ActionScript 3.0 :: Tween A Regular Number Variable?
Aug 10, 2009
I have several objects referencing one value in a number, and I need to tween this number but I cant figure out how.I'll use whatever, the built in tweens or tweener or anything.I cant figure out how to reference the value of the variable, since its not a display object and you cant just say myDisObj.y or something like that.If theres no way to do this i'll just have all of the display objects reference from one's property.
find the suitable regular expression to validate a string that has comma separated numbers, for e.g. '1,2,3' or '111,234234,-09', etc. Anything else should be considered invalid. for e.g. '121as23' or '123-123' is invalid. I suppose this must be possible in Flex using regular expression but I can not find the correct regular expression.
I am trying to understand some basics of Regular Expressions.For just a experiment I wanted to count the total words in a string.var str:String = "hello, this is some text to count the word hello and to check if Hello is ignored by case and if hellow is different";[code]Here i get the array of the values. and using it's length I can use the total number. This works, but the regular expression is not dynamic.[code]
What I want to do is tween a number from lets say 0 to 50 using the Tween class. The below is an example of my tween but it wasn't working (*NOTE* i'm using TweenExtended but if you change the tween to Tween only it will be the same thing, i just have a habit of using the TweenExtended class):
I am using RegExp to search for character sequences within strings. I was wondering if/what is the proper way to use a string stored in a variable as a regular expression. For example: [code]I'll have to use another string manipulation tool to search for the sequence.
I am trying to turn labels red when they can no longer be added to a list because of size requirements. The renderer works but Flex creates a separate component. I can't think of any good way to get that value to the new component.[code]
i have a project and i need that when a specific variable equals a specific value a random number decreases on the current number, its easy to make it decrease but i need to decrease instead of 4 to decrease a maximun of 5 and minimun of 3.ere is the code :
The properties window allows you to set a number of rotations for the tween to go through. Is there a similar thing for 3d rotations? Doesn't feel right that you should always enter the rotation in frame by frame (sometimes yes, but not every time).
for (i=0; i<humans; i++) { ranDistX = Math.floor(Math.random()*(20-(-20+1)))+-20; ranDistY = Math.floor(Math.random()*(20-(-20+1)))+-20; var humansMoving = new Tween(_root["human"+i], "_x", Linear, _root["human"+i]._x, _root["human"+i]._x+ranDistX, 2, true); [Code] ....
The tween works only once. I need it so when the tween is finished, it does the same tween (with a different random number (different position)), however after the first two tweens (x and y) have finished the movieclips just sit there.
I am trying to generate a random number of mc's, generate a random type of tween (_x, _y or _alpha), generate a random tween property (Bounce.easeIn, Elastic.easeInOut, etc.), generate random start and end numbers, and then finally generate a random duration for each motion tween. I have noticed that everything is generating randomly perfectly fine, but when it comes to actually creating the tween for each mc it does not work.
Im tring to create a slot machine game...I have a mask.and I have 3 layers each of which has a motion tween of 120 frames.they animate my 3 slots..the problem is how and where I can assign a random number so that the motion tween should stop at any image.?
I need to use tween alpha, but I want to change the duration of the tween with some buttons. Does anybody have any suggestion or example?I think that it is possible if I use variable for the duration and create a new Number by each button, but I don't know how. The tween is as below:var TweenPulseA:Tween = new Tween (right_mc, "alpha", None.easeOut, right_mc.alpha, 1, pd, true);
I have a variable called 'total' that gives me the instance name of the button I roll over.I want to get that answer and place it in the tween's y start and end position so when I roll over the button the textMovieClip moves accordingly
I am creating a load of tween classes, but the outcome of the tween, the "end" variable, depends on a users action, e.g. a combo box selection...How can I feed this through into the end variable in the tween class.THis was my educated guess, but it doesn't want to work?...
ActionScript Code: my_Combobox.addEventListener(Event.CHANGE, Asizes); var CanvasType:String
Im having an unusual problem tracking the value of a number variable....I have a number stored in a variable that changes up and down from 0 to 1 i.e. 0, 0.1, 0.2, etc, etc. This variable serves as an audio volume that is used with the soundTransform class.Im using the .text property for a text box:
And here is my volume down code, there is a volume up section that does the same job but reverse:
ActionScript Code: function volumeDown(e:MouseEvent):void { if(_trackVolumes[1] < 1)[code].....
If I manually type in "10" in the text box to represent full volume so as soon as the .swf file loads it says "10" in the text box, I only get the readings: 10, 1 and 0. If I leave the text box blank, it will then increment and decrement 10,9,8,7,6,etc,etc.
My question is: can I somehow have a value manually typed into the dynamic text box without the above problem happening?
I'm a few days into learning flash AS3 and I'm stuck. So i have movie clip that is made up of smaller clips, and I want to change the opacity of one of the sub clips. Here's my code so far
//MOUSE OVER EVENTS FOR PORTFOLIO ENTRIES function entryOver(evtObj:MouseEvent):void {
This is my first time working with flash and actionscript. when my project increased in size, it became frustrating to look through 2 or 3 hundred lines of code to find my mistakes. I decided to code in frames, so that one animation or movieclip could be handled by each frame, making it easy to edit each individually. So far so good, but i am trying to reuse a tween from an earlier frame, and it doesn't seem to work. I was under the impression that if you define a variable in a previous frame, you can use it in a later frame.
here's what it looks like
(frame 5) var closeMenu:Tween = new Tween(mainMenu_mc, "x", Strong.easeOut, 238, 900, 3, true);
there is a frame in between that does: gotoAndStop(20);I want the animation to start right when it gets to frame 20:
(frame 20) closeMenu.start(); TypeError: Error #1009: Cannot access a property or method of a null object reference.
I can copy and paste the original var and change the name from closeMenu to, say, closeMenu2 and it will work fine, but I feel like what I did should work.
And in the stage i have 3 dynamic text boxes. The 1 one has the variable number1 the secound one has the variable number2. But how do i do so in the third box it says 20? I want it to substract number1 and number 2 and show that in the box.
I create game matching things. If icon 1 == icon 2 then i delete this icons. Player finish game when he match all icons. I try give points for correct unswers. And try to calculate this poits.
Let's say i want to removeChild a movie clip instanced name: mcLife3 But instead of doing the correct: Code: removeChild(mcLife3); I need to use another Number variable called bonusLife which in this case = 3 Code: removeChild(mcLife[bonusLife]); Doesnt work...can anyone please let me know the correct syntax,