ActionScript 3.0 :: Finishing A Function That Checks An Array?
Jan 11, 2012
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 have various instances of an object that I want to animate.Code: Select allvar obj = new obj_class();I'm using the Tween class to move them around the screen.[code]I start the animation on a button press.Code: Select allstage.addEventListener(KeyboardEvent.KEY_DOWN,key_down);When I click the button the animation of the instances seems ok,but if I click the button quickly sometime (it seems randomly...) the animation doesn't end, the object seems freezed in the middle of the screen and also the MOTION_FINISH isn't called.
I created a scene that contain a .flv imported(external not into timeline). I want exactly after finishing my .flv , go to next scene. I tried some ways, buut they didnt work.
I have this code to preload each swf I want to load into an empty movie clip.
Code: Select allfunction carregaFilme(filme:String):void { var url : URLRequest = new URLRequest(filme); l.load(url);
[Code]....
I have a movie called contact.swf that always shows up when the percentage is at 51%. Why is it happening? At 51% it fires the completo function that was supposed to be fired when the percentage reachs 100%.
I am coding a website I am using caurina tweener and hove problem with pretty much every object that i try to tween. Problem is that the tweened object sometimes just don't finish the animation. That's pretty annoying and i heard that this could be something with garbage collection. Here is some sample code Tweener.addTween(this, { rotationX:0, time:.5 } ); //Where 'this' is movieClip
Everything except for the resume button on my sound player doesn't work. The stop works fine, but it doesn't seem to start back up again when I press the resume.
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'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 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.
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..
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 going to post the full code of the two functions, disregard the "fluff" unrelated to the two functions as it is all working flawless, I've tested this HEAVILY and cannot understand why it keeps setting the entire array to undefined!
Code: // processReplace Function function processReplace(transferFiles) { var processArray:Array = transferFiles.slice();
[Code]....
Basically it's supposed to check to see if the file exists and return as true if it does and add it to a replace array, then the replace array is processed into a single string and put into a dialog box through the flash wrapper prompting them to "replace the files or not".
It makes the replace array just fine, it actually even has the right "count" in it but it's setting all the "filenames" to undefined because of the exists = processSearch function.
I even tried to make a new array and run the search just from that one and set the values from the old one and it's still failing.
Is it because of the "break" or can anyone figure it out? Iknow it's hard because you can't use the code
I have a BUNCH of bumpers of four types bounceUp, bounceDown, bounceLeft, bounceRight. during a collision which you hit determines the bounce so they always do the same thing so here's my question.....can i just name every bounceUp instance the same thing and then just add that one instance name to the list the collision detector checks?
i just dont wanna go through and name a hundred each of bounceUp s and bounceDown s individually as the potential for screaming increases proportionally.......
I recently did the hover caption tutorial, and it works great. Only thing is, I didn't like how the caption box was never quite the right width for the caption text. So I decided to create all my captions and try to use an array, and one of the arguments in the function would call the caption using the array. The variable "cap" is assigned to the array variable in the function, which corresponds to the instance name of the caption to use. It traces right, but it won't grab the caption. The code works fine if I substitute the "cap" variable for the instance name of the caption. I've tried moving the variable around but it still won't work. Here is the code.
function call: (used in onRollover) captionFunc(true, 0); function: ("capChoice" is the array function). function captionFunc (showCap, whichCap) {
I've been having a few problems with accessing an array from a different function.
The array I want to use is from the makeFly function, which generates instances of the Fly MovieClip. I want to access the array from the paperSwing function, which should test for a collision between the mouse cursor and the fly movieclip, and then if true remove the instance. This is the part where I'm having a bit of trouble, I'm not sure of how to access the array "name[i]".
I'm having trouble accessing the turnQueue array which is being updated in the first function and accessed in the second, no idea what the rules are between functions for actionscript. Heres the code, I want the turnQueue to be growing as keys are pressed, and at the moment its not updating from the first function.
public function keyListener(e:KeyboardEvent):void { trace("Key Entered"); if (e.keyCode > 36 && e.keyCode < 41) {
I have 4 buttons and on release of any of the buttons it will call a function. How do you apply a function to any member of an array?I've placed "any_btn" into my code below to show what I mean