Flash CC: access a specific object on the stage

I'm writing the javaScript code to execute with Flash CC.

How can I access a specific object on the stage? It has a name (square_sym), but I can not read the code. What should I do?

TIA

He needs an instance name.

If there is not a button or a movieclip, right click on the object > click on convert to symbol > select movieclip > ok > in the properties panel, enter an instance name, for example square_mc.

then on the timeline that contains the button or movieclip you can use:

This.square_mc to reference the movieclip.  other chronologies, there are also pointers to reference the movieclip

Tags: Adobe Animate

Similar Questions

  • Adding objects to the stage & amp; Properties of the acceessing Stadium - I'm a bit confused...

    Hello

    I'm a bit confused about the programming of the display's two-pronged:

    A. What are the best way to add objects to the stage?
    B. how to access the properties of the step.

    I can make these two when the project is a 'Action Script Project', but I have a problem when it is a "Flex project" (for example a MXML file). See the attached files two questions included in the commentary to see exactly what I mean.


    A. What are the best way to add objects to the stage?
    =====================================

    In a project of action script which extends Sprite I can call him addChild()

    In a project MXML I add objects to the scene first, adding them to a UIComponent, then adding that the step.

    1 - is the best way to do it?

    In this doc: http://livedocs.adobe.com/flex/3/html/help.html?content=05_Display_Programming_02.html he says this quote from
    :
    Each SWF file has an ActionScript class associated with it, called the main class of the SWF file. When Flash Player opens a SWF file in an HTML page, Flash Player calls the constructor function for that class and the instance that is created (which is always a type of display object) is added as a child of the Stage object. The main class of a SWF file always extends the Sprite class
  • Positioning and temporarily hide objects on the stage

    (Flash beginner here - bear with me...)

    I have two graphic objects on the stage that overlap between them. The first, I managed to place limits of the document very well. When you add the second object, however, the first object covers the limits so I can't see to align the second object.

    The question: is it possible to temporarily hide an object on the stage so I can see the limits of the scene to the other position? I don't see any option that will allow me to do.

    THX!

    Good looking! Who did. Thank you!

  • dropTarget pronounced of all objects on the stage

    Hey all,.

    Not sure what the best way to do it.  I have a class we will call DropActivity, here is the code

    package com.activitycontrol

    {

    import com.activitycontrol.DropCheck;

    public class DropActivity

         {

    / / Constants:

    / / Public properties:

    / / Private property:

    _selectedClip:object private var;

    / / Initialization:

    public void DropActivity(/*selectedClip:Object*/)

              {

                   

              }

    / / Public methods:

    public public function set selectedClip(selectedClip:Object):void

              {

    _selectedClip = selectedClip;

              }

    public function stopDraggingMe (): void

              {

    var dropCheck:DropCheck = new DropCheck();

    dropCheck.checkAgainst = dropTarget.name; ///***********

    If (dropCheck.canBeDropped is true)

                   {

    _selectedClip.stopDrag ();     

                   }

              }

    / / Protected methods:

         }

    }

    When the stopDraggingMe() method is called by another object (code below), I need to see all the objects on the stage to see the objects on the stage my currently selected movie clip is completed and assign it to the method dropCheck.checkAgainst (which will be checked against a table to see if it indeed can be moved, if so the value canBeDropped to true and therefor (, run it. stopDrag()).  I read using root is not a good practice of coding in AS 3.

    the call to the reproductive stopDraggingme().

    private void setDown(event:MouseEvent):void

              {

    var droppedItem:DropActivity = new DropActivity();

    droppedItem.selectedClip =;

    droppedItem.stopDraggingMe ();

              }

    You cannot use dropTarget, correct?  and you will need to loop through all displayobjects to see who have a positive hitTest to your object has fallen, correct?

  • After the separate file .fla code do not see my objects on the stage.

    I have the .fla file. There, in the library, I have 3 film clips, cockroach0, cockroach1, cockroach2. I want to show they randomly on the stage on the .swf file.

    Labour Code:

    var classNames:Array = ["cockroach0", "cockroach1", "cockroach3"];
                   var len:int = classNames.length;
                   var cockRoachList:Array = [];
                   var ClassRef:Class;
                    
                   for (var i:int = 0; i < len ; i++) {
                         ClassRef = Class(getDefinitionByName(classNames[i]));
                         cockRoachList[i] = new ClassRef();
                         addChild(cockRoachList[i]);
                   }
                   
                   var currentCockRoach:MovieClip;
                   for (var ii:int = 0; ii < len ; ii++) {
                         currentCockRoach = cockRoachList[ii];
                         currentCockRoach.x = Math.random() * (stage.stageWidth - currentCockRoach.width);
                         currentCockRoach.y = Math.random() * (stage.stageHeight - currentCockRoach.height);
                   }
    

    But when I try to separate the code from the .fla to .as I have problems.

    I see the error:

    TypeError: Error #1009: cannot access a property or method of a null object reference.
    code: KillCockRoach()
    at cockroach0()
    code: KillCockRoach / showCockRoach)
    code: KillCockRoach()

    The attached photo, maybe this would help you to undestand...

    each class of cockroach extends flash.display.MovieClip

  • Import of objects on the stage

    I don't really know how to put this, so I hope someone understands...

    Basically, is it possible to export an object of 3DS Max and then import it into Director on the stage? Say, I create an object for a user and export it, the end user would then be able to place the object exported to a folder on his computer, "press a key" (with a magic code involved) and have this object to import on the scene at a specific location?

    I'm not looking for a walkthrough (at the minute!), I just wanted to know if it was possible. If this isn't the case, someone has an idea of how it would be possible, or not at all?

    Thanks for any help!

    Yes, it is possible.

    You could import their W3D as a cast member then cloneModelFromCastmember, or use loadFile on an existing W3D member. In both cases, you need an existing castMember W3D displayed on the stage as a sprite.

  • Please help: cannot change the order of objects on the stage by dragging in the timeline

    Hi all, I am using Captivate 5.5 and try to change the order of objects on my stage.

    I searched on the internet and read the FAQ here. I cleaned my cache of projects. My slide number amounts to 61, so not very big.

    I wonder if it is because I have several interactive objects, on the other?

    For all the blocks on this stage, with the exception of the one on the left of the first line, I have a picture of grayout, a slidelet, a click box and a real picture, all stacked together. I need to order them correctly so that they play in the right way. I have the right order for the second block on the first line, but can not change the order for the rest of the objects by dragging in the timeline - it just won't let me hang out.

    Here is the screenshot of my scene and a part of the timeline. Thanks for the tips!

    Screen shot 2011-11-04 at 3.50.22 PM.png

    It turns out that I made a stupid mistake by dragging the names of objects instead of the real thing... Sorry guys.

  • Canvas, navigate through the timeline of an object on the stage without mouse action

    For some reason, canvas, this will not work:

    this.myObject.gotoAndStop(1);
    
    

    Whereas, when the mouse is clicked, will be:

    this.test.addEventListener("click", fl_ClickToGoToAndStopAtFrame_1.bind(this));
    function fl_ClickToGoToAndStopAtFrame_1()
    {
      this.myObject.gotoAndStop(1);
    }
    
    

    I'm new to the Web, what I'm missing here, please?

    adumi wrote:

    So basically if I want to, on the first frame of the main timeline to control outside the navigation of an instance on the stage...

    UH... No. We've already established that you can't control the outside a clip over the first picture, it is on the scene, no matter how much you want. What you can do, is have each clip is hidden during its first image (either by this.gotoAndStop (1), where the frame 1 is empty, this.visible = false), then tap any image after that you can start issuing external goto.

    Or if you really, REALLY can't have this delay of an image so that all was in place, you could go with what Colin has produced and communicate with each clip via external variables. They would even be global. Declare this.clip1Frame = 5; then in the clip have this.gotoAndStop (this.parent.clip1Frame);

    Well, I just did some experiments, and it seems that the real problem here is that the instance of timeline on subitems get immediately initialized. The container itself, clip, however, which means that you can set variables on this subject. Doing so this.myclip.goFrame = 1; in the parent, then this.gotoAndStop (this.goFrame); in the subitem, works.

  • Access to entity object in the App Module

    Hi all

    Using JDeveloper 11.1.1.6.0 and have a hard time to find examples of querying an entity of my application module object in my model project (select simple with some criteria and no joins). I have the code that will do the same against a view object, but in my use case specific - the code is not used by a view, so a display object is not necessary.

    Help appreciated!

    Hello

    You should not directly to EOs. This is what your are for. Don't forget - the items have nothing to do with database views

    John

  • To access the display object on the stage of another class

    I Googled that nothing helps, I only found how to manipulate the scene itself and not a display on that object and I'm noob enough to not be able to figure it out from there. :/

    I have a clip on the main timeline with the instance name displayName. I created a button that should change this framework displayName will to (in order to... makes you guess? display the name of the button.) Awesome. )

    So, I'm trying to write the code in a reusable manner and have everything related to a class called GeoPuzzle buttons. Inside the GeoPuzzle I instantiate a touch event and run code. However, the function should be able to change displayName in the main part of the timeline and, of course, the compiler says displayName does not exist because I'm in a class and I don't mean the scene.

    Here's the code simplified in the class:

    package com.freerangeeggheads.puzzleography {}
    import flash.display.MovieClip;
    import flash.events.TouchEvent;

    SerializableAttribute public class extends MovieClip {} GeoPuzzle
    declaring variables

    public void setInitial (abbrev:String, fullName:String, isLocked:Boolean): void {}
    Set the parameters
    this.addEventListener (TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
    }

    public void GeoPuzzle (): void {}
    }

    public void geoTouchBeginHandler (e:TouchEvent): void {}
    e.target.addEventListener (TouchEvent.TOUCH_END, geoTouchEndHandler);
    other methods
    nameDisplay.gotoAndStop (e.target.abbrev);
    }

    public void geoTouchEndHandler (e:TouchEvent): void {}
    other methods
    nameDisplay.gotoAndStop ("USA");
    }
    }
    }

    The lines in bold are my problem. Now this code does not actually as it is the case if you find an error in it, Yes, I have no idea what the problem is, but he DID run forward and these lines always gave me wrong so I'll try to help out on multiple fronts.

    How can I say displayName to change its current image within the display object class?

    Thank you!

    any display list object can refer to any display list object, but this is not necessarily good OOP.

    in any case, for your class reference displayName:

    . DisplayName MovieClip (this.parent)

  • Animation of objects on the stage

    Hi guys

    I used this code to move an object ('box') as a result of a click on a button:

    $(this.lookupSelector ('box')) .css ("top", 200);

    $(this.lookupSelector ('box')) .css ("left", 600);

    but I want to move slowly to the position rather than simply jumping. Any ideas?

    Thank you

    jQuery animate to the rescue!

    variables Set

    var leftPos = 600;

    var topPos = 200;

    var tweenTime = 1000; / / 1 second

    animate "box" using the jQuery animate method

    SYM. $("box") .animate ({left: leftPos, high: topPos}, tweenTime, 'swing');

  • How to bind an object on the stage of an external class file?

    I have a dynamic textfield called neighName on my Flash stage. I also have a movieclip that I call a region on my stage. When I mouseover in the region, I want a Word to display a small popup * and * I want to text to display in my textfield. I have an external .as file for the management of the region. I can do the code 'see' my area, but I can't seem to see my textfield, even if no error is thrown. Help, anyone?

    My bad - I put the textfield.visible to false. Apparently, I need more coffee.

  • How to remove the object from the stage

    Hello

    I am currently implementing an AS3 code that generates a snow effect on the scene.  I am using the code from this site, but has difficulty:

    http://www.Kirupa.com/developer/flashcs4/falling_snow_as3_cs4_pg5.htm

    I have no difficulty in implementing of the snow, but I can't understand how get rid of it once it's there!  Here's the code, I have:

    (main.as)

    main/public class extends MovieClip

    {

    var snowamount = 50;

    public void main()

    {

    scene9. SnowPlus.addEventListener (MouseEvent.MOUSE_DOWN, moresnow);

    }

    function makeItSnow()

    {

    for (var i: int = 0; i < snowamount; i ++)

    {

    var newSnowFlake:Snowflake = new Snowflake();

    this.addChild (newSnowFlake);

    newSnowFlake.SetInitialProperties ();

    triggerSnowAnimation();

    }

    }

    function moresnow (MouseEvent): void

    {

    snowamount += 20;

    makeItSnow();

    }

    function triggerSnowAnimation()

    {

    If (snowamount > = 160)

    {

    scene9.gotoAndPlay (3);

    scene9. SnowPlus.Visible = false;

    }

    }

    (Snowflake.as)

    SerializableAttribute public class extends MovieClip Snowflake

    {

    private var xPos:Number = 0;

    private var yPos:Number = 0;

    private var xSpeed:Number = 0;

    private var ySpeed:Number = 0;

    private var radius: Number = 0;

    private var scale: Number = 0;

    private var alphaValue:Number = 0;

    private var maxHeight:Number = 0;

    private var maxWidth:Number = 0;

    public void Snowflake()

    {

    }

    public void SetInitialProperties()

    {

    xSpeed is.05 + Math.random () *.1;.

    ySpeed =.1 + Math.random () * 3;

    RADIUS =.1 + Math.random () * 2;

    Scale =.01 + Math.Random ();

    alphaValue =.1 + Math.Random ();

    var stageObject:Stage = this.stage in the stadium;

    maxWidth = stageObject.stageWidth;

    maxHeight = stageObject.stageHeight;

    This.x = Math.random () * maxWidth;

    This.y = Math.random () * maxHeight;

    PosX = this.x;

    yPos = this.y;

    this.scaleX = this.scaleY = scale;

    This.Alpha = alphaValue;

    this.addEventListener (Event.ENTER_FRAME, MoveSnowFlake);

    }

    function MoveSnowFlake(e:Event)

    {

    xPos += xSpeed;

    yPos += ySpeed;

    This.x += radius * Math.cos (xPos);

    This.y += ySpeed;

    If (this.y - this.height > maxHeight)

    {

    This.y = - 10 - this.height;

    This.x = Math.random () * maxWidth;

    }

    }

    }

    The code is not so difficult to understand, in fact.  I have a button that adds "snowamount" to the variable, so more snow is done on the scene when the button is clicked.  However, once the "snowamount" gets above 160 bee, I trigger an animation.  Once the animation is completed, I want the snow to disappear from the scene.  But I can't understand the correct way to do everything.  Any help would be appreciated!  Thank you very much in advance.

    create an array and store your references to Snowflake in this table.  When you are ready to remove the snow flakes, loop in the table.

    main/public class extends MovieClip

    {

    var snowamount = 50;

    var snowFlakeA:Array = [];

    public void main()

    {

    scene9. SnowPlus.addEventListener (MouseEvent.MOUSE_DOWN, moresnow);

    }

    function makeItSnow()

    {

    for (var i: int = 0; i< snowamount;="">

    {

    var newSnowFlake:Snowflake = new Snowflake();

    snowFlakeA.push (newSnowFlake);

    this.addChild (newSnowFlake);

    newSnowFlake.SetInitialProperties ();

    triggerSnowAnimation();

    }

    }

    function moresnow (MouseEvent): void

    {

    snowamount += 20;

    makeItSnow();

    }

    function triggerSnowAnimation()

    {

    If (snowamount > = 160)

    {

    scene9.gotoAndPlay (3);

    scene9. SnowPlus.Visible = false;

    }

    }

    (Snowflake.as)

    SerializableAttribute public class extends MovieClip Snowflake

    {

    private var xPos:Number = 0;

    private var yPos:Number = 0;

    private var xSpeed:Number = 0;

    private var ySpeed:Number = 0;

    private var radius: Number = 0;

    private var scale: Number = 0;

    private var alphaValue:Number = 0;

    private var maxHeight:Number = 0;

    private var maxWidth:Number = 0;

    public void Snowflake()

    {

    }

    public void SetInitialProperties()

    {

    xSpeed is.05 + Math.random () *.1;.

    ySpeed =.1 + Math.random () * 3;

    RADIUS =.1 + Math.random () * 2;

    Scale =.01 + Math.Random ();

    alphaValue =.1 + Math.Random ();

    var stageObject:Stage = this.stage in the stadium;

    maxWidth = stageObject.stageWidth;

    maxHeight = stageObject.stageHeight;

    This.x = Math.random () * maxWidth;

    This.y = Math.random () * maxHeight;

    PosX = this.x;

    yPos = this.y;

    this.scaleX = this.scaleY = scale;

    This.Alpha = alphaValue;

    this.addEventListener (Event.ENTER_FRAME, MoveSnowFlake);

    }

    function MoveSnowFlake(e:Event)

    {

    xPos += xSpeed;

    yPos += ySpeed;

    This.x += radius * Math.cos (xPos);

    This.y += ySpeed;

    If (this.y - this.height > maxHeight)

    {

    This.y = - 10 - this.height;

    This.x = Math.random () * maxWidth;

    }

    }

    function removeSnowF (): void {}

    for (var i: int = snowFlakeA.length - 1; i > = 0; i--) {}

    this.removeChild (snowFlakeA [i]);

    snowFlakeA.splice (i, 1);

    }

    }

    }

  • Cannot access the Stage.stageWidth

    with this:

    trace (stage.stageWidth)

    I get this error:

    1119: access of property may be undefined stageWidth through a reference with static type class.

    the stage class is accessible through any object on the stage.

    whether you have a movieclip on the stage named myMC. Then the width of the stage is accessed like this...

    MovieClip (myMC).stage.stageWidth;

    Flash is no longer in AS3, cares about the depth of the loaded movies. There is that one step in AS3 to get to the scene from a responsible external movie is the same as access a clip that you place on the stage of your library.

  • create the object without the instance name

    Hello

    This is the problem, I have hero shoot bullets and because of that I can't give the objects an instance names and I want to check if the object on the stage or not and it's easy when

    I do var ball: BALL = new BULLET

    If {(bullet.stage)

    addChild (bullet)

    ...

    }

    but the problem only when I love it

    addChild (new BULLET())

    I know that flash to give a name, but how do I check their names?

    if(???. stade)

    Thank you

    Using a table simply to instantiate, then you can add to what you need.

    var balls: Array = new Array();

    Then, when you add a new bullet you can push in the table.

    Bullets.push (new BULLET());

    and if you need to go through them to test if they hit their target or if they should be deleted or whatever, you can loop through them, testing each during his turn in the loop.  If you would like to be removed it is usually better to go back across the table so that you do not skip any.  When you go forward through a table and remove items, the rest all shift down an index to fill the empty space, which means that it is possible to pass on a right after the one you deleted.

Maybe you are looking for

  • Options and accessories for my satellite A30-514

    I can't find a Kit of floppy USB drive for my satellite A30-514Please help me.

  • updates and reboot

    I'm pretty computer illiterate. I bought a Dell laptop in June. Since it possess, I experienced problems with updates, IE; each time it restarts to complete the process, it crashes and I get the blue screen. I took it assess when it happened first, a

  • HP 4500 Envy: Just installed my hp envy 4500, it won't scan in color when you use the pdf document.

    I just installed my hp envy 4500 with software updated and everything. When I scanned a page of letter United States using Documents with text preset (through the control panel of the printer or my mac using Hp scanning application) it comes out only

  • Sansa Connect 4GB

    I recently bought the sansa connect 4GB. Well, it looks good, but I can't find the drivers on the Web site I tried the recovery of connection device, sansa updater installation and update the firmware but nothing works... before that I installed thes

  • The blackBerry Smartphone battery stops at 49%

    I really need help. my battery stops at 49% of charges and don't move. Help, please. I use "BOLD" 9000