What I want to achieve is pretty basic: I have an input text with instance name (contact_date) and I want the information the user enter in this input field to be kept in a variable that I can reuse later on in my movie.
I have 26 buttons in my library named BUTNA, BUTNB, BUTNC, etc. all the way to BUTNZ.
I want the script to pick a random button from the library and place it on the stage.
I am probably doing this wrong, but I am lost.In my script, I need the variable btnp1 in place of BUTNZ in line 8.I don't know how to do this.[code]...
in as2 you used to be able to just declare a variable on a movieclip something line myMC.newvar= "something". this does not seem to work in as3 I get undefined property. Am I missing something on how to dynamically declare variables to sprites and movieclips?
I have several movieclips that I exported to actionscript from the library (c01,c02,c03,...)In the actions I have a conditional that checks a variable and depending on the variable provided I want to create a new instance of that movieclip. For example if cityY==1 then I want to create a new c01.
I tried with conditional and with a switch/case but I get an error declaring the newCity variable more than once.[code]...
What is the difference between declaring a variable like this: variable = 1; and declaring it like this: var variable:Number = 1? Why is it better to use the second way?
Im using a tween engine, and its syntax for use is as follows::
[Code].....
How can I write "_x",100,1,"easeout",0,callback as a string?? I have tried to put "these" around the text. The problem seems to be that "_x" and "easeout" which are effectively strings inside the string! -- but for the tween engine to work - I need to declare that.
I'm trying to find information in how or if it it possible to declare a Variable Type that can accomodate 1 of 2 different Types In this particular case I'd like to set a Variable able to accept either Integrals or Strings I know i Can use a wildcard as below and it works, but it also allows for any other type to be added.
private var _destination:*;
My first Thought was something like this
private var _destination:String^int; private var _destination:String|int;
I am trying to send a value from one of my xml nodes (<marker>) by declaring it in a function 'showData' as a variable 'XMLMarker'. If I trace this value (XMLmarker) it returns the right data found in the node <marker> (which is 'myMarker_mc'). However, I need to tell the stage that myMarker_mc is a MovieClip...please see the 'PROBLEM' stated in the code below.
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
i want to access variables from within movie clips, and my question is, when declaring variables from the root, is it necessary to add the _root? e.g.:
Code: var _root.imgSource:String = "img001.jpg"; or would it be sufficient to declare the variable in the root timeline, then refer to it in child clips as _root.imgSource?
I want to create a vector, then call a function that populates that vector with arrays. Fine. The only catch is the function itself will declare new array variables to put into the vector, but are these new array variables private to the function only?e.g. something like this
ActionScript Code: public var vec:Vector.<Array> = new Vector.<Array>(); private function populateVec():void {
[code]....
Is this "kosher"? a was declared in the private function but added to something outside the function..?
I have a simple math game where the user enters his answer and clicks a button. The problem I am having is that if the answer is wrong, the numbers in the question do not change on the screen but but in the actionscript, the variables being used to check the answer change. How do I get the variables to stay the same when the user's answer is wrong? Not redeclare all of the variables.
Code: var num1:uint = Math.Random()*1000; var num2:uint = Math.Random()*1000; var sum1:uint = num1 + num2;
I want to declare on multiple numerated variables like this:
var myVar1; var myVar2;
But I don't want to do this manually for every variable instance but automatically, so I need a way to instruct the compiler to declare by himself on every variable and to numerate them automatically.
So hopefully I explained myself well, I wanted to know if there is such way to do this?
If you declare an instance of an object with out assigning it a variable, does it stay in memory or does flash automatically garbage collect it? For example if I just keep using new Date().getTime() to update a persons time from his/her system clock with out assigning it a variable will instances of Date() objects just keep piling up in memory or is it ok to do this?
I have a question about assigning instance names. How do I set a Loader's instance name so I can refer to it outside of the function (without using event.target or event.currentTarget or event.target.name)? Here's an example...I'm writing this on the fly...
I have this little flash movie, that goes full screen when you launch it, there's a big button in the middle that says "Press here", when you press it the screen goes black, and a movie starts playing.
When I run this NOT in fullscreen it works like a charm. The problem is though when I run it in fullscreen it freezes a frame before the movie.
Here's the error I get when debugging: ReferenceError: Error #1056: Cannot create property ryt on flash.display.Stage.
From what I googled I understood that this was caused because somehow the movie clip is set to private, and flash can not access it.
The solution is to declare this movie clip public.
That's where my AS3 knowledge ends, I tried "public var ryt;" but then it says I have to declare this in some package.
I know how to easeIn a movieClips property using something like: this._x+=(Xvalue-this._x)/5 so it gradually slows down. But what would I use to make it start slow then speed up?
I am guessing something like: Code: var speed =20 this.onEnterframe=function(){ this._x+=(Xvalue-this._x)/speed speed-- if(Math.abs(Xvalue-this._x)<1{ this._x=Xvalue speed=20 delete this.onEnterFrame }} But trying this on multiple mcs and it goes wack because speed is constantly changing. How can I declare the speed var for each onEnterFrame?
This will sound odd, but I would like to find a way for Flash to declare one instance of each class inside a package. That is to say, if a package com.rezmason.stuff contains five classes, some code makes an instance of each class in an array; but if, later on, I take out two classes, that same code only makes an instance for each of the three remaining classes within the package. Later still, if I add seven classes, the same code makes an instance fore each of those ten classes.
I doubt that this is possible, but I figured that if anyone would know, it would be you folks. Code with this kind of flexibility would greatly simplify managing the code in a project that frequently has classes being added, removed and swapped. If anyone has an idea, I'd like to hear it.