ActionScript 3.0 :: Write A For Loop For These Variable Declarations?
Mar 28, 2010
I want to simplify my coding of the below code:
var printImage1:MovieClip = new PrintImage1();var printImage2:MovieClip = new PrintImage2();var printImage3:MovieClip = new PrintImage3();var printImage4:MovieClip = new PrintImage4();var printImage5:MovieClip = new PrintImage5();var printImage6:MovieClip = new PrintImage6();
I tried everything I could think of but it still gives me compiling errors.
While coding, I wondered if a plugin exists that I could highlight a series of variable declarations, hit some special keyboard shortcut and BAM! They would appear in alphabetical order.Is there anything that does this in Flash Builder? Or FlashDevelop even?So it would go from this:
private var _value:Number; private var _helloWorld:String; private var _foobar:Boolean;
To this:
private var _foobar:Boolean; private var _helloWorld:String; private var _value:Number;
Im making a transition from Java to Flash/Actionscript and Im having sort of a hard time figuring out where to write my code for my flash game loop(or engine) due to flash having "frames" unlike Java.Am I able to put the loop inside the Document class even having like game menus in the game? I havent found a way to put it in there without it always running when the flash application begins.Or should I just have the game loop called every frame? For instance, frame 4 will be level 1 and so the engine will be called out there. And frame 5 will be level 2 and ill call a different instance of the game engine there.Im just having a difficult time due to the "frames". So where would be the best place to put the game loop?
I need to have one variable contain the name of another variable so I can write the actual value using either variable.
On my main timeline I have this code: var globalvariable = "blank"; On a movieclip I have this code: on (press) { var testsend = name._root.globalvariable; testsend = "IT WORKS!"; trace(_root.globalvariable); }
I'd like the trace to read "IT WORKS!" but it's always "blank". The reason for this is that I have a controls options page where users can change their key binding for the various controls of a game. There is a list of the actions in the game with a field for the currently assigned keyboard shortcut. When they press that field, it's a button that pops up a keyboard graphic which has buttons on it for every key. Clicking one of those buttons should assign that keyboard equivalent to the corresponding field.
So I want to have something like this actually work: Click the MoveFowards field and click "Spacebar" on the keyboard graphic and now _root.Moveforwards has a value of "Spacebar". Click the Jump field and click "Spacebar" on the keyboard graphic and now _root.Jump has a value of "Spacebar". Click the Shoot field and click "Spacebar" on the keyboard graphic and now _root.Shoot has a value of "Spacebar". So I need to pass the name of the variable to the keyboard graphic so that it outputs to the correct global variable and writes its output to the correct field.
So I've defined my variable:_global.current = 1;And below i am accessing an MC called 'carousel_holder', which has an MC named 'bar' and inside this MC is a final MC named 'bar1'.So ive tested my path and can hard code it fine, so its not a paths issue but i think my syntax is incorrect:_root.carousel_holder+".bar"+current.gotoAndPlay(" start");
I currently have a flash video player and I want to add some code that will update a variable in an external .as or .txt file. I then want to be able to pull this variable into a different .swf when required.
My variable I want to create will be CurrentVideo and it needs to be a number e.g. _global.CurrentVideo = 2
In my movie I load a swf to a movieclip with this code
PHP Code:
_root.ImageViewer.loadMovie("deneme.swf");
Now can I do this? before calling the swf named deneme. When I press a button If I attain a number to a global variable with this code
PHP Code: on (release) {_global.myVar = 5;gotoAndPlay("CloseUpAnimation");}
Can I read this variable from the swf which I load into my movie?If I can read how can I write a If Statement that will gotoAndPlay according to that variable?
When the value of _root.mc1._currentframe is 10 I want the value of _root.mc2._currentframe to be written (sent or changed) to a variable which I can use in mc1. So I want to be able to use this variable in different clips but I do not want it to be changed until the playhead in mc1 is in frame 10. However I do want the variable to be valid even if the playhead is not in frame 10.[code]
I would like to know what's the difference when I write a temporary variable like this (these are just examples): version1
[Code]...
What's wrong and right? Currently I write it like version 2 and I'm not sure if I should change it to version 1. I know most developers write like version 1 but I'm a little bit confused because I am totally unaware about version 1. If I use version 1 does that mean that my value is stored explicitly in a temporary variable that is cleared in every cycle?
I'm trying to migrate a Flex 4 project backwards to Flex 3, and I need to move stuff mapped in a <fx:Declarations> block in MXML. Does Flex 3 have something similar to this? It's been a while since I've done Flex 3.
The "Programming Adobe ActionScript 3.0" states in chapter 4 "ActionScript Language and Syntax", "Packages and Namespaces", "Creating Packages" that you can declare at the top level of a package multiple variables, functions, and namespaces in addition to a single class as long as only one is declared "public".However, in Flash when I declare a public class and any other variable or function either with the "internal" attribute or no attribute, I get this error:5006: An ActionScript file can not have more than one externally visible definition: test.function1, test.Test
The package code is as follows: package test{ internal function function1():String return "Function1()"; public class Test }}
Is there any difference in performance, or instantiation speed, between the two? Will anything be different in the instantiation of the MyClass object?
public class MyClass { private var _myObject:SomeClass = new SomeClass();
I would like to iterate through an object's validators. Validators must be declared in a declarations tag. How does one scroll through declarations? If one cannot, is there a better of locating all validators other than scrolling through all properties of an object?
I have some in-file actionscript 3.0 code. This code controls a number of elements on it's stage. These elements each have an Over, an Out, and a Click event.
I'm getting the "Component declarations are not allowed here error" where I've got my RadioButtonGroup. Below is the custom component. Why can't I put a RadioButtonGroup in it?
Is it possible to access a declared component as an IFactory within an MXML class? I've used this style of declaring factories many times for Skin Parts, but I've never figured out how to access those factories from within the MXML.
I have two Gallery classes (in two separate folders) that extend GalleryMaster (which resides in the folder above them). How do I specify this in the import ... declaration?Are the import declarations paths relative to the swf that you load?
I have a set of questions then it shows the score. I want it to loop back to the questions to redo them if score is under 70 and loop to another section where the correct answers are shown if under 100 and over 70. I have 100 as a congradulations frame. The problem lies in the writing of the over 70 and under 100 part
I want to create several variables (actually tween objects) in a for loop. I want the variables to get names like "variable1" when i =1, "variable2" when i = 2 etc.
I am trying to pass the text from an input text box to a sender variable called variables. The first line of code works fine, but how do I make it dynamic so I can use a loop to load the "first" names into variables.first1, variables.first2, etc.This works great...
variables.first1 = this["first"+i+"_txt"].text;
But when I try to make the left side of the statement dynamic, it does not work.
i need to create an arbitrary number of display objects using a for loop because the number of objects will depend on the number of items in an xml file.
so i want to control the objects using actionscript. in as 2 i could create a temp variable in the for loop and use attachMovie() and assign an instance name. i know in as 3 you can use the .name property, but i heard you had to use the variable handler to control the object.
so i can't do this because it generates an error:
var numOfItems:uint = 5; for(var i:uint = 0; i < numOfItems; i++) { var mc[i]:MovieClip = new MovieClip(); }
Code: save_all.onRelease = function(){ for(var n=0;n!=cArr.length;n++){ ///some other stuff
[Code].....
I want the php file to be sent the variable and loaded as many times as the length of the array cArr... lets say cArr is 16 pockets long... only the 16n from textsave array gets sent to flash via the lv5.specialVariable... I'd like the script to run 16 times, each time with the value of n getting sent as the specialVariable..