I'm looking for ways to use movieclips that I've added on the stage in ActionScript. I can't just adress the movieclip by its name because apparently AS3 won't recognize a movieclip name if you haven't created it within the script.
The way I'm going about it now is to check the instance names of every child on the stage (with a for-loop from 0 to numChildren) and if the name starts with a certain text, I create a movieclip in ActionScript like so[code]...
The following code ist a very simple animation. I added an object to the stage by dragging it from the library. Then I applied code generated by "Copy motion as AS 3" and the animation works fine.However, if i add another object by instating it in AS, add it to the stage by stage.addChild(...), and try to animate it by adding it as a target to the AnimatorFactory nothing happens.(Probably I made a simple newbi mistake.)[code]...
I have a structure display like this: (brackets shows the depths, within their parent)
my question concerns 'communication' between the highlighted objects - so you don't have to waste time understanding the whole tree! I've just added this to provide some context!
mc_init (0) ___| ___mc_page (0)
[Code]....
Now, its easy to add a mouse event to btn(1), but how do I get this button to set the visible property (say) of 'rectangleBG(0)'
how do I access the paths? of these objects added to the stage?
I'm trying to catch a variable content (set on the main timeline) from a movie clip added to the stage. I need to set a condition with that variable, so here's my line :
I'm having an issue where I am placing a timer inside of a MovieClip instance which is dynamically placed on stage. When I remove the MovieClip from the stage, the timer keeps on running. It is sometimes a bit complicated to be able to stop all the timers inside of this MovieClip so I was wondering if there was a way to either destroy the MovieClip instance and thus destroy the timers within it? or how could I go about making sure the timers stop when their parent Object is not on stage.
Does the impact of event listeners on resources persist after their targets are temporarily removed from the display list? What about when mouseChildren is set to false for their container?
I have a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
I've been working on building a game and encountered a strange problem this morning when instead of adding objects directly to the stage I needed to add them to a Sprite (I also tried this with a MovieClip) which was on the stage instead and they did not appear. And yes, before anyone says it, the MC/Sprite that I'm adding the objects to has definitely been added to the stage, I've made that mistake before and don't plan on making it again
Essentially I have been building the game's levels using various different objects (rectangles, circles etc) built in the Box2D physics engine and with attached sprites to represent them to the user. When creating each of these object I supply a DisplayObjectContainer in which the sprite representing the object should be placed. Up until now I have been simply been supplying my core game class as the DisplayObjectContainer, with no problems whatsoever - everything is displaying fine.
A new level design, however, will require me to apply a mask to the entire level (but not the GUI) so I decided to place all the level objects within a MovieClip or Sprite instead. I have created the new sprite as such:
levelObjects = new Sprite();levelObjects.x = levelObjects.y = 0; //Just to make surelevelObjects.width = GameProperties.stageWidth;levelObjects.height = GameProperties.stageHeight;levelObjects.visible = true; //Just to make sureaddChild(levelObjects)
And have been supplying this sprite to the level objects as a DisplayObjectContainer instead of the core game class. Everything is getting added to the stage as I can click on things and the sounds associated with the game objects are playing correctly, but nothing is actually visible! As I mentioned above I tried this using a MovieClip instead but got the same result.
I'm adding a series of objects dynamically to my flash movie from xml but they won't appear when I run the movie. I have nearly identical code adding objects in a different swf that works just fine. I have tested this 8 ways from Sunday including ensuring that they were added to the container which is a child of the main MovieClip (tested the display list), that they were added to stage (had a listener for ADDED_TO_STAGE) and that their position was correct (displayed x,y values and compared them to mouseX & mouseY values). They are in the correct place in the display list. Still there are no objects. The class is linked correctly, I have movie clips in the library.[code]
After adding an image to the stage, turning it into a Movie clip, and setting linkage in library to Export for Actionscript, I'm now using a timer to add a bunch of roses to the stage as a video plays.How can I get rid of all these clips once the video is over?Do I need to add all of them into an extra container and then just removeChild that container at the end? Or do I need to use something like getNumberOfChildren and then create a loop that removes them one by one?The clips (myRose) are fairly small and do not have any event listeners added to them. I just use TweenMax to move them from top to bottom of the screen.
public function roseTimer():void { MonsterDebugger.trace(this, "in roseTimer");[code]......
I have a class called shapeC that only creates a rectangle and then addChild(rectangle);. That class is instantiated on the main timeline. Currently, the only way you can see that rectangle is to add the instantiated class to the stage via addChild(shapeC);. My question is, is there a way that the shapeC class can add the rectangle to the root stage without requireing the instantiated class to be added to the stage?
How do I align a movieclip, which width and height is user-defined, inside another object (this one is static, though). Top-left alignment is easy, x=0 and y=0, but what about center, center left, bottom left, etc? Math(.round) i suppose, but how?I want an object (static) inside the movieclip (user-defined) to stay aligned to, for instance, the top right corner, similiar to the minimize, maximize and close buttons at the top right of your browser.. The height and width data is pre-defined by the user in another file.But that does probably not make any difference...
I'm trying to access a movie clip on stage but my event listener doesn't seem to respond to the added to stage event. I've checked the code and it seems to be correct but just doesn't work. the movieclip i'm trying to trace is sb.
've been trying to figure out how to refer to the stage from a Sprite before it is added to the stage.
I'm working on a small program in which I plan to use external classes for each "window" that comes up. I've made the window classes extensions of Sprite. I'd like to make this window add itself to the stage when its constructor is called, and then just remove it from the window class when I'm finished with it. Is this a good idea? I'll post some of my code to show you what I mean.
This code doesn't work. I get the error "type was not found or was not a compile-time constant: Stage"
From my window class:
ActionScript Code: public class PlayerSelectionWindow extends Sprite{ var stg:Stage;
OK, I'm new to AS3, and this is the biggest thing I've tried to do. I'm simply at a loss for the right path to take to accomplish what I want to do. In a nutshell, here's what the end result will look like: The stage will contain a large (on X size) movieclip with a scrollbar (not important to this discussion). This movieclip is created using AS3. The large movieclip is populated with many smaller movieclips created from a template in the library. This template contains some dynamic text fields (let's call them text1_MC and text2_MC). The dynamic text for each smaller movieclip is provided from an XML file containing the text1 and text 2 data.
I have this slight problem with the event ADDED_TO_STAGE. The listener is launched twice so I figured the event is dispatched twice.
Here is my .fla code : var section:SectionStructure = new SectionStructure("xml/list.xml") addChild(section)
The Section Structure code : [...] mainHolder = new MovieClip; mainHolder.addEventListener(Event.ADDED_TO_STAGE, displayObjects); addChild(mainHolder); } private function displayObjects(pEvent:Event):void { mainHolder.addChild(sectionMenu); } [Code] .....
The output panel displays "test A" once and "test B" twice. I fixed the problem by adding this little line on the opening of the function createButtons : menuHolder.removeEventListener(Event.ADDED_TO_STAGE, createButtons); I read here and there that the event ADDED_TO_STAGE is dispatched when children are added but my problem remains even when I comment everything below this line : trace("test B");
I'd like to make a counter in AS3.0, in a document class file, for a Flash project, whereby the counter counts the number of movie clips added to the stage.The current document class is set up with a number of timers, an "ouber"timer, which activates three additional timers every 500000 milisecs, while the additional timers add different movie clips to the stage, each adds a different amount and at a different rate.And, i'd like to add some code to this AS file, to tell flash to count how many mcies and if 20 is the sum of the mcies on the stage, stop the timers and remove the mcies.
I'm trying to get a simple AS3 app up and running, and for some reason, I cannot get a sprite to show. At this point, all I want to do is get a red sprite to fill the stage.
public class Main extends Sprite { public function Main():void
Is it possible to check, using Javascript and without altering the ActionScript code at all, if a child has been added to the stage? I have in mind something like being able to call GetChildByName in Javascript, and if the child exists, call another javascript function.
I don't work with the Flash IDE very much, and I'm running into a problem with the unreliable creation order of components instantiated by the Flash IDE "magic".
Basically, I have to call a function on a loaded module. This function should only be called after all the module's children have been added to the stage.[code]...