Flash for html5 canvas - how to target instances "cloned".

I have a Penguin object that I duplicate several times throughout a quiz of canvas, html5, with code like this (Simplified):

function newPenguin() {}

var clonedBlock = new lib.peng ();

root.addChild (clonedBlock);

clonedBlock.x = 100;

clonedBlock.y = 100;

clonedBlock.name = "Penguin" + count;

slideAbout (clonedBlock);

}

Whenever a new issue is reached a new Penguin is added to the screen and the 'slideAbout' function it allows to drag around independently on the screen. So at the time wherever you get to q10 there are ten penguns all independently sliding on the ice. Everything works well.

What I want is, if a question is answered correctly, all these penguins jump up and down both on occasion.

I can do the jumping animation, but I can not understand, the main script, how target these dynamically added penguins.

If I had added them manually, I could just have targeted the with the name that you add in the Panel of the label, one as the name for AS3 "instance".

But when they are added using the "new"lib"above method I can't find a way to get them to hold them. The "name you can add with '.name' doesn't seem to work as the 'instance' name - I just get a js error if I try to use it."

I hope someone can help me - thanks in advance!

There are a few methods to achieve this.  It would be to add the penguins to a parent who has children of Penguin and another would be to use an array to store the references of Penguin.

the last submission:

this.penguinA = [];

function newPenguin() {}

var clonedBlock = new lib.peng ();

this.penguinA.push (clonedBlock);

root.addChild (clonedBlock);

clonedBlock.x = 100;

clonedBlock.y = 100;

clonedBlock.name = "Penguin" + count;

slideAbout (clonedBlock);

}

so you want to reference your penguins, loop in your table

function jumpF() {}

for (var i = 0; i)<>

do whateve with this.penguinA [i];

}

}

Tags: Adobe Animate

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