I would think that the trace on a_sprite would be more interesting.
I am not sure what
a_sprite[i] = obj[i];
is actually supposed to do.
The code extract does not show how a_sprite[i] comes into existence or
what a_sprite[i] is.
To my untrained eye it looks like you are creating an array of obj's.
To use them, you would need to do
myobj=a_sprite[1]
trace (myobj.getProperty1()); //show the value of property1 from
the second obj in a_sprite.
I may be all wet but it would be helpful to see more of the code and to
see the results of the traces.
Saying that you put traces in and everything is fine and matches up but
still does not "work" does not give us much to go on.
The classical bug description would be helpful. "Here is what I did.
This is what I expected. This is what happened"
Ron
Karim wrote:
Already added the trace, all props in my obj are fine and match up with the
getter/setters in the class.
FYI: I am adding these properties to instances of classes ( that extend
movieclip, project is AS2)..
Karim
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JOR
Sent: 08 August 2007 18:22
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Dynamically setting properties...
What is the error you're getting?
Maybe add a trace statement in there to see where it's breaking. You
could be trying to set a property that exists only in "obj" but not in
"a_sprite".
for ( var i in obj ) {
trace (i + " = " + obj[i]);
a_sprite[i] = obj[i];
}
-- James
James O'Reilly — Consultant
Adobe Certified Flash Expert
http://www.jamesor.com
Design • Code • Train
Karim Beyrouti wrote:
Hi List,
I am trying to add values to properties a classes, the classes properties
are defined like this:
function get isActive():Boolean{ return _isActive; }
function set isActive( val:Boolean):Void{ _isActive= val; }
so instead of douing this to add values to the class:
if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive
I am trying to do something like this ( as I have quite a lot of
properties
/ different classes ):
for ( var i in obj ) {
a_sprite[i] = obj[i]
}
But no joy... and well... has anyone been there with this one.?...
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