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  1. Ideally, you would set its type as a superclass...

    Ideally, you would set its type as a superclass of all alternatives, or an interface that they all implement.
  2. I hope that by "numbered from 0 to 4224" you do...

    I hope that by "numbered from 0 to 4224" you do not mean using the name property. Otherwise, go for it. That's a lot of movie clips, though.
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    That's... Not what I said. I wanted you to put...

    That's... Not what I said. I wanted you to put another trace, outside the function, to see if it got executed more than once. If it did, then your frame script was being executed more than once,...
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    Put a trace statement outside your function. It...

    Put a trace statement outside your function. It looks like your frame script is being run multiple times.
  5. If you put the instances in an array (and removed...

    If you put the instances in an array (and removed them from the array when killed), you could use the array length as the current enemy count.
    Alternatively, you could put them in a dedicated...
  6. Yes, you do not need the EnemyEvent class. It...

    Yes, you do not need the EnemyEvent class. It just provides strong type-checking. You can use a plain event with a made up event type.
    Change the dispatchEvent line like so:


    dispatchEvent(new...
  7. No, you don't replace "MovieClip" with the symbol...

    No, you don't replace "MovieClip" with the symbol name. You should have a field somewhere in the symbol properties for the associated class. You could change "Thing" to something more descriptive...
  8. Since you say you want the listener on all...

    Since you say you want the listener on all instances, I'd suggest adding it to the class for that symbol. Let's say you have a class called Thing associated with that symbol.


    package{
    public...
  9. A single display object may only be on the...

    A single display object may only be on the display once. To create more, you need to actually create more


    var someSymbol:symbolname = new symbolname();
    addChild(someSymbol);
    someSymbol = new...
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    The boo-boo is using globals at all. I'd have...

    The boo-boo is using globals at all. I'd have the symbol be an instance of a class which has a property to keep the clicked count. Or have the counter in the class which implements the event...
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    No. Describe your problem, and solution, so that...

    No. Describe your problem, and solution, so that others might benefit.

    Generally, you don't need global variables. They are almost always a sign of bad design and strongly coupled functionality...
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    You don't need these lines: enemyarray[i] =...

    You don't need these lines:


    enemyarray[i] = null;



    currentenemy = null;

    In the first case, the next line (the splice) removes the reference at enemyarray[i] anyway, so you don't need to...
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    Don't use that tutorial if you want to use AS3,...

    Don't use that tutorial if you want to use AS3, it'll just confuse you.

    In AS3, event listeners are added with addEventListener rather than setting an onEventName property. Event listeners are...
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    board ate my last reply. Let's say you have...

    board ate my last reply.
    Let's say you have "menu" which is just like about. Make its listener just like "about"'s, but with a different destination.


    function...
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    Do not nest functions. Since you define and add...

    Do not nest functions. Since you define and add Tir within onEnterGame, every time onEnterGame executes, you get a new function Tir as a MOUSE_DOWN listener.

    There is no need for onEnterGame at...
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    If you want mcarray to only contain stuff from...

    If you want mcarray to only contain stuff from the new level, you can either remove everything from it:


    while (mcarray.length > 0){
    mcarray.pop();
    }

    Or, if you don't need mcarray to point...
  17. Someone somewhere might find that useful, but not...

    Someone somewhere might find that useful, but not here in the AS3 forum.

    Go ahead and port it to AS3, and post it properly in [code] tags.

    What's with all the untyped parameters and use of...
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    Instead of making your code red, put it in [code]...

    Instead of making your code red, put it in [code] tags. That will make it readable and preserve formatting.


    bitmapData.draw(kameraStream);
    var bitmapData:BitmapData = new...
  19. It's very possible. You just need to draw your...

    It's very possible. You just need to draw your image into a few bitmaps, with appropriate transformations.
  20. Did you have a question?

    Did you have a question?
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    Because it's not doing anything like what your...

    Because it's not doing anything like what your code was attempting to do. What part of it do you think is similar?



    var item:menuItem = menuItem (e.currentTarget);

    This line is not creating...
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    It doesn't work because Fields is not a method,...

    It doesn't work because Fields is not a method, so calling it without new as you do in accesFieldHere (sic) is meaningless. If you did have "new" there, it would be a new instance of Fields, and...
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    var dynRoot:MovieClip = MovieClip(root);...

    var dynRoot:MovieClip = MovieClip(root);
    dynRoot.about.addEventListener(MouseEvent.CLICK, _click);

    function _click(event:MouseEvent):void{
    dynRoot.afterGo = "about";
    gotoAndPlay("go");
    }
    ...
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    The Timer will fire TIMER_COMPLETE when it...

    The Timer will fire TIMER_COMPLETE when it completes.
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    Yes. Simply call unload on the loader you used to...

    Yes. Simply call unload on the loader you used to load it in the first place, assuming it's still in that loader. Optionally, remove the loader from the display as well.
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