Actionscript 3.0 :: Animating Items Added From An Array?
Apr 30, 2010
I want to add a movieclip from the library and add text from an array into. After a few seconds, that will begin to animate off and a seconds instance of the movieclip will be added to the stage. In order to allow for some overlapping of the animation, i figured that I would just add [i] to the end of the instance and be able to control it that way. So far I'm not having any luck. In fact, right now I'm just trying to have it set the x position and can't even get that.
Code: Select allvar footerWords:Array = new Array("wordOne", "wordTwo", "wordThree" , "wordThree")
var i:int = 0;
trace(footerWords[i])
I am animating a number of items using the Move effect. I am adding each item to an array after it has been added to the display list and once all items are added calling the play method, passing an array of the items to it. Only the last item plays in my animation.
Here is my code: MXML: s:Move id="coinFall" yFrom="-400" duration="2000" /> public function showCoins(n:Number):void{ holder.removeAllElements(); var targets:Array = []; if (n>=2.5){ [Code] .....
I have an array of objects which uses a delimited string as the keys. When examined in the FB4 debugger, the keys look like this:[code]The first two items are numeric (cast to string) but the third item in the multi-part delimited key is naturally a string -- it's like an alphanumeric library shelf reference. As expected, when you click on the [+] icon in the debugger, you can view the object associated with that string key. So far so good.The debugger shows the keys in the (pre-sorted) order in which they were added to the array. However, when iterating the object array so:[code]the keys are returned in some other order --internal hash? My question is, how does the debugger know the order the keys were added in, and can I access that knowledge at runtime when iterating the array? I want to iterate the objects in the order in which they were added. Or do I need to maintain my own index of these keys showing the order they were added to the associative array?
How can I modify the following code to add 26px space between the 2nd and 3rd item in a vertical menu, and the same added space between the 5th and 6th items?
I have an (empty) ArrayCollection that I wrap with a ListCollectionView. Then I add a series of items to the ArrayCollection, but these are not showing up in the view.
public var transactions : ArrayCollection = new ArrayCollection(); public var filteredTransactions : ListCollectionView = new ListCollectionView(transactions);
transactions contains 150 items, filteredTransactions contains none. I originally thought it was the filter I was applying, but even when I remove the filter, I still get no items in the filtered list.
Do I need to add the items to the view as well as the underlying collection (this would seem to defeat the purpose of using a view though...)?
I know how to remove duplicates from an array, but what I'm trying to do is prevent an item from ever being added to an array in the first place if it already exists. I'm pulling in data from an xml feed in a loop, and I thought that searching for that values index would work, but no matter what, the index is always -1. Here's my code:
[Code]...
Maybe I'm misunderstanding the indexOf function, but I thought it was supposed to return -1 if a value did not exist in an array. What am I doing wrong?
I've got an array with four movie clips that I would like to move onto the screen separately (the first one, then the second, etc). Is there a way to do that?
This is the code I have to move the whole array onto the screen:
arrCSnav:Array = [cs1_Button, cs2_Button, cs3_Button, cs4_Button] for(i=0;i<arrCSnav.length;i++) { var enterTween:Tween = new GCSafeTween(arrCSnav[i], "x", Strong.easeOut, arrCSnav[i].x,arrCSnav[i].x+180,12,false); }
is it possible to have an array of words, and then, with another set of code, to have those words randomly animating (perhaps from the distance, to closer up, like a zooming non-blurred effect) on the stage?
scrolling 2 sprites. Look at the image below. [URL] FLA LINK (please take a quick look)[URL] I have this entire program working but i need to scroll the left menu and the menu where all the items are added. One more thing, the right menu can have only an few items at a time that do not need scrolling but when more are added then the scrolling will need to take effect.
I am working on trying to collect data within an array (which works) and this data is collected when a button is pressed or selected. I also want the ability to remove an item from the array if the button is pressed again. Currently, I have these buttons dynamically generated and everything works well. The buttons have ids applied to them. SO what I am trying to get working is, if I select button 0, 2, 3 (0 indexing), the data array created holds [A., C., D.]. I want to remove A. after I click button 0. Instead, it seems to cause problems. What I am doing wrong with splicing??? trace statement:
A. items so far selected selected items are: 0 A.,C. items so far selected
I'm so proud of myself. I figured this out all by myself and thought I would share. (If you can't tell, I'm new to AS) I needed a way to grab an item in a specific location and have it return an array of items. Here is how I did it:
I'm using the following array to add children to the stage:
for(var i=0;i<6;i++) { var aCherry=new cCherry() aCherry.y=10 aCherry.x=10+100*i stage.addChild(aCherry) }
Now I want to modify each cherry based on another array. Something like this:
[Code]...
Clearly stage.getChildByName("aCherry")[i] isn't correct, but coming from JavaScript this makes the most sense to me and should accurately portray what I'm trying to achieve for you guys reading this. So, how would I actually do this? This being getting an array of children added to the stage under a certain name or class (so an array of cCherry would work too, if necessary), then using them in a way similar to the above loop.
Ok I have 6 textboxes that the users will use to type in 6 different numbers from 1-49. What code would I need to add so that once the user has entered their 6 numbers, they are sent to and stored in an array?
is there a way to check an array to see if an element has already been added? I'm working with an XML document where there are 4 possible variables, but these 4 vars are repeated several times over. It's reading in fine... I just want to pull those specific variables out of the XML and add them to an array, but I do not want them to duplicate. To say it another way... I don't want my array to be more than 4 items long (it is possible to be less) with a max of those 4 different vars.
is there a way to check an array to see if an element has already been added? I'm working with an XML document where there are 4 possible variables, but these 4 vars are repeated several times over. It's reading in fine... I just want to pull those specific variables out of the XML and add them to an array, but I do not want them to duplicate.I don't want my array to be more than 4 items long (it is possible to be less) with a max of those 4 different vars.
I'm currently working on a system that loads images (by url flash gets from PHP).Now I've got a loop with addChild that works. I've put it into an array and I need a button with addeventlistener and then remove all the images in that array.[code]
Code:mcRotation = [000, 001, 002, 003, 004, 005, 006, 007];works just fine as is (well, it generates no errors). But as soon as I add one more element to it, 008, it generates an error:**Error** Symbol=alphabet bar graphics, layer=actions, frame=1:Line 8: ']' or ',' expectedI might as well forget about inputing the rest (up to 025). Just to verify, here it is up to 008 as I'm typing it:
Code: mcRotation = [000, 001, 002, 003, 004, 005, 006, 007, 008]; You're probably wondering what's with the extra leading zeroes, well they are there for
I have an object which needs to be added to an array, but when it is, it doesn't show the string inside. However, when I alert the exact same object, I get the result I'm looking for.
Here's my code. newArray.push(obj.responseData.results[i].phoneNumbers[0].number); alertMe(obj.responseData.results[i].phoneNumbers[0].number);
The first line shows nothing in that location in the array, and the second pops up a phone number, just like I'm after.
I have an array that contains movieclips. All of the movieclips have te type and they are all positioned on the stage next to eachother.
Above the displayed movieclips i have 3 buttons, each simbolizing a type, what i want to do is: i click on one of the buttons and all of the movieclips that dont match the right type should be removed from the stage, the remaining movieclips should then tween so that they are next to eachother again. If i click the button again then the movieclips should be displayed again to where they were and should all be positioned again next to eachother.
I'm a bit green when it comes to code and I have a specific thing I need to do which has had me going round in circles (no laughing at the back!). It must be pretty simple but I'm stumped! Basically I have 6 movieclips on the timeline with instance names 'btn1', 'btn2' etc to 'btn6'. These movieclips have an "on" and an "off" state (frame labels)
I am undergoing some experiments on creating object arrays before I attempt to implement it on my main flash document.
Ive created an object array with 3 variables, and im attempting to change the values, then trace the values back to see if its working. Ive tried many things but I keep getting [object: Object] back in the output window.[code]...