I've tried adding 5 comboboxes with createClassObject and attachmovie, and that works fine but when i do a destoryClassObject or RemoveMovieClip on 1 of the comboxes, the Main Label in all the other comboboxes go blank?
I have a game where i add some cartoonish ants, that when they are clicked, they need to be removed from stage. There are 4 differend kinds of ants, so im doing a Math.random for picking which one to add. (ant 1+2+3 have 50% chance to spawn and 4th 50%)
Code: rnd_nbr = (Math.random() * 5)+1;
I have a timer doing 10 tick, and i reset the timer to make neverending. Then i have a math random and if sentences adding mc' to the stage with movement from Tweener, and event listeners for clicks. But i cant figure out how to remove them when clicked. I have done alot of failed tries right inside the click_candy_anty function. I've left them commented out.
Code: import caurina.transitions.Tweener; var ant_index:Array = new Array(10);//index for ants var ant_number:int;
Basically, the effect I'm going for is, you click on a button that calls an mc to the stage and blurs everything below it. When you click another button (that was also called), that mc (and button) is removed, as well as the blur filter.This is the code I have. (Also, just ignore my stupid function names. I pretty much just name them after the next word I hear in the song I'm listening to :)
Code: hint.addEventListener(MouseEvent.CLICK,manipulation); function manipulation(event:MouseEvent){ this.addChild(newHint);[code].........
and I don't have any compiler errors, the stuff just simply won't unblur.
I have a game where i add some cartoonish ants, that when they are clicked, they need to be removed from stage. There are 4 differend kinds of ants, so im doing a Math.random for picking which one to add. (ant 1+2+3 have 50% chance to spawn and 4th 50%) rnd_nbr = (Math.random() * 5)+1;
I have a timer doing 10 tick, and i reset the timer to make neverending. Then i have a math random and if sentences adding mc' to the stage with movement from Tweener, and event listeners for clicks. But i cant figure out how to remove them when clicked. I have done alot of failed tries right inside the click_candy_anty function. I've left them commented out.
Alright, So i have a function which generates alot of the same MovieClip on the stage, however i need to be able to both Hitcheck this MovieClips and Remove them in other functions, so somehow ( what i have attempted here and isn't quite working yet :confused: ) is putting each MovieClip in an array slot, so if you needed to remove them it would be as simple as a For Loop to run through the Array. Also, when i hittest them, optimally since they are all in an array, i could just reference them via MovieClip.Hittest (movieClipArray[i]) i being the instance to remove.
Background for the project, adding and removing colored MovieClips Which are all systematically distributed on the stage. When the player Pushes the # Keys color it would run the construct function creating the MovieClips on screen. After that if the player hit the same color key again, before generating a new layout it will remove the previous first.
Also a key is to be able to hittest the colors against other MovieClips on stage so it needs to be linkable. Right now im attempting that by containing all my generated colors in
ActionScript Code: "ColorContainer"
Currently my color Remove Function has Children Being removing which aren't referenced to the Array, i realize this... But want to get the generation of the Array down before i start cutting away at it.
Here is the code i have so far: For some reason i keep getting:
ActionScript Code: TypeError: Error #1007: Instantiation attempted on a non-constructor. at ColorantConfusion_Current_fla::MainTimeline/frame1()
Basically, the effect I'm going for is, you click on a button that calls an mc to the stage and blurs everything below it. Within that mc is a button that when clicked, should remove both the mc and the blur filter.This is the code I have. (Also, just ignore my stupid function names. I pretty much just name them after the next word I hear in the song I'm listening to :)Main Timeline:
Code: hint.addEventListener(MouseEvent.CLICK,manipulation); function manipulation(event:MouseEvent){
I have 36 images in a movie clip. Inside of that movie clip there are 36 other movie clips containing one separate image. I have figured out how to click on them and add it to the stage. But I can figure out how to get them to remove when another image is clicked. (ex. I click on image 1 it will appear on stage but when I click image 2 it show image 2 on top of image 1.) the thing is I don't want to have to click on the images in order. If any image is clicked the one showing on stage will automatically disappear.
I am having trouble clearing out a shell movie clip that has other mcs dynamically placed inside it. Something like this;
var myShell:shell_mc = new shell_mc;addChild(myShell);// //---obviously these buttons are on stage already---buildBtn_mc.addEventListener(MouseEvent.CLICK, buildFunction);clearBtn_mc.addEventListener(MouseEvent.CLICK,
I have problem with casting custom event currentTarget to component. When I'm trying to removeElement from its parent container i get error. What's the deal?
TypeError: Error #1034: Type Coercion failed: cannot convert mx.events::FlexEvent@8811c41 to com.modultek.pis.itemmachine.search.events.SortEvent. private function sortSelection_removeHandler(event:SortEvent):void { var sortSelection:SortSelection = event.currentTarget as SortSelection; this.removeElement(sortSelection); }
I am dynamically loading and removing movieclips from the stage.I am using this to remove them
ActionScript Code: var n:int = rootElement.numChildren; while (n--){ delete(rootElement.removeChildAt(n)); }
The movieclip does remove itself from the stage, yet I can still hear the audio continuing to be played by that movieclip. The audio in the movieclip was not being removed while playing. It is audio that is initiated later in the movieclip. I'm not sure if the delete is overkill, or not.
I have been looking for a way to swap a movie clips when the user clicks on them.I could not find a function for swapping them, so I dynamically generate the first one, when the user clicks on it, I remove it and add another clip (hoping to repeat the same process), however, when the second one appears it not allow me to click on it - so that I can do the same again.The code is below, and I have attached the flash file for you to take a look at - I am currently working in Flash 8.
After a little break in AS3 I'm back... and facing a problem. For a school project I'm trying to make a side scroller game in which the player automatically moves right and has to avoid branches.Basically, depending on how well you do your speed (var) gets updated. After certain 'distance' (fake of course, as the player stays centered) I would like a n instance of Branch_MC to appear. Also, when that instance's x property reaches -20 I would like it removed.I'd need approximately 135 branches so creating variables isn't really an option.
I have problem with removing dynamicly generated MovieClip in external class. How can I remove it? I'm getting this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.at flash.display::DisplayObjectContainer/removeChild() at SomeEffect/updateMc()
I am new to ActionScript 3. I found the code to create a setof radio buttons - the problem is that each time I call asubroutine, it seems to create a new set on top of them (hence theyget darker each time someone clicks them. I need to be able toclear them from the stage and start over - basically the codecreates a set of radio buttons, and then a set of radio buttons foreach of the main buttons created. I've tried destroy object -generates compiler errors.
OK so I am dynamically adding and removing movie clips to the stage.[code]I want to be able to add that same MC from the library again later with a button press but when I try to use the same code to add the same MC (this.attachMovie("controll_pannel","controll_panne lMC",10);[code]
if you view my project you will see that it is a drag and drop application. You will also see two buttons at the bottom (I plan on adding more), when you click on a box it will add more objects to the menu. Heres where my question comes in, the box then says remove on it, I want the items that were added by clicking on the box to be removed as well as items added to the stage when you click on that same box again, how do I do this?
every so often a movieclip is dynamically created using actionscript from the main timeline. It has the instance name of
Code: ["spark" + i]
each time one is created "i" goes up 1. so I end up with spark1, spark2, spark3, spark4 etc. etc.What they need to do is play through an animation (about 4 frames) and then destroy themselves.
I've dynamically created event listeners in the usual sort of way:
Code: myText.addEventListener(MouseEvent.MOUSE_OVER, hover(nameLabel)); function hover(nameLabel):Function {
[Code].....
The problem is how to remove the event listener later in the program as the usual code isn't working. I'm guessing I should have done this in a class but I'd like to understand this problem better.
I'm trying to play an opening animation in my flash movie before I move on to the interactive stuff. I have tried to do this in two ways.
The first way: My movie is two frames. In the first frame on the timeline, I have a movieclip that has a video object in it on the stage. I add code to play a video in it like so and then go to frame 2 where there is a movieclip linked to an external class with all of the rest of my code in it:
I've created a drop down list and populated it with dynamic buttons. (I made a DropDown_btn class with a dynamic text field in it and then filled the button text from an xml file). On rollover I tint the button blue and then set the tint back to black on rollout. When you click on the button I'd like it to stay blue until a different button is clicked.
...and then I need to addEventListeners back to any button that doesn't have them and set that button back to black. I could do this by looping through an array of the buttons but I can't figure out how to access them as objects.
I also gave them each a property of "buttonValue" when I loaded them so I can access event.currentTarget.buttonValue (which in this case is a number from 1-5) but once again I can't figure out how I might leverage this information.
I'm using the following code to resize user input text when it gets too long for the textfield. The resizing seems to work fine but when it resizes it it becomes left aligned and is outside the textfield. I only see the end of the text. It's as though it's centering to the cursor instead of the text. If I use the arrow keys to back up the text it snaps into the center of the textfield like it should have been from the start.[code]
I'm dynamically calling pics in from another folder on my site for a slideshow. And it works up to pic #9. But any number over 9 and it wigs out. The naming convention I'm using is panel1, panel2, panel3, etc. Is there a trick? Do I need to use panel01, etc? If so, would that then be panel010 for #10?
I am using the following code as part of a set of scrollable bars to change each bar in relation to another when one is dragged. It works until the user swipes the bar as fast as possible then the numbers go wrong.[code]...
How do you reset combo-boxes?I have this form with combo-boxes and input textfields, and I want a button that can reset the form.The input textboxes are easy:TextBox1.text = "";
Makes sense, right? Now let's add this attribute. var xml:XML = XML(<feed xmlns="http://www.w3.org/2005/Atom"><entry /><entry /><entry /></feed>); trace(xml.entry.length()) // returns 0
Well that can't be right. Let's try it with a different attribute.
Anyone know what would cause this? I used atom as an example, but any 'xmlns' attribute on the root node seems to have this effect. The value returned is straight up false - there are obviously still 3 'entry' child nodes regardless of the attributes their parents possess.
I have a button with a tabIndex. The button contains a textfield.When I click on the edge of the button and hit tab, the next item is correctly focussed.But when I click on the textfield (non-editable,not tab-enabled, no tabindex), and then hit tab, it focusses on the first object on the page, even though the parents focusIn function is triggered, in which I'm setting the focus to the parent object[code]...
On my Mac OS X it didn't matter, the setStyle Worked Fine,However I've transfered my files over to PC and working with the exact same things all the styles work EXCEPT for the setStyle("themeColor", "color");On this PC it's always turning it from the default "Greens" to a solid gray shade of borders, this is very weird.
For Example
Code: // Have a button component on stage import mx.controls.Button _global.styles.setStyle("themeColor", "haloOrange");
[code]....
It works just fine, do I need to edit the core class files for something? I'm extremely confused, I inport the class files in the first place so I can do public vars and strict data type them to that component.
I've written 3 classes and i'm using them in the first frame of my FLA.when i add the Radio Button to my stage, my classes don't do what they're supposed to do. Even if i just leave the radio button component in my library,