I am creating a line of Sprite elements. Every sprite element has different job, when it is clicked. How can I make the function inside the addEventListener to know which button was clicked?
In this case, the traced value of i when it is cliicked is always 6. Which is wrong, because 6 is only the last element of the array. What about the rest of them, the beginning?
for (var i:int = 0; i < 6; i++) {
var barPart:Sprite = new Sprite();
barPart.x = i * (30);
barPart.y = 0;
barPart.graphics.beginFill(0x000000, 0.2);
barPart.graphics.drawRect(0, 0, 10, 10);
barPart.graphics.endFill();
barPart.addEventListener(MouseEvent.CLICK, function(_event:MouseEvent):void {
trace(i);
});
}
When the application is build and the listeners are added, the loop has already executed, so the index "i" will always be six by the time the user ends up clicking the button.
To distinguish between the different items, use their "name" property (prop of DisplayObject) like shown ...
Try not to have listener function as a method closure in a loop, instead do this:
for (...)
{
... code
barPart.name = "barPart-" +i;
barPart.addEventListener(MouseEvent.CLICK, barPart_clickHandler);
}
and implement the function (event handler separately) like:
private function barPart_clickHandler(e:MouseEvent):void
{
// the event's target will let you know who dispatched the function
var name:String = Sprite(e.currentTarget).name;
name = name.replace("barpart-", "");
switch(name)
{
case '0':
// your code
break;
.
.
}
}
#Shally Virk - My mistake. I was thinking of MovieClip which is a dynamic object so it allows adding arbitrary fields. You are right, there are lots of ways to get around this problem, but your suggestion works fine.
While the cause is not clear to me, the answer is a little more simple,
The events are registered correctly, but flash takes the last computed value.
Knowing that we can work around.
The work around can either do like Shally Virk wrote, but that tends to get confusing on bigger scale. So we want something more general and simple.
Now here are the steps taking this in mind:
1. We know sprite are not dynamic, so we make class to extend spirte and make it dynamic. Since the class has basically 0 code, the only difference being the dynamic , the amount of memory added is small
2. Having the class here's the code:
for (var i:int = 0; i < 6; i++) {
var barPart:CustomSprite = new CustomSprite();
barPart.x = i * (30);
barPart.y = 0;
barPart.graphics.beginFill(0x000000, 0.2);
barPart.graphics.drawRect(0, 0, 10, 10);
barPart.graphics.endFill();
barPart.i = i;
barPart.addEventListener(MouseEvent.CLICK, function(_event:MouseEvent):void {
trace(_event.currentTarget.i);
});
}
:)
Related
im very new on javascript, i was doing a ship gaming that you have to kill some asteroids, and when you take some differents of "objects" on the screen we expand our number of bullets. Okey, going to the point i could get 3 bullets on the screen when you take diffirents objects, but now i want to give 2 of that 3 bullets of the array different directions. When i tried, i have the problem that i give the 3 bullets the same direction, i know why but im for at least 5hrs trying to fix this and i cant.
Im programming on Flash Builder 4.7 with different classes, i ll give the code of the array who is in the main, and the bullet class so as the hero class too.
Main Array
public function evUpdateBullet():void//here execute update of my class Bullets
{
var i:int;
for(i=myBullets.length-1; i >= 0; i--)
{
if(myBullets != null) //to be ?
{
if(myBullets[i].isDestroyed) //is destroyed Bullets?
{
myBullets[i] = null;
myBullets.splice(i, 1); //deleted elements.
}else
{
myBullets[i].evUpdate();
}
}
}
}
here i push the array and create the bullet, remember myBullets is the name of the array.
public function evShoot(posX:int, posY:int):void//here create the bullet and push in the array
{
attack1 = new Bullet;
attack1.Spawn(posX, posY);
myBullets.push(attack1);
}
here i show the Hero code, where i define the position of the bullet is going to spawn on the screen.
if (isPressing_Shoot && !isDestroyed)// Here execute the event shoot without power
{
Main.instace.evShoot(model.x, model.y);
isPressing_Shoot = false;
canShoot = false;
}
evDestroyed();
}
here is the code from Bullet class
first the spawn
public function Spawn(posX:int, posY:int):void
{
isDestroyed = false;//first parameter of my bullet
model = new MCbullet;
Main.layer1.addChild(model);//painting the hero in the stage
model.x = posX;//position in the stage wiht the hero
model.y = posY;
model.tigger.visible = false;
}
then the Update
public function evUpdate():void//here conect with update general
{
if (model != null)//to be?
{
model.y -= 12;//move of my bullet
//model.x -= 12;
if (model.y <= 0 )
{
evDestroyed();
}
}
}
in this update i set the movement of y, so i can shoot vertically, but.. when i try to add an x.move, i do for the all array, so i want to know how i can give different move, for differents bullets of the same array.
Iterate through the array elements. There are a few ways to do this, but the one I'm most accustomed to using would be the for loop. It looks like this:
// loop through myBullets array to update
// each x and y position dependent on unique
// property value _xSpeed and _ySpeed.
for (var i:int = 0; i < myBullets.length; i++)
{
myBullets[i].x += myBullets[i]._xSpeed;
myBullets[i].y += myBullets[i]._ySpeed;
}
Obviously, you will need the _xSpeed and _ySpeed properties of the array elements to be set to dynamic values. You would first need to give the bullet class these properties and then set their values when you instantiate the bullets. That might look something like this:
function makeBullet():void{
var b:Bullet = new Bullet();
b.x = hero.x;
b.y = hero.y;
b._xSpeed = hero._xSpeed; // or put here whatever makes sense for assigning the right value in your application
And in your bullet class constructor, before the function but inside the class brackets, add the property:
var _xSpeed:Number = 0;
var _ySpeed:Number = 0;
Basically this is allowing each bullet to hold it's own special property that is independent of any other instance of the class.
I hope that helps.
I been searching for a way to handle this for hours but have found nothing. In my BuildMap function, I instantiate new MovieClips (Tile) with the instance name cell. Their frame is based on my 2d array (protoMap). The problem is that the cells are instantiated in the function. I don't know how to access them outside of it. I want to removeChild(cell) but the only way I know how is within the function that it's instantiated in.
public function BuildMap()
{
for (var i:int=0; i < mapHeight; i++)
{
for (var u:int=0; u < mapWidth; u++)
{
var cell:MovieClip = new Tile();
cell.gotoAndStop(protoMap[i][u]+1);
cell.x = tileSide*u;
cell.y = tileSide*i;
addChild(cell);
var currCellLabel:String = cell.currentFrameLabel;
mapLabels[i].push(currCellLabel);
}
}
}
I want a function called ClearMap() that loops through again and does removeChild(cell). I thought about doing a clearTiles:Boolean and in BuildMap() do
if(clearTiles == false)
{
build the map;
}else{loop again and removeChild(cell)}
but that didn't work... so then I tried to pass cell as an argument to BuildMap() but when I tried to remove it, it wasn't an object of the caller... or something like that. I was also thinking to put cell into its own array, but I don't want to waste memory unnecessarily. Any solutions for the noob?
Create a class instead of using functions.
The point of a class is to isolate concerns.
In your case, you want to deal with all those tiles. (create them according to protoMap and be able to delete them all.
Extending a DisplayObjectContainer such as Sprite, will allow you to add all the tiles to the map object, then you can add and remove the map easily.
Your BuildMap function becomes the constructor.
Here's some non working pseudo code that illustrates the idea:
package
{
public class Map extends Sprite
{
public function Map (data, width, height)
{
for (var i:int=0; i < height; i++)
{
for (var u:int=0; u < width; u++)
{
var cell:MovieClip = new Tile();
cell.gotoAndStop(data[i][u]+1);
cell.x = tileSide*u;
cell.y = tileSide*i;
addChild(cell);
var currCellLabel:String = cell.currentFrameLabel;
mapLabels[i].push(currCellLabel);
}
}
}
public function clear():void
{
removeChildren();
}
}
}
The whole map is contained in that class. You'd have to add the labels, but you didn't specify what they are or what they do, so I left them out.
You can use it like so:
var awesomeMap:Map = new Map(protoMap, mapWidth, mapHeight);
addChild(awesomeMap);
//later
awesomeMap.clear();
//or
removeChild(awesomeMap);
I'd like to point out that building tile maps with MovieClips this way is a bad idea. MovieClips are horrible for performance, because they carry the overhead of their timeline.
Removing all children is very wasteful, too.
So if you have performance problems, try reusing objects and/or employing a technique called "blitting"
See this article: http://www.adobe.com/devnet/flash/articles/blitting_mc.html
I have several movie clips on the stage of my main .fla named btn1-btn7 which will act as buttons. I have a class file named Functions.as where an event listener is created when a button is clicked. onButtonClicked is just going to a frame on the timeline.
obj.addEventListener(MouseEvent.CLICK, onButtonClicked);
I would like the ability to set the buttonMode, visibility, etc. of all of the buttons simultaneously. I have been looking into this for a few hours and am not able to find any solutions. I am now looking into adding them to a vector (which is a new concept for me), but I am not sure how to go about executing this properly. This is what I have so far.
public var buttons:Vector.<MovieClip > = new Vector.<MovieClip > ();
function addButtons()
{
buttons.push(btn1,btn2,btn3,btn4,btn5,btn6,btn7);
for (var i:int; i<buttons.length; i++)
{
trace(buttons[i].name);
}
}
How would I go about, for example, adding the event listener to all of the objects? I will also be setting the buttonMode to true, and making them all invisible simultaneously. I don't even know if it's possible to accomplish this. Thank you in advance for any suggestions.
I'm going to asume that you use timeline code, and have instances of the buttons already placed on the stage. So, first, create the vector:
var _btns:Vector.<MovieClip> = new Vector.<MovieClip>;
_btns.push(btn1,btn2,btn43....) //add all the buttons
Than, you can init the properties of all the buttons:
var _mc:MovieClip;//helper var
for(var i:int=0,i<_btns.length;i++)
{
_mc = _btns[i];
_mc.visible = false;
_mc.buttonMode = true;
_mc.addEventListener(MouseEvent.CLICK, onClick);
}
Then, the event handler:
function onClick(e:MouseEvent):void
{
for(var i:int=0,i<_btns.length;i++)//reset all the buttons
{
_btns[i].visible = false;
}
_mc = MovieClip(e.eventTarget);
_mc.visible = true; //make visible the clicked one
}
You just need to do what you are doing with the .name property in your example code. You need to loop thru every single button in your array (or vector, if you prefer). Here is an example how to set the property of buttonMode:
function setButtonMode(b:Boolean):void {
for(var i:int=0; i<buttons.length; i++) {
var btn:MovieClip = buttons[i]; //store the current reference in a var for faster access
btn.buttonMode = b;
btn.mouseChildren = !b;
}
}
So I've worked out a great way to create a pixelized wipe effect, with movie clips of pixels nested in rows. I've created a loop that goes through each row, and then another loop inside that loop for the pixels in each row. I then use a random number between 1-0 for for the delay before it alpha-ups the pixel. I used Greensock for the tween and it works great.
One problem, I can't stall the for loop for the rows, and every row comes up at once. Still, the pixels are staggered, and this is a nice effect, but I want it to move from left to right. So my code looks like this: (BTW, yes, AS3 does have setTimeout and it works fine)
function stripeWipeUp(stripe:MovieClip):void {
var total = stripe.numChildren;
for (var i:int = 0; i<total; i++) { // the rows
trace(i);
setTimeout(function() {
trace("setTimeout: "+i);
var row:MovieClip = stripe.getChildAt(i) as MovieClip;
var pixTotal = row.numChildren;
for (var j:int = 0; j<pixTotal; j++) { the pixels
var pix:MovieClip = row.getChildAt(j) as MovieClip;
var num = Math.floor(Math.random()*100)/100; // the delay
pixUp(pix, num); // my greensock function
}
}, 500);
}
}
What happens, with the setTimeout in there, is that the "i" for loop hits every row (there are 27) before one setTimeout gets finished. So, it doesn't work as it should - the next loop should not execute until the setTimeout is finished. Any idea how to accomplish this so each row gets stalled by about 500 ms? Thanks.
Your problem is with this.
trace("setTimeout: "+i);
"i" is not what you think it is.
The scope of "i" is in stripeWipeUp not the anonymous function.
With that being said "i" is always the value of the last itteration of the loop that was run across all of your anonymous functions.
So as you can see when the anon functions trigger "i" will most-likely be equal to "total".
This is why we avoid using anonymous functions as scope is very hard determine.
Create an array and store a custom class in it for each "pixel" that will control what you want to do.
In this class use a Timer Object not setTimeOut. setTimeOut is a garbage function left over from AS2.
drop the setTimeout and just add a delay multiplied with i
var num = ( i * 500 ) + Math.floor(Math.random()*100)/100; // the delay
I would encapsulate i and j, a Timer, and an event handler for the Timer, into a class. In the event handler I would:
Do your effect for the pixel corresponding to j and i
Update j (and i)
If there are more pixels, schedule the next event
I was able to get it to work by taking the inner part out and making it a separate function. I would prefer a much cleaner solution like Creynders', but for some reason that didn't work. Here is the code:
// the row of pixels
function row(stripe:MovieClip, i:int, up:Boolean, del:Number):void {
setTimeout(function() {
var row:MovieClip = stripe.getChildAt(i) as MovieClip;
var pixTotal = row.numChildren;
for (var j:int = 0; j<pixTotal; j++) {
var pix:MovieClip = row.getChildAt(j) as MovieClip;
var num = Math.floor(Math.random()*100)/100;
(up) ? pixUp(pix, num) : pixDown(pix, num);
}
}, del);
}
// the rows in the "stripe"
function stripeWipe(stripe:MovieClip, up:Boolean):void {
var total = stripe.numChildren;
var del:Number = 0;
for (var i:int = 0; i<total; i++) {
row(stripe, i, up, del);
del = del+100;
}
}
So, in short, my problem is this. I am using a variable which is a movieclip loaded from an external swf. I want to "spawn" multiple instances of the movieclip that all react to the same code, so for example if I say var1.x = 100, they all are at 100x. But my problem is when I run addChild(var1) multiple times(I'm not actually typing in addChild(var1) over and over, I just have it set to add them at random times), the new child just replaces the old one, instead of making multiple movieclips. Should I do something like
var var1:MovieClip
var var2:MovieClip = new var1 ?(which doesnt work for me btw, gives me errors)
Oh, heres the code, and also, I am pretty new to as3 fyi, still don't even know how arrays work, which was my second guess to the problem.
var zombieExt:MovieClip;
var ldr2:Loader = new Loader();
ldr2.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded2);
ldr2.load(new URLRequest("ZombieSource.swf"));
function swfLoaded2(event:Event):void
{
zombieExt = MovieClip(ldr2.contentLoaderInfo.content);
ldr2.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded2);
//zombieExt.addEventListener(Event.ENTER_FRAME, moveZombie)
zombieExt.addEventListener(Event.ENTER_FRAME,rotate2);
function rotate2 (event:Event)
{
var the2X:int = playerExt.x - zombieExt.x;
var the2Y:int = (playerExt.y - zombieExt.y) * 1;
var angle = Math.atan(the2Y/the2X)/(Math.PI/180);
if (the2X<0) {
angle += 180;
}
if (the2X>=0 && the2Y<0) {
angle += 360;
}
//angletext.text = angle;
zombieExt.rotation = (angle*1) + 90;
}
playerExt.addEventListener(Event.ENTER_FRAME,spawn1);
function spawn1 (event:Event)
{
if(playerExt.y < 417)
{
var someNum:Number = Math.round(Math.random()*20);
if(someNum == 20)
{
addChild(zombieExt)
zombieExt.x = Math.round(Math.random()*100)
zombieExt.y = Math.round(Math.random()*100)
}
}
}
}
addChild() does not create new instances. It is used to add an already created instance to the display list. If you call addChild() multiple times on the same instance then you are just readding itself.
Also each instance is unique, you can not globally change the x position of an instance by changing another one of them. What you would do is as Henry suggests and add each new instance of a MovieClip into an array, then whenever you change something you can loop through the array and apply the changes to each instance.
You can not go var2:MovieClip = new var1 either since var1 is an instance and not a class.
Here's a different method of receiving loaded MovieClips, which i use when i need many copies of the item.
in the swf you are loading, give the target movieclip a linkage name in the library, for this example i will use "foo"
private var loadedSwfClass:Class
private var newZombie:MovieClip;
private var zombieArray:Array = new Array();
function swfLoaded2(event:Event):void
{
loadedSwfClass = event.target.applicationDomain.getDefinition("foo");
for(var n:int = 0; n<100; n++){
newZombie = new loadedSwfClass()
zombieArray.push(newZombie);
addChild(newZombie);
}
}
as per this tutorial
http://darylteo.com/blog/2007/11/16/abstracting-assets-from-actionscript-in-as30-asset-libraries/
although the comments say that
var dClip:MovieClip = this;
var new_mc = new dClip.constructor();
this.addChild(new_mc);
will also work.
It sounds like you might be accessing the same instance some how in your code. It would be helpful to see your code to figure this one out.
If I wanted to load in one swf files and add a MovieClip multiple times I would place it in the library of that SWF file. And then instantiate it and store it into an object pool or a hash or some list.
// after the library were finished loading
var list:Array = [];
for(var i:int=0; i<10; i++) {
var myCreation:MySpecialThing = new MySpecialThing();
addChild(myCreation);
list.push(myCreation);
}
where my library would contain a linkage to the class MySpecialThing.
Calling addChild(var1) multiple times on the same parent doesn't have any effect (unless you have added another child to the same parent in between, in which case it will change the child index and bring var1 to the top). If you call it on different parents, it will just change the parent of var1, doesn't duplicate. Call addChild(new MovieClassName()) at random times instead to add new copies of it. Use an array as suggested here to access them later.
Wow, thanks there henry, just using an array did exactly what I needed, and made things alot simpler.
when you load in using a loader you only get 1 instance, however you can do some funky reflection to determine what class type the given loader.content is, and then instantiate them using that. For Example:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_completeHandler);
loader.load(new URLRequest("ZombieSource.swf"));
var classType:Class;
function loader_completeHandler(evt:Event):void
{
var loadInfo:LoaderInfo = (evt.target as LoaderInfo);
var loadedInstance:DisplayObject = loadInfo.content;
// getQualifiedClassName() is a top-level function, like trace()
var nameStr:String = getQualifiedClassName(loadedInstance);
if( loadInfo.applicationDomain.hasDefinition(nameStr) )
{
classType = loadInfo.applicationDomain.getDefinition(nameStr) as Class;
init();
}
else
{
//could not extract the class
}
}
function init():void
{
// to make a new instance of the ZombieMovie object, you create it
// directly from the classType variable
var i:int = 0;
while(i < 10)
{
var newZombie:DisplayObject = new classType();
// your code here
newZombie.x = stage.stageWidth * Math.random();
newZombie.x = stage.stageHeight * Math.random();
i++;
}
}
Any problems let me know, hope this helps.