ActionScript 3.0 :: Referring To Movieclip Within Object?
Mar 4, 2010
I have an object that I add movieclips into when a user does something.
I'm trying to loop through the items in this object later and perform something when object.objectName = something, however I'm finding it hard to get the right code to use in place of the something.
code within a function that adds movieclip to object:
Code:
if (thisHImage==1) {
healthArray[healthIndex] = new mcCake();
}
[Code]...
when i trace(healthO.objectName) i get [object mcCake], but it won't enter the if statement,
I have a small Flash file where I control a ball.In ActionScript 2.0, I have it to where this ball moves around based on input from the Arrows on the keyboard. It also bounces off the edges.I added a new separate ball (not the same symbol) and I want to refer to the NEW ball's X and Y coordinates to see if I am running into the new ball. How do I refer to the other ball's (or any other object for that matter's) properties from within the ActionScript of the first object?
I have four buttons named button1, button2, button3 and button4. I want the code to trace the name of the button when the button is clicked. This is just an eample of what I'm doing in my project. The project itself is too convoluted to put up and explain. My problem that needs to be solved is, how do I refer to the button in the Function?
var c:int; var buttonName:String; for (c = 1;c < 5;c++) { buttonNum = "button"+c;
[Code]....
When I say "trace(this)", the code doesn't know what "this" is because I've taken this[buttonNum] out of the loop by having to put it in a Function. How do I call to the object that is in the listener that called the Function?
I have a class with a method "movePaneTo". I want to create a tween and do multiple things at every step not just change a movieclip property. Tweening a property of the class seems to be working but how do I refer to the class that initiated the tween from the onMotionChanged handler, so that the trace would display the current value?Should I be using a listener for the onMotionChanged?What's this kind of function (the one assigned to "onMotionChanged") callled? [code]
I have an mc "mc" that I made in flash. It has a text box in it with instance name "txt1". I dimmed a variable var mc:MovieClip = new mc() and used the add child method to add it to stage. Now I want to refer to the text box in the mc. I tried mc.getChildByName(txt1).text="abc" but it gives me errors. How do I refer to that text box.
Using AS3, I was wondering how to control one object, a ball, while another ball bounces around. I'm modifying code from "Foundation ActionScript 3.0 Animation" by Keith Peters.
I'm pretty new so I'm probably making some obvious mistakes here. First of all I thought I could refer to the balls as ball[0] and ball[1] since they are in an array called ball. Is this correct?
I have a button located in a movieclip which I want in its overstate to gotoAndStop a particular labeled frame located in a different movieclip. How do I go to a frame of "movieclip A" by interacting with an element of "movieclip B"? Must I sever the relationship between the button and the movieclip its in which I wouldn't want to do...?
I just started "coding" in AS3. By "coding", I actually mean trying around with features and generally trying to grasp the vast amount stuff you can do with this software of. I have some coding experience, however the way Flash likes to hide code snippets all over my project does tend to confuse me. Not knowing where I tried putting the code and/or rewrote some other stuff keeps me sorta busy.
Anyway, my issue is this:
Messing around with movieclips inside movieclips, I've keep encountering the error "1120: Access of undefined property onTimerComplete." I do realize that this error generally is caused by not having defined an instance correctly or not having it defined at all - an error beginners tend to make. Nonetheless, I'm not trying to refer to an instance/symbol, I am trying to call a function defined on the stage from within a movieclip that also is placed on the stage.
I've been reading huge amounts of text/articles and how-to 's, but they all seem to only touch the subject lightly or simply going in head-first - becoming far too complicated for me (a beginner) to grasp.
So, trying to sum my questions up into something that looks like a tl;dr:
- What's up with levels, "_root" and referring to functions like in the older versions of flash?
Flash tells me to use some display-package instead of _root, when I use that... (I do realize the article is from Flash 5.0)
- How do you refer to a function defined on the stage, from inside a movieclip? (The function is a timer, that is supposed to make the mother-movieclip continue to the next child-movieclip.)
This code is listed for each button instance and to forward the user to a frame on the main timeline (NOT the timeline in the MovieClip itself).
Again, this code is contained in the MovieClip itself and not on the main timeline, as the buttons exist in the movieClip I.E. button1_btn to button21_btn
Lastly, to provide a visual idea of what i'm expereincing, please refer to screenshot embeeded in this message or the attachment (same thing).
I am writing a program where I have used multiple movieclips (boxes) that are put into a grid using a nested for loop.
Each movieclip is in an array and I want to give them names (box1, box2, e.t.c) but when I try to trace() them i get this in the output: "[object gridBox]".
I am trying to build an MXML application with Flash Builder 4.5, and I am integrating an API that requires the root of a display object to be a MovieClip. Personally I think this is bad design but I have to go with it. The root object always seems to end up as the stage, because of course I have to add the object to the stage for it to be added to the display list. Is there some way that I can either change the stage type in an MXML application to a MovieClip or is there some way to force a MovieClip wrapper to become the root of a display object?
When I use MouseEvent.MOUSE_OUT the target is [object MovieClip], but when I use MouseEvent.ROLL_OUT I get [object Bildspel] - and Bildspel is my class. The thing is that when I use ROLL_OUT I'm not able to delete the targets ENTER_FRAME event.
This is my problem: I've got a couple of movieclips, when I click on them I want them to open the URL that I've typed in my XML-file.(The photos are thumbnails stored inside of the movieclips)Here's my XML:
Now that I've set labels, I'm trying to create actionscript code to go to the labels. Here's an example of my code:
btn_me.addEventListener(MouseEvent.CLICK, gotome); function gotome(event:MouseEvent):void{ gotoAndPlay(me);}
This code has been borrowed from the online video - Getting Started 18: Building an Application. Of course, in that video explicit frame numbers are used so the code looks like gotoAndPlay(15). I'd prefer to use labels for obvious reasons. My question - how do I tell Flash that 'me' is a label? I expect I need to use a special character and I've already tried gotoAndPlay(#me) but that gives me a Syntax error.
say i have this code: blah = "123 + i" so blah is a variable right? so how would i refer to this variable? i want to be able to do: _root.blah.onPress = function () but this won't work beause you need an instance name instead, so how would you do this? thx, i hope you understood what i was saying
How do you refer to the level one below the current level . I know _root refers to the bottom level, parent refers to one level above but I don't know what to use for one level below. Otherwise, is there a way to refer to a level by its name?
For my needs, I have a clip portfolio.swf that is loaded into a Base flash file. Within portfolio, is a loaded movie called Gallery.swf. Gallery contains a movieclip called Thumbnails which has buttons to load various image.swf files. Also within Gallery is an empty movieclip called "ContainerMC" which is where image.swf are loaded into when called upon by the thumbnail buttons. From within Thumbnails, I want to be able to refer to that movieclip "ContainerMC" which those selected image.swf files are loaded into. I can't use _root as that will refer to the base flash file. I can't use "this" as that refers to the Gallery file.
I Have the drag and drop working where you drag a text movieclip onto a picture of an object movieclip but having some problems. I know its something to do with the hitTest function but when i drop the word "cow" onto the picture of a dog it actually says this is correct by displaying the word cow above the picture of the dog when instead it shouldnt allow me to drop the text onto the picture which doesnt match.
Basically i need to know how to seperate the drag hitTest function for the DogPic/DogText so that it has its own function to detect a hit. At the moment you can see in the below code I have 1 hittest fucntion detecting both collisions when they need seperate functions I tried making a seperate function for each but it didnt work
how i could change the movieclip border around a circular object/movieclip.cuz know my my hitTestObject will also test on the corner of the movieClip and not the actual see able object like i show down here how coud i change this border to the second image?
I'm trying to access an instance by using a variable but when I try to manipulate a property to the instance (by referring to it with a variable) it only recognizes it as a string... for instance... (pun intended??) public var prevbutton:String = "btn1"; trace(["page"+prevbutton]); // which traces - pagebtn1 trace(pagebtn1); // which traces the instance class - [object btn1pageclass] I want to call the instance by using a variable... how do I do this?
What I am basically trying to do is Like,the yellow boxes are dynamically made,with Actionscript Code: new Sprite(); inside that red and blue are also made with new sprite(); with instance names yellow1(red1,blue10),yellow2(red2,blue2) etc... How can I refer to yellow1.red1?Like,these are dynamically made,and i dont know the limit,like say it adds on with each click,It will make Actionscript Code: 'yellow'+i and red+i etc... How can I refer to the ith sprite when the user clicks?Suppose the user clicks yellow5,I want a reusable code that will refer to yellow5.red5
I have a button nested in a moveiclip within a larger flash file. I'm trying to have the button launch another swf file in a UILoader that is nested in the parent of this movieclipI thought that the following code would work to refer to a UILoader in a parent movieclip, but it didn't
archGallery.addEventListener(MouseEvent.CLICK, goArch) function goArch(e:MouseEvent):void { loadWindow.(this.parent).source = "archGlider.swf"
still cant get my head around this..iv created balls inside a function is there a way to reference them out side of the function? with addChild() do they get instance names?
ActionScript Code: makeBalls(); function makeBalls() { for (var i:int=0; i<10; i++) {[code]...........
've been trying to figure out how to refer to the stage from a Sprite before it is added to the stage.
I'm working on a small program in which I plan to use external classes for each "window" that comes up. I've made the window classes extensions of Sprite. I'd like to make this window add itself to the stage when its constructor is called, and then just remove it from the window class when I'm finished with it. Is this a good idea? I'll post some of my code to show you what I mean.
This code doesn't work. I get the error "type was not found or was not a compile-time constant: Stage"
From my window class:
ActionScript Code: public class PlayerSelectionWindow extends Sprite{ var stg:Stage;