ActionScript 3.0 :: Selecting Items From Inventory

Dec 6, 2010

I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.[code] if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead.

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ActionScript 3.0 :: Selecting Items From An Inventory

Dec 9, 2010

So you start off with all of the items in the inventory. You do not have to collect them.I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.[code]I thought this. called on every movieclip of the Rebound class?So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.

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ActionScript 3.0 :: Selecting Items From An Inventory?

Dec 9, 2010

So you start off with all of the items in the inventory. You do not have to collect them.

I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.

What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)

it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.

but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.

here's the class

Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;

[Code]....

I thought this. called on every movieclip of the Rebound class?

So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.

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ActionScript 3.0 :: Selecting Items With Different Instance Name From Inventory

Dec 9, 2010

So you start off with all of the items in the inventory. You do not have to collect them. I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class. What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP). It goes to frame 2 of its movieclip and making a variable I made up called isSelected = true. But when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.

Here's the class
Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Rebound extends MovieClip {
public var isSelected:Boolean;
public function Rebound():void {
this.addEventListener(MouseEvent.MOUSE_UP, starting);
[Code] .....

I thought this. called on every movieclip of the Rebound class? So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.

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Actionscript 3 :: Selecting Flex Chart Items And Displaying Sum Of Items Selected

Aug 26, 2009

I would like to use the selectionMode=multiple described in the Flex docs, but with a few modifications:

1) I would like the box that the user drags over the graph to remain there until the user drags a new one.

2) In the top right corner of the box I want to display the sum of the items selected by that box.

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ActionScript 2.0 :: [F8] Make Random Items Go Into An Inventory?

Dec 13, 2007

I have a character that can move on two dimensions, and i've got coins and a money counter. I'd like to learn how to make random items go into an inventory.

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ActionScript 2.0 :: CS3 Making Inventory Items Fill Up Empty Spaces

Jun 28, 2009

I am using the tutorial for the simple inventory system located here. I've got it working fine within my game I'm making. However, if the player uses an item in the middle (or, in fact, anywhere other than the end) of the inventory list, it leaves a gap where it once was. How would I go about making each of the found items in the inventory move back one slot upon the player using an item?

I've uploaded a sample of my current inventory system here. To understand what I mean, pick up all four items (in any order) and then "use" one of the first three items you picked up. You should see a gap has been left in the inventory. I want this gap to be filled in by the remaining items in the inventory once said item has been used.

I've been thinking about it and I think a method that may work would be to do a hit test for all of the slots every time an item is used (to check if any slots don't have any items overlapping them), and move all of the items that are positioned to the right of it left by 60 pixels (as each slot and item is 60x60). This could work in theory but I'm not sure if it's the best method, or how to actually do it. Does anyone know how I could achieve this? Or know of any better tutorials for inventory systems that include this feature already?

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ActionScript 3.0 :: Saving Progress (inventory Items Or Partial Actions Taken)

May 21, 2010

I am learning flash, and to do so I'm writing a little adventure game. My current issue is with saving progress; namely, having the game remembering what was done on previous frames. I've experimented with Booleans, who work nicely for small stuff, but it's proving more difficult to save things like inventory items or partial actions taken.

Google pointed me towards SharedObject, which would save data regardless of frame, handy! It seems to have the side effect of remembering the data even when closed though, meaning I have to erase it before every test. So now I'm thinking of turning it into a proper save & load system, like in a real game. But now I'm left to wonder, is SharedObject really the best way for me to save progress made in individual rooms? It's really simple stuff like redKeyTaken = true or greenDooropen = false (wheres then the movieclips of redkey or greendoor jump to their correct frames) What would you guys recommend for keeping track of individual room(frame) status? Keep using SharedObject and just flush at every action, or is there a better way?

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ActionScript 2.0 :: Selecting Some Items Together?

Apr 29, 2009

am creating a little game... It is about selecting some items...If 2 right items are selected on frame 1, the "next" button will appear for the user to click on it to go to frame 2.

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ActionScript 3.0 :: Selecting Xml Items By Keywords

Sep 29, 2009

I'm trying to build a portfolio gallery.I have it set up so that the user gets all my portfolio items to start with and then at the top right there is a comboBox that allows the user to select "programs", "code" and "clients" this changes the left vertical tileList to only show icons of the programs or of codes etc.I'm trying to get it so the user clicks on one of the program icons or whatnot and it then limits the thumbnails in the tileList on the bottom of my widget.The thumbnails come from a xml document that has the images and then <keywords>.Inside this node is a list of the programs and codes used.I tried using indexOf and then a if statement to check if indexOf was -1.But that didn't work.[code]

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ActionScript 3.0 :: Do A Math.random On Selecting A Certain Number Of XML Items?

Jul 5, 2009

anyway to do a Math.random on selecting a certain number of XML items?

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ActionScript 3 :: Flex Tree Does Not Selecting Array Of Items (Highlight)

Nov 5, 2011

I have an array of items that should be selected in my tree control. As you can see from my code below, I bind this array to the selectedIndices property of the tree. The selected Items are not properly selecting in tree(selecting some other items and always root is selected).Flex seems to "ignore" my items (selects some other indices).

My XMLList:-
<fx:Declarations>
<!-- Place non-visual elements (e.g., services, value objects) here -->
<fx:XMLList id="XMLList">
<node><node name="max">
[Code] .....

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CS3 Adding An 'inventory' System?

Mar 5, 2012

I'm making a sort of interactive graphic novel and was wondering how would I implement some sort of inventory system. Btw, I'm using Actionscript 2.0

----INVENTORY SYSTEM 001----

You see, I would like the ending screen to show a summary of what the player has done in the game.And certain points in the game would add certain 'items' into the inventory which will in turn affect what is displayed in the summary screen.The 'items' here being words or phrases.eg:

Quote:
You _______ with the _______ and proceeded to _______. But you _______.


For example, if the player chooses Path A, summary screen will show: eg:

Quote: You stabbed the unicorn with the shark fin and proceeded to shag your mistress. But you ate a pecan pie.But if the player chooses Path B, the summary screen will instead show eg:

Quote: You stabbed the tree with the shark fin and proceeded to shag the corned beef. But you smashed a watermelon and caused a civil war.

----INVENTORY SYSTEM 002----

I think with a few modifications, this inventory system could also be used to affect the outcome of the movie depending on what item the player currently owns? Please enlighten me if this system is feasible.

The player is given a choice to pick up a spoon or a fork in the beginning of the game.The player is later faced with a soup crisis. If the player has previously picked up a spoon, the soup can be consumed. Otherwise, the soup is left well alone.

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Professional :: Create An In-house App For Pricing And Inventory?

Nov 8, 2011

I know this might sound odd, but if I wanted to create an app using Flash for my iPad, but just for me,not for distribution, do I still have to have an Apple Developer license?
 
I just want to create an in-house app for pricing and inventory. It's a unique business, so selling it isn't even an issue, but I don't want to have to spend another $99 just to try it out and see if this would be something we'd use long-term.So, can I make an iPad app just for myself without anything extra?

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ActionScript 3.0 :: Implement An Inventory Functionality Into Program?

Jan 18, 2012

I'm trying to implement an inventory functionality into my program, i.e. equipping and taking items off a player character. I have created a superclass named 'Item' which I would like another two classes to inherit from. Those would be 'Weapon' and 'Armor' classes. The superclass 'Item' contains at this moment a list of variables that can describe any item, e.g. name, slot, armor, damage, durability. No methods have yet been added. My question is: if my superclass holds all the properties of an item, how exactly would those properties be inhertied by the other two classes? Is it even a good idea? My initial thought was to create a motherclass to hold all the variables and later methods, you could name it a 'variable pool', wherefrom each one could be used by other classes, but it makes me wonder if's going to be of any use. If you don't mind, would you create for me two short code snippets to show me how a superclass can cooperate with its subclasses?

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ActionScript 2.0 :: An Inventory System That DOESN'T Work

Mar 27, 2005

I'm having trouble getting a certain function in my inventory to work properly.

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ActionScript 2.0 :: Making An Inventory In A Separate Frame?

Oct 10, 2005

Right now i have an inventory, but it is on the same page as the character and the map and stuff. I am trying to get it so when you pick up an item that it will go to a seperate frame or something. Like just an inventory page. And then I would need to know how to go back to the main screen from where you left off.

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IDE :: Creating Inventory - TypeError: Error #1034?

Sep 25, 2009

I have been creating an Inventory for my game and some thing go wrong... here is my code :

[code]...

TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Shape@2565a101 to flash.display.MovieClip.at Untitled_fla::MainTimeline /drop Item()

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ActionScript 2.0 :: Creating Inventory For Flash Games?

Oct 24, 2002

how to create an inventory system for a flash game? Ya know, those stuff that like lets say there's a box on the screen, you click on it and it is added to your inventory, then you can select it from your inventory screen and use it for stuff.

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ActionScript 2.0 :: Inventory System That DOESN'T Work?

Mar 27, 2005

I'm having trouble getting a certain function in my inventory to work properly... here's what I have...

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ActionScript 3 :: Flash Game Inventory - Design Pattern

Aug 23, 2011

I'm still studying OOP designs, so what's the best way to achieve an inventory for a simple flash game? It seems that more than one design pattern could deliver some kind of an inventory but I would lose the flexibility if I try to adapt it somehow without a good knowledge about the subject. For money to buy what is available in an inventory I thought of Singleton. If there's enough cash earned while playing the game, then one can buy new skills. Maybe decorator pattern could list many thumbnails as buttons, and clicking on it applies new features and skills to the character.

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ActionScript 3.0 :: Avatar/character Creator - Items Appear Over Other Items When The Corresponding Button Is Pressed?

Feb 9, 2010

I have a project underway where I am making an interactive game. It is a personal character creator game and I need Actionscript 3 help with this.Something similar here:http:[url]....
I have tried already with toggling visibility and 'gotoAndStop()' to make items appear over other items when the corresponding button is pressed, for example, when the user tries out different pants/shirts on their character.

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Flex :: Make List Items As Tool Tips For Combo Box Items?

Dec 1, 2009

How to make list items as tool tips for combo box items?

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Flex :: Force The List To Load All The Items, Not Only The Visible Items?

Aug 15, 2010

I'm creating a facebook application in flex. I'm actually working on the friends component that shows your friends who are using the application. now, each friend has a profile image.

I created the component using a s:List element.

In the Skin Class of the element i configured the requestedColumnCount to 3, which means it shows 3 friends. i added buttons to scroll left and right in the list.

Whenever I scroll to see a different friend, for a half of a second i see no image because the List component is loading the image in order to view it.

is there a way to make the list preload all the elements so i won't have this kind of problem ?

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Actionscript 3.0 :: Remove The Items In The Combobox Later (without Removing Items In The Dataprovider)?

Feb 6, 2009

im having some dificulties in the combobox of Flex 3, after defining the dataProvider and filling the combobox, how can i remove the items in the combobox later (without removing items in the dataprovider)? if i set the provider to "" or null, the items in the combobox are still there

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ActionScript 3.0 :: Create An Inventory For An Adventure Game - Getting Error #1009: Cannot Access A Property Or Method Of A Null Object Reference?

Jan 17, 2010

Im trying to create an inventory for an adventure game (escape the room esque interface).Basically I have an array inventory system - you click on an object that is listed in the array,it moves the item off the main screen and into your inventory (bottom of the screen) and resizes it. Then you can use the object as an inventory object.This is fine on frame one (where all the items are at the moment).But when you move to another frame and then come back to frame one the items are back on the screen in their original position but now non clickable(aswell as being in your inventory working how they should). If i put the items in frame two and no items in frame one I get the following message and the items become unclickable:

Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Inventory/makeInventoryItems()
at InventoryOne

Im guessing the errors are because the items don't exist on all frames but the code does as it is in the games properties as the class type (class Inventory), but i have no idea how to get around it.

Inventory/makeInventoryItems() is the following AS code.

Code:

function makeInventoryItems(arrayOfItems:Array) {
for(var i:int=0;i<arrayOfItems.length;i++) {
arrayOfItems[i].addEventListener(MouseEvent.CLICK, getItem);[code]............

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ActionScript 3.0 :: Collection Event Event.items.length Does Not Match # Of Items

Feb 10, 2009

how to get my CollectionEvent to work, and I seem to be able to see the problem, but I am not sure how to get it to work properly.

In my actionscript, it seems to only tell that event.items.length is 1, while I am calling my array collection from the HTTPService, and I have tested the length of my Array Collection, which seems to be accurate. What I tried to do is to use that number in the CollectionEvent function, but that does not work at all.

Attach Code

private function onChange(event:CollectionEvent):void{
for (var i:int=0; i< event.items.length; i++) {
Alert.show(event.items.length.toString()); //This always gives me 1 when I have 12 items

[Code].....

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Jul 4, 2010

When you add a new layer to flash it shows you that little black ball on the first frame.now when I add a new layer into flash it only shows an empty ball in the first frame, it's not filled with black. how do i fix this?

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May 21, 2011

I want to develop an app, which will have a GUI, and will do real time processing of user input. App should work in most common web browsers, and processing will be client side. Also, the app must only work if user is online and logged in to my website. Something like a "license". People should not be able to hack/reverse engineer the code etc. Is it possible to do what I want using Java Applet or a Flash application? Any other technology?

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Nov 8, 2009

I have a tower defence that i am making, and what i am trying to accomplish is to upgrade the tower selected, but it is only upgrading the last tower built. Here is my upgrading code:

ActionScript Code:
function everything() {
for (l=0; l<dtn; l++) {
dartSelected = dartTowerForReal[l];

[Code].....

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ActionScript 3.0 :: Selecting From An Array?

Jul 21, 2009

I have this file [URL] with this code

Code:
import gs.TweenLite;
import gs.easing.*;
//Roll over and out button actions
var buttonArray:Array =

[code]....

1. Rather than using removeChildAt(5) how can I change this so I don't have to hard code in a number? As when I use this in my main project I get an out of bounds error.

2. How do I get my store text to match the pin that has been rolled over, so if pin 1 has been rolled over I get store one etc. At the moment I only know how to say storesArray[0]; which obviously isn't working for me.

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ActionScript 2.0 :: Selecting First Value In Combobox

Oct 26, 2009

I'm using a combobox component that I'm populating with a five-element array, as follows:

0 All
1 Bakery
2 Diary
3 Deli
4 Drink

And because I don't want "All" displaying in the text box, I've added the line

dropDown.text = "Select here..."

once the combobox is populated. Unfortunately, when I test the combobox and open the list, "All" is at the top of the list but already selected, so that when I click it, nothing happens. The rest of the items work fine.

Could someone tell me how to disable the first item, so that it's not automatically selected when the list opens and therefore can be clicked?

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ActionScript 3.0 :: Selecting Right Data From XML

Sep 13, 2010

I'm trying to create an gallery application that reads the pics from the server per category (= directory). I do this using a PHP that creates the XML file:

HTML-code:
<?xml version="1.0" encoding="utf-8" ?> - <categories> - <category name="Categorie1">
<image name="cat1Pic1.jpg" /> <image name="cat1Pic2.jpg" /> </category> - <category name="Categorie2">
<image name="cat2Pic1.jpg" /> <image name="cat2Pic2.jpg" /> <image name="cat2Pic3.jpg" /> <image name="cat2Pic4.jpg" /> </category></categories>

Now I can get to the categories(= directories) using this code:
ActionScript 3 Code:
var categoryAttributes:XMLList = galleryInput.category.attributes();
for each (var categoryNAME:XML in categoryAttributes){
trace("categoryNAME:" + categoryNAME);
}

This works, I get the directory names and create labels on stage and hang eventlisteners on them to handle user input. The next step is to select the corresponding pictures (that are in the "current" directory) and I just can't get it to work. My best effort so far is the following, but this code gives me ALL pictures, not a selection....

ActionScript 3 Code:
var categoryAttributes:XMLList = galleryInput.category.attributes();
for each (var categoryNAME:XML in categoryAttributes) {
trace("Hier komt de categoryNAME:" + categoryNAME);
// Get the right pictures
[Code] .....

And if I use galleryInput.category.image.name AS3 states that there are more than one value (of course). Now I have 2 questions: How do I limit the selection to just the images belonging to the "current" category? Is this the right approach? Or should I design it all different?

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Nov 6, 2009

I've stupidly made a flash document with the default 550x400 pixels and I now need to scale all the content (buttons, MC, dynamically loaded images)

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Dec 28, 2010

I have around 40 mcs I want to use as buttons, how can I do something like this:

var mc:MovieClip;
for (var i:Number=1; i<=40 ; i++){
mc = MovieClip(MovieClip(root).getChildByName("m"+i));

[Code]....

Right now, when I roll over any of those mcs, always the last is working.

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