Actionscript 3 :: Get Symbols Placed On Stage Before Runtime In Array Form?
Mar 31, 2011
I am doing a project that deals with pathfinding and other AI algorithms. I am creating a city for the AI to navigate through and I wanted to no if I add all the symbols to the stage before runtime and set it up is there a way I can access all of these symbols either in an array that the stage holds. I would like to have the AI avoid them and I just figured it would save me some time if I could do it this way instead of coding the placement of 50+ items.
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
Whenever I link a set of movieclips together with the bone tool which are inside a containing movieclip, and also set the type to "runtime" instead of "authortime", I get this error when published.
"Runtime symbols with skewed matrices should be wrapped in a movie clip" What does it mean? I need the type to be set to runtime so I can use scripting with it..
My game will have plenty enemies, and most of them belong to a "group" or "kind" of enemy, which will act pretty much alike, with the difference of a "skin". I've made a long movie clip with a generic soldier with all the animation available trough labels and ActionScript (e.g.: for setting the walk animation in the enemy, I just do [enemy].gotoAndPlay("walk") and starts a looping animation, same thing for stand, fire, dying, etc.
What I want, is to create different monsters at runtime, just by replacing the symbols within the MC attached to the class, so a red soldier and a blue soldier will have the same animations, and both can be displayed on screen at the same time. This will be done at the constructor of the class, exporting the MC for Action Script as Monster and creating a class MonsterRed which extends Monster, and in the constructor method I replace every part with the ones I want.
If I didn't do this in runtime, I'd had to create a movieclip for each monster, and if I change some animation I'd had to replicate the movement for every monster of the same type. I could do this by making every part such as leg or arm of the monster as a movieclip with different styles in each frame, and switching between the different "skins" using [enemy].[part].gotoAndStop(x). But this is a very dirty workaround.
One clear example would be the same monster carrying a different weapon, the only symbol to replace here would be the gun symbol (and changing the behavior of this new monster, of course). How can I swap the symbols attached to a Class at runtime? So different classes inheriting a MovieClip exported for AS3 could have the same animation with different symbols.
am sending one user object from java to flex using remote object,now i want to get each item from that array to display in text boxes...how can i do this ?
userInfo=event.result as Array; <mx:FormItem label="FirstName" fontWeight="bold" width="325" required="true">[code].....
I am using CS4. I have my Flash all setup and running perfect now w/ motion tweens etc.But I am trying to reposition some of my symbols on the stage (to get them into better alignment with other symbols), and every time I do this the move is recorded, and when I play back it shows the motion of my position change on my tween.Is there a way to simply move my symbols w/out losing their current tween, but not creating a new motion effect?
I am trying to build a flash game using AS3. I have a container named "enemy", and within that container I have a movie clip named "sonar". The movie clip sonar has roughly 600 symbols within it named "blip####" with the #### representing an individual number. I need to push each one of these blip symbols into an array so that I can later refer to them in a hit test. I have tried blipArray.push(enemy.sonar.blip####); andlipArray.push(Object(enemy.sonar).blip#� but neither of them work. When I try running the hit test the error I get is "TypeError: Error #1010: A term is undefined and has no properties."
Let's say I create a symbol of a stick figure holding a shield.Symbol 1: The Stick manSymbol 2: The ShieldSymbol 3: the Stick man holding the shield.Now, how would it be possible to place several copies of Symbol 3 on the stage while making subtle adjustments to EACH symbol 3 on the stage.Let's say I want to make each stickman slightly a different color without every single stickman taking on the same color.How could I go about making this subtle of an adjustment without effecting every instance of symbol 1 and 2 on the stage. Is this possible in flash??? It seems that flash has so much power, but I have yet to figure out how to use it all, and I sure hope something like this is possible.
I've made a movie which has symbols waiting to come onto my stage. When I watch it, all seems to be fine until I run a test. A random symbol sits in the top left corner not moving which isn't there when I watch it.
I've looked through all the layers and none of them are duplicated. When i do a test, this following message appears:WARNING: Multiple 3D objects on the same frame have the same instance name. 3D instance names must be unique. All but one of the instances will be renamed during export.
Im trying to move movie symbols that are held in an array.(array declaration var img:Array = [img1,img2,img3]; )[code]in a button click() function it works fine, but when I try to use the same code in the resizeHandler() function (btw which was off of Adobes website) it gives me the error 1009 message cannot load symbol and so forth.[code]
I don't really know that much about Commands in Flash, but I was thinking this could be a possible Command to create.See, I have this puppet made up of dozens of separate pieces, all on their own layers.It's very tedious to click on 10 different symbols in order to move the character's arm, for example.I was wondering if there was a way to create a JSFL command to select each of the 10 symbols on the stage.
I tried clicking each one, and saving the "Change Selection" actions from the History Panel as a Command, but that is location-based.As soon as I move those symbols to a new location, the command I saved no longer selects them.And I can't select the objects by layer or frame, because it doesn't seem to want to save those either.
I am having some kind of issue with the display list? I have a function that goes through various frames of my timeline and then traces all the symbols on the stage.. ActionScript Code: for (var pm = 0; pm < this.numChildren; pm++) { var child = this.getChildAt(pm); trace(child.name) }
What I am noticing is that it will return everything until it runs into a symbol that does not exist on every frame.. as soon as it does encounter a symbol that does not exist on all frames of the main time line it spits out - TypeError: Error #1009: Cannot access a property or method of a null object reference. at 3_Migration_Standard_Nav_v2_fla::MainTimeline/pMovie()
I have been struggling with this with CS4 and CS5. I am working on an animation with a couple of characters comprised of several pngs I converted to symbols. When one characters symbols overlap another characters the swf file shows the stage color rather than the background image I have placed in the file. I can publish it as an html with the option of playing it windowless transparent and it will remove this problem. But I would like to just be able to play the swf file without this issue.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I'd like users to be able to drag out a shape from the side of the stage (say a square) and then resize it on the stage. I think I've seen this Flash functionality somewhere on the web.
I've been thinking about the possibility of using Flash to create designs through ActionScript and tools that I could use at runtime. Is there any way of saving the stage elements as an image that I can use for print output later, preferably as a vector image?I realise the better option would probably be to learn how to script in java script or another language that can be used with a drawing application such as Illustrator, but I'm curious about what sort of options I have to do it through Flash.
I am trying to ape the MS Paint application in Flash. I have a small point that I want to get cleared. I want to set the thickness of the line that I am drawing.I want to add a numeric stepper to stage dynamically. Only when I click on option to draw line the numeric stepper must appear on stage. It must be removed when I select another component.How can I add it at runtime. I got tutorials and references in which the stepper is always there on the stage. But I want it only when I want to draw the line.
I need to change the stage size dynamically. When I try to do this? size_mc.onRelease = function(){ trace(Stage.height); Stage.height += 100; trace(Stage.height);} It comes always the current stage size.
I have a dobut in assign a value to a particular location in an 3-dimensional array during runtime..for example i want to enter value in aBoxes[1][2] on runtime.
I have a bunch of movieclips linked with bones, with the last bone named chainEnd, and the following code on the stage.
import fl.ik.*; var tree:IKArmature=IKManager.getArmatureByName("chain Link"); var bone:IKBone = tree.getBoneByName("chainEnd"); var tailJnt:IKJoint = bone.tailJoint; var chainPos:Point=tailJnt.position; var chainMover:IKMover=new IKMover(tailJnt,chainPos);
If I set an enter frame event to change the chainPos and then use chainMover.moveTo(chainPos) the chain will wiggle about and generally act like a proper chain. (I use this so that if the cursor touches the chain it will react to it) It works perfectly. So I saved it, exported it and then used a loader to get it into a different file that I'm working with. I figured I could load it in as a movieclip titled "chain" and access the variables through chain.chainPos etc.
This works if I want to for instance trace(chain.chainPos), but if I want to do what was previously possible (react to the mouse) it just won't work. I can check for a hitTestObject for anything on the stage, and I can check for a hitTestPoint against the mouse coordinates, they trace fine, but when I want to actually have the chain move the chainPos and chainMover.moveTo don't seem to do anything. (Interestingly enough chainPos still updates it's coordinates, so if I do chain.chainPos.x += (put number here) and trace that, it will actually change) Anyway, I was wondering if anyone knew why this wasn't working, or could help me get this functional. It's a massive pain to have the bones/movieclips on the stage rather than loaded in as a movieclip, so if possible I'd like to avoid that.