how can i find (possibly with flash ) the listing of sub properties for events?i would not know if sub properties even exist for an event if i'd not done a tutorial stating so.for example.
var listenerObject:Object = new Object(); listenObject.cuePoint = function(evtObj){ trace(evtObj.info.name); //how do i find out if such sub properties exists for events?
I have an AS3 application which seems to be leaking memory slowly while running. I've been looking for a profiler for Flex 2 / AS3 and haven't been able to find one yet, in fact I saw posts from people at Adobe saying they were working on it but no release in the short term!
Does anyone have any more news on this, or more usefully have any information on a profiler or other way it is possible to find memory allocation and usage during runtime of an AS3 application? It would really help me to identify what areas of my application are leaking memory.
I have an xml and it has items, you can trace the items in Flash, but how do I call them to allow me to identify that object getting clicked on the stage?
I have 16 layers of movieclips (one in each layer), each has been given the instance name, "line1" through to "line 16". I'm trying to figure out how to hide all of them through actionscript, so far, my code is:
for(x=1; x<17; x++){ line[x]._visible = false; }
but for some reason, it doesn't hide all the instances. I've tried typing it in seperatly, (line1._visible = false; , line2._visible = false; , etc...) and it works, but for some reason, when I use the for loop, it doesn't work..
I've been scouring the web to see how to do this, and now I'm not even sure it's possible. However, it seems there must be way. What I want to do is create a function that will take x,y coordinates and tell me what MovieClip or Sprite is at that location. I want it to happen automatically, without any MouseEvents or anything like that.
I have 16 layers of movieclips (one in each layer), each has been given the instance name, "line1" through to "line 16". I'm trying to figure out how to hide all of them through actionscript, so far, my code is:
for(x=1; x<17; x++){ line[x]._visible = false; }
but for some reason, it doesn't hide all the instances. I've tried typing it in seperatly, (line1._visible = false; , line2._visible = false; , etc...) and it works, but for some reason, when I use the for loop, it doesn't work...what am I doing wrong?
I am creating a selection of checkboxes that are supplied from XML. These checkboxes are to provide additional details to a background picture and therefore they each have a unique name and an eventlistener to add the extra details to the background picture. Depending on other buttons clicked on the stage, the list of checkboxes could change for the same background picture. I have a selection of 5 different background pictures all of which have a different list of checkboxes. I therefore want to load the checkboxes dynamically. When a button is clicked to change the background picture, I want to remove all the checkboxes associated with that picture and display a new set for the new picture.
I want to identify specific strings in a text box from user input to add to a score variable, like so -
[Code]...
The example given adds 1 to the score, but if a user adds a space then a second word the text box views it as a whole and not individual words, resulting in no values added to the score variable.The problem lies with the whole text box being viewed as one entire string. Instead, I want to split it up so word1 will add 1 to the score, word2 will add 1 to the score, etc.
I want to do something where I collect functions to be invoked later when a certain condition is met. E.g.
function doSomething(someArg:Object):void { if (conditionIsFalse){ operationsToDoWhenConditionIsTrue.push(function(){ doSomething(someArg);
[Code]...
Basically if doSomething is called twice, I only want operationsToDoWhenConditionIsTrue to hold the most recent invocation. Obviously since the invocations are wrapped in function(){} all the functions are the same. Is there any way I can accomplish what I want?
How do I determine what objects are underneath a given x or y coordinate on the stage or within a sprite? Preferably, I'd like to be able to do this so that a class that extends Sprite and is a child of the Stage can determine what's underneath a given x coordinate of itself, regardless of position on the stage. This has to be done without user input.
I'm not clear on what methods might make sense for this. The hitTest stuff requires more info than I'm likely to have. Maybe localToGlobal, but to use that, I need to know what the objects are already. There are a finite number of them, so I could have them testing for this all the time, but that doesn't seem right and may not even get me what I'm looking for.
I have several array element each assigned to different symbols on the stage and now I have assigned one function (fcn1) for each element's MOUSE_OVER event as follows:.
for(h = 0; h < fields.length; h++) { fields[h].addEventListener(MouseEvent.MOUSE_OVER, fcn1);
[code]....
Now in fcn1, I have to identify which element the mouse was over it. I could not do this because I can't pass any parameter to fcn1 other than e:MouseEvent. And I tried to look the properties and methods of e:MouseEvent that might give any information about the source element (in this case, array elements).So far, only way out of this was I create function for each array element which in turn call fcn1 with appropriate parameter, but it is cluttery.
I have an html text being brought in from XML to a dynamic text field. The html text has a <br> in it. I need an If statement that can detect if the text has the "<br>" in it or now. How do I do that?
I'm working on a pretty simple game similar to Pingu Throw involving hitting an egg as far as possible. It uses very basics physics and involves a bit of moving some movieclips with bitmaps inside around to simulate a parallax background. For some reason, if you hit the ball at a certain angle, the whole thing slows down horribly (ironically, the slower the ball moves, the bigger the drop in frame rate).
I have no idea why this is occurring and have taken the following steps to rectify the problem with no success:
- tried 'cache as bitmap' both on and off for all the assets.
- disabled all non-necessary objects and methods.
- made sure assets are optimised and of an appropriate size.
I just cant get rid of the slow down without removing the code that is used to scroll the game sideways (pretty essential to the game). I need to get this game done ASAP. Here's a link to a .zip of the files. You'll need TweenMax in your classpath.
Over the past years I have created many different .fla's of aircraft panels( ie. hydraulic panel, electrical panel, pressurization panel, etc.) Each .fla has only one panel in it. Each panel is a movieclip and made up of movieclips, graphics, etc. It has it's own code built in and the idea was to be able to copy the panel from the original .fla to a new .fla, that contained other panels, and together would become part of a training program for the company. No I wasn't smart enough to uniquely name each asset(switch, guage, light, etc.). I did avoid the default names like symbol1, symbol2, etc.
Now I need to take each of the panels from the individual .fla's and put them into one larger .fla to act as a single library for all the panels. This single .fla will become the master Library that I will link all future .fla's to. As you would guess I get the "One or more library items already exist in the document:" message when I try to copy and paste a panel(movieclip) into the new .fla.
Question:Is there an easy way to identify specifically which items are in conflict without having to do a direct comparison between each of the libraries?
how to identify which marker overlay is being clicked.
I've looked up solutions online and the only thing that ever traces back for me is [object Marker] I need a way to identify the marker icon and manipulate the icon.
this is the marker code:
ActionScript Code: function createMarker(latlng:LatLng, number:Number, tip, myTitle, myContent):Marker { trace(this);
Just been playing around with the tutorials, on the Set properties/Get properties. Everything is all cool, except the "instance name" aspect. I dnt really understand that too well. Is it possible to change an Mc Name dynamically? If you look at my FLA when you hit the top left red button you will get a trace of the mcName as "square". Now if you input a new mc Name on the right hand side, you will see it change on the left hand side. But i want to know why it doesnt remain as the new mc Name, it still goes back to square.
I forgot to put it in the title so I'll just place it here; I am using AS 2.0. I know that there are other ways to accomplish the goal that am after, but I was wondering if anyone knows of a way to access the properties of an object's properties?
Here is the code that I thought of, even though it doesn't work
var a:Object = new Object(); a.bproperty = 0; //lowerlevel properties a.cproperty = 1; // lowerlevel properties
[Code].....
This really just boils down to how I am organizing the code(I have ideas on what do next, and i am 99% sure that I can get them to work), and if there is a way to dynamically access the properties of the objects properties, It will save me from creating yet another large block of code for my project. If you want to see the unfinished project, go to [URL]
Is there a way to identify a movieclip by its relationship to another. That is to say I have one movie clip "ball_mc" that moves randomly around the screen over photos (photo1_mc, photo2_mc . . .), I want as ball_mc passes over a photo?_mc for a textbox to display the name of that particular photo?_mc.
i'm attempting to cast an object's property as an actual property of another object. here's my object variable: var propObj:Object = {prop:"width", width:50}; now i want to assign the property of a sprite using that object's properties. var sp:Sprite = new Sprite(); sp.(propObj.prop as Sprite.property) = propObj.width; now, i'm not even going to try that because i know the compiler will explode all up in my face. but you should be able to see what i'm trying to do. why i'm trying to do it is because i'm reading in an XML file with an undetermined list of usable properties for specific objects. so instead of writing something like a huge switch statement to evaluate whether the XML file has a value for that specific property, i'm trying to assign properties dynamically based on what's available in the XML file. if what i'm trying to do is possible, what's the best way to do it?
I'm trying to craft a simple image gallery with 6 thumbnails on the left and a large image container on the right. I've assigned a MOUSE_OVER listener that executes the following function when activated:
Code: function viewLargeImage(evt:MouseEvent):void { var imageName:String = evt.target.name + "_large"; this.mc_tabRight.imageName.visible = true; }
The instance names of the thumbnails are img1, img2, and so on, and their larger counterparts are img1_large, img2_large, and so on. When the MOUSE_OVER occurs, the larger version becomes visible. The gallery is within a movie clip (mc_tabRight; a tab that pulls out from the right side).So in my mind, the second line of the function should make visible the instance passed from the variable in the first line based on the rollover. I tested the code using trace("imageName"); and it returned the correct instance name, but when executed and the thumbnails rolled-over, it returns this error: TypeError: Error #1010: A term is undefined and has no properties.
The larger images are all present on the stage when the function is called. I'm sure I'm making some fundamental error here,
i have created a Vehicle.as file and a Car.as file which are in the same project. The problem i am having is trying to use the properties in my Car.as from my Vehicle.as file.
[Code]...
When i type this line of code, _gasMileage = mpg; and build it i get the following error, C:UsersvistaDocumentsFlashDevelopProjectsVehi cleAppCar.as(20): col: 4 Error: Attempted access of inaccessible property _gasMileage through a reference with static type Car. Now i tried to add an import statement i.e import Vehicle but that did not work. How can i use the private attributes of my Vehicle class in my Car class appropriately?
Is it possible to have a text that they have the same variable and but different properties? Naming them the same variable doesn't work Here is the case one is Input type and a Dynamic one What ever i type in the Input appears on the Dynamic one
I need to create animations to serve two audiences: 1) human participants in an experiment, and 2) a program I'm writing that will "watch" the same scenes. For the first audience, exporting to SWF works just fine, but for the second "audience", the Export Motion XML option isn't working as expected.
As a test, I created an ActionScript3 FLA file in Flash CS4 with a stationary red circle in one layer and a green circle in a second layer that moves across 10 frames. When I export each of these layers, the files differ only in the "x", "y", and "symbolName" attributes.
How can I generate a single text-formatted file that shows the positions of each symbol in each frame?
Is there a way for me to handle relative properties? For example I have a circle in a box. The box is being moved, resized, rotated etc. How do I move, resize, rotate etc. the circle as if it were inside the box? Or must I remember the properties of the box, resize, move etc. it to default, move the ball then move, resize, rotate etc. the box again?