ActionScript 3.0 :: Declaring A Variable On A Sprite?
Sep 22, 2009
in as2 you used to be able to just declare a variable on a movieclip something line myMC.newvar= "something". this does not seem to work in as3 I get undefined property. Am I missing something on how to dynamically declare variables to sprites and movieclips?
What I want to achieve is pretty basic: I have an input text with instance name (contact_date) and I want the information the user enter in this input field to be kept in a variable that I can reuse later on in my movie.
I have 26 buttons in my library named BUTNA, BUTNB, BUTNC, etc. all the way to BUTNZ.
I want the script to pick a random button from the library and place it on the stage.
I am probably doing this wrong, but I am lost.In my script, I need the variable btnp1 in place of BUTNZ in line 8.I don't know how to do this.[code]...
I have several movieclips that I exported to actionscript from the library (c01,c02,c03,...)In the actions I have a conditional that checks a variable and depending on the variable provided I want to create a new instance of that movieclip. For example if cityY==1 then I want to create a new c01.
I tried with conditional and with a switch/case but I get an error declaring the newCity variable more than once.[code]...
What is the difference between declaring a variable like this: variable = 1; and declaring it like this: var variable:Number = 1? Why is it better to use the second way?
Im using a tween engine, and its syntax for use is as follows::
[Code].....
How can I write "_x",100,1,"easeout",0,callback as a string?? I have tried to put "these" around the text. The problem seems to be that "_x" and "easeout" which are effectively strings inside the string! -- but for the tween engine to work - I need to declare that.
I'm trying to find information in how or if it it possible to declare a Variable Type that can accomodate 1 of 2 different Types In this particular case I'd like to set a Variable able to accept either Integrals or Strings I know i Can use a wildcard as below and it works, but it also allows for any other type to be added.
private var _destination:*;
My first Thought was something like this
private var _destination:String^int; private var _destination:String|int;
I am trying to send a value from one of my xml nodes (<marker>) by declaring it in a function 'showData' as a variable 'XMLMarker'. If I trace this value (XMLmarker) it returns the right data found in the node <marker> (which is 'myMarker_mc'). However, I need to tell the stage that myMarker_mc is a MovieClip...please see the 'PROBLEM' stated in the code below.
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
i want to access variables from within movie clips, and my question is, when declaring variables from the root, is it necessary to add the _root? e.g.:
Code: var _root.imgSource:String = "img001.jpg"; or would it be sufficient to declare the variable in the root timeline, then refer to it in child clips as _root.imgSource?
I want to create a vector, then call a function that populates that vector with arrays. Fine. The only catch is the function itself will declare new array variables to put into the vector, but are these new array variables private to the function only?e.g. something like this
ActionScript Code: public var vec:Vector.<Array> = new Vector.<Array>(); private function populateVec():void {
[code]....
Is this "kosher"? a was declared in the private function but added to something outside the function..?
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'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.
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?
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:
[Code]...
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.
I have a simple math game where the user enters his answer and clicks a button. The problem I am having is that if the answer is wrong, the numbers in the question do not change on the screen but but in the actionscript, the variables being used to check the answer change. How do I get the variables to stay the same when the user's answer is wrong? Not redeclare all of the variables.
Code: var num1:uint = Math.Random()*1000; var num2:uint = Math.Random()*1000; var sum1:uint = num1 + num2;
I want to declare on multiple numerated variables like this:
var myVar1; var myVar2;
But I don't want to do this manually for every variable instance but automatically, so I need a way to instruct the compiler to declare by himself on every variable and to numerate them automatically.
So hopefully I explained myself well, I wanted to know if there is such way to do this?