Actionscript 3 :: Create Multiple Dynamic Objects In Flash With Loop?
Jul 5, 2011
I'm attempting to create a graphical representation of the microphone activity in flash for a conference.
I got a movieclip called eqNotch that's just a rectangle and its linkage name is EqNotch.I also have a movieclip where I am writing my as3 on the first frame, its called dynamicBar and linkage name is DynamicBar.
I've successfully written the code for the dynamicBar to create one column of eqNotches and the number of rows is dependent on mic activity.[code]...
I have the code below but I need to generate it with a for loop. What is the proper way to do this? I don't initially know how many points i will have. I just want to create a for loop to loop through a variable that holds the point count such as "var totalPoints=10"
//1 var p1oint = new Point(); points.addChild(p1);
I'd like to create a Hangman game, only instead of having the player enter a letter, I'd like to have 26 clickable buttons on the screen. Now, I could make 26 symbols, but that seems ridiculous when I could create a letter_button.as class and just create 26 instances of letter_button, where I can just do something like letter_button.letter_id to get the value.[code]...
I put together this code that builds a container that contains boxes(squares) in an ordered way. Problem is when I rotate the container, the boxes don't stay in their order. (something to do with swapping depths I think) . In fact, they look a bit confusing. Just create a movieClip 24 x 24 and Name it Box. Create another movieClip and name this one Container. Save them in your library. Then just copy this code and compile. You know the routine.
i'm having a problem with a for loop. The problem is that it doesn't create multiple movieclips with an unique instance, i think it copies over itself.
for( var i = 1, x = -20; i < 4; i++){ if(this['plaatje' +i] != undefined){ _root.again.createEmptyMovieClip("image", i);
i'm having a problem with a for loop. The problem is that it doesn't create multiple movieclips with an unique instance, i think it copies over itself.
for( var i = 1, x = -20; i < 4; i++){ if(this['plaatje' +i] != undefined){ _root.again.createEmptyMovieClip("image", i); this._root.again.image += _root.again["image" +i];
I'm trying to create multiple Functions inside a Loop.[code]I essentially want to make 4 Functions called closeButOut1, closeButOut2, closeButOut3 and closeButOut4.This is the error message I get:
-1084: Synax error: expecting identifier before this.
-1084: Syntax error: expecting leftparen before rightbracket.
I wished to create multiple copies of a variable in a loop.such as:
var pots:String = thisString [i]
and then i wish to reference one of these loop generated variables.Now how would you set it up so you could have all those variables of "pots" had their own names so one could reference say: "pots1" "pots2" or "pots17" ? This kind of situation would bee seen in a situation where I would be bringing in many array values and assigning certain parts of them to the variables. such as array[i][name]
I want to populate the stage with a list of dynamic text fields with individual names, something like pg4_txt1, pg4_txt2, pg4_txt3. I'm a novice at flash, I tried creating variables with a while loop, but I just haven't got the grasp of it.
Here's some kind of weird pseudo code to explain what I want to do:
var leading:Number = 15; var i:Number = 0; while (i<14) {
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I currently have an over, out and click event for 8 different objects. The over and out events are identical for each (tween expands object and then shrinks it back for the out state).I have previously asked for an easy way to declare those events, and now I was looking for an easier way to handle them.
Here's my code:
//-----------GARAGE function growGarage(e:MouseEvent):void{ scaleTweenX = new Tween(map_garage, "scaleX", Elastic.easeOut, 0.648, 1, 0.5, true);
[code]....
I've tried using a single function and then using "this" as the object of the tween but that expanded the entire stage.
I have created an organizational chart for the company I work for displaying all current employees. Each contact is shown as a button that displays a 'popup' window on rollover. All of this works perfectly. What I want is to create an option to click on each button and the individuals email address be added to a dynamic text field at the bottom of the page.
Just to clarify, I am able to have text entered into the text field on each click, however, clicking on the next button removes the previous text. I want each click to create a new entry in a list. For example: "contact1; contact2; contact3;" etc etc. The end result would be for the user to copy all text (email addresses) from the dynamic text box and paste it into their Outlook "To" section.
I'm working right now on a map generator. I stumbled on a very annoying problem. I'm using the for loop to add the map elements on the stage. But when the "forest" area begins to be to thick all trees begin to overlap.
I'm planning to add a page to my site that would have sample music from a variety of artists. There would be several sentances about the musician, then a free Flash mp3 player I'm using. I'm planning at least a dozen of these on the page. I didn't anticipate any problems, but a page where I had done something similar suddenly stopped working. Nothing I've tried will fix it. I don't want to go ahead until I find out if there are details I need to know about having multiple Flash objects on a page. Here's a link to the page that broke ... supposed to be a second instance of the player below the paragraph that talks about Ramblin' Jack Elliott ... instead there's just space ...
I have to create a game in flash for school. I'm kind of stuck, however. I know an approach that might work, but I'm wondering if there isn't a way to do it all-in-one. Here goes.
I have a start screen with 4 buttons. These buttons all link to different levels, and they all have a different image. Let's call them btn1 btn2, .. btn4. I made a class called 'GameButton':
[Code]...
The other approach I see is to create four different button classes and link each of them to a different button, but then I'd have to create for files for something really simple, which seems like a lot of trouble for well.. just adding a button.
EDIT: I just realised this might be a stupid question. However, isn't there a way to like make a constructor for an empty button, then maybe add a symbol to it?
I want to be able to drag any of the 4 objects onto any of the targets, right now all I can manage is to allow each object drop onto one specific target only.
I thought by calling all my target names by the same instance name eg target_mc that would work but only one target will ever work.
How do i word a for loop to make it loop through multiple arrays?I want 1 for loop to loop through multiple arrays in order to move/alter objects.I want to keep the arrays separate.
ActionScript Code: characters = new Array(); characters[0] = male;
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I want to create a flash movie which firstly loads a selection of images/objects into a portion of the frame. After this is complete, the user can then drag these objects onto another area and the object will be created where the user has chosen. The user can then drag another instance of the ojects onto the area.
For example, there is a background of a lake in one area. A selection of boat pngs are loaded in an area below the lake. The user can drag these boats and place them on the lake. They can drag a boat multiple times if they wish.
I'm working on a game right now where I'm going to have paths dynamically built by the user for multiple AI objects to "walk" along. I'll be detecting/redrawing the path only on user input but I'm still debating over the fastest possible method to update the movement of many AI objects "walking" along/up/down the given path. Think for example of pac man, but the level is dynamic. Right now I'm leaning toward building the enemies in a linked list of final classes and looping through the linked list calling a function in each of the AI objects to plot the next move along the path.
I'm trying to create a sort of tree diagram such that, if you click on one of the circles, its child circles spread outward with some degree of randomness from the original circle, connected by lines. I have this working, but now what I want to do is make sure that none of the circles collide with each other and none of the lines criss cross. You can see the screenshot for what is currently happening. My code is below. How do I change this code so that it checks for collisions and avoids them? I've read up on flash's hitTestObject command, but that only works in the context one object to another. I want to test for one object contacting any display object.
import com.greensock.TweenMax; var sw = stage.stageWidth; var sh = stage.stageHeight;