I need to make the buttons that are associated with this code, toggle, so once you press them they become greyed out. So I was thinking of after you press a button, the alpha is reduced to 40%. Can someone help me place that piece of code into this monster? -I know it should go into the presto function of my script. Which works fine, but then it stays at 40%alpha after the user click on a different button. I need it to toggle off once someone clicks on the next button. [code]
I have another question for the masses out there regarding trying to input values from a text input box to a custom class. I currently have a custom class named Company with properties that correspond to values in a MySQL database.
So I created an input UI on the client application that calls out for Address, Name, Zip, Phone, etc. - Then there is a button to submit to values to the database for creation. Here's my question:
How do I take each individual textinput.text property and 'mesh' them all together to a Company object to send to the server? The PHP that is written takes in an argument like this:
public function createNewCompany (Company $item) { .......
So is that even the right way to send them in? Or???
There are a total of 11 things (properties) that need to be submitted.
how subclasses,instances,and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct? I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Also, conventionally, what should be in my Main class? Only the addChild code which attaches MCs to the stage? Or should the values of variables be defined in Main? What am I missing? I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head.where I should be defining values of variables for classes, subclasses, and instances?
Does setting _alpha levels to values less than 0 or greater than 100 cause problems?I know I can program these out but I am trying to make some code as efficient as possible.
I am attempting to create what I call an 'On Air' rotator for a radio station. I would like to pull in an image file for each program when it is on air. I have the following AS 3 code that seems to work:
var now = new Date(); var day = now.getDay(); // Returns integer between 0 and 6 var hour = now.getHours(); // Returns integer between 0 and 23
[Code].....
The weekday programming is the same every day. We have some programs that are three hours in length. I would like to cut down on the number of statements I write. I am unsure how to combine the weekdays and have a range of hours in one conditional statement. Will the following work?
if (day >= 0 && day <= 4 && hour >= 6 && hour <= 10)
I'm attempting to express the condition "if the day is Monday through Friday and the hour 6 am to 10 am"
I want to animate an image inside a movieclip with frame label animate1, animate2, animate3 and animate4.I did manage to generate random numbers but my concern is that I want my animation will not animate same image twice, below is my code.
Which one is more efficient? Or is there even a noticeable difference? I did tests of a circle moving closer to a square and stopping when hitTestPoint returns true. The square was at 0 and the circle was at 500. My first test I did using hitTestPoint the entire time, my second test I did by checking the distance (Pythagorean Theorem way) and if it's below 50 then check with hitTestPoint.
I compared the FPS of each test but they were the same at 30 FPS with 200 circles and at 11-12 FPS with 500 circles. I thought the first test would be slower because I was testing every pixel the entire time while the second test I was only calculating the distance for the most part before testing every pixel.
I'm trying to make a simple platform shooter game, although I just cant seem to get jumping right. hitTestObject works fine, but hitTestPoint doesn't seem to work at all.[code]on that last bit, if I use hitTestObject instead, it works fine, but when i use hitTestPoint, I just fall through the ground as if nothing is there.and I want to use hitTestPoint so I can make floating blocks
I'm probably missing something about which parameters I'm supposed to be passing.Here is the code:In the first class (the hitting object belongs to this class):[code]It always traces "Didn't work" when I drag the instance of the first class over the instance of the second class. What am I not understanding about the hitTestPoint function?
Why does hitTestPoint isn't working on DisplayObjects that has cacheAsBitmap set to true?It does work, but it takes the Whole rectangle of Display object, not respecting wheather or not pixel is transparent or not (transparent pixels return true after hiTestPoint)
im trying to create a menu that drops down when you roll over it. however I cant get hittestPoint to work.I have a movieClip on my stage with a class attached. Inside this movieClip is another movieClip with an instance name of "hitBox"
Anyone know why "hitTestPoint(character.x, character,y, true)" would be hit testing off the origin point in the center of the character, and not the whole shape??This is my code from my document class. There's a custom splat class in there, but don't worry about that. This code is inside 2(1 nested) for loops.[code]
I have been using hitTestPoint so far with mouse_move listener, which means if the mouse was stationary over target area when that listener was added the desired action wont happen until mouse moves.
Basically I have this window in the middle of the stage where loader loads pictures and when picture loads if the mouse moves over that window some other stuff appears.The listener is added after each picture is added and if the mouse was stationary above the loader when that happened it doesnt trigger hitTestPoint (until mouse moves).
I have seen somewhere this same effect, but it worked even if the mouse was stationary above the image when image appeared.
I have the beginning of a game that looks a bit like Asteroids. The first version of the game worked, but was very code-heavy (every object was individually coded) so I decided to move the bulk of the code to document classes.
I wanted to have certain objects interact with eachother (bullets with asteroids, asteroids with ship, etc.) but they can't find eachother. Also, as you may notice in like a second from now, the whole code is handled by a single document. I guess I should do something about that as well?
is the way to test for the mouse being over a DisplayObject. This works if my movie is displayed at 100% scale. But if maximise my browser window so the Flash movie changes scale, it all goes to pieces.
Recently I was trying to use hitTestPoint with a nested movieclip against another non-nested one. Then if the nested movieclip was found to collide with the the registration point of the other movieclip (shapeFlag was set to true of course), the nested movieclip would move down by 1 pixel until it wasn't colliding.[code]What happens is that the while statement doesn't kick in until the registration point of obj3 is over obj2, but it doesn't break until obj3 is not over the bounding box of obj. Alternatively, if I change obj1.obj2.y to obj3.y it does stop at the correct spot.Actually I guess the problem isn't obj2 being nested in obj1, the problem still occurs when it's taken out of obj1.
I have my two MovieClips and I both of them collide and the hitTestPoint works, but I want to make that one MovieClip will not be able to go on if that second MovieClip is in front of it but its can turn so that it to another side so that it can move.
I've followed a tutorial and everthing works fine but I'd like to use hit-tests instead of the intersect-code. change the code so it works just the same with hit-tests.I dont get the same result.
Is extremely slow.. It seems to take 4 to 5 seconds to check a 101 x 101 tectangular area.I'm wondering how it is implemented...I know the code for the SDK is available?I can 'getPixel' from a bitmap to get the very exact color of that pixel in 1/1000 that time.If I happen to have the bitmap data.But with a shape that is already 'treated as a bitmap' (see above) using hitTestPoint can stop your system. It should not be vastly inferior to work with Shapes than it is with bmp data..
This code serves the purpose of raising the character upon going up a hill. However, since the game will be on a large space (larger than the document size 1000x750) I am moving the ground (mc_Blockers) instead. This code is supposed to push the mc_Blockers down then it intercepts with the characters y. But instead, it just throws the character really high. When I examined it closely, it seemed to me that it threw the character up till the bounding box of the mc_Blockers (the whole stage is drawn, I'm not using blocks for floor, etc.).
basically, I'm having trouble with the hitTestPoint method. As soon as I move the root of the swf, it no longer works as it should.To see what I mean, run this code:
I have this code so that when a spaceship goes through a blackhole it plays the spaceships moveiclip. This works fine on the first part of the code when the user just clicks the start button.However, i have put in a difficulty setting and when you change the difficulty setting the hittest doesn't work anymoreand there are no error messages. I have tried putting the blackHoles array in the difficulty function but nothing changes and i didn't really think this would make a difference as the easy function is already using the blackHoles array outside the difficulty function.
So, pretty much I have made a little flash app for a project at uni, and I have a tree which these little bat creates land onI have drawn the tree as a MC, and then use a hitTestPoint function to check wether the centre point of each bat character is touching the tree. If so land... blah blah pretty simple.Except I need to create a function that actually randomly spawns these characters on the tree. So to do this i would ideally have a get function that collects every x and y point on the and stores this data into a list