ActionScript 3.0 :: Calling Root Object To Main Stage?
Feb 15, 2010
If I have a movieclip loaded with Loader and I want it to call back down to the movie that loaded it how do i do that? Referencing a root object just gets me to the root of the child not to the main stage.
I want to know the difference between [object main timeline], [object Stage] and root in as3? I have read from the topic How stage, root, and MainTimeline Fit Together. But I didn't get clearly.
I have my main fla and then I have a actionscript named bullet.as.in the bullet.as I create a bullet using "this" throughout the script now how would I call the bullet on my main timeline?
I have a root stage, and a MC that is called from the root stage.Now from that MC, i will called in another MC2, and I wanted to placed the MC in the center of the stage. The reason I could not use normal ADDED_TO_STAGE at MC and define the center is because MC is not place in the exact position of the root stage (as in x, y=0). So if I would target MC2 at MC stage center, it would not be the exact center of the root stage/screen.How can I called the root stage properties rather than adding MC2 into the stage?
I having trouble nesting classes then calling them on the main stage.I have one AS file that contains all the functionality to create a simple button with a text field that can be customized from the FLA file. I want to use this AS file to create another AS file for a form.I have called the simple button from the AS file into my other AS using import RoundRectButton.
I want to make 5 buttons visible after a logo has animatedI have a function called vis that successfully makes the buttons visible.How do I call this from within the movie clip (instance name 'logo'?)first frame of main timeline code:
i have a UILoader that loads an image from an xml list when you click its thumbnail ( in its thumbnails mc on mainstage aswell) thing is, i have another UILoader on the layer above that loads in a swf ( a slideshow that fades in and out the pictures when they change to the next, with all the coding on frame 1, frame 2 only has a stop and some code for when the mouse is idle for 5 secs it goes back to frame 1) so when you go to "portraits" it takes you to frame "x" where the slideshow ( loaded external swf ) starts playing automaticly right, if i click any thumbnail the slideshow goes to frame 2 ( wich is perfect and the mouse idle thing i wanted works great ) the ONLY THING IS
after the slideshow runs by default for the first time ( i enter the category portraits ) and i click any thumbnail ( moving slideshow swf to frame 2 enabling mouse idle event ) and the mouse is idle ( so it does the event and starts playing the slideshow again ( goes back to frame 1 ) ) I CANT MAKE THE UILOADER OF THE THUMBS IMAGE TO DISSAPPEAR!
I'm doing quite a complicated game with a lot of code but one thing I can't quite figure out is how to trigger a function on the main stage from a dynamically added object.I've tried using custom events, but it doesn't work and doesn't throw any errors either.Here's the code for the CustomEvent class:
Code: stage.addEventListener(CustomEvent.CUSTOM, checkMoney); //more code here function checkMoney(e:CustomEvent)[code].....
All of the above seems to work, because it doesn't throw an error, but it doesn't trace money when the event is dispatched.Before you ask, the event IS being dispatched or at least the if method it's in is entered.Any other method to tell the stage it's time to run the function is welcome also
This is kinda complicated, and I'm still trying to wrap my head around the whole concept of OOP. So right now I am building a XML Gallery, and in the FLA (Root) I've added the thumbnails. Everytime the thumbnails been clicked, it will bring up the "Detail" movieclip, which also is created in the root. And inside the Detail movieclip, I am creating a few buttons with an external class. My question is how can I call a function in the FLA (Root) when I click on the buttons inside the Detail movieclip? Note it seems I've successfully import my external class in both the root and the Detail movieclip.
I've got a movieclip on the root of the stage called "bgImg", in that clip I've made this function:
Actionscript Code:[code]..........When you click a button in the nav it loads a movieclip to the stage from the library, inside this movieclip I have a row of buttons,when you click one of these I want to call the function in the movieclip on the root (ie. the function inside "bgImg" .
i've got this mc component i've created and reuse on some sites i've made. It's a real simple shoutbox that grabs info from a database using a php script.What i'd like to do is have this component refresh every 200 frames, which means, grab most current msgs and post them in the database.so for example, i have a movieclip called MC1. there's a function in MC1 that goes like: grabdata = function() {}; this basically calls the php scripts, loads the info, and so on.i wanna call this function from the root or even a parent MC.I have considered using prototypes or a class, but i dont think it's really necessary for something that seems basic enough.
I'm having a few problems with the php tutorial. I've got all the actions in my main timeline and calling them using instances. I have a mc called formset with an instance of formset in which is another mc called form with an instance of form which on the mc has the following code -
onClipEvent(data){ // show welcome screen _root.formset.nextFrame(); }
I have a submit and back buttons with the following syntax -
I'm switching from as2 to as3 and everything was going swimmingly with my new site until i tried to use a _root call to a function on the main timeline by a loaded movieClip that is loaded nested into 2 other movieclips. the movieClip needs to tell the _root when it's done playing so the root knows to load the next one in line through a php call. Everything works except for the _root call. In as3 there's no such thing as root anymore so I figured no big deal, i'll just find out what the new thing is and holy crap wtf! I can't figure this out!! I've read from doing stuff like custom eventLisnters (which i am trying now) and casting the root as a movieClip and then I read this whole crazy tutorial on building an event structure and the proper MVC way of coding and blah blah blah ALL I WANT TO DO is tell the _root that the loaded MC has reached the end of its timeline. Basically if it were as2 i could just go _root.loadNext(); and it would work.how to make a loaded MC talk to the _root timeline and call a funciton from there?
I have created a function on the root timeline, to be called at a certain point (when the character is on a certain frame and so is the certain item, he loses a life)the lives_mc advances frame by frame to show lives being lost.heres the function
Code: function loseLife(){ if(_root.lives_mc._currentframe=1){ _root.lives_mc._currentframe=1[code].....
In AS2 when I had a button on an external page swf that was loaded into the main website swf and I wanted that button to go back to the main website swf main time line and change to a specific frame I just used ...
Code: _root.gotoAndPlay("$/pmp/engine/"); ...in the button's release code. How do I do that in AS3? I guess I just need to know how to get to the main swf since root refers to the external page swf's main timeline. Garrr this is annoying. My structure is this:
main.swf's main time line has a button. Click that button, it loads preloaderpmp.swf into a blank movie frame with the instance name container. preloaderpmp.swf loads pmp.swf in. In pmp.swf's main timeline there is a movie clip inside a movie clip which contains a button that I want link back to main.swf and go to the frame "$/pmp/engine/" once it is released. What can I replace _root with since this is AS3?
In AS2 when I had a button on an external page swf that was loaded into the main website swf and I wanted that button to go back to the main website swf main time line and change to a specific frame I just used ...
Code: Select all_root.gotoAndPlay("contact")
...in the button's release code. How do I do that in AS3? I guess I just need to know how to get to the main swf since root refers to the external page swf's main timeline. Garrr this is annoying.
In AS2 when I had a button on an external page swf that was loaded into the main website swf and I wanted that button to go back to the main website swf main time line and change to a specific frame I just used ...
Code: _root.gotoAndPlay("$/pmp/engine/");
...in the button's release code. How do I do that in AS3? I guess I just need to know how to get to the main swf since root refers to the external page swf's main timeline. Garrr this is annoying. My structure is this:
main.swf's main time line has a button. Click that button, it loads preloaderpmp.swf into a blank movie frame with the instance name container. preloaderpmp.swf loads pmp.swf in. In pmp.swf's main timeline there is a movie clip inside a movie clip which contains a button that I want link back to main.swf and go to the frame "$/pmp/engine/" once it is released. What can I replace _root with since this is AS3? Here are some other attempts I have tried and failed to work right:
I'm re-writing a movie so that elements of it are modular movieclips, so that should I wish to re-use them, I can simply copy onto the root time-line. What should I watch out for regarding my paths in the modular clips? should I always ensure they are relative or absolute? How example should I reference mouse properties (e.g. _root._xmouse) which which will always be properties of the main movie root timeline?
If I have a movieclip on the main timeline, and a button in that movie clip. How would I go about getting it to advance the main timeline to its next frame? I understand that in AS3 movie clips are not connected to the timeline in the same way as they are in AS2 but I dont understand why the following works, or if there is a better way?
stop(); next_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1); function mouseDownHandler1(event:MouseEvent) { MovieClip(this.root).nextFrame(); }
In as3 What is the difference between calling stage.width and stage.stageWidth I read somewhere that if we have nothing on stage then the value of stage.width is 0,but what happen when I have nothing on stage but loading contents dynamically on stage?I have tried this and when i have loaded content dynamically on stage then i have got
stage.width=value; // where value is dynamic number
I have some submenu buttons in a movieclip on the mainline. My first level of navigation in on main timeline. The submenus are grouped in movieclips on the main timeline. I basically used the same code on the main navigation for the sub navigation except the code for the submenus is in that movie clip. My trace statement reads the button is clicked (which was a quantum leap for me) but I know I need some kind of _parent code in there so it knows to go to label back on main timeline.[code]...
i have 2 flash file,one is mine (the main container) and one is a external swf.i want to load the external swf to my container swf.i write this code in my as2 container code inside the main timeline flash (mine flash) -----first of all i add a movie clip with instance name mc1 to the first layer
i really try to use that code - BUT !!! -> if i use this code the external swf predominant my main swf code and all the rest of my code dosent work (like timer of trace)....
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?
Why does FlexBuilder insist on a main class in the root of the source folder? By insist I mean that if I create an Actionscript project called MainTest. A file called MainTest.as will be placed in the root of the src folder. if I now create a package/folder called some/package and place the MainTest.as in it (and adjust the package statement accordingly), I cannot select the project to use this as the application class in Properties/Actionscript Applications as the package is empty as far as Flexbulider is concerned.
So there is a restriction that a main/application class cannot have a package other than the root package. The mxmlc compiler and FDT do not enforce this restriction so why does Flex Builder?
I have 2 flash files,one is mine (the main container) and one is a external swf.I want to load the external SWF to my container SWF.I write this code in my AS2 container, inside the main timeline flash (mine flash).In the first method, I add a movie clip with instance name mc1 to the first layer:
I really try to use that code - BUT !!! -> if I use this code the external SWF predominant, my main SWF code and all the rest of my code dosen't work (like the setInterval() timer).... I want to load the SWF like the second example and still run the setInterval() function.