Actionscript 3.0 :: Attaching Movieclips Using For Loop?
Jul 21, 2009
I've been trying to use a for loop to attach a few movie clips to the stage in vain. I couldn't find any relevant examples in neither my flash manual nor the flash help nor the internet.I have a few movie clips (let's say five) that I have created manually. I want to attach them to the stage using the for loop.If I had to attach a single instance, I would do it as follows:
Im trying to build a script that attaches and positions an instance of a movieclip for each node of an xml sheet. However, I can't seem to get it to loop properly. The script is simply attaching and positioning the movieclip according to the last node in the xml file. Can anyone tell me what I am doing wrong?!Here is my script:
Code: var myXML:XML = new XML(); myXML.ignoreWhite=true;
Im trying to build a script that attaches and positions an instance of a movieclip for each node of an xml sheet. However, I can't seem to get it to loop properly. The script is simply attaching and positioning the movieclip according to the last node in the xml file.Here is my script:
Code: var myXML:XML = new XML(); myXML.ignoreWhite=true; myXML.load("map.xml");[code]....
I'm trying to learn AS3 and it hasn't vaguely been going well. I've been looking at dozens of tutorials for 2 days on attaching MovieClips from the library. Everything I've tried gives me errors and I don't know what to do anymore.
Let's say I have 30 movieclips in the library, all of the are unique and have linkage names item0, item1,..., item29. Now I need to display them. In as2 I would do:[code]How can I do this in as3? As far as I know I can only attach movies from library like "new Item0()", is that right? So there is no way I could do this in a for-cycle?
In my library I have a bunch of movieclips that are dynamically going to be placed on my stage. Is there a simple method of attaching ActionScript to these movieclips so that when they are used on the stage, they have the script applied to them already?
In my library I have a bunch of movieclips that are dynamically going to be placed on my stage. Is there a simple method of attaching ActionScript to these movieclips so that when they are used on the stage, they have the script applied to them already?
Is there some secret to attaching sound via a loop? I have had to hard code this and write it out 26 times.
Here's what I want:
ActionScript Code: for(k=1;k<=26;k++) {
[Code]....
I've tried it with _root, without, using a variable such as moji = eval("moji"+k) then moji.onPress, but nothing works. It just won't play the sound unless it's hard coded.
I'm having a bit of a problem with attaching some links to a series of buttons I dynamically create.
Code: function createSocks() { _root.createEmptyMovieClip("socksSeries", this.getNextHighestDepth()); for (p=0; p<seriesNode.length; p++) { var imagesNode = seriesNode[p].firstChild.childNodes; _root.socksSeries.createEmptyMovieClip("series"+p, _root.socksSeries.getNextHighestDepth()); _root.socksSeries["series"+p]._y = 400; [Code] .....
I use an XML file that contains links to images. That all works fine. What I want is to attach an action to every button that I create with this loop, and I want it to be different on every button. So sock0 in series0 should trace out "Button 0". Intead it completes the entire for loop and it traces out the last value j has on every sock (all socks trace "Button 4"). Is this possible? Perhaps with an extra function?
way to attach multiple movieclips from the library to the stage is and name them in an appropriate way, then refer to them as if they were an array: fielder[i]. I have tried a few approaches but the closest I have got is this: (this is attached to a movieclip already on the stage).
Code: onClipEvent (load) { for (i = 1; i <= 5; i++) { _root.attachMovie("fielder","fielder" + [i],this.getNextHighestDepth());
How would be a class, for attaching a movieclip along a path, with rotation?Like:In a mall map (top view)How to make the movie clip 'foot steps', appear along a line (path) ?A line that should start at a point in the map (entry) and end at another (store).
I have used AS2 for a long time, and have decided it is time to start working with AS3. When attaching multiple movieclips with instance names I would normally do this (AS2):
Code: for (i = 1; i <= 6; i++) { _root.attachMovie("test_mc","test_mc" + i,(300 + i),{_x:fx[i], _y:fy[i]}); _root["test_mc" + i]._width = 26.1; }
but I am struggling to get the same effect with AS3. here is what I have so far...
Code: var mcWheel:MovieClip = new wheel(); function attachImages():void {
I'm trying to create a photogallery. I read both of the tutorials on the site, but couldn't find the answer to my problem. First, I will outline my methodology.
There is a directory called images, and therein are stored (surprise surprise) the images for the gallery. There is also a textfile that contains the number of images in the gallery.
Flash runs a loop that uses duplicateMovieClip to create instances of each image and set them up into rows and columns.
That's as far as I've gotten.
I want to be able to click these new movie clips, and have the image that was clicked appear in full size at the top of the screen. Basically, I just need to know how to assign actions to these newly created clips. Is it possible to do this when they are being created? Here's my code, thus far. I was trying to work from scratch, and my knowledge of actionscript is limited.
Code: var beam:LoadVars = new LoadVars(); beam.load("/images/imagecount.txt"); row = 1;
Alright, so I'm trying out AS3.0, or learning to and I got some questions, which I think should be (and probably are) easy to do.Say I have an .as class file "Animal"and in the Library I have MCs - "Cat", "Dog"in AS2.0 - the MC in the library would have the class of "Animal" and I'd useattachMovie("Cat", ...) or attachMovie("Dog", ...) and it would eference the functions/script of the "Animal" .as Class.Now from what I understand, in AS3.0 - the MC in the library would have the class as "Cat" or "Dog" and I'd change the base class to "Animal" (and have my Animal.as 'class Animal extends MovieClip')Least that's how I think it works.Now let's say in my library I have "Cat1", "Cat2', "Cat3" and I wanted to attach these to the stage through a function
in AS2.0 createCat(catType:String){ this.attachMovie(catType,...)
the problem I've encountered on the home pg flash is that two big buttons and a bike animation should display prior to the photos loading. However, in firefox on both mac and pc(but not everyone's) when you refresh the pg such that it draws from the browser's cache, the buttons and bike animation do not display. Oddly, the photos still load consitently and in time as if those animations did take place. "oddly" because, the code to load the photos is part of an event listener, listening for the completion of the bike animation. So the code executes properly, despite the movieclips not appearing on stage(these movieclips are in library to begin and in my documnt class I instatiate them as follows:
realtors_btn = new RealtorsButton(); buyers_btn = new BuyersButton(); bike = new Bike(X-150);
[Code]....
also, originally I had this same issue in IE, but after switching from swfObject 2.0 to adobe's ac_runactivecontent.js method, I elliminated the issue in IE.
the problem I've encountered on the home pg flash is that two big buttons and a bike animation should display prior to the photos loading. However, in firefox on both mac and pc(but not everyone's) when you refresh the pg such that it draws from the browser's cache, the buttons and bike animation do not display. Oddly, the photos still load consitently and in time as if those animations did take place. "oddly" because, the code to load the photos is part of an event listener, listening for the completion of the bike animation. So the code executes properly, despite the movieclips not appearing on stage(these movieclips are in library to begin and in my documnt class I instatiate them as follows:
realtors_btn = new RealtorsButton(); buyers_btn = new BuyersButton(); bike = new Bike(X-150);
I'm trying to make a portfolio page where each of my thumbnails loads with the 'fading grid' effect. I've made all the thumbnails movie clips with the appropriate script, and they all work fine. I've also set them to be exported for actionscript, each with a number as their name, i.e. "1" "2" and so on.
I was then planning on using the following bit of code to load these movies into my portfolio clip, to save me having to do it at author-time.
[Code]....
But for some reason, instead of loading two movies, each one 10 to the right of the previous movie, it just loads them on top of each other. Is it something to do with the stage not updating?
I want to randomly load 3 animations in a topbanner on my website. The 3 animations are placed inside their own movieclip and loaded to the stage by using "attachMovie". This works fine. But when a movieclip is loaded to the stage and the animation inside of it is finished playing how do i attach or load another movieclip randomly to the stage?
How do I attach data to a movie clip that is generated dynamically?
In my code below I create 3 green boxes. I want it to trace the sequence number of each box after it's clicked on, but I can't figure out how to make that happen.
Code: for (var i:Number=0; i<3; i++) { var nubox:MovieClip=new MovieClip(); nubox.graphics.beginFill(0x0FF000);
So im trying out AS3 and kinda havin some issues. I want to be able to attach a button or a movieclip that I have constructed in the Flash IDE - it contains a textfield, some other movieclips, etc.If i make it a button, I have tried subclassing the simplebutton class, attaching that class to the button, and then creating new instances of that class. That works fine - until I have to access, say, a textfield in the button. It seems that these elements are drawn, but are not accessible (or even connected in any way - i used flash.utils.descibreType(mybutton) and the instance names dont even show up in the XML).
So, I thought about a different route - using a movieclip or sprite, and making it react LIKE a SimpleButton. Not what I had in mind, but whatever. Unfortunately, it seems that when I subclass Sprite or MovieClip, the class has to be made dynamic in order to attach things to it from within the IDE before compilation (as opposed to from actionscript).
I'm trying to make a photo gallery using AS2 and XML, my thumbnails work fine, a reflect added via the Reflect class works too but I'd like to attach a movieClip to my thumbnails so that when you roll over it, this movieClip starts to play. I've tried the attachMovie method after the loading of the thumbnails (onLoadInit then) but it's still not working !! The same attachMovie to the scene works but not when I try to attach it to my thumbnails, I think I've got some trouble with the targeting of my thumbnails or with the place in the script where I try to do the trick
Code: var monTableauSrc:Array = new Array(); var monLoader:MovieClipLoader = new MovieClipLoader(); var monListener:Object = new Object(); var monXml = new XML(); monXml.load("galeries.xml"); [Code] .....
I'm making a gallery using MovieClipLoader&loadClip. I follwed a tutorial and everything works fine, although the preloader is just plain text. I want a graphic preloader instead, so I imported in the library a gif, turned into a movieClip, and linked it for actionscript, but I can't find a way to attach it to the thumbnails.
This is my thumbnails function: Code: function callThumbs() { _root.createEmptyMovieClip("container_mc",_root.getNextHighestDepth()); container_mc._x = _root.gallery_x; container_mc._y = _root.gallery_y; var clipLoader = new MovieClipLoader(); [Code] .....
I've tried creating an empty movieClip and using attachMovie inside onLoadStart & Progress, but nothing shows up. Here's a link so you can see exactly how the actual preloader is [URL]. So basically instead of the percentages as text for each thumbnail I would like to place in a MovieClip with my own loading animation.
I've got a movieclip(we'll call this "A") on my stage, which attaches another movieclip("B") into itself. So it's nested.Now, once this movieclip("A") has attached the other movieclip("B") into itself,It uses a "gotoAndStop()" to send the frame of movieClip("B") to the right frame, eg. frame 2. Then it runs a loop which checks for all movieclips in "B" and populates an Array.The script I'm using for this is :
Code: for (var i=0; i<h.numChildren; i++) {// This loop is suppose to populate my "bitArray" Array with all of the attached clip's childclips if (h.getChildAt(i) is MovieClip) {[code]....
if there were 22 MovieClips on frame 2 in movieClip"B" , this code would still be able to populate my array with all 22 clips right?It doesn't. For some reason, if there were 22 clips, then out of the 22, the loop would only pick up 9. However, doing a trace with numChildren() in movieClip"B", it would still show 22. But my array would only show 9.I've attached a sample fla, I think it would explain my problem a lot better.Once you run it, it should spit out an output telling you how many movieclips in the attached movieclip, and it'll tell you how many clips it pushed onto the array.I can't seem to get the number of movieclips in my array to equal the number of clips in total inside my attached movieclip.
I'm trying to create an accordion menu that contains three submenus. The idea is that when you mouseover one submenu (or rectangle, to keep it simple) that the rectangles which were previously covering it will move to reveal it. Menus of this type can be found at the bottom of nvidia's site [URL] for reference.
At first I tried creating each function, which will make the rectangles move, separately but this resulted in three very repetitive functions and there seemed like there should be a better way, especially since I'd like a good way to add and remove submenus. The animation did work then. I tried to clean it up by creating a for loop that would move each rectangle but now, for some reason, it doesn't work. It is still missing some key points such as utilizing the mOver variable to figure out when each rectangle is moused over and act appropriatly
Is there a way I can create these clips and add them to an array in a loop ? It doesn't seem to want to work for me.. ?
var p1 = new P1; var p2 = new P2; var p3 = new P3; var p4 = new P4; var p5 = new P5; var p6 = new P6; var p7 = new P7; var p8 = new P8; var p9 = new P9; var p10 = new P10; var p11 = new P11; var p12 = new P12; var p13 = new P13; var p14 = new P14; var p15 = new P15; var p16 = new P16; var p17 = new P17; var p18 = new P18; var p19 = new P19; var p20 = new P20;
I have 6 movieclips named answer1, answer2, etc. I also have a for loop where I want to assign functions to each one programatically. In my loop if I'm using var i, I wanted to refer to each movieclip with something like answer + i to refer to answer1 (assuming i = 1, for example). However, I don't know the syntax to do this.
i want to loop through movieClips like in AS2; i have some movieClips and Components on the stage.i want loop through them to check their properties. i had used [ getChildName ] method to get the movie clips ,but i can't access their properities.
here's my code
Quote:
for(var i=1;i<=4;i++) { var tempisplayObject = getChildByName("my_mc"+i); trace(temp.currentLabel); }
when i run this code i am getting error like this
Scene 1, Layer 'Layer 2', Frame 1, Line 251119: Access of possibly undefined property currentLabel through a reference with static type flash.displayisplayObject. i am getting the same error also when i access to components.
I have a loop that places 5 movie clips on the stage and they all start playing at the same time. I want to see if i can use the loop variable to offset the movie clips so they are all out of sync.Delay movieclips in loop from each other?