Hello I'm trying to do this (in as2 this worked but not in as3) I looked on google for 3 hours, but still don't found a solution (thans for your help) :
import flash.display.MovieClip;
var mcContainer:MovieClip = new MovieClip();
var mcImage0:MovieClip = new MovieClip();
var mcImage1:MovieClip = new MovieClip();
var mcImage2:MovieClip = new MovieClip();
var mcImage3:MovieClip = new MovieClip();
mcImage0.name = "Boy";
mcImage1.name = "Girl";
mcImage2.name = "Woman";
mcImage3.name = "Man";
var ArrayNamesOfMC:Array = new Array();
var i:int = 4;
while(i--) {
ArrayNamesOfMC.push(["mcImage"+i].name);
}
This donsn't work :
ArrayNamesOfMC.push(["mcImage"+i].name);
This is the simple answer to your question:
var mcImage0:MovieClip = new MovieClip();
var mcImage1:MovieClip = new MovieClip();
var mcImage2:MovieClip = new MovieClip();
var mcImage3:MovieClip = new MovieClip();
mcImage0.name = "Boy";
mcImage1.name = "Girl";
mcImage2.name = "Woman";
mcImage3.name = "Man";
var ArrayNamesOfMC:Array = new Array();
var i:int = 3;
while (i >= 0)
{
ArrayNamesOfMC.push(MovieClip(this["mcImage" + i]).name);
i--;
}// end while
The following may not be relevant in your case as I'm not quite sure what the purpose of your application is, but this is probably a better approach:
var sprites:Vector.<Sprite> = new Vector.<Sprite>();
var names:Vector.<String> = new <String>["Boy", "Girl", "Woman", "Man"];
for (var i:uint = 0; i < names.length; i++)
{
var sprite:Sprite = new Sprite();
sprite.name = names[i];
sprites.push(sprite);
}// end for
Disregard this if it is not applicable in your case.
this should do the trick:
var _movieClip:MovieClip = ("mcImage" + i) as MovieClip;
ArrayNamesOfMC.push(_movieClip.name);
Taurayi's answer is an interesting technique that I didn't know about.
Personally I would recommend restructuring your code to put all the movieclips in an array, like so:
var mcImages:Array = new Array();
for (var i = 0; i < 4; i++) {
mcImages.push(new MovieClip);
}
mcImages[0].name = "Boy";
trace(mcImages[0].name);
Incidentally, your while loop was constructed incorrectly. You need a condition in the parentheses and then do the decrement inside the loop. But with all your movieclips in an array then you can use this much simpler approach to loop through all of them:
for each (var mc in mcImages) {
trace(mc.name);
}
Related
What I am trying to do is add say 20 jpgs labelled 1-20 individually inside movieClips [ sReel ] , then add the movieClips to movieClip [ aReel ] and duplicate movieClip [ aReel ] into movieClip [ mReel ] so I can have a horizontal scrolling movieClip.
I can do all manually no problem but doing it automatically is not so easy :(
Just need how to stack the mocieClips correctly as know how to do rest oc code Thanks..
var movie_Number:Array = new Array();
var movie_Title: Array = new Array();
var movie_Director: Array = new Array();
var movie_Star: Array = new Array();
var movie_Duration: Array = new Array();
var movie_Genre: Array = new Array();
var movie_Year: Array = new Array();
var movie_Rating: Array = new Array();
var movie_Comment: Array = new Array();
var mReel:MovieClip = new MovieClip;
var aReel:MovieClip = new MovieClip;
var bReel:MovieClip = new MovieClip;
var sReel:MovieClip = new MovieClip;
var ldr:Loader;
newReelMask.cacheAsBitmap = true;
mReel.cacheAsBitmap = true;
mReel.mask = newReelMask;
var xmlLoader:URLLoader = new URLLoader(), xmlData:XML;
var movieNum:Number;
var xReel = 0;
mReel.addEventListener(MouseEvent.MOUSE_OVER, onStop);
mReel.addEventListener(MouseEvent.MOUSE_OUT, onStart);
var myTimer:Timer = new Timer(1);
myTimer.addEventListener(TimerEvent.TIMER, timerListener);
myTimer.start();
init();
makeSmallReel();
aReel.x = 0;
aReel.y = 0;
mReel.addChild(aReel);
addChild(mReel);
function init():void
{
xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
xmlLoader.load(new URLRequest("movieInfo.xml"));
}
function LoadXML(e:Event):void
{
xmlData = new XML(e.target.data);
var movieTitle:XMLList = xmlData..title;
var movieDirector:XMLList = xmlData..director;
var movieStar:XMLList = xmlData..star;
var movieDuration:XMLList = xmlData..duration;
var movieGenre:XMLList = xmlData..genre;
var movieYear:XMLList = xmlData..year;
var movieRating:XMLList = xmlData..rating;
var movieComment:XMLList = xmlData..comment;
var len: int = xmlData.movie.length();
var i:int = 0;
for (i; i < len; i++)
{
movie_Number.push(i);
movie_Title.push(movieTitle[i]);
movie_Director.push(movieDirector[i]);
movie_Star.push(movieStar[i]);
movie_Duration.push(movieDuration[i]);
movie_Genre.push(movieGenre[i]);
movie_Year.push(movieYear[i]);
movie_Rating.push(movieRating[i]);
movie_Comment.push(movieComment[i]);
}
}
function makeSmallReel():void
{
var i:int = 1;
for (i; i < 11; i++)
{
ldr = new Loader();
ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, ldr_complete);
ldr.load(new URLRequest("images/thumb/"+i+".jpg"));
}
}
function ldr_complete(e:Event):void
{
sReel.x = xReel;
sReel.addChild(ldr);
xReel = xReel + e.target.width;
aReel.addChild(sReel);
}
function timerListener(e:TimerEvent):void
{
if (mReel.x <= -(aReel.width))
{
mReel.x = 0;
}
mReel.x -= 1;
}
function onStop(e:MouseEvent):void
{
myTimer.stop();
}
function onStart(e:MouseEvent):void
{
myTimer.start();
}
You 're adding always the same loader(ldr is a class-var) to your container.
At loading you have to create a ldr vor each picture. And add this to your container in your complete-handler. (it's e.target in your complete-handler)
BTW: You don't need a MovieCLip. A Sprite is enought, 'cause semms, you never need the timeline of a movieclip, which is the difference between MovieClip and Sprite ( and the overhead).
I've created an Array with the names of my image-Classes in the library.
var myArr:Array = new Array("myPic1","myPic2","myPic3");
Normally if I would like to create an object of my class I would
var libraryImage:Bitmap;
libraryImage = new Bitmap(new myPic1(0,0));
But how can I iterate through the array and create my images dynamically?
for(var i:uint = 0; i<myArr.length; i++){
var libraryImage:Bitmap;
libraryImage = new Bitmap(new myArr[i](0,0));
}
doesn't works
Try this:
var myArr:Array = new Array(new myPic1(0,0), new myPic2(0,0), new myPic3(0,0));
for(var i:uint = 0; i<myArr.length; i++){
var libraryImage:Bitmap;
libraryImage = new Bitmap(myArr[i]);
}
You can do something like this
for(var i:uint = 0; i<myArr.length; i++){
var myClass:Class = getDefinitionByName(myArr[i]) as Class;
var libraryImage:Bitmap;
libraryImage = new Bitmap(new myClass(0,0));
}
I'm working in Flash CS6 with Adobe AIR 3.3 (for iOS) and having trouble returning an XML string to a textField.
It is tracing the proper information, and I've tried a few ways to return the trace but can't seem to quite get it... Here is my most recent try. Any suggestions? Thanks in advance.
var myLoader:URLLoader = new URLLoader();
myLoader.load(new URLRequest("http://www.someURL.php"));
//php file that echos xml
myLoader.addEventListener(Event.COMPLETE, init);
var fadedText:TextField;
var touchList:TouchList;
var textOutput:TextField;
var animateLeft:Tween;
var listArray:Array;
var item:TouchListItemRenderer;
var theXML:XML;
var days:Array = new Array("monday", "tuesday", "wednesday", "thursday", "friday", "saturday", "sunday");
var daySelected;
var businessNameArray:Array = new Array();
var businessLogoArray:Array = new Array();
var businessAddress:Array = new Array();
var distanceArrayDisplay:Array = new Array();
var distanceArrayCount = 0;
function init(e:Event = null):void
{
trace(myLoader.data);
theXML = new XML(e.target.data);
theXML.ignoreWhitespace = true;
myLoader.close();
// add our list and listener
var itemSizeCalculator = stage.stageHeight / 6;
touchList = new TouchList(stage.stageWidth, stage.stageHeight-itemSizeCalculator);
touchList.addEventListener(ListItemEvent.ITEM_SELECTED, handlelistItemSelected);
addChild(touchList);
touchList.x = stage.stageWidth;
// Fill our list with item rendreres that extend ITouchListRenderer.
for(var i:int = 0; i < theXML.food.length(); i++) {
if(theXML.food[i].monday != "un")
{
item = new TouchListItemRenderer();
item.index = i;
item.data = theXML.food[i].business;
item.name = theXML.food[i].business;
item.addEventListener(MouseEvent.CLICK, itemWasClicked);
item.itemHeight = itemSizeCalculator;
businessNameArray[i]= theXML.food[i].business;
businessLogoArray[i]=("http://www.logosURL.com/"+theXML.food[i].logo);
businessAddress[i]= theXML.food[i].address;
var fadedTextFormat:TextFormat = new TextFormat();
fadedTextFormat.bold = true;
fadedTextFormat.color = 0x999999;
fadedTextFormat.size = 14;
fadedTextFormat.font = "Helvetica";
fadedText = new TextField();
fadedText.height = 30;
fadedText.mouseEnabled = false;
fadedText.defaultTextFormat = fadedTextFormat;
item.addChild(fadedText);
fadedText.x = 75;
fadedText.y = 10;
distanceArrayDisplay.push(fadedText);
var distanceLoader:URLLoader = new URLLoader();
distanceLoader.load(new URLRequest("http://maps.googleapis.com&origins=someAddress&destinations="+businessAddress[i]+"&mode=walking&language=en-en&sensor=false"));
distanceLoader.addEventListener(Event.COMPLETE, distanceCalculated);
var logoLoader:Loader = new Loader();
item.addChild(logoLoader);
var logoURL:URLRequest = new URLRequest("http://www.myLogos.com/"+theXML.food[i].logo);
logoLoader.load(logoURL);
logoLoader.scaleX = .4;
logoLoader.scaleY = .4;
logoLoader.y = logoLoader.y + 5;
logoLoader.mouseEnabled = false;
var arrowGraphic:rightArrow = new rightArrow();
item.addChild(arrowGraphic);
arrowGraphic.x = stage.stageWidth - 5;
arrowGraphic.y = item.height/2;
touchList.addListItem(item);
}
}
}
function distanceCalculated(e:Event)
{
// trace(e.currentTarget.data);
var distanceXML:XML = new XML(e.target.data);
distanceXML.ignoreWhitespace = true;
var returnVar:String = (distanceXML.row.element.distance.text);
distanceArrayDisplay[distanceArrayCount].text = returnVar;
trace(returnVar);
distanceArrayCount++;
}
I am guessing that you are correctly reading the first XML, and that XML has a list of URLs that you want to load and then display some info from those on TextFields. Without knowing the structure of that XML I can't suggest you any working code, but I can point you on the right direction. For more info on reading/iterating XML on flash as3, please read: http://www.kirupa.com/developer/flashcs3/using_xml_as3_pg1.htm
//iterator var
var xml_read:uint=0;
//array of textfields for reference
var array_textFields:Array;
//config XML complete
function init(e:Event = null):void
{
array_textFields = new Array();
theXML = new XML(e.target.data);
theXML.ignoreWhitespace = true;
//this depends on the XML structure, please look at the article I linked
//for more info on how to iterate an XML
var i:uint=0;
for(someUrl in theXML..url)
{
var fadedText:TextField = new TextField();
//you should place each Textfield on different coord, otherwise
//they will all stack on top of each other and you will only see one
//for example:
fadedText.y = (fadedText.height+10)*i;
item.addChild(fadedText);
array_textFields.push(fadedText);
var distanceLoader:URLLoader = new URLLoader();
distanceLoader.load(new URLRequest(someUrl));
distanceLoader.addEventListener(Event.COMPLETE, distanceCalculated);
i++;
}
}
function distanceCalculated(e:Event):void
{
var distanceXML:XML = new XML(e.target.data);
distanceXML.ignoreWhitespace = true;
//retrieve information
var returnVar:String = (distanceXML.row.element.distance.text);
//set to textfield
TextField(array_textFields[xml_read]) = returnVar;
//increase iterator
xml_read++;
}
Please bear in mind that in ActionScript3, all network I/O is asynchronous. Usually EventListener functions don't return any value because you don't know when the data is ready. What you do is store a reference to where you want the data to go (in your case, a TextField variable) when the EventListener function is called asynchronously.
In my library I have a bunch of classes named tip1, tip2, tip3, tip4...and so on. Is it possible to create one instance of each on the stage using a for loop? I tried this but it didn't seem to work.
var tips:int = 12;
for(var i:int = 1; i<=tips; i++){
var tipName:String = "tip"+i
var tip:MovieClip = new tipName();
tip.name = "tip" + i
tip.x = stage.width;
tip.y = 0;
addChild(tip);
}
Any help would be appreciated. Thanks!
You were missing the "getDefinitionByName" part.
// Up top
import flash.utils.getDefinitionByName;
// Down below
var tips:int = 12;
for (var i:int = 1; i < tips; ++i ) {
var myClass:Class = getDefinitionByName('tip' + i) as Class;
var tip:Object = new myClass();
tip.name = "tip" + i;
....
}
Instead of
var tip:MovieClip = new tipName();
Try (written from memory)
var clazz:Class = getDefinitionByName(tipName) as Class;
var tip:MovieClip = new clazz();
Also, you generally want to use stage.stageWidth instead of stage.width, since the latter will return the stage bounding box width (which might not be the same as the area the swf file covers).
Kinda of an oxy-moron question but I thought I would go ahead and ask anyhow.... I am looking for my soundspectrum animation to play but my sound will be muted...This will be inserted in a banner ad, so their are specific rsestrictrictions with vendors where the sound has to be user initiated...
Any ideas would be appreciated...
var SpectrumLineWidth:Number;
var SpectrumLineColor:Number;
var SpectrumGlowDirection:String;
var SGD:String;
var ss:ByteArray = new ByteArray();
var bmpData:BitmapData;
var bmp:Bitmap;
var lsp:Sprite = new Sprite();
var blur:BlurFilter;
// Main sounds object
var _sound:Sound = new Sound();
var _soundChannel:SoundChannel;
var _soundTransform:SoundTransform=new SoundTransform(1);
var _soundLoaderContext:SoundLoaderContext = new SoundLoaderContext();
bmpData = new BitmapData(10,10,true,0xcccccc);
bmp = new Bitmap(bmpData);
spectrumArea.specArea.addChild(lsp);
spectrumArea.specArea.addChild(bmp);
// filter;
blur = new BlurFilter(8,8,4);
// save configuration
SpectrumLineWidth = 1;
SpectrumLineColor = 0x0066FF;
var s:Sound = new Sound();
//s.setVolume(0);
var sc:SoundChannel;
var ba:ByteArray = new ByteArray();
var array:Array;
s.load(new URLRequest("test.mp3"));
sc = s.play(0,1000);
sc.soundTransform = _soundTransform;
this.addEventListener(Event.ENTER_FRAME, spectrum);
function spectrum(event:Event){
lsp.graphics.clear();
lsp.graphics.lineStyle(SpectrumLineWidth, SpectrumLineColor);
lsp.graphics.moveTo(-1, 50);
SoundMixer.computeSpectrum(ss);
for (var i:uint = 0; i<350; i++)
{
var num:Number = - ss.readFloat() * 50 + 50;
lsp.graphics.lineTo(i, num);
}
bmpData.draw(lsp);
bmpData.applyFilter(bmpData, bmpData.rect,new Point(), blur);
//SGD = SpectrumGlowDirection;
//lsp.graphics.clear();
//lsp.alpha=.5
bmpData.draw(lsp);
}
//var sd:SoundTransform = new SoundTransform();
//sd.volume=0;
//SoundMixer.soundTransform = new SoundTransform(1);
You cant do it with SoundMixer.computeSpectrum(ss);
Look into Sound.extract