send json data to array(movieclip) as3.0 - json

I am building an air app in flash cs6 using as3. I need to send a json to movieclip. I wanted to create a "timeline" on my application.
This is the code I use.
function onCompleteLoadTimeline(event:Event){
var result:Object = JSON.parse(event.target.data);
var yPos = 0;
for (var h:int=0; h<=1; h++){
tpost = new t_post();
tpost.x = 0;
tpost.y = 0;
timeline_mc.addChild(tpost);
timeline_container.push(tpost);
timeline_container[h].y = yPos;
yPos += timeline_container[h].batas.y;
}
for (var i:Object in result){
for (var j:int=0; j<=1; j++){
timeline_container[j].nama.text = result[i].timeline_name;
timeline_container[j].postingan.text = result[i].timeline_post;
}
trace ("nama : "+result[i].timeline_name);
trace ("status : "+result[i].timeline_post);
trace ("waktu : "+result[i].date);
trace ("suka : "+result[i].likers);
}
}
for the code only the latest data appear in the movie clip.
please help me.

You have a few for loops that go up to 1. I don't know what they are for.
The only loop that you need is the one iterating over the result.
var result:Object = JSON.parse(event.target.data);
var yPos = 0;
for (var i:Object in result){
var tpost:t_post = new t_post();
tpost.y = yPos;
timeline_mc.addChild(tpost);
tpost.nama.text = result[i].timeline_name;
tpost.postingan.text = result[i].timeline_post;
yPos += tpost.height + 10;
}
I have no idea what batas means (use English in your code!) which is why I created the logic to position the objects myself. If yours worked for you, just use that.
I also omitted the array code for brevity.
Btw: You are essentially building a custom component with a custom way to display data which is often referred to as an "item renderer". Go ahead and search for that term if you don't want to build everything from scratch.

Related

How to make housie / bingo game in Flash AS3

It shows an error when written this script has a package that cannot be nested how can I resolve the problem.
If not can anyone give me a new code so that I can try to make the new file?
I have this file in previous stack AS3 Bingo ticket generator
but i couldnt understan how to use it.
package {
import flash.display.Sprite;
import flash.text.TextField;
public class Main extends Sprite{
public var boards:Array = new Array();
private static const AMAUNT_BOARDS:uint = 6;
private static const NUMBER_FIELD_SIZE:uint = 20;
public function Main() {
for(var i:uint = 0; i < AMAUNT_BOARDS; i++)
{
var numbers:Array = genNumbers();
numbers = deleteFields(numbers);
var board:Sprite = getBoard(numbers);
board.y = NUMBER_FIELD_SIZE * 4 * i;
boards.push(board);
addChild(board);
}
}
//generates a 2 Dimensional Array (3x9) with TextFields
//populates the according Numbers and returns a board Sprite
private function getBoard(n:Array):Sprite
{
var s:Sprite = new Sprite();
var a:Array = new Array();
for(var i:uint = 0; i < 3; i++)
{
var b:Array = new Array();
for(var k:uint = 0; k < 9; k++)
{
//create TextFields
var tf:TextField = new TextField();
tf.x = k * NUMBER_FIELD_SIZE;
tf.y = i * NUMBER_FIELD_SIZE;
tf.border = true;
tf.width = NUMBER_FIELD_SIZE;
tf.height = NUMBER_FIELD_SIZE;
if(n[k][i] != 0) // adds the number if the value isn't 0
tf.text = n[k][i]; // Note that i am switching k & i because the number Array is 9x3
b.push(tf);
s.addChild(tf);
}
}
return s;
}
// Turns 4 random numbers out of the lines into 0 And returns the Array
private function deleteFields(a:Array):Array
{
for(var i:uint = 0; i < 3; i++)
{
var r:RandomPlus = new RandomPlus(8,0);
for(var k:uint = 0; k < 4; k++)
{
var t:uint = r.getNum();
a[t][i] = 0;
}
}
return a;
}
// Generates and returns a 2 Dimensional Array (9x3) with random numbers
private function genNumbers():Array
{
var a:Array = new Array();
var st:uint = 1;
var en:uint = 9;
for(var i:uint = 0; i < 9; i++)
{
var line:Array = new Array();
var ran:RandomPlus = new RandomPlus(en,st);
if(i == 0)//accounting for the number differnenz at start
st--;
if(i==7)//accounting for the number differnenz at end
en ++;
st += 10;
en += 10;
for(var e:uint = 0; e < 3; e++)
line[e] = ran.getNum();
a.push(line);
}
return a;
}
}
}
TL;DR: "Main" in the class definition may have to be changed conflict of already existing name. Extends sprite may need to be changed to extends movieclip. RandomPlus either needs an import you don't have or needs to be made into a symbol and exported to Actionscript.
Ok, so a few things:
If you are really putting the code into the stage code area, then you can't use the private identifier.
Unless RandomPlus is an object that you have defined in the stage it is probably either not a method you can use or you don't have the right imports for it. Look up what imports you need for RandomPlus or if it is an object defined in the stage then you may need to turn it into a symbol or if you have already export it to flash ActionScript I think. To do this you have to check the checkbox in the middle of the symbol creation page. It will always give you the error when you do this, but don't worry it is fine that way.
Third thing is that I never extend sprite in the class definition, I always do extends movieclip(not sure of the capitalization, but you can look that up). You may also be running into an error from using "Main" as the name because it may be a conflict with a name or method already defined in flash in general.
One last thing is for the variable declaration(mostly just for making the code more readable). While it is good to not declare variables as global when you don't have to, I tend to like having most of the variables up at the top, because I like to be able to see most of the declarations in one space. It's not necessary, really just a personal opinion, and I know a lot of experienced coders will say to do what you did, but if you want to use the arrays in multiple functions then sometimes it is easier to just declare them globally rather than having to pass a million things in the function call and then having to figure out later where all the variable declarations are called and where they are being passed as arguments. Again it's more of a coder's choice, but you can also just do whatever you feel more comfortable with rather than just following the already laid out rules by people who have more experience coding.
Another optional fix to the organization might be to name variables something meaningful so as to not forget what they are all doing. I am bad at naming as well, but I think it's really better to name them something better than just a single letter or two.
Another thing that can help is placing trace(code or "text"); in different places to see what's going wrong once you have the compiler happy.

problem accessing dynamic movieclips by name in adobe animate

I've done this a million time, but here it didn't work.
I have a game_mc inside a animate.fla. inside this clip I generate a view targetareas to place stones on it. ok, the TargetArea is a simple Movieclip inside my lib.
I can see everything, I can click on the area an get the propper name, I can get the names of the clips inside game_mc.
but I can't access it by using game_mc[clipname]
for (var i:int = 1; i<= 20; i++){
var targetArea:TargetArea = new TargetArea();
targetArea.txt.text = String(i);
var modu = ((i-1) %5);
targetArea.x = 100 + modu * 340;
var abs = int((i-1) / 5);
targetArea.name = "targetarea_" + String(i)+ "_mc";
targetArea.mouseChildren = false;
targetArea.y = 100 + (abs * 200) ;
game_mc.addChild(targetArea);
}
for(var x:int=0;x < game_mc.numChildren;x++) {
trace (game_mc.getChildAt(x).name);
}
for (var i:int = 1; i< 20; i++){
var targetName:String = "targetarea_" + i + "_mc"
trace( game_mc[targetName].x);
}
I think the name you assign your TargetArea instances isn't automatically converted
into a property of the DisplayObject you attach it to. As far as I remember though this
nonchalant way of accessing MovieClips using array access used to work prior to AS3.
The more elegant solution is to retrieve the child using getChildByName().
trace(game_mc.getChildByName(targetName).x);
Additionally, in case game_mc is an instance of MovieClip or a dynamic class you can make the TargetArea instances a property of it using:
game_mc[targetArea.name] = targetArea;
This way you can access them using game_mc[name].property afterwards.

Can anyone help me change this code from AS2 to AS3

This will be a simple clock. I've been using AS2 since I learned Flash in early 2000s. It's time to move on.
for (a=1; a<60; a++) {
duplicateMovieClip("dot0", "dot"+a, 10+a);
_root["dot"+a]._rotation = a*6;
_root["dot"+a].gotoAndStop(1);
}
Adobe published ActionScript 2.0 Migration that helped me tremendously back in the day.
Some specifics related to your code:
Properties aren't prefixed with underscores, ex _rotation is now rotation, and _root is now root.
root is not global, it is a property of display objects, and it is null if the display object is not in the display list.
duplicateMovieClip does not exist anymore. You should export your symbol to a class and use new operator and addChild() to create an instance and add it to the display, ex:
var dot:Dot = new Dot();
addChild(dot);
Display objects created in code are not automatically given a name and assigned to a property on its parent when added to the display. You can set the name and use getChildByName on its parent. Example:
var dot:Dot = new Dot();
dot.name = "dot" + i;
addChild(dot);
var n:int = 10;
var dot10:Dot = getChildByName("dot" + n) as Dot;
But this is a bit cumbersome, so in most cases it makes more sense to just store your display objects in your own array and reference them by index:
var dots:Array = [];
var dot:Dot = new Dot();
addChild(dot);
dots.push(dot);
var firstDot:Dot = dots[0];
That should get you started.
Thanks to help here and elsewhere, this is what works for me:
var i:Number = 1;
var dots:Array = [];
for (i=0; i<60; i++) {
var dot:Dot = new Dot;
addChild(dot);
dots.push(dot);
dot.x=683;
dot.y=436;
dot.rotation = i*6;
dot.gotoAndStop(1);
}
The clock I'm making don't have hands but the dots change color for the hours minutes and seconds. Thanks everybody who helped

How To Link To A Frame Adobe Flash CS6 Action Script 3

i need help with my adobe flash assignment , i m still new to adobe flash :( how to tell the user if they input the wrong keyword how to link them to a frame .
var i:int = 0;
var names:Array = new Array("html","head","body");
var frames:Array = new Array("6","7","8");
searchhtmlll.text ="";
searchhtml.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_2);
function fl_MouseClickHandler_2(event:MouseEvent):void
{
findInArray(searchhtmlll.text);
gotoAndStop(frames[i]);
}
function findInArray(str:String):int
{
for(i = 0; i < names.length; i++)
{
if(names[i] == str)
{
return i;
}
}
return 0;
}
I am answering based on whatever limited information you have provided in your question, and from what I understand.
Your method findInArray has a return type of int, where as you are just calling it without assigning it to a variable.
So your code should be:
var result:int = findInArray(searchhtmlll.text);
gotoAndStop(frames[result]);
Hope this helps.

Arranging items in an inventory

I'm working on an inventory system I made following a short tutorial that leaves you stranded. I've managed to get the items removed and rearrange to the correct order somewhat. For some reason though, if I click on the last item in my inventory, then on the first item, the items do not rearrange correctly.
public class Inventory {
var itemsInInventory:Array;
var inventorySprite:Sprite;
var itemNum:int;
public function Inventory(parentMC:MovieClip) {
itemNum=0;
itemsInInventory = new Array();
inventorySprite = new Sprite();
inventorySprite.x = 50;
inventorySprite.y = 360;
parentMC.addChild(inventorySprite);
}
public function makeInventoryItems(arrayOfItems:Array){
for(var i:int = 0; i < arrayOfItems.length; i++){
arrayOfItems[i].addEventListener(MouseEvent.CLICK, getItem);
arrayOfItems[i].buttonMode = true;
}
}
public function getItem(e:MouseEvent){
var item:MovieClip = MovieClip(e.currentTarget);
itemsInInventory.push(item);
inventorySprite.addChild(item);
item.x = (itemsInInventory.length-1)*40;
item.y = 0;
item.removeEventListener(MouseEvent.CLICK, getItem);
item.addEventListener(MouseEvent.CLICK, useItem);
}
public function useItem(e:MouseEvent){
var item:MovieClip = MovieClip(e.currentTarget);
itemNum = item.x;
inventorySprite.removeChild(item);
itemsInInventory.splice(item, 1);
sortInventory();
}
public function sortInventory(){
for(var i:int = 0; i < itemsInInventory.length; i++){
if(itemsInInventory[i].x > itemNum){
itemsInInventory[i].x -= 40;
}
}
itemNum=0;
}
}
I belive thats all the coding info I need to provide for help solving this mystery.
Also, a link to the game for testing. If you would like a link for a download of the game, please ask.
LINK
Instead of substracting 40px, just set their position again:
for(var i:int = 0; i < itemsInInventory.length; i++){
itemsInInventory[i].x = i*40;
}
Also, I did not even know that it is possible to give an object reference to the splice function, I would rather use:
itemsInInventory.splice(itemsInInventory.indexOf(item), 1);
And remove the event listener from the item when you delete it from the inventory in the useItem function.
item.removeEventListener(MouseEvent.CLICK, useItem);
EDIT:
With Flash Player 10, Adobe introduced the Vector class which is kind of the same as the Array class, but it can only store one data type. In your case it would be MovieClip or Sprite. The Vector class is singificantly faster and more developer friendly because you can see the help from the IDE when you are typing myVector[i].. I recommend using that instead, although there is nothing wrong with Array. It is just outdated a bit, but is helpful when you want to store more data types.
myVector:Vector.<MovieClip> = new Vector.<MovieClip>();