Moveing An Object
Ok, I want to move an object on the screen to a specified location. Here is the function I have:
function Move(Item, X, Y) {
while(Item._X != X and Item._Y != Y) {
if(Item._X < X) Item._X += 1;
if(Item._X > X) Item._X -= 1;
if(Item._Y < Y) Item._Y += 1;
if(Item._Y > Y) Item._Y -= 1;
}
}
If I call that it works fine, but I have one problem, it's instant. I want it to move slowly across the screen so that I can see the movement progression. I think it might be that flash does not update the movie while in while loops b/c even if I change the speed to a lower number it still just waits then instantly moves. So how do I do this, is there an update movie function?
ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 04-04-2007, 08:29 PM
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files at : http://www.kiyoshii.com/transfer/src.zip
Code:
package {
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
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import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
public class Pulitzer3d extends Sprite {
public var viewport:Viewport3D;
public var renderer:BasicRenderEngine;
public var scene:Scene3D;
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public var dae:DAE;
public var cm:ColorMaterial;
public var holder:DisplayObject3D;
public var cameraBtn:BtnCamera;
public function Pulitzer3d() {
init();
}
private function init() {
//basic scene stuff
viewport = new Viewport3D(1024, 768, true,true);
addChild(viewport);
renderer = new BasicRenderEngine();
scene = new Scene3D();
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camera.z = -50;
//COLOR MATERIAL
cm = new ColorMaterial(0xFF0099, .85, true);
//DAE
dae = new DAE();
dae.load("floor_rename.dae", new MaterialsList( { all:cm } ));
holder = new DisplayObject3D();
holder.addChild(dae);
holder.rotationX = 90;
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scene.addChild(holder);
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stage.addEventListener(Event.ENTER_FRAME, renderStuff);
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}
}
}
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I've attached 2 files (Fla 8 and Fla mx 2004).
-------- here is the gravity code on the first frame:
PHP Code:
var gravity:Number = 1.2;
var restitution:Number = 0.6;
var friction:Number = 0.9;
stop();
-------- here is the code on the ball
PHP Code:
onClipEvent(load) {
var dragging:Boolean = false;
var vel:Object = { x: 0, y: 0 };
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var old:Object = { x: _x, y: _y };
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var movie:Object = { width: 400, height: 300 };
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onClipEvent(enterFrame){
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vel.y += _root.gravity;
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vel.x *= _root.friction;
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vel.x *= -_root.restitution;
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vel.x *= -_root.restitution;
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_y = pos.y;
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-------- here is the code on the button inside the ball (so you can drag and release the ball)
PHP Code:
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-------- here is the code on the box
PHP Code:
onClipEvent(load) {
var dragging:Boolean = false;
var vel:Object = { x: 0, y: 0 };
var pos:Object = { x: _x, y: _y };
var old:Object = { x: _x, y: _y };
var radius:Number = this._width / 2;
var movie:Object = { width: 400, height: 300 };
}
onClipEvent(enterFrame){
if( !dragging ) {
vel.y += _root.gravity;
pos.x += vel.x;
pos.y += vel.y;
if( pos.y + radius > movie.height ) {
pos.y = movie.height - radius;
vel.y *= -_root.restitution;
vel.x *= _root.friction;
}
if( pos.x + radius > movie.width ) {
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vel.x *= -_root.restitution;
}
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vel.x *= -_root.restitution;
}
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_y = pos.y;
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old.y = pos.y;
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-------- here is the code on the button inside the box (so you can drag and release the box)
PHP Code:
on(press){
startDrag(this,false,16,16,384,284);
dragging = true;
}
on(release, releaseOutside){
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I appreciate any help anyone can give me to fix this issue, I don't understand enough yet about how these objects are interacting to fix this --- but I hope to learn from you brilliant Kirupians!) Thanks!
Hondo311
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The following code loads a .dae file into a new DAE() Object i am trying to acsess a specific child within de Object called "Loja1" (one of many) with var store: DisplayObject3D = holder.getChildByName("Loja1"); to individually rotate it etc... but with no sucsess.
Does anyone know how this is acomplished ?
Thanks in Advance.
files at : http://www.kiyoshii.com/transfer/src.zip
Code:
package {
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.parsers.DAE;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
public class Pulitzer3d extends Sprite {
public var viewport:Viewport3D;
public var renderer:BasicRenderEngine;
public var scene:Scene3D;
public var camera:Camera3D;
public var dae:DAE;
public var cm:ColorMaterial;
public var holder:DisplayObject3D;
public var cameraBtn:BtnCamera;
public function Pulitzer3d() {
init();
}
private function init() {
//basic scene stuff
viewport = new Viewport3D(1024, 768, true,true);
addChild(viewport);
renderer = new BasicRenderEngine();
scene = new Scene3D();
camera = new Camera3D(holder, 15, 100);
camera.zoom = 500;
camera.z = -50;
//COLOR MATERIAL
cm = new ColorMaterial(0xFF0099, .85, true);
//DAE
dae = new DAE();
dae.load("floor_rename.dae", new MaterialsList( { all:cm } ));
holder = new DisplayObject3D();
holder.addChild(dae);
holder.rotationX = 90;
holder.rotationY = 45;
scene.addChild(holder);
var store:DisplayObject3D = holder.getChildByName("Loja1");
trace("DAE : " + store);
stage.addEventListener(Event.ENTER_FRAME, renderStuff);
}
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renderer.renderScene(scene,camera,viewport,true);
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Hello,
The following code loads a .dae file into a new DAE() Object i am trying to acsess a specific child within de Object called "Loja1" (one of many) with var store:DisplayObject3D = holder.getChildByName("Loja1"); to individually rotate it etc... but with no sucsess.
Does anyone know how this is acomplished ?
Thanks in Advance.
files at : http://www.kiyoshii.com/transfer/src.zip
Code:
package {
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.parsers.DAE;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.scenes.Scene3D;
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public var renderer:BasicRenderEngine;
public var scene:Scene3D;
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public var dae:DAE;
public var cm:ColorMaterial;
public var holder:DisplayObject3D;
public var cameraBtn:BtnCamera;
public function Pulitzer3d() {
init();
}
private function init() {
//basic scene stuff
viewport = new Viewport3D(1024, 768, true,true);
addChild(viewport);
renderer = new BasicRenderEngine();
scene = new Scene3D();
camera = new Camera3D(holder, 15, 100);
camera.zoom = 500;
camera.z = -50;
//COLOR MATERIAL
cm = new ColorMaterial(0xFF0099, .85, true);
//DAE
dae = new DAE();
dae.load("floor_rename.dae", new MaterialsList( { all:cm } ));
holder = new DisplayObject3D();
holder.addChild(dae);
holder.rotationX = 90;
holder.rotationY = 45;
scene.addChild(holder);
var store:DisplayObject3D = holder.getChildByName("Loja1");
trace("DAE : " + store);
stage.addEventListener(Event.ENTER_FRAME, renderStuff);
}
private function renderStuff(e:Event) {
renderer.renderScene(scene,camera,viewport,true);
//camera.x += (((stage.mouseX-(stage.stageWidth * .5))*2)-camera.x )*.05;
//camera.y += (((stage.mouseY-(stage.stageHeight*.5))*2)-camera.y )*.05;
}
}
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var bytes:ByteArray = new ByteArray();
bytes.objectEncoding = ObjectEncoding.AMF0;
// Find the objects and byetArray.writeObject them, adding in the
// class configuration variable name -- essentially, we're constructing
// and AMF packet here that contains the class information so that
// we can simplly byteArray.readObject the sucker for the translation
// Write out the bytes of the original object
var objBytes:ByteArray = new ByteArray();
objBytes.objectEncoding = ObjectEncoding.AMF0;
objBytes.writeObject( object );
// Register all of the classes so they can be decoded via AMF
var typeInfo:XML = describeType( clazz );
var fullyQualifiedName:String = typeInfo.@name.toString().replace( /::/, "." );
registerClassAlias( fullyQualifiedName, clazz );
// Write the new object information starting with the class information
var len:int = fullyQualifiedName.length;
bytes.writeByte( 0x10 ); // 0x10 is AMF0 for "typed object (class instance)"
bytes.writeUTF( fullyQualifiedName );
// After the class name is set up, write the rest of the object
bytes.writeBytes( objBytes, 1 );
// Read in the object with the class property added and return that
bytes.position = 0;
// This generates some ReferenceErrors of the object being passed in
// has properties that aren't in the class instance, and generates TypeErrors
// when property values cannot be converted to correct values (such as false
// being the value, when it needs to be a Date instead). However, these
// errors are not thrown at runtime (and only appear in trace ouput when
// debugging), so a try/catch block isn't necessary. I'm not sure if this
// classifies as a bug or not... but I wanted to explain why if you debug
// you might seem some TypeError or ReferenceError items appear.
var result:* = bytes.readObject();
return result;
}
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Convert A Video Object To A Bitmapdata Object
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.*;
import flash.media.Camera;
import flash.media.Video;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.events.Event;
public class CameraExample extends Sprite {
private var video:Video;
private var _bitmapData:BitmapData;
private var _bitmapDataDue:BitmapData;
private var mybitmap:BitmapData;
public function CameraExample() {
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
var camera:Camera = Camera.getCamera();
if (camera != null) {
camera.addEventListener(ActivityEvent.ACTIVITY, activityHandler);
video = new Video(camera.width * 2, camera.height * 2);
video.attachCamera(camera);
addChild(video);
_bitmapData = new BitmapData(video.width , video.height, false);
_bitmapData.draw(video);
var _bitmapDataDisplay:Bitmap = new Bitmap(_bitmapData);
_bitmapDataDisplay.x= camera.width * 2;
addChild(_bitmapDataDisplay);
}
what's wrong with this?
thank yooou
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[AS3] XMLDefinition() - XML To Object (object Definitions And Hierarchies In XML)
XMLDefinition is a function that translates XML into ActionScript object definitions. It works a lot like Flex but translates definitions at runtime. As a runtime translater, its limited (no scripting etc) but still flexible in what it can be used to create.
Attached is the class and a simple Flash CS3 example. Below is some documentation. I'll try to include a page with a live demonstration when I get a chance (and if I feel confident that the kinks have been ironed out).
Doc (from the AS file):
XMLDefinition()
Code:
public function XMLDefinition(xml:XML, targetParent:Object = null):Object
Creates an object (typically a display object) based on the definition outlined by the XML. Each XML element represents the object to be made. If that object's definition is in a pacakge, that element will need to be in a namespace whose uri matches that package. The hierarchy of the object created will match the hierarchy of the XML where display objects will be added as children to the display objects. Attributes are used to define properties. If a name attribute is defined, that name will also be used as a property name in the parent to store a reference to the child. If the parent is not a display object container or the child is not a display object and a name attribute is not provided, the child element's index will be used; this is useful when defining arrays as name attributes are not needed.
There are 3 kinds of elements for special uses, each of which defined in the com.senocular.xml.XMLDefinition namespace. They are:
- property
- call
- arguments
The property element is used to access an existing property of an object. For example, you may want to reference the transform property of a MovieClip instance defined in XML rather than redefine it. In that case you would use the property element to access that property's existing value rather than provide a new value to be set for the MovieClip's transform property. This element uses one attribute, name, to determine the name of the property being accessed.
The call element is used to call methods within objects. Like the property element, it too uses the name attribute to identify the class member (in this case a method) to be accessed. This would be useful for calling drawing methods on a display object. Method arguments are handled through the arguments element.
The arguments element is used in combination with class definitions or method calls. For class definitions (elements representing class instances) the arguments element contains the arguments for that instance's constructor call. For method calls, the arguments element's children are used as arguments for that method. The definitions within an arguments block is scoped to the parent node of the arguments element so references to property in an arguments element will reference properties in the argument's parent object. One caveat concerning the arguments element is that you are limited to 10 or less arguments.
The following example creates a Sprite a line drawn in its graphics object and one Shape child object with the instance name "child":
Code:
var definition:XML =
<display:Sprite x="50" y="100"
xmlns:display="flash.display"
xmlns:def="com.senocular.xml.XMLDefinition">
<display:Shape name="child" />
<def:property name="graphics">
<def:call name="lineStyle">
<def:arguments>
<Number>1</Number>
<uint>0xFF0000</uint>
</def:arguments>
</def:call>
<def:call name="lineTo">
<def:arguments>
<Number>100</Number>
<Number>100</Number>
</def:arguments>
</def:call>
</def:property>
</display:Sprite>
var sprite:Sprite = XMLDefinition(definition);
Parameters:
xml - The xml to be parsed into an object.
targetParent - The object in which the generated object will be defined, either as a property or a child display object.
Returns:
A reference to the object created.
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Get To An Object's Content From An Object's Event Handler
Hi there,
I have some code that is intended to get a list of XML file names from a PHP script and then parse the content of the XML files and stick certain data into a big array called "allData":
Code:
var allData:Array = new Array();
var remoteFileNames:GetXMLFileNames = new GetXMLFileNames("http://localhost/getVars/getfilenams.php");
remoteFileNames.addEventListener(GetXMLFileNames.GOT_NAMES, getXMLDataFiles);
function getXMLDataFiles(e:Event):void {
for each (var fileName:String in remoteFileNames.fileNames) {
var xmlLoader:XmlLoader = new XmlLoader(fileName);
xmlLoader.addEventListener(XmlLoader.DATA_PARSED, dataParsed);
}
}
function dataParsed(e:Event):void {
trace ("XML data was parsed");
allData.push(???.content); // problem here!
}
(Of course there's also some class files GetXMLFileNames.as and XmlLoader.as that do their stuff) all works well except that I need to get the references to the content property of each object. I guess I do this via the event handler but I'm not sure exactly how? Any one got any ideas?
Many thanks
Ben
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So An Object Can't Call Another Object's Methods?
Say I have a conveyor belt object and a trailer truck object.
The conveyor belt adds boxes to itself.
The user clicks on a box and then clicks on 1 of three trailer trucks to put it in.
When box is placed in 1 of the 3 trucks, I'd like the trailer truck to call the conveyor belt's method to cause the conveyor belt to 'add a box' to itself.
If a box is not placed after 4 seconds, the conveyor belt is to call it's 'add a box' method to add another box to itself.
Since the trailer truck mc is also defined as a button, I check to see if it's been clicked on as a way of knowing if a box has been placed inside it and therefore another box should be added to the conveyor belt.
Is it possible to do it this way with oop? I can't seem to do it, but maybe I've got the syntax wrong. If not, how might it be set up with proper oop?
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Any Way To Check What Type Of Object The Object Is?
Hey, i was wondering if there is a command to check what type object a certain object is
ex:
function circle(radius){
this.radius = radius
}
functin squre(side){
this.side = side
}
shape1 = new circle(25);
shape2 = new square(10);
//====this is just an example of what i want happen =============
type = getType(shape1)
trace(type);
this will trace "circle"
is there a command that can do is? I thought i saw it somewhere, but i cant find it
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This image should basically explain what I'm trying to accomplish right now.
I want an object to move with a moveable object by retreiving the character's X-Y coordinates and then placing the object by the X-Y coordinates of the hero until the animation is complete. How can I do this?
Thanks for your help.
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Hello,
For an assingment at college I am creating a multi-user realtime game.
Therefor I am using the Electroserver by Electrotank. Because of latency I want to create the game-engine in a server-side script.
Code:
var variables = new Object();
for(var i=1; i<=8; i++) {
variables[i] = new Object();
for(var j=1; j<=8; j++) {
ob = new Object();
ob.type = 0;
variables[i][j] = ob;
}
}
When I trace this code at the serverside like variables[2][3].type I get the number zero (which is what I want (seems quite unlogical, but in the rest of the script this ob.type is set to a random numberand that is all working as it should)). It seems that things are done in some sort of Javascript at the server (server is programmed in java, server-side scripts can be done in either java or actionscript), cause I get something like org.mozilla.javascript errors in the server outputwindow.
But when I send the object variables to the client and I trace it there the same way (variables[2][3]) I get the message undefined.
When I do the trace variables[2] I get [object Object], so there is something. And now comes the actual question.
How can I get to the properties of this object in variables[2]? Do I have to do it with some kind of dot-syntax?
I hope you can help me figure it out.
Tnx in advance,
Jorrit
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Hi guys,
I am creating duplicate on clicking a buton but it is puting the duplicate on the same place but i wanna put duplicate object adjacent to the first object , whether it's having any angle or straight.
Actionscript:
function dupMovie(targetitem, basewidth, baseheight, baserotation, x_base, y_base) {
itemcount += 1;
duplicateMovieClip(targetitem, ("item" + itemcount), (16384 + (itemcount + 2000)));
item += itemcount;
setProperty(("item" + itemcount), _x, x_base);
setProperty(("item" + itemcount), _y, y_base);
setProperty(("item" + itemcount), _width, basewidth);
setProperty(("item" + itemcount), _height, baseheight);
setProperty(("item" + itemcount), _rotation, baserotation);
itemWidth = basewidth;
itemHeight = baseheight;
itemRotation = baserotation;
}
I am geting width and height of every object but with every dragable item i wanna attach a text box having widht.
for reference download movie.
http://www.geocities.com/rajmultimedia/movie.fla
regards
raj
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I am trying to create an object(circle movie clip) that is draggable but stays within the space of another object(square movie clip). i want to be able to drag this object and not be able to pull it out of the square movie clip. i am assuming hitTest will be one of the functions to use but what about knowing the space of the path object(square movie clip)?
J
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Howdy,
I'm creating a firework show. The main timeline creates rocket objects nicely. When it's time for the rocket to explode, creating projectiles in the Rocket object in the same way as the main timeline, it does NOT work dynamically. I can only seem to get it to work in a static way. Here are some examples:
main timeline (works great!):
Code:
this["rocket" + rocketInt] = new Rocket();
this["rocket" + rocketInt].name = "rocket" + rocketInt;
addChild(this["rocket" + rocketInt]);
rocketInt++;
in Rocket (does not work):
Error: ReferenceError: Error #1056: Cannot create property projectile0 on xx.xx.fireworks.Rocket. This error occurs even if all but the first line is commented out.
Code:
this["projectile" + _projectileInt] = new Projectile();
this["projectile" + _projectileInt].name = "projectile" + _projectileInt;
addChild(this["projectile" + _projectileInt]);
_projectileInt++;
in Rocket statically (works, but no fun):
Code:
var projectile0:Sprite = new Projectile();
projectile0.name = "projectile0";
addChild(projectile0);
The last example does exactly what I need it to... but The number of projectiles could be anywhere from 1 to 50. I'd hate to do all that in a non-dynamic way.
Is there any hope?
Thank you much for the assist.
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I have a custom object that looks like:
Code:
public dynamic class ClientSummary
{
public var companyName:String="";
public var traderName:String="";
public var ip:String="";
public var fromDate:String;
public var toDate:String;
public var wsToGwMin:int = 0;
public var wsToGwMax:int = 0;
public var wsToGwMean:Number = 0;
public var wsToGwStd:Number = 0;
public var wsToGw1Std:Number = 0;
public var wsToGw2Std:Number = 0;
And I have generic Object that has the same exact data with the same exact fields. When I try to cast from the generic Object to my custom obj the cast fails and my custom object has null value assigned to it.
Any ideas how I can cast from generic object to custom object.
Any help will be appreciated.
here how I am trying to accomplish the cast
Code:
var resultObj:ClientSummary;
resultObj = e.result.object as ClientSummary;
It fails to cast.
Thanks in advance
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let me try to lay this out simply.
suppose i do this:
objectA.addEventListener( MouseEvent.MOUSE_OVER, objAfunction );
and i lay a half transparent rectangle(objectB) over objectA.
what happens now, is the mouseover listener doesn't respond, of course.
but what am i to do, if i want to have objectB over objectA, and still have objectA listen for Mouse Events?
any clues?
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Accessing A Property Of An Object Within An Object
I have modified a simple button object, which I called the OP Button in the library, and it contains two dynamic text fields. I had to add these text fields because I encountered a problem. Having the text above the button caused the button not to activate when the user went over the dynamic text field. Tried to have the text below the button, but the blue highlight with the button made the text fuzzy. I need to have the text dynamic because I need it to hold different values.
I have created the new button. In the library of Flash it is registered as OP Button ( a name I gave the button type ). I can edit the button and see the dynamic text object, which I gave the name of NormalText. I need to know how to change the .text property of the dynamic text located in the modified simple button.
The instance of the newly created button is OP4Button and the name of the dynamic text field within this button is called NormalText. How do I change the .text property from the main stage action script?
The button was created in design mode and not through action scripts. Even though I created in design mode, I need to access it through Action Script. Any help will be greatly appreciated.
Thank you
Edited: 06/16/2007 at 10:49:18 AM by David Cowdery
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Hi,
I have a custom class called testItem (external file: testItem.as) that behaves strangely. I have told it to extend MovieClip and when it is created it creates a new Shape object and adds this to its display stack using addChild. However, when this is done Flash doesn't refer to my object as 'object testItem' anymore, but 'object global' instead. Why does this happen, and how do I get it to refer to the testItem class/object instead?
testItem.as code:
Code:
package {
import flash.events.*;
import flash.display.*;
public class testItem extends MovieClip {
public function testItem() {
}
public function fSetupMe() {
trace(this); // returns '[object testItem]'
var vInfoShape:Shape = new Shape;
vInfoShape.graphics.beginFill(0xFF0000);
vInfoShape.graphics.drawRect(0, 0, 300, 300);
vInfoShape.graphics.endFill();
addChild(vInfoShape);
var fMouseOver:Function = function(arg) {
trace(this); // returns '[object global]'
MovieClip(root).vHighlight.fShowMe(this.y);
};
addEventListener(MouseEvent.MOUSE_OVER, fMouseOver);
}
}
}
The code in my mainTimeline file looks like:
Code:
var vtestItem = new testItem();
addChild(vtestItem);
vtestItem.fSetupMe();
Thanks in advance.
.c
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