Actionscript 3 :: Clone One Of The Existing Ship Objects In Prototype Array?
Dec 11, 2011
I have a game with a variety of ship types. My Ship class has a static array holding one of each of the types in it. Whenever I make a new Ship (other than when initializing this array), I want to make it a clone of one of the existing Ship objects in my prototype array.
1 - How can I run through all the properties in one Ship object and assign them to a second Ship object?
2 - How can I see if a property is an object or a basic type like String or int? Some of the objects in my Ship class need to be cloned, and some are just references that need to stay the same.
This is probably a stupid question with a simple solution but I have been searching with no luck.
I created a shape and added it to the display list calling it arrowBtnL. But how do I take the same shape and clone it to another place on the stage calling it arrowBntR? I did a makeshift and just made the exact same shape again but it seems to unnecessarily take up lots of code lines and is uneconomical. Am I wrong here?
I have the following prototype, which is used by typing objName.fadeIn(100, 3);this is all well and good, although when I start to use it on multiple mc's at once the playback becomes quite choppy and nasty..
I have the following prototype, which is used by typing objName.fadeIn(100, 3); this is all well and good, although when I start to use it on multiple mc's at once the playback becomes quite choppy and nasty.
I created a prototype function for the Array object. It's supposed to load and parse an XML file, then take all the values from the XML file and convert them to objects, which I then want to push to the array that called the function. However, I can't seem to get it to work.The function itself seems to work, but the push to the array does not. (code below)
Array.prototype.xmltoArrObj = function( path ) { var xmlurl:String = "nav/" + path + ".xml"; var attr:String = "";
Basically I have a prototype that creates polygons based on an array. works well. I then have another prototype that's supposed to create polygons using said polygon prototype.
So the below is: 1 - the polyMaker prototype 2 - an array of arrays ($arrowListB). basically each array item should be a new polygon. 3 - the problematic genArrows prototype.
What it should do is loop through the $arrowListB array and create a container clip ($cont). Within each container clip it should make a $arrowClip to be used in making the polygon (an arrow actually). It works until I get to the line after creating the movieclips:
Code: $arrowClip.polyMaker(..arguments..) Once I put that line in, it only makes one polygon and doesn't create the other (7 in this case) movie clips. I'm not sure if I'm just not referencing correctly or what. [Code].....
However, i could not sort the subTopic, as it gkeep giving me undefined. Is there any way to sort this subTopic, such that they are in alphabetical orders?
I tried to include a free photogallery based on as 3 in to a free flash template site. Now, if u click photogallery, the photogallery have to build up!
I have following problem: -If u click the photogallery a second time, it doesnt work correctly! (I think it has something to do with the existing objects from the first call!.. The second thing is, it uploads the pictures for the gallery 2 times. So i have 40 picture instead of 20 (20 of 20 are the same :/)....
I tried this but with no succes: (i tried to remove the objects with remove child...Its the last part of this code)....
Code: /* Created by Min Thu http://www.flashmo.com AS3 References and Credits
Is there a way to add a value to a preexisting array? I am by no means an actionscript expert so if you know could you try to explain it as simply as possible? Or is this function already simple and I just havent found it?
I'm trying to use an array to add a click listener to an existing Button. Black,Blue...etc are the button Names. the location of the nested button would be: this.mc1.mc2.contents.m3.black.addEventListener(MouseEvent.CLICK, doThisFunction);
var myArray:Array = new Array ("black","blue","green","orange"); for(var k:int =1; k<myArray.length; k++){ var kmc:MovieClip = (myArray[k] as MovieClip);
Below is a method to populate a vector with a list of strings
PHP Code:[code]....
However, I have an existing array that contains a list of strings.How would I transfer those contents within the array into the vector?The basic way I can think of is using a for loop, and push the values in.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
Here's what I am trying to do: I have an array of movie clip instances called iconArray[]. what I want to do is create the effect of shifting icons on screen right or left. Lets say we're shifting the icons left--what I want to happen is the icon on the left (iconArray[0]:MovieClip) to tween to the left about 20-30 pixels and then fade out, which I can currently achieve. The problem is I want copy the instance of that icon as a temp MC and push it onto iconArray and then have it fade in tween from the right.
In other words, the left most icon should "wrap" back around to the position of the right most icon but in order to create the illusion without having the left most icon pass over the other icons (which looks tacky) I want to create a copy of the left most icon and push it onto the array as a new movieclip with the same image and have that fade in from the right while the other one dies off.
[Code]...
it does not create a new icon, is seems to point to the same movie clip as iconArray[0] and any adjustments I make to the x or alpha affect the original MovieClip instance and not the new on I created and pushed onto the array.
How does one go about copying a movieclip, storing it in it's own instance/var so it can be displayed and manipulated as a separate entity?
I'd like to gather (at run-time) all dynamic text fields on the stage and push them into an array. Then I can load an xml of data and populate each dynamic text field in the array with a matching value in the xml file.
So basically I'm writing one class file I'd like to be used on many different swf files, each of which can have one or 20+ dynamic text fields. I'd like the swf to loop through each text dynamic field, throw each into an array and then grab an xml item with a matching name as that text field and set its textfield.text value from it. So actually if the dynamic text fields are just in a for loop then I guess I wouldn't even need to place them in an array, just not sure how to identify the dynamic text fields on the stage.
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")] [Bindable] private var _list:ArrayCollection;
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com { public class CreateList extends MovieClip { //this is the object I will be recycling private var newProperty:PropertyRow; //this is the array I will use to reference the objects
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
i have two arrays of DesplayObjects and i want to add all the objects in the second array to the end of the first array, i knew that i just can just do a loop and puch em into the array, but i wondered if there was a simple function for doing this?
what I'm trying to do is get the MC:glide to rotate towards MC:ship.
Code: var theX:int = ship.x - glide.x; var theY:int = (ship.y - glide.y); var testVision:Number = Math.atan2(theY,theX) * (180/Math.PI);
[code]....
but that's not what I want. What I want it to do is make glide rotate TOWARDS ship, not always face it. I would also like for it to rotate, depending on which way is faster, clockwise or counterclockwise.
the game is a little flash component found here:[URL].. i found that link here[URL].. I have been using/converting the examples they give in the second link but cant get my "missile" to behave correctly. I am using java and andEngine combo. Here is what I have right now:
[Code]...
this code just makes the object travel to the upper right hand corner of the screen and it doesnt move after that. so i am missing something
my end goal is to have an object that will chase the users touch coordinates. I know how to have the object follow such coordinates but I dont want it to follow the exact path, but rather the shortest path to the most updated coordinates. so more like an intercept course
Been making a site and came across a problem. I want to have a ship movieclip follow the mouse slowly and rotate and flip on horizontal axis according to the mouse potition. I've been looking on this Here's the code on the timeline I got so far but it just makes the movieclip follow the mouse;
Code: ship_mc.onEnterFrame = function() { var xMouse = _root._xmouse;
When I am pressing a key nothing happens. I have 2 AS files and a Ship object in the library. 1st is Engine.
Code: package { import flash.display.MovieClip; public class Engine extends MovieClip { private var ourShip:Ship=new Ship(); public function Engine() { addChild(ourShip); [Code] .....
I was trying to make a game with simple spaceships and a bullet that is supposed to hit them and delete them on screen. As all ships are deleted the level gets up by one, increasing number of ships to delete. I think the collision detection part of my program works fine, but their is some problem in their motion synchronization.
Code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; public class HitGame extends Sprite { [Code] .....