Flash To Have Multiple Objects With The Same Instance Name All Being Affected By One Piece Of Code?
Oct 6, 2009
I tried something interesting recently. I had code effecting an object with the instance name : object_mc.Now I added another object and gave it the same instance name.The result was, that the code only effected the most recent added object (no error).Is there a way in flash to have multiple objects with the same instance name all being affected by one piece of code?
I am using AS2 and I am trying to make a simple 'game' for an assignment for school.I am first trying to make a simplified version of the game, to get some experience before I make the final version. I will try to explain this simplified version:
The player has to drag an object in a big square and then release it. The object resamples 20 liter water. In total the player has to drag 100 liter water to the square, so it has to drag and drop the 'water' object 5 times.
I want some text in screen that says: You still need .
im trying to use a use a code segment that makes something avoid the mouse. My issue is the code requires that iff i have more than one object that i want to avoid the mouse than i need to make a new set of variables for the second object and pretty much copy the code than change the variable names. Thats all great and dandy but i have a couple hundred very small objects that i need to avoid the mouse. is there any way to maybe apply the code to each object with an onclipload maybe?
ActionScript Code: import flash.events.Event; stage.addEventListener(Event.ENTER_FRAME, fun); function fun(event:Event) :void {
[code]....
as you can see the object i want to move requires its own variables and 2 if statements. and i REALLY dont want to have to copy/paste that code over 200 times and make a new set of variables for each object. maybe i could apply the code to the object itself ? but than what would i name the variables?
Whe I use the code below in a template set up as a movie clip it appears and works fine but when i nvagate away from it the relative alignment code remains for the rest of the pages. Would use a remove child how would this look?
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
i want to improve my code for drag drop seven different or multiple objects to be moved in any three of target places then target value will be search by category or feature wise,[code]
Got to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
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.
Note the red code, I need to repeat this an unknown amount yet multiple times but with the number on the end of enemy incremented by 1 each time. It starts with 0 as you can see the code just above the red. I heard about for loops using 'i' but im unsure about how to use it.
edit: ah, this forum isnt letting me highlight red. Everything in this editor is also failing. well, when I say code in red i mean this code:
I worked again on a new Project and stumbled while trying Arrays. I have two cubes(cube_mc, cube2_mc) in my scene.
My code: var gy:Number = 0; var gravity:Number = .2 var moving:Array = new Array(cube_mc, cube2_mc); this.addEventListener(Event.ENTER_FRAME, gravityFUNC); function gravityFUNC(event:Event):void{ gy+=gravity; moving.y+=gy; };
I was trying to put both cubes into the array, and then affecting the whole Array with gravity. When I test it nothing happens, and it shows no errors.
In Adobe Flash, I have a movie clip that is added to the stage when the keyboard is pressed. I want it to travel across the screen and disappear once it reaches the edge of the stage. At the moment I use this but the image appears and then stops. Here is my code:
addEventListener(Event.ADDED_TO_STAGE,runtime); var c = 0 function runtime(){
I created a new flash ide project and used a document class named 'Main.as'. Then I created Main.as file. I then drew a box and converted it to a movieclip and used export for actionscript on it. I assigned the square box in the flash ide the instance name 'box1'. Below is my Main.as file[code]...
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; }
It might sound confusing so let me explain the situation. I made a movieClip. And in that movieClip I have a dynamic textfield set. I called this textfield "AmmoCount".I dragged this movieClip onto the stage several times and each time I called on the AmmoCount varible in each movieclip and gave it a different value. I get the following error TypeError: Error #1009: Cannot access a property or method of a null object reference.[code]
When I trace these objects, weapon1.AmmoCount works, but weapon2.AmmoCount shows as empty. Yet they both contain a value in them. Ive used the weapon1 property and weapon2 property countless times and there is no doubt that it works. so why doesnt it work for weapon2. but for weapon1. Below is some code that I called on earlier that shows they work.[code]these worked! but when I called on the AmmoCount text box within them, I get the error. The following image you can find within the weapon1 movieClip
I have a tab button in a movieclip with 3 different states keyframed - popup, hover and up. I use the textfield on each state to show tab title - the problem is I cannot use the same position for the textfield on each keyframe, so I keyframed the textfield's position. And in both keyframes for the textfield it has an instance name tabText. And when I assign text to it - it changes on one keyframe only. How should I resolve this situation without adding the textfield programmatically?
I am developing an isometric rpg engine in flash AS3. I have decided to separate the engine code completely from the game data, which is in xml. So I have all the maps in xml files, all the quests and npcs etc. My question is when to parse the xml into actual Actionscript code. Should I do this at the start of every play session? Should I only parse the maps as they are called? This is like start up code. For example, I want to parse every tile into a tile object, then draw it to the map. Also, I want to parse the quests in the xml into quest objects so that they can be accessed by other code. So, when should I do this??
I purchased this Thermometer flash template everything works well data is being populated through an xml file but I want to put multiple Swf files on a page with different data.Is there a way I can use SWf Objects.js to call a flash var of the XML file in the browsers source code.This is the Action Script Code
ActionScript Code: stop(); import caurina.transitions.Tweener;//import tween class stage.scaleMode = StageScaleMode.NO_SCALE;//define how stage scales
Does anyone know of a flash projector 'project' or 'framework' that uses a new flashPlayer for each window?We've used mProjector, which works well to a point, but I'm very disappointed in the fileIO patterns they use. It is very buggy with regard to reading and writing files.
mdm zinc uses multiple windows, but it is all sits on one flashPlayer 'session'. The same applies for AIR. It is great, but there isn't a way to make each window run on a seperate flashPlayer... extreme number crunching on one window will lock up all other windows.
edit - Just to clarify my needs (since I'm adding a little bounty), the app is an ERP application, built on Flex 3.x, and the size and scope of the project == huge.
tl;dr -- I need an exe wrapper (for windows), similar to AIR, that can have multiple windows, running each window on a seperate flashPlayer instance, and when a window is closed, it blows-away that flashPlayer instance / stage / etc.
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.
I am trying to delete a single line using graphics.clear() method but it clears all the instance of lines created by lineTo() method. I want to remove a single line upon click from bunch of its multiple instance.
I have never done an expandable flash banner before and I am so stumped. An example of what I mean is here (top bwm ad): [URL] The main problem I am having is how do I get that expandable piece to show through like that? If someone could point me in the right direction
im new to flash actionscript and i am trying to create a very simple game. in this game i have about 50 walls that i want to stop the player if they collide with it. i cant figure out how to assign the same code to multiple instants and im still fuzzy on alot of the terms flash programmers use but im learning.on an unrelated note i am also having the player push the ball and when i add a collision.block to the ball when it hits the wall it goes right through it because of the ball repositioning itself based on the players location.
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.