paths too . This drove me mad for the last couple of days, and my time is slowly running out for my diploma What I've tryed till now was to build a function let's say... getNextY(m) that should return a number. A "ponder"?..like...to use it in a line like M2._y = (currIndex + getNextY(1))*dy;// here it should return 5 for instanceM3._y = (currIndex + getNextY(2))*dy;// here getNextY should return 1
anybody using their tween playground ? i can't get the **** thing to work and seeing how it lacks any kind of documention (short of the info panel)i can for startes i have to set the linkage right so it exports on the first frame buuuut that's where it pretty much stops... o and that the as dir has to be in the same folder as the flash file (or properly linked in the code_init)
I'm in a big big mess, trying to figure out how to do this for the last couple of days. I finaly came to the conclusion that I need a recursive function for what I'm trying to do. Because it's a little hard to explain what I need.. I'll make an example. So.. I have the figure below. I mean.. that's what I'm trying to achieve. For that figure I have data stored in the folowing way. _root.marc is an Array. All the paths that leave a square ... like From M0 if you choose 1 you'll get M1, From M0 through 5 you'll get to M3.. and so on. this is stored like _root.marc[0].p - the paths. If _root.marc[x].p.length is 0.. that means that Mx is the last one.. and has no paths assigned, like shown in the figure.
My very big problem is that I need to position that MC's.. M3,M4.. all of them, according to the paths above them. So, to position M2, i need to take a look at M1, and if it has any paths, more than one path, I need to move it further down. But this is not the end of it. If M1 has more paths that lead to other MC-s.. i need to take in considerations their paths too . This drove me mad for the last couple of days, and my time is slowly running out for my diploma What I've tryed till now was to build a function let's say... getNextY(m) that should return a number. A "ponder"?.. like...to use it in a line like M2._y = (currIndex + getNextY(1))*dy;// here it should return 5 for instance M3._y = (currIndex + getNextY(2))*dy;// here getNextY should return 1 Why 5 or one? because it needs to take into account only if the paths are greater than 1.
I've come across a special kind of glow/blur effect on certain AS3 movies. Since I'm relatively new to AS3 I'm not sure how to achieve this effect, but it seems to be some kind of glow or blur. An example of the effect can be found in this game: [URL] How could I achieve this effect?