I need to remove some movieclips that are attached dynamically so they do not show up underneath the new movieclips that will be attached when a user clicks the next button. I've tried removeMovieClip with little success. I am able to remove one or two of them, but not all. I need all of the previously attached movies gone.
Here is the as2 for it.
PHP Code:
//Set functions
function show_movie() {
menu_mc._visible = true;
buttons_mc._visible = false;
teacherinfo_mc._visible = false;
} function displayInfo() {
[Code] .....
I need to pass a variable value contained within a MovieClip to my class file. The MovieClip is my preloader, to which my code will show that upon the initial launch of the SWF. Until the variable is sent, my code assumes the preloader is still running and therefore will not progress. Originally, it was working when I had my class file extend MovieClip and then used this code in the preloader MC:
How do i control a movie clip which path is contained in a variable? I.E.: I have a variable called: _root.activeButton The variable has this path as a value: _root.buttons.button1 Q: How do I tell _root.buttons.button1 to go to frame 1? I think it is something like this, but I can't remember exactly: [_root.activeButton].gotoAndStop(1)
I now have it so that when I click on any instance of "star", I'm taken to another frame, and in that frame I'd like to be able to look up the variable "startype" for that particular instance only. How exactly can I do this?
In the code I am working on I am attaching MCs to other MCs. However, when I remove the second MC the first one gets removed too. HexStore contains a load of game hex MCs. LastLocation is the last hex MC clicked. myBrigade is the extra MC that needs to be removed from the LastLocation MC.[code]...
This is just an example.. however i am trying to attach a M.C to attachHere. This is fine. However the following code is thn meant to remove 2 of the attached M.C's but i dont know how to reference it so that it removes the clips that are attached to attachHere...it works fine if i just attach the M.c's to the stage...
I have a movie called "my.fla" in which I attach some MC's.I also have buttons that load swf's in a "container".But when I test the buttons,the attached MC's in "my.fla" keep appearing before the swf loads.I tried EVERYTHING with removeMovieClip,but I can't get it to work(The swf's I load also have attachMovie in them)
I copied this code from the web that creates snow and I have this code on frame 100. I want to remove this movie clip when it starts back again on frame 1.
I have a mc in the library, linkage is "del". Here is the code I use to attach to the movie Code: delbt.onPress = function () { if (typeof(_root.del) == undefined) { _root.attachMovie ("dele", "del", _root.getNextHighestDepth ()); _root['del']._x = 100; _root['del']._y = 100; [Code] .....
This works fine to a point. In the "del" mc I have a button to remove "del" mc if no longer required. Code: on (release) { unloadMovie(_root.del) }
I discovered that this only remove the content and not the mc that holds it "del". So I tried Code: on (release) { _root.del.removeMovieClip (); } But this does nothing.
I wasn't sure if I were to put this in the Actionscript forum or in here, so I put it in here. I'm making a small test for a game so I made two attached movieclips to the stage. I got them to move at each other, but when they hit, it doesn't detect it. Is there anyway i can make them hit eachother? Heres the code
code: function loaderCompleteHandler(e:Event):void { var scoreXML:XML=new XML(e.target.data); var playerResult:MovieClip;
[code]....
I have a MovieClip with the linkage name of "playerResult" in the library. For every loop it takes the scores+names from the xml and displays them by creating a new instance of "playerResult" and attaches them one by one under each other.I need to be able to remove this highscore when it's not longer needed, thus (the most important part) freeing up memory. So I can then use the same code to show the scores again without doubling the memory it uses every time.
code: function loaderCompleteHandler(e:Event):void { var scoreXML:XML=new XML(e.target.data); var playerResult:MovieClip;
[code]....
... so I now have a name for each instance (playerResult0, playerResult1...) but still can't come up with a way to remove them.
Is it possible in AS2 to remove an attached movieclip instance in reverse order? I want to give the user the ability to click an erase button and remove the most recent instance of an attached movie. I have tried .swapDepths and getting inconsistent results. Here is what I have:
I am trying to make this class remove a dynamic Movieclip that was attached on the mainstage using attachMovie(); it wont let me remove the movieclip tho
here is my code
Code: class close_btn extends MovieClip { function onPress () : Void
I am using the following script in a MC to produce an empty movieclip and fill it with evenly spaced movieclips on demand.[code]The last piece of code repeated below should remove one of the attached movieclips when it is created then remove its iteration from the array and loop through all movieclips after it in the array and minus 30 from their y coordinate:[code]When I trace Wine[mc] it produces a list of names of movieclips after it in the array as it should, and the movieclip is removed as it should but the coordinates of the other movieclips remain unchanged.
I want to add a "progress meter" whenever the user goes to the next question (whether the question was answered correctly or not). I want to attach movieclips along the bottom line, and I want the user to be able to specify some color and shape preferences for these "progress meter" elements. I'm bilingual, so I included my original, french comments (pour tous ceux qui sont francophones).
English:
Code: function ajouterBalle(couleur, etat) { var posX = (quelleQuestion*(640/ballesTotales))-(640/(ballesTotales*2)); this.attachMovie("mc_balle", "balle"+quelleQuestion, quelleQuestion); this["balle"+quelleQuestion]._x = posX;
[code]....
mc_balle is actually just a movie clip with 3 keyframes, with shapes made of a fill (and no border).
I call upon the ajouterBalle function this way, which is supposed to create a "balle" or "progress meter node" using the right shape and color:
Code: ajouterBalle(0xFF0000, 2);
The balls position themselves in the exactly right fashion and shape...but the color doesn't apply! So I'm wondering where is the problem. Perhaps with the dynamically created color contructors? Or the line just after, when I set the color?I am able to change the color of a background movieclip (read: non-attached) with no problem, but the dynamically created ones don't work...
I am thying to create a movieClip class that has a button attached at the right corner, and then load multiple instances at the stage. My problem is, that although one MovieClip is loaded correctly, all the rest have no button attached! How is that possible? what am i doing wrong???Also i would like to note, that besides the button i am attaching one more movieclip with and image (from a loader)Let me show you what I mean:
package multi{ public class Multi extends MovieClip{ var rightButton:SimpleButton=new SimpleButton();
I am updating a file to AS3 that someone else worked on. I'm getting the error about scripts attached to buttons/movieClips and have been through the file a few times already. Is there a tool or something else that will help find the scripts?
I have dynamically attached a number of movieclips inside a another movieclip on the stage, and now I want them to act as buttons, but I can't work out how. They are named as they are created, so I know I can target them, but as to how to assign an onRelease functions to them I have no idea.I don't want to hard code a load of onReleases, as the number of movieclips will change depending on outside data, how I could do this with a loop or something, given that I have an array of their names?
How do I make a preloader if I have only attached movieclips from the library, I know how to make a preloader but not for attached movieclips. The movieclips are attached from level 0 to 12, and I want one preloader to preload all levels at once, how do I do that? Tried with a for loop to loop through all levels but it didn't work.
I did a search on the forums and found 2 threads that were relevant but didn't quite get what i wanted out of them.I've loaded a movieclip using attachMovie(); and ive put it into an empty movie clip (as you would with external MC's)My question is how i will go about targetting the loaded movieclip and having it play a certain frame.[code]
I have a little problem, How do I make a preloader if I have only attached movieclips from the library, I know how to make a preloader but not for attached movieclips. The movieclips are attached from level 0 to 12, and I want one preloader to preload all levels at once, how do I do that? , Tried with a for loop to loop through all levels but it didn
Lately I've found myself constantly writing removeEventListeners everywhere, which makes code quite messy. I know it's a best practice and such, but in general it has no sense. Garbage collector should handle such a simple task by itself, shouldn't it? Is it that hard to remove all listeners automatically when object is set to null?
So I just want to be sure if that's the case. Does setting an object to null, automatically remove all attached event listeners? In my case scenario is like this - I create an object and attach bunch of event listeners to it, then after a while I need to re-initialize this object. Of course setting this object to null is much easier then unbinding every listener by hand. And on most part listeners are anonymous functions, which means that it's not possible without code refactoring. When I simply re-initialize a variable with new I do not get duplicate listeners and such, but I'm not sure that it's previous value, along with all the listeners gets garbage-collected. Is it?
On my stage I have 2 empty MC holders, each of them in a seperate layer. In the bottom mc holder called 'map' a map image is loaded from my XML file using MovieClipLoader. This works fine.
What I want to achieve is that on top of the map, 24 PNG images with Alpha channels are loaded into seperate MovieClips attached in MC holder 'projects'. For every PNG image a MovieClip from my library is attached in order to determine the hit shape of the PNG image. This works fine too!
However all of sudden my first 2 MovieClips with the PNG images in it dissapear as soon as all of the images are loaded. But when I roll over on of the other MovieClips they suddenly show up again and when rolling out they dissapear again!
It has nothing to do with my XML file nor my PNG images, because when I move my first 2 XML nodes (the ones that are dissapearing) to the end, 2 different MovieClips dissapear! It worked absolutely fine before but since I added 2 more MovieClips the problems started. It almost looks like I can't load more then 22 PNG images, but that would be extremely weird.
I tried creating the first half of the MovieClips in one MovieClip and the second half in a different MovieClip, but that doesn't change anything. But when I create the first half of the MovieClips in the _root and the second half in a MovieClip, only 1 MovieClip dissapears instead of 2!
I really don't get it. I'm totally confused and lost since I don't know what else I could try.
Here's my AS2 code:
Actionscript Code: var pimage = new Array();var pmc = new Array();var ptitle = new Array();var phit = new Array();var ptooltip = new Array();var pmenu = new Array();var ptotal:Number;var phalf:Number;function fillProjects() { nodepath =