ActionScript 3.0 :: Dynamically Access Objects From With In A Function?
Dec 17, 2010
I'd like to be able to dynamically access objects from with in a function. In javascript I might say something like window[objectName] and assign it to a temp var or call a method from it. How can I do this in AS3?
Use case:I have a currentReport var that holds the name of the currently active report. When a new report is called I want to unload the current report then load the new one and finally set the currentReport var to the new value.
I am trying to dynamically add to the targetpath of objects that I pass into a function. I am not sure if this can be done but the following code kinda explains best what I am trying to do.
Code: Select allvar mc1:MovieClip = new MC(); var mc2:MovieClip = new MC(); var arr:Array = new Array(mc1, mc2);
[Code]....
So mc1 and mc2 are both created by objects that are instantiated from library. It contains nested children "mc2.mc3.textField". How I might be able to dynamically refer to the path of a MovieClip
I have a class Debug with a function called trace inside it which puts a TextField on the stage and outputs the text. Now I am trying to get the Debug.trace() function to do a "normal" debug trace as well from within side itself. of course this causes a recursive loop. I am trying to figure out how I can access the top level separately. I tried using namespaces such as AS3::trace but to no luck.
I know a solution is to rename my function to stop the conflict, but I would like that to be a last resort. It is being used in quite alot of places throughout my entire code so replacing it everywhere is going to be a ballache.
I've built a simple file to demonstrate what I'm trying to do (it's all dynamic, with AS3, no physical assets). Basically I've created 3 groups of objects via AS3: squares, circles, and triangles. I've placed 3 menu buttons on the side of the stage. I added all objects to the stage just so you can see them. Ideally I'd like to have each button call one of the groups to the stage and begin the tween that is assigned to the object. In this case I've made all the tweens 'alpha' for simplicity. So for example if the '1' button is clicked, it will add the group of squares to the stage and initiate their alpha tweens so that they fade in. Then when the '2' button is clicked, the squares will be removed and the circles will be added and their tweens initiated. I've never seen a tutorial on this so I'm not quite sure how to proceed. What I'd imagined is to group the objects into arrays then add the arrays to the stage with addChild?
I'm using this as a simple model to build a website where I'm going to be calling the content of each section of the site dynamically with menu buttons, instead of using the timeline at all. This is the next step in my actionscript evolution.
I have a set of dots I am placing on a map dynamically (using attachMovie) with an XML file giving the coordinates. I also am using the "hover caption" tutorial (great) to assign a tooltip for each dot. When I rollover the dots, the tooltip appears fine, but it is under the dots, not at the highest level. I have the level set to getNextHighestDepth():[code]Any ideas as to how to have the tooltip site on top of everything?
I've successfully access a web service in as3 and pulled the xml from it into a large array of objects
ie
Code: array object array
[Code].....
This has to be accessed at a later point by the UI in order to build itself. I can't figure out how to create a loop or method or whatever to access this array.
I need several ways of accessing it, so maybe I'm thinking of a method called accessSpecificItem(propertyName:String); <- to set up each UI item traceOutAllItems(arrayName:Array); <- for testing countNumberOfItems(arrayName:Array); <- for the UI to figure out how many items it needs to build
I'm practically new to flash and action script and i'm currently trying to code something. I have a *.fla file with a dynamic text..I created a separate *.as file for the action script. My question is how can i reference the dynamic text properties? for example if i put the following code on my *.as file dynamic_txt.text = "place your text here" this will produce 1120: Access of undefined property dynamic_txt..How can i reference the dynamic text on my *.fla from my *.as?
I'm having an issue accessing items on the stage from some imported code. I found this topic that discusses the same issue... [URL]
I'm not sure I totally understand how to go about this. I don't understand how to make the object global so I can access it from any class. (I have the same problem with an array I'm working with).
I have a MovieClip MainGame that is associated with my external AS File where all the code lies. Everything works really well but.. I place an object inside the MainGame movieclip and give it an instance name . Now when I try to access it from the .as it says "Access of undefined property xy.."
I tried it with textboxes and movieclips, all the same.. I know it worked 20 times exactly like this and I have even compared an older Game where I accessed it just like this.... I really don't know what Flash is playing on me..
Access Objects from a external .swf i loaded a flash mx movie into a flash 8 movie, and now i need to detect if a button of the loaded movie is pressed but i simply dont know how.
i used:
Code: var news_mcl:MovieClipLoader = new MovieClipLoader(); news_mcl.loadClip("source.swf", newscontainer_mc);
to load the movie, and i have a movieclip inside it with the instance name "read", and i need the code to put in the parent movie (the flash 8 one) to detect a onRelease on that "read" movieclip.
If objects are created dynamically in AS3, using code like this:
for (var num:Number = 0; num<10; num++){ var txtFld:TextField = new TextField(); txtFld.text = 'This is the original text'; this.addChild(txtFld); }
then later, i want to changet the text of one of the TextFields, how can I do that? The only instance listed in the variables is a single instance of "txtFld" and it is the last one that is created. How can I access the others?
I was wondering where did go the for statement with attachMovie from library in AS 3.I mean i was having in AS 2:
for (i=0; i<5; i++) { attachMovie("sim", "sim"+i, i); }
Now in AS 3:
for (var i=0; i<5; i++) { addChild(new sim()); }
I can't figure out how to name every instance of the "sim" object from library that i add to the stage without using string.How do I dinamically name the added instances of the object from the library for future reference and usage throughout the code?
Having grown tired of dealing with uncollected objects mucking up my game level/performance management, I've decided to make a dedicated garbage class which will hold arrays populated by all the strong references I make. I can then just null out/removeChild/removeListener all the contents of these arrays whenever I need to ensure GC will pick up certain objects.What I'd like to know is the following: is there any way within AS3 (or community made AS3 libs) to detect all current references/listeners/etc. that might keep any given object from being collected? I know there are dependency-mapping utilities out there for debugging, but I'm looking for something that can be called dynamically from an object or its parent to find references to the given object and is suitable for regular runtime implementation.
I have a combination of movie clips, graphic and button objects that I want to appear in front of a movie clip that's being dynamically spawned through ActionScript.
Despite looking at various codes on how to go about doing this, problem is I'm using code somebody else made, so I don't know where to add the code to set the depth order for the spawned object. I'm not even sure which codes to use to achieve the effect I want.[code]...
I have a scroll pane with textboxes and buttons that are dynamically created in a function. The textboxes are a user list that can get very long.
I am having problems where once I get out of this frame I want everything to be removed. I have tried removing the scroll pane but all the dynamically created objects remain. Is there some command when you enter a new frame to clear all objects or something along that line?
I'm trying to create 49 total objects, each 50x50 px. And position them in 7 rows and 7 columns. I think I must use nested for loops but this is all Ive come up with.
Just have a Flash MX question. Is it possible to pipe in XML and dynamically create objects using actionscript? In the instance sense. Can I have a library object and create many instances of it dynamically using actionscript that reads incoming XML?Also, I know it is possible to drive animation with actionscript. Once the object is created, can I give it complex behavior? Does actionscript have classes or is it much simpler than that?
How do I snap/align objects dynamically? For instance, if I have an image loading dynamically and a text box directly below, I want the text box to always touch the edges of the image loaded (regardless of the image's size).