ActionScript 3.0 :: Loop Over Instances Of A Class-object?

Feb 5, 2010

i am creating a certain amount of instances of a class-object (called Jaar).When i click on one of them, I would like to change a value (isSelected) in all the instances of this class.How can i do this?So far i have this (simplified version) :

ActionScript Code:
package{
import flash.display.*;

[code].....

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ActionScript 3.0 :: Create Object Instances Of Class In For-loop?

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Exactly this doesn't work but is there a way to do it?

Code:
for ( var i = 0; i < 10; i++ )
{
var ["object"+i]:MyClass = new MyClass();
// would create object1, object2, object 3, object 4, ...
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ActionScript 3.0 :: Using Loop To Create Object Instances?

Oct 21, 2010

Here's a piece of script I would like to condense into a single loop where the number of instances created would be dynamic:

Actionscript Code:
//create instances of Door objectvar door_1:Door = new Door();var door_2:Door = new Door();var door_3:Door = new Door();var door_4:Door = new Door();var door_5:Door = new

[code]....

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I'v been toying with this for a few weeks now and I'm trying to find the best way to animate several instances of an object created by a for loop thru an ENTER_FRAME function.When the function runs only 1 of the 3 instances that were created animates.

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Code:
package {
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[Code]....

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ActionScript 2.0 :: Make Class Instances Into Listeners And Broadcasters From Inside Each Class?

Jul 8, 2007

I want to know how to make class instances into listeners and broadcasters, from inside each class. Here is what I am trying specifically... part of the Proj class... (projectiles, as a matter of fact)

Code:
private function listen():Void {
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where "u" is another class, the Updater class with this code...

Code:
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PS: What is the syntax for using AS2 code tags instead of just "[CODE|"?

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I'm slightly new to Flash CS3 + AS3 combo, so its more of a lack of practice question. My question stems from the problem described here http:[url].... . Note, its not the same problem, its a new one.The Problem ,So I have multiple library assets (which are on teh stage) and I want to assign similar functionality to all of them.

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P.S. If you're form a programming/OOP background, its basically a abstract class problem. My Base class knows how to doSomething(), but it needs aSomething, which is defined in the Derived classes. However I found out that AS3 classes don't support virtual(C++ )/abstract (Java) in the true sense of the word (unless I missed some obvious documentation).

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Let's say i have a bunch of balls/cells. I'm having trouble figuring out how to make it so that every other ball bounces off of every other ball.

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I've been hitting dead ends while programming lately all over, and I finally came to the realization all the code I have that is broken is because I don't know how to interact with instances of one class from within another. Here's the gist of what I am trying to do:

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Reference Instances Created By A Loop Elsewhere?

Jan 20, 2010

[code]My code will:

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As3 :: Flash - Array Loop With Instances?

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There's 3 boxes I'm indexing through with a timer. They disappear in sequence. How do I make them reappear?

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[Code]....

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I'm trying to create a vertical column of images in a mc that can be clicked. I've added listeners to reposition them once they load, but right now they are overwriting each other. I'm not sure how to rename the object and listener vars for each iteration. [code]...

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ActionScript 2.0 :: Use A For Loop To Create Instances?

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I'm trying to parse an XML file, and use it to create instances of a custom class the fly in actionscript 2. (can't migrate to 3 for this project).I'm trying to make something happen like:

Code:
for (var i:Number=0; var<n; var++) {
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I have created 4 movieclips and named (instance) them box1, box2, box3, box4 and shuffled them with the following code:
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[Code] ......

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I'm very new to Adobe Flash CS5.5. Can you create a common instance EG: "Enemy" and then control it like so:
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I have a bunch of movie clips on a layer named s1, s2, s3, .. s16.

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Something like:

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ActionScript 3.0 :: Add Instances On Stage Through AddChild In A For Loop?

Mar 5, 2011

Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out

function generateHex(e:MouseEvent)
{
tileSet.x = tileSize;

[code]......

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ActionScript 3.0 :: Reference Instances Created By A Loop Elsewhere?

Jan 20, 2010

My code will:

- loop through the Grid array and place each tile on the stage
- assign RedBall a random Grid coordinate and places it on the stage at that coordinate

I want to be able to click RedBall, which will create a border around the tile beneath RedBall, and create borders around the tiles above, below, to the left and to the right. BUT, I don't want to reference the tiles by their distance in pixels from RedBall or from each other; I want to reference the tiles by their coordinates in the Grid array.So I want to:

- get the coordinates of RedBall
- use those same coodinates to reference the tile at the same coordinates in the Grid array
- use the tile's coordinates to reference the tiles above/below/left/right
- apply a border to all these tiles

What's the best way to reference an instance of a tile? Should I apply a name to each instance as it's created in the loop? like myTile.name = "tile"+i+"_"+j; ? If so, how do you reference that instance later? Just tile1_3 ? Do you have to prepend it with root, or stage, or the class it was originally created in? Do you have to use getChildByName? OR, can you still reference it later without having given it a name?

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ActionScript 3.0 :: When Create Instances Through Loop / How To Address Them

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I am trying to create TextField Instances for a crossword puzzle in Flash through a loop and then address them later how do I do this. My Code:[code]

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ActionScript 3.0 :: Flash Creating MovieClip Instances In Loop

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So I know that if I want to create an instance of a movie clip called part01Roads from the library I do this:

Code:
var part01Roads_mc:part01Roads = new part01Roads();
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Well I want to take this one step further if it is at all possible. Lets say I have 100 different movie clips labeled in a sequence: part01Roads, part02Roads, part03Roads ..... part100Roads. Instead of rewriting the above code 100 times, can I make a loop to do this?

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In the library of the FLa I have a symbol that is exported for actionscript with a class name of 'aClip'.I am placing multiple instances of it on stage as follows:

Code:

for (var i:int = 0; i < 10; i++) {
var myClip:aClip = new aClip();
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Each myClip will move across the stage at 1 unit per frame. If I only had 1 instance on the stage I would implement as follows:

Code:

//make an enterFrame listener for the stage
this.addEventListener(Event.ENTER_FRAME, moveClip);
//make a function for the listener[code]...

The problem I am having, is getting this to work for the multiple instances generated in the for loop.

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I put in the stage 3 instances of uiloader and name pic1, pic2, pic3. How can i load a bitmap in these 3 instances of uiloader with a loop structure;

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I thought would be coded like this:
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[Code]....

however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.

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I'm having some troubles with the use of interface and inheritance in AS3. I've done lots of OOP in the past and what I'm trying to do seems obvious to me, but doesn't work in AS3. The question is : Is it possible to override a function that return an Object of class A, and make it return an Object of Class B which extends A ? It seems not to be possible, since I'm getting a signature error in Flash, when compiling. For example, the following set of class do not compile (the code in function definition doesn't matter):

[Code].....

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I have a class CoverPoint extends Pointwith some extra function.except for that ther is no difference. I would like to use the functions of Point with a return value of Point, to calculate those CoverPoints.Can i turn the return value into CoverPoint (since all the vars are the same, there shouldn't be a problem with that, right?), so that it can be stored in my var cP:CoverPoint;

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ActionScript 3.0 :: Let 2 Instances Of 1 Class Act The Same

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Is it possible to create 2 instances of 1 class (for example: "Header"). Add these 2 instances to the stage on different positions. This Header class contains some buttons and what I want, is: when I rollOver one of these buttons, both buttons in the 2 Header instances are "rollingOver".

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Oop - Using The Same Function For Different Class Instances?

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I have a piece of code, that moves an array depending on it's type. If the array is of TypeA objects, it will change TypeA. If it is TypeB it will change TypeB. The issue with the current code is the repeative blocks.

[Code]...

Which stops working whenever I need to access any property (user) selectedInstance.testSomething();

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Actionscript 3 :: Get Instances By Class Name?

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I need to get all the instances in my stage according to an especific class name. I'm doing this:

var class_ref:Class = getDefinitionByName('fran.MyOwnClass') as Class;
var element;
for (var i:uint = 0; i < this.parent.numChildren; i++)
{

[Code].....

But I want a better way (more efficiently, without checking all the MCs).

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ActionScript 3.0 :: Get All Instances Of An Object?

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I have a number of instances of a library object placed directly onto the stage (I don't want to have the code create them since they have to be positioned and scaled individually) want to be able to find all the instances in actionscript and assign them to an array. How do I do that? I think getDefinitionByName is what I need but I can't figure out how to get it to do that.

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