So I'm trying to create an object in my document class then reference it from a custom class file.I'm creating a photoContainer MC in the createPhotoContainer method and directly after it's creation it gets passed to the GalleryView class by calling it's constructor function.
ActionScript Code: public class GalleryDocument extends MovieClip {
I have an app that displays XML as items. I am taking the createLayout() and trying to create a class that i can call from my custom component rather than having tons of code in the same file. The issue i am having is that when i call it, and run/debug, the display objects (text,links,date..) all have their visible property set to false. This happens even though I set the property to true in my code.
I want to be able to use it in another movie, in a specific location.I think the way I've made it means that I can't position it anywhere i want in the other movie..... because placement is described fairly absolutely......
When dispatching events in as3 I always have to extend class from sprite, or movieclip, but when I don't have display objects I don't wont to extend to sprite or movieclip. What is the most light class that I can extend, I mean no display object, and still do use event dispatching?
I am generating some dynamic movieclips [reading polygons from SVG] and then adding them to a container movieclip [it happens to be a movieclip/class which was exported from FlashMC]. Now all these new movieclips are generated at runtime and I am not assured of their X and Y coordinates; I want them to be at a place where parent MC's co-ordiante falls.... say x:10, y:10.
Now the issue is i can not use MouseEvent.localX / stageX as I want the placement to happen soon after the MCs are generated. I hope I have described it to major extent...
I have one Sprite which acts as a container for two other Sprites. One has a picture the other has a series of hotspots.
If i change the scaleX and scaleY of the picture, the hotspots don't line up anymore. Do you know the correct equation so that any scale i set will always make the hotspots appear at the right place?
When using Loader class to load display objects (bitmaps, SWFs...) from remote URLs, is there any way for them to be instantiated (referenced as we know, by Loader::content property) as some user specified valid subclass? For example if I had a class that extended a Bitmap, is there any way for the loaded object to be of this class?
Is there any way to display flash objects which are outside the display area when flash is embeded in HTML The reason i ask is my current project has a rotating + enlarging effect which is largely dynamic so sometimes an object may clip the edge of the stage areathis looks messy but i dont want to increase the stage area to cover the largest possible area any object could enter because most of the time the objects are at the center and small so i would end up with a lot of white space
I have a list containing display objects from throughout the application (insertion order). I want to process the list either top-down (parent, child) or bottom up (child, parent). The only requirement is that either a parent is processed before any child or vice versa a child before its parent. What is a good approach? This question is not about sorting a list. It's about retrieving the depth of a particular display object.
Example Display list: A (root) B1 C1 C2 D1 B2 ......
My list: list = [E1, F4, A, B2, B1, C3, ..., N9, N8]
Bottom-up: N9, N8, F4, E1, C3, B2, B1, A
Top-down: A, B2, B1, C3, E1, F4, N9, N8 Does not matter if N9 before N8 or N8 before N9. Important is that any N is before M (first run) or any M before its children N* (second run).
How do I identify all the display objects in the display list in ActionScript, bellow the one that I have clicked? All the other objects are shadowed by the first one. What if other objects have visible parameter as hidden?
Today i tried to attach a movieclip using AS3, but i wanted to make the positioning inside the class.
And i obtained an error: First file(Document class)
PHP Code:
package { import test; import flash.display.*;
[Code].....
At sequence mc.q=Math.random()*100; in the trace from test.as it displays 'NaN'. How can I modify the value of 'q' (public variable) via instance? If i use a function like mc.setCoords(x,y) the script works fine.
I'm using Flash CS3 to build a simple drawing application. When the user clicks a button, they select a particular movieclip. After clicking elsewhere on the stage, the clip is instantiated and added to the stage at the position of the cursor. I've also added the option of being able to click on the added clip and drag it around on the screen. And this all works fine.
The problem is that I also want to be able to dynamically draw and add objects to the stage via the Graphics class. Whenever I add objects in this manner, their x and y coordinates are always 0,0 no matter where I place them on the stage. This makes positioning these graphics very very problematic. I created a modified positioning function specifically for these dynamically drawn graphics and while it does "work", it feels less responsive than the positioning for movieclip objects. I'm still trying to optimize this function, but it seems to me that the ideal solution is for the graphics to have non-zero coordinates when placed in the middle of the stage like movieclip objects. Is there some "workaround" to achieve this?
If I press the button for the photogallery it creats new Objects, and dont erase it after i go back to main. So long its load all the objects in the memory and its exists all the time...
But I want that, delete all the objects from the memory after i go back to the main!
here is the source code:
Code: /* Created by Min Thu http://www.flashmo.com AS3 References and Credits
Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
What I have is a game with a Level object, inside the Level is a Player object, and they don't have instance names given, what I'm trying to figure out is how to do is make it so that the player can change the x or y properties of the Level object.
To be more precise, I'm making it so that when the player moves in a certain direction, he either moves accross the stage, or he starts moving the Level object around the stage, it'd be in an Event kind of function, now I can easily make the Player move, but I don't know how to make the Level object move which the player is inside of.
If objects are created dynamically in AS3, using code like this:
for (var num:Number = 0; num<10; num++){ var txtFld:TextField = new TextField(); txtFld.text = 'This is the original text'; this.addChild(txtFld); }
then later, i want to changet the text of one of the TextFields, how can I do that? The only instance listed in the variables is a single instance of "txtFld" and it is the last one that is created. How can I access the others?
i created a "for" function who ´ll display an X number of buttons with addChild, and give a name for each using button.name = "name" + variable but later if I want to listen for the buttons using their name don´t work, already know that there is getChildByName so i tried but give me the same error who tells that there no object with that name.My question is, how i can listen for the objects created if i already have a name for each one of them? here is the code im doing.
for(var i:int = 1; i <6;i++){var miBoton:boton = new boton();var miTexto:TextField = new TextField();miBoton.x = i * miBoton.width + (i* 10);miBoton.y = 20;addChild(miBoton);miBoton.name = "boton" + i;miTexto.text = "hi";miBoton.addChild(miTexto);trace(miBoton.name);trace(miBoton.parent);}
I have an issue in flex which is causing a bit of a headache!
I am adding objects to an ArrayCollection but in doing so, another ArrayCollection is also picking up these changes even though there is no binding occurring.
I can see from the debug that the two ACs have the same address but for the life of me can't figure out why.
I have two Array Collections:
model.index.rows //The main array collection model.index.holdRows //The array collection that imitates the above
This phantom data binding occurs only for the first iteration in the loop and for all others it will just write it the once.
The reason this is proving troublesome is that it creates duplicate entries in my datagrid.
public override function handleMessage(message:IMessage):void { super.handleMessage(message);
I need to be able to make a large amount of concentric circles, using only the action script. I need to be able to alter each of these concentric circles independently from each other. Currently My code is as follows:
ActionScript Code: var circ1:MovieClip = new MovieClip(); addChild(circ1);
I have a scroll pane with textboxes and buttons that are dynamically created in a function. The textboxes are a user list that can get very long.
I am having problems where once I get out of this frame I want everything to be removed. I have tried removing the scroll pane but all the dynamically created objects remain. Is there some command when you enter a new frame to clear all objects or something along that line?
I'm creating mc's during runtime like this: for (var i:Number = 1; i <= pictures; i++) { this.attachMovie("box_mc", "box" + i+ "_mc", this.getNextHighestDepth()) }
So, if pictures is 5, then we end up with 5 boxes, box1_mc, box2_mc, box3_mc and so on. But I can't work out an easy way to refer to them later on. For example, say someone presses a button and I want to move all of them - how can I set their _x value in a loop? For example, if I wanted to move all of them 100 pixels, then this wouldn't work: for (var i:Number = 1; i <= pictures; i++) { "box"+i+"_mc"._x = "box"+i+"_mc"._x - 100; }
I'm currently making my own 2D shoot' em up and I've created a simple enemy spawn state machine which allows the game to automatically keep spawning/creating new enemies on the stage. Before I had this spawn loop machine/code set up, I had only one single enemy which was already on the stage to test the gameplay of my game and the enemy as set up tween object using tween animation. I'm wondering if its possible to add/able tween animation on all new created enemies as appear on the stage giving them movement/ai? This is possible? I've experimented with some code, I'm failed to succeed withs such functionality, I just wondering where I am going wrong or if anyone knew of any alternatives to my approach?