ActionScript 3.0 :: How To Substitute "this" In Here
Jun 22, 2011
i have these lines of code, when i try them alone it works fine but when i try to use it in my project it stop working, the rotation actually and is because of "this" in the tweener.
[Code]...
my question is, is there any way to reference another object in the tweener to make this thing works? project consist in several classes wich are called by a fla to ensamble interface, maybe that's the reason it stop working. now i noticed the code i have just works directly on the fla, if i place it in a clase it stop working because of the same...."this"
I still use AS2. Since I migrated from Flash 8 Pro to Flash CS4, the .fla I used to work with displays now a Font Mapping window.
The window says that the "VerdanaReg*" font is not available on my system.i never had such a font installed Verdana is a font I make an extensive use in my .fla and the installed fonts are (for several years):
I have reasonable experience with PHP, CSS, and javascript/jquery/ajax. I'm taking my first steps learning Flex/Flash/Actionscript and it's already striking me that using flash/SWF could solve many of my problems. For example:
I won't have to worry much about javascript availability e.g. handling the form submit twice like I do now, once for js available and one for js not available. There's also a CSS advantage: looks like things are very easy to style and drop in their correct exact spot in flash than it is with CSS (I hate CSS because I'm not that great at it and it usually gives me a headache).
Consider a string template of the following format: String template = "The credentials you provided were username '{0}' with password '{1}'"; Substitution variable fields are of the form {n}, where n is a zero based index. This is the template format used in Adobe Flex, see StringUtil.substitute(...). And also .NET, IIRC. Since I want to re-use the templates used by the Flex code I'm looking for an Java equivalent. I'm aware of String.format(...) but the template structure is not identical. What is the best way to get the same "Flex compatible" template functionality in Java? Basically this is the desired end-result:
what I want to know if there's a substitute for a stage (since you only can have one) that accepts objects to be added to it (as childs with addChild(object)) that isn't the size of the stage but its size is definied some other way.I just created another thread about loading swf files, but my question is new but related to that.I'm creating a series of mini-games that shoud be loaded into a project from external SWF files, but right now I'm using "stage" as the place where I put all my objects.For example, I have a GRID that accepts new Grid(4, 4, "Object") as the Construtor parameters, that is to say 4*4 (16 boxes to this grid) and it determines "automatically" how wide the stage is, if it's 200 px every box is 50 pixels wide. And the same for height. It calculates stageWidth / X, stageHeight / Y
so it's always a "full grid" that is 100% on the screen no matter the size.Finally, my question is if there is some other type of container other than stage that can "contain" these objects. Say that I create 4 of these containers, and each should hold 4 mini-games without taking up 100% of the stage container - instead it should take up the Substitute that acts in a similiar way.
I have just started writing my own classes in .as files. I am now wondering what the structure is for calling movieclips and buttons on the stage. I have been using _root but have read that it is not a clever choise if you want to import other swf files into your project. Is there a smart way here to structure my classes?
is it possible to load a .swf and play it in such a way, that this loaded clip will become a root effectively substituting a loading clip on top of the hierarchy?
Saying this another way round - rather than loading external .swf as a child of a "host" movie I would like it to replace host movie entirely.
We're making a Flash browser game with a few reasonably complex animations. Our designer is making the animations in Flash Professional while I'm wiring everything up and adding some logic through AS3 (using FlashDevelop).In one of our more complex animations a "bonus item" moves around the screen. It tweens hither and tither, there special effects and as such, it disappears for a few frames and then reappears later.From AS3 we want to be able to dynamically decide which bonus item (say a mushroom or a star) to include in the animation. We don't want to have to ask our designer to replicate the entire animation for each of our bonus items.This is what we've tried: Created a two frame (1 mushroom frame, 1 star frame) "BonusItem" movieclip in FlashPro and Exported for ActionScript.Created the complex animation movieclip in FlashPro and added the BonusItem movieclip to the relevant frames. Gave the BonusItem instance an instance name on all necessary KeyFrames. Exported entire movieclip for ActionScript(exported as "ComplexAnimation").[code]This would play the complex animation with the star and we could easily call gotoAndStop("mushroom") to play the same animation with the mushroom.
The first problem was that complexAnimation.bonusItem was null on line 02 above. I solved this by handling ADDED_TO_STAGE for complexAnimation and putting line 02 above in the handler. The next problem was that each time the bonusItem movieclip started tweening, or if it was not present in some frames and was subsequently re-added the complexAnimation.bonusItem attribute/reference was reassigned to a new bonusItem instance. I then had to find a way to know when this was happening and call gotoAndStop("star") on the new instance. I've found two ways to do this:
1) Listen for ADDED events on complexAnimation with a target.name of "bonusItem". It's a bit crap in a strongly typed language to have to resort to matching strings, but this works. Btw, when the ADDED event is fired new frame object references are still null.
2) Listen for FRAME_CREATED events. This happens later than ADDED at a point where new frame references have been initialized. As such I can check if complexAnimation.bonusItem is non-null at then call gotoAndStop("star") on it. One problem with this is that calling gotoAndStop actually triggers another FRAME_CREATED event to fire, so I need to guard against infinite looping. Again, it works but I don't have a great feeling about it.
I'm reposting this message as I realized I mis-titled it the first time. And I really do mean it: I will pay for a working solution to this problem. I need to do this for a client and not getting it done is not an option. It's all working like a charm. The only bad thing is: I want to place .swfs files where the dynamic text is right now, and can't figure out how to do it.
What I really want is one large image/JPG on each slide, and below that, instead of the dynamic text shown in the tutorial example, a smaller .swf file should appear. (For this project, the text itself needs to be animated, and I can't do that with the <caption>/dynamic text option; I need to insert an SWF.) I'd really like to do this using XML since that's working so nicely otherwise and will be so easy to update in the future if the client wants to add new slides.
Can anyone provide me with the actionscript code to use in the context of this photo gallery? I'm not advanced enough yet to know where or how to place code that doesn't fall into this gallery/AS format.(I'm not being lazy: I have looked all over these forums for hours, read through about 60 pages of tutorials, went through the whole XML Photo Gallery with Thumbnails hoping I could somehow alter that to meet this project's needs... no dice. I had gotten far enough in that tutorial to be able to insert an empty movie clip where I want it, but could only figure out how to fill it with JPGs from the XML, not SWFs... and in any case the images did not then work correctly while advancing the slides.)
Here is my current Actionscript code:
************************************************** ***** function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild;
[code]....
(It's not showing the preloader and the counter is missing on purpose; I don't need those items for this project...) In another version I have deleted the desc_txt code and the dynamic text field in Flash, substituting a new movie clip (in its own layer) called "description" and an external link to the SWF file in line 2 of each node of my XML file, closing and opening that line with <description> and </description> rather than <caption>.
I have a menu whee you can choose a picture to lead, works great with first selection, but when you choose a different picture it loads over the last picture,I want to substitute the content of that movie clip not to load all the pictures in the same space. I treid to use clear() and removeChild(), but this only works when I choose pic1 then remove that to load pic2, is there an easy way to substitute the content for the new content?
I was wondering if its possible to substitute a variable with another variable's name instead of its actual value. I have a variable named "pLeg" thats equal to the value of 1.I have blank variable named "itemVar".Now, I want "itemVar" to equal to "pLeg", but not of its value, but of its name string.The reason is because I need "itemVar" to substitute multiple variables in a main timeline code.
For example:
Code: if(_root.itemVar !== 1) { //do something }
"itemVar" can be any variable, like pTorso, or pWeapon or anything. Which is why I can't have it equal to the variables actual value, because then the timeline code would turn out to be:
Code: if( 1 == 1) { //1 being itemVar }
PS: I've tried add quotations like _root.itemVar = "pLeg" but Flash will not read it as a variable.
I have a dynamic text and in it I pull a value that I places in the PARAM of my HTML, like this, " ...&p1=de|R$+9,49|por|R$+799,58 ", I am trying to make the following one, show the value in the dynamic text, " R$+799,58 ", without the "de" or "|" or "por", I already tried to make this.
[AS] var valorDe:String = "!"; var valorPosicao:Number = _root.p1.text.indexOf (valorDe); if (valorPosicao >=0) {