Ok, here goes.
I have a bunch of thumb mc instances on my stage, using the same mc symbol. They’re all sized differently so the widths(which are same as heights) vary.
I want to be able to access their width value from an array independent of all the scaling I’m doing with rollovers. That is, I need to have each mc instance’s original width accessible from anywhere in my code.
The simplest way to do this is to hard code an array, like:
var Twidth:Array = new Array();
Twidth[0] = “33”;
Twidth[1] = “45”;
Twidth[2] = “45”;
Twidth[3] = “45”;
Twidth[4] = “33”;
But since I have 22 thumbs and several portfolios, and want the option of changing their original sizes on the stage, I want to create the array above on the fly using information in a loop. For instance, I already have a loop in a function called generateThumbs(). Here’s what I’ve tried:
[INDENT]for (var i = 0; i<total; i++) {
Twidth = new Array();
Twidth* = this[“thumb_mc”+i]._width;
trace(Twidth*);
// OR
var Twidth:Array = this[“thumb_mc”+i]._width;
trace(Twidth);
}
[/INDENT]trace results:
33
45
45
45
33
for trace on the first method, replacing ‘i’ with the key I want (Twidth[2]):
undefined
undefined
45
undefined
undefined
As you can see, this gives me non-indexed non-delimited value for the whole loop (the actual in my real movie is 22). There’s no length or array because its actually just one value. Entering a number in the key will display a bunch of undefined with one defined. I have no way of extracting that one key without getting all the other undefined values.
Basically, my question is: How do I put ‘this[“thumb_mc”+i]._width’ values into a loop with each value indexed for the rest of my functions to access?
thanks!