ActionScript 3.0 :: Add Child Creates Little White Box?
Apr 23, 2010
I have this code + background color set to grey. The weirdest thing is that addChild(something); seems to create a white 46x46 pixel white box on stage. If I take addChild away, white box goes away as well..
Timeline script:
Code:
var something:Main = new Main();
addChild (something);
Main.as:
I'm working on a project that has a main swf file associated with the document class. It loads XML that provides the text content for the project, then it loads a swf that contains a font in its library, then it loads the first of several content module swfs. When the font swf has inited, I'm registering its library font with Font.registerFont(), and using it in a TextFormat object. After everything is done, I can add code to the document class to create a text field on the stage of the main swf and format it successfully with the TextFormat object, but when I try to do the same thing inside the loaded content module swf, the text doesn't show up there at all.
Im working on a project that has a main swf file associated with the document class. It loads XML that provides the text content for the project, then it loads a swf that contains a font in its library, then it loads the first of several content module swfs. When the font swf has inited, I'm registering its library font with Font.registerFont(), and using it in a TextFormat object. After everything is done, I can add code to the document class to create a text field on the stage of the main swf and format it successfully with the TextFormat object, but when I try to do the same thing inside the loaded content module swf, the text doesn't show up there at all.
I'm working on a project that has a main swf file associated with the document class. It loads XML that provides the text content for the project, then it loads a swf that contains a font in its library, then it loads the first of several content module swfs. When the font swf has inited, I'm registering its library font with Font.registerFont(), and using it in a TextFormat object. After everything is done, I can add code to the document class to create a text field on the stage of the main swf and format it successfully with the TextFormat object, but when I try to do the same thing inside the loaded content module swf, the text doesn't show up there at all.
I'd like to be able to click on each of the buttons and have the background color change and also have its color name loaded in the dynamic text field. E.g. Clicking the white square would change the background color to white and should also display the text ''white'' in the dynamic text box. I've sorted out the colour changing part with the following code:
I have a picture on the stage that has multiple items that have hotspots/links over them that should open a child swf on top of the background and show details about the items. then have a button in the child swf itself that removes the child from over the background so the user can click on another item etc.I found this code in someone's post and I am trying to modify it so that works for multiple swf files...it currently works for a single swf.I wan to pass the name of the button in front of the .swf in the URLRequest to have the same name as the instance name of the referring button. But I can't figure it out. Here is the code I am using on the stage
i'm wanting to create mc's dynamically depending on how many images are listed in my xml file...so if were to edit the xml file and add more images to it my website would add more movieclips...
I have some code that does what I need it to do, but I need a way to differentiate between the mc's it creates.Here is the code: _________________________________________________ TL = this; str1 = ["strandA","strandT","strandC","strandG"];[code]....
It generates mc's randomly.So for instance, there might be 3 "strandT" mc's on the stage at the same time.How could I tell them apart? If, for example,I wanted to say, make the first "strandT" disappear, but not the second and third.
I have a question regarding createEmptyMovieClip in AS2. I have a flash file separated out into sections with labels and menu buttons which allow you to move you to the relevant frame/section (which contains the information/contents relevant to that section). This works fine. What I can't work out is that if I manually put a movieclip on the stage in my 'about section' and then add contents to it via AS2 then it only exists within the about us section. If I do it using createEmptyMovieClip within the actions for the about frame this works fine but it then always exists on every other frame of the project. I assume this is because it isn't actually creating it within this frame but I can't work out how to make it do this, even when i use this.createEmptyMovieClip it has exactly the same effect. I can obviously remove the movieclip completely each time a user moves to another frame that doesn't contain it but I don't want to do this as it contains a youtube video and leaving it means it doesn't have to be reloaded each time they come back.
I would be massively grateful if anyone could shed any light on this for me as I know i'm not getting how to place it correctly but i'm not sure how I should be doing it?
I'm using Flash Builder 4.5 to create what's needs to be a single SWF project, and I'm running into issues with allowing the main SWF to preload itself.I know about using the meta factoryClass to allow for this kind of preloading, but every time I publish I'm now seeing it create a new SWF for the preloader class as well as the main class.I swear I've used this approach in the past and never had the second file. Is this no longer the way to be doing things? Would you suggest an alternative, or is there a simple fix?[code]
I have an array that creates 7 mc clips with names.I'm trying to make each one of those peices clickable.When clicked each peice will slide over to the far left "barrier_mc" and stop.Actually not true, the one closest to the "barrier_mc" will stop at the barrier and from then on each piece will stop when it hits the one beside it (kinda like a 7 car fender-bender). This isnt the problem im trying to work through right now, although i will in the near future.
What im trying to figure out is the array that creates the mc's names them like the following "" infoBar"+i+"_mc"". What im trying to do is call that in a function so that i dont have to type in each of the 7 mc names manual I.E (infoBar0_mc) you'll see my function at the bottem in the "function pieceStop"of the pasted code.
Code: var list:Array = ["piece1", "piece2", "piece3", "piece4", "piece5", "piece6", "piece7"]; var startingX:Number = list_mc._x; var bottom:Number = 950;[code].....
I'm having problems with deleting what a variable creates on stage!I have a random image loader as seen below.This creates a random image from the list I give it (only 4 in this example) and puts that picture on the stage.[code]Depending on the image the right or left door is the correct door (tr is the left doors name).The code below works fine, it even inserts the _whatPicture randomly again but the problem is the new picture overlaps the old picture, I can't figure out what to type so it will delete / remove the first _image, so that the new image is the only one there.[code]
I load images into my .xfl project and use them amond movie clips - everything is ok at beginning. But after a some moment (which is absolutely undefined) Flash Professional CS5 starts duplicating all of them at saving and new copies names with "Copy 1", "Copy 2" and so one, or just with blank string. Because Flash duplicates them EACH saving, so after a several savings Flash refuse to save at all (shows "Too big project ..." error).
I was working on some blitting code today and after profiling it found that I was creating 1000s of new rectangles. I was shocked because I only had 1 or 2 different new Rectangle() calls or I was using the .rect property of BitmapData.
I started commenting out huge swathes of code until I was left with this code in my sprite class:
. As far as I could see in the reference manuals, the beginFill() method of the flash.display.Graphics class ends any previous incomplete (i.e., not ending back at the start point) fills by automatically drawing a line to the latest MoveTo() location.But, it seems it also ends any previous incomplete drawing even without fills, by drawing that final line.
But that's ok. The weird part is, even when I draw just one line and begin a fill immediately after that, I guess it tries to complete that line by drawing one more line back to the starting point and the messes up the display with the fill color in the following beginFill() call.
public class MyContainer extends Container { public function MyContainer() {
[code]....
The output is as in the attachment.The first part creates a weird fill along the side of the line till the end of the container object.I even tried a endFill() at line 4, but same result. The only way to prevent this is to explicitly moving to some point as in line 11.
I've just started working with sound and as I understand it I primarily need two objects: Sound and SoundChannel. Every call to a Sound.play() method will create a new SoundChannel object. So technically, I could write my code like this:
Code: package { import flash.media.Sound;
[code]....
Will simply create a new SoundChannel object and the first one created by the constructor will be garbage collected? As a side note, it's possible to see Adobe's source files e.g.SoundChannel.as. I'm curious as to how the SoundChannel.stop() method works since it doesn't throw an error or exception even if the audio has already stopped playing.
Fla is attached (small file, simple function)I am going thrue an array and create instances of 'inputter'.It all works fine for the last one in the array but not the first ones.Shortening the array-count still creates only the last one and not the first ones.
My function: ActionScript Code: doinit = function()
ActionScript Code: private function drawMap(tile1:DisplayObject, tile2:DisplayObject):void { var _tile1 = tile1;
[Code].....
The idea behind this is to store custom sprites in an array and then feed the array to the drawMap function, which would use the sprites from the array to draw a map.
i got an xml fed into flash that creates multiple icons. When icon is clicked it will load an external swf into a container. I am having issues with this part:
Here is question
Why does this work in a test file: myContainer._lockroot = true; myContainer.loadMovie("movie.swf"); xml: myContainer._lockroot = true; myContainer.loadMovie(this.link);
this.link refers to location of swf file that is related to the icon pressed in xml.Everything works fine and dandy however here is the trouble, they all have different parameters and when loaded into another container thus in a swf they lose some of these. However in my test file when it is simple and straight just 2 lines of code (see above) everything works.
Has anyone seen a Flash Component that creates a slide transition similar to this [URL]. Looks like there is a looping background image and the other slides are loaded above it (hopefully via XML?) and the transition effect maybe in a component???
I am working with a Flex DateTimeAxis. I have a scenario where the DateTimeAxis sometimes creates duplicate months on the Axis. The month label unit is generated based on a min/max value that is supplied to the DateTimeAxis, it is NOT generated by the series data as far as I can tell. In other words, the duplication does not exist within the data supplied to the chart, but is part of automatic label generation process that DateTimeAxis will execute when supplying a min/max value for the axis.[code]...
I'm doing a basic reflection class that will take any MovieClip, create a copy (using BitmapData), and do the flipping, alpha, gradient mask, etc to create a nice reflection.The class works great, with the exception of dynamic text.I've done quite a bit of searching, and I realize that you must put the TextField into a MovieClip and then take the BitmapData of the MovieClip.
Sounds great... but when I actually do this, the BitmapData that is display on the screen is a box (like a bounding rectangle around the text) that is filled with white. Other relevant info:
I'm trying to create a game and I'm new to actionscript. I'm using actionscript 3.0 and flash player 9. I'm trying to have a button that when clicked creates an object that follows the mouse around the screen until that object is placed on the screen. When I click the button the object follows the mouse but it ends up covering the screen with the objects drag.
I'm using swfaddress which creates a page title in the browser based on what page your on in the flash site. The title comes from the name of a frame label. For example i have a frame label called "About Us" I've capitalised it and put a space between the words because this text is what's used in the page title on the browser and i want it to look good and to be able to be read properly.When the page is refreshed it comes up as: "about%20us" as the page title on the browser.
when using a timer to fade volume, I get clicks and pops in the sound.The fade goes from 1 to 0 in 30 ms. Is there any way around this? Could it have something to do with the fla file's frame per second? This is set at 100.The fader timer is inside another timer (which varies from 150 to 1000 ms)
I have some code below which creates a background and buttons for a basic website. The site consists of 8 sections, with photos, text, etc.I am trying to "_Alpha" fade the entire page upon page Load. I want each page to have the "_Alpha" effect. So I need a function or a correct call to place on each page's code.For some reason, my code below works for the entire page and one button, but the rest of the buttons, still show up instantly. Notice a few lines below where I actually do my tween call, "//Alpha Ease-In". I am using "this" for my tween, but I have tried "_root", and even each button "_root.but1", etc. but it still seems to give me partial results. Anyone know how to correctly tween the entire page upon load?[code]
when I do linkage on a symbol and export it for AS3. Then I edit the symbol, for instance go in and modify anything inside, a shape, etc... the next time I try to publish flash, i get an error multiple constructor definitions found. constructor may not be defined in <Script/> code.I think may be it's because flash does not remember to delete the previous export and creates another one. The only way to resolve this, is to delete the entire symbol and re-create it.