ActionScript 2.0 :: Can't Remove The Components With RemoveMovieClip()
Nov 18, 2004
I am working with components for the first time.... Now, currently, i am creating components with the attachMovie(), it works, but is it the right way to do it? The reason i ask is because i cant remove the components with removeMovieClip(), how do you remove them?
I have a Movieclip on stage, with this code on it, the movieclip loads ok from the library as per the code, but after the two sounds have finished i wish to remove the movie from stage... i have tried even more examples putting the removesection all over the code
I am creating components with the attachMovie(), it works, but is it the right way to do it? The reason i ask is because i cant remove the components with removeMovieClip(), how do you remove them?
My goal is to remove all hover feedback from the UI. The motivation is for testing touch interface prototypes and not wanting users to have the queue of interactivity when the mouse hovers which they won't have with a touch interface.
I have a partial solution but it has two problems:
Requires an event handler on each component. Flickers on hover.
protected function ui_suppressHover(event:MouseEvent):void { var b = event.currentTarget as UIComponent;
I am created a dynamically adding a VBox, that contains two images. Into a Custom Component that is derived from UIComponent. The problem is the Vbox that contains the two image is only a really tiny size. I would like the VBox stretch to the size of the two images. This is how I am creating the Vbox....
Is it bad practice/design to nest components inside components using Flex 4? Should I simply be creating components and inserting them into my main application as below, or doesn't it matter?
I have used one of the tutorials that is available here found at [URL] because I really loved the effect. I have implemented this tutorial in my presentation and my problem right now is removing the movie clip because when I advance to my next scene in my presentation this movie clip displays.
how i can use actionscript component code in mmxl components,as in actionscript components we use classes ,but in mmxl component we can not use classes function, so how i can use actionscript component code in mmxl component
[Code]...
but i cant use this code in mmxl components how i can use public class DialogTitle extends HBox implements IBindingClient in mmxl component code,what are the way to use it,sorry i am newbie if it is silly question
So I duplicate a MovieClip that is on the Stage and created through the IDE like so: duplicateMovieClip(timeData, "nextTimeData", timeData._parent.getNextHighestDepth()); This works great, but when I go to delete the MovieClip like so:
[Code]...
It refuses to be deleted and trace(timeData) outputs _level0.timeData before and after removeMovieClip(timeData) Why would this be happening? EDIT: According to the answers and the flash documentation MovieClips created in the IDE have a negative depth and removeMovieClip() silently fails in removing MovieClips with a negative depth. So I am now attaching timeData from the library like so:
I have a movie clip which simply a logo. When user chooses an option, it should be gone. But it is still on the stage. The only way to make it disappear is turning _visible = false. But I want it free from the memory.
<local data member>.removeMovieClip(); trace(<local data member>);<----*** <local data member> = attachmovie
in the second iteration of this code after the <local data member> has been initialized to a movieclip, the trace prints out the value instead of saying undefined. Why is this happening?
I seem to be having a problem with removeMovieClip.In my little ol' game I've been working on, I have a big problem. The removeMovieClip command only works half of the time. When using the Desert Eagle, a slow-firing weapon, both bullet shells and bullets are duplicated and used properly, and remove themselves when their time has come as programmed. But when using an automatic weapon... it seems to be duplicated shells and bullets so fast that they don't remove themselves properly!
How it works: Let's take the bullet shells, for example. The bullet shells are created and run a bunch of scripts to fall realistically. Once they hit the ground they run an animation which makes a little sound, makes 'em bounce off the floor a bit then stay still for 5 seconds. After those 5 seconds, they're removed. It's that simple, yet it doesn't work.
I hate having to show everybody my stuff every time there's a bug but I trust you guys with my problems (this project is mostly for experience anyways). Try using the Pistol (1) and you'll see it working fine. Then try using the M4A1 (2) or the Steyr AUG (3) and press down on the mouse button for automatic mode. Those bullet shells won't dissapear. Warning: DO NOT aim at the box. I'm also having a problem removing those bullets, so it bugs when you aim at the box.
I have absolutely no idea why the following code isn't working. I've checked the documentation for removeMovieClip at least a dozen times. The only thing I've noticed is the following:Method; removes a movie clip instance created with duplicateMovieClip(), MovieClip.duplicateMovieClip(), or MovieClip.attachMovie().As you will notice, I'm using createEmptyMovieClip() - not one of the methods mentioned - but I swear I've used removeMovieClip to delete movieclips created this way before and it's worked fine. I can't find an alternative command, either.When I trace white in the onRollOut function, it returns the correct path, so it's not a targetting issue. I've also tried adjusting one of the movieclip white's properties (alpha) and it's worked fine.[code]
I'm doing a game (supposed to be done tomorrow).In this game I've got a hero who throws books at the enemies. When the book hits the enemy, I want the book to dissapear, but the thing is that it contiues to fly straight ahead and kill all the other enemies too. I've got a really huge source code for the game, but this part wouldn't be too hard to do, would it? So I've put this piece of code inside the book's movieclip.
PHP Code:
onClipEvent (enterFrame) { this._x += bokSpeed; for (i = 0; i < 3; i++) {
I have already foud out where I want to place my sprites in my game, and I don't want to have to go through th elengthy "duplicateMoveClip" procdure (or it seems to be lengthy to me anyways, it's probably like 2 lines of code, but still, I WANNA DO IT MY WAY!) ok, anyways, does delete only work on variables and not movie clips?here's what I have so farthis is in the bullet movie clip:
Code: onClipEvent ( enterFrame){ if (Key.isDown (Key.SPACE)){
I need to create a list of items align on vertical and the items need to have a expand animation and in the same time when the expand happens, i move the rest of the mcs up (or down).For exemple we have 5 mcs, _mc1, _mc2, _mc3, _mc4, _mc5, and we rollover _mc3, _mc1 & _mc2 move up (tween motion) with 20px; _mc3 expands with 10px up and 10px down; and _mc4,_mc5 moves down with 20 px to! This i already did (and it works perfect) but my problem appears if i add more then 11 mcs (on my computer) the flash start's to eat more CPU and the animation become slower and slower!So i thought to add only 3 mc down (so let we say that we see 3 mcs on stage i want to add more 3 out of stage down)...when you scroll down one mc goes up and will be removed and one will be added down, then when you scroll up, the last one will be removed and the first one will be add it again.
Exemple:We have 1,2,3,4,5, we scroll down, 1 goes up (and will be removed) and 6 will apear, we scroll more down, 2 will be removed and 7 will be added! We scroll up 7 will be removed and 2 will be add it! !!!!I need to remove a movieclip (in my exemple 1,2) only if they are out of stage(they are not visible anymore)
I'm fairly new to the use of loadMovie, unloadMovie, and removeMovieClip for external swfs, but anyways, let me summarize the problem as simply as I can. I have a shell.fla file that is currently loading in external swfs, one at a time, for a game. Here is an outline of how my shell works:
1. first part of game gets loaded in an empty movieclip (container_mc) 2. a listener is created that will listen to an event broadcaster that exists within the external swf. 3. when the listener receives the "done" message, I run container_mc.removeMovieClip() and then load part 2 of the game in a new empty clip called container2_mc.
At this point, I get really severe slowdown for some reason, and I don't know why!! Part 2 of the game is a tile based maze game which is not optimized 100%, but when I run that swf on its own (i.e. not inside the shell) it runs perfectly smooth. But when it is loaded after part 1, it goes really slow.
I'm just wondering it is that that .removeMovieClip() isn't working for me. I'm using the correct path to the object, and I've used this function many many times before. But it's not removing it now this time. I heard that there was some sort of bug in flash that you had to swap depths or something? Flash CS3
I've been working a flash drawing application with an undo button function so you can delete the last line you drew. Everything is working ok except when I use the clear_btn removeMovieClip(shapes[sc]); deletes all the lines so far but afterwards you are unable to draw again[code]....
I have an onEnterFrame function, and when the clip goes passed a certain x value, it tweens alpha to 0, and then on complete, it removes its listener and is removed from the stage ... here's the loop :::
My removeMovieClip doesn't work onRollOut...Also if somebody can tell me how to change the color of the movie clip onRollover.I have two MC with instance name as loc1, loc2 (stored inside mainMap.map.pan), now when i rollover to these, there is a toolTipMC which displays with title on dynamic text box with instance name "tip" (toolTipMC.tip) and image attached to movie clip with instance name "imgHolder" (toolTipMC.img.imgHolder) and some details showing on dynamic text box with instance name "detail" (toolTipMC.detail).Here is the code:-
locs = {loc1:{tip:" Canada ", detail:" Canada is Canada :P", img: "loc2"}, loc2:{tip:" North America ", detail:" North America is North America, llalalalala, hahahha", img: "loc3"}}; mc = mainMap.map.pan;[code].....