ActionScript 3.0 :: Checking If Movie Clip Chiled Is Added?
Aug 3, 2011
I have few movie clips that are added and removed automaticly by users choice. The problam is I can't find a correct "if" condition that will check if the movie clip exists before I remove it. This is the part of the code:
function removeAnimation():void { if(Boolean(getChildByName('wheelChair'))){ removeChild(wheelChair); chairTimer.stop(); }}
I tryed getChildByName and everything I could find in google and came up empty
I'm checking for the name of the parent movie clip which is something like MyClip2 or MyClip3 ...when i trace the variable MyID, it displays the right number but when i try to do basic operation on it, it acts like a string not a number..
[AS] on (press) { if (this._name.substr(0, 6) == "MyClip") { MyID = this._name.substr(6, 6);[c
I'm trying to add a line to a movie clip. When I trace the width of the lineadded it traces correctly, but the line doesn't appear. If I do everything the same but add the line to the stage instead of the movie clip it does appear. I know this is one of those cases where I can't see the forest fro the trees but
Here's the relevant code: var xAxis = new Shape(); graph_mc.addChild(xAxis); xAxis.graphics.lineStyle(2, 0x000000, 1) xAxis.graphics.moveTo(startX, startY); xAxis.graphics.lineTo(maxX, startY) xAxis.name =
I have 3 different functions for my preloader. I have an Event.OPEN, ProgressEvent.PROGRESS, and an Event.COMPLETE. In the event.OPEN function, I create a new variable that is data typed to the class name of my preloader that I set in it's property dialogue box. This is just a simple circle animation.[code]...
I am working on a project where i have been given an FLA that has lots of images contained in movieclips that animate when you roll over them. These animations are all contained on the timeline of each separate movieclip, so the code was basically a lot of gotoAndPlay("2") statements and so on.
I have been given it to work on because the different movieclips need to go to a URL read in from an XML file when clicked on, and i have this part working no problem.
I also need to be able to read in image paths taken from the same XML file as the urls, and load these images into a movieclip holder within the movieclips on the main timeline. However the problem that i am having is once the images are loaded into img_holder which is placed inside a movieclip they will not animate on that movieclip's timeline.[code]...
I'm working on building a gallery, but I've run into a slight snag. The full-size images are not all the same size, so they will overlap when loaded. In the showPicture function, is there a way for it to check to make sure there isn't a full-size image already loaded, and if there is, to remove it before adding the new one?
var imageLoader:Loader;var xml:XML;//parse XML data as an arrayvar xmlList:XMLList;var xmlLoader:URLLoader = new URLLoader();xmlLoader.load(new URLRequest("data/gallery.xml"));xmlLoader.addEventListener(Event.COMPLETE,
was all working fine until I added a simple shape movieclip (rectangle that I want to have visible and invisible) now just by adding this MC I get this error..
ReferenceError: Error #1056: Cannot create property largeframe on aavariable. at flash.display::Sprite/constructChildren() at flash.display::Sprite()
I'm trying to catch a variable content (set on the main timeline) from a movie clip added to the stage. I need to set a condition with that variable, so here's my line :
I'm having problems with something somewhat simple. We're going to a trade show and needed a video that would randomly load a SWF clip on one scene, then I have the timeline move to another after a delay and then go to the next part to load an image, then I have it restart and do it again, for a never-ending looping video at our booth.
I'm running into an issue though, when it loops and plays the SWF for the 2nd time, the old content still remains and the new content plays over the previous one. I figured the issue was I needed to remove the previous clip before loading a new one. I found some code that I thought SHOULD work but can't seem to get it right.
I'm using a preloader and MovieClipLoader to seemingly good effect and I have an ending sequence to my preloader where it plays out once the target clip is loaded. The ending sequence features within the preloader itself (preloader_mc.endingClip). preloader_mc plays through its frames with:
[Code]...
until it gets to 100% and then gets to a frame telling endingClip to play. All good unless the target clip is already loaded. Then what happens is that the preloader jumps to 100% and only plays the ending sequence. I would like to have a way of checking to see if the target clip has already been loaded so as to avoid displaying only this ending portion of the preloader.
i have got my Library item added to the stage multiple times in a for loop. now how do i access each individual added item?
i have tried.
ActionScript Code: private static var rootClip = null; private static var _addedCount = 1;
[code]...
and Yes, this code is inside a static class.OK so thats not ALL of my code. Just enuf elements to understand how i need to do it..how can i get that trace to spit out all the names of the added clips?and/or get the clip that i added 4th to goto .x = 400?
I have a movieclip in the library called flare that consists (for now) of nothing but a drawing of a pentagon. Its associated class is called Flare. The movieclip instantiates just fine, but I don't see the pentagon. When the clip is instantiated, it traces its x and its width. They are both 0. But the width should be 100.Boiled down to the extreme basics, I was getting the same result. What am I forgetting here???Document class
Code: package com { import flash.display.MovieClip;
I want to access a clip that I dragged onto the stage , claed it mcBlocker and I am trying to access it from another clip thats in another layer but same frame and the code is inside that second clip: this is the code:
Code: trace("::"+(this.parent as MovieClip).mcBlocker); for(var i:int=0;i<this.stage.numChildren;i++){
Im 'TRYING' to use your FreeTransform proto from Layer51.com, with the drawing movie ive been making (for the last century lol) namely with lines using the draw api and duped circles (which have textfields inside)..
I think for my requirements I need 2 types of free transform, 1 for transforming lines, the other for transforming circles with text inside. It seems rotation with your FT kills the text inside my circle so I figured I would remove the rotation handles for one style. Also Im after;
1) manual control over FreeTransform as I only want it enabled when a user selects the 'transform' button in the tool bar (disabled otherwise)
-> so I have set 0 for autoRemove, so that I can addFreeTransform to all clips on 'moveComponents' (button clip) "down" event and removeFreeTransform on 'moveComponent's (button clip) "up" (ie not selected). Seem ok/logical?
2)Next I have a canvas, so I need selected elements to swap depths and be dragged BUT only in the canvas area,
-> Im not sure how to implement a hitTest with a clip with FT added?
3)Lastly Ive had an issue with using FT on clips with api drawn lines. It seems that the center cross hair is way up in the top left, and funnily enough the boundary (ie the surround handles bit) manages to perfect wrap itself around the line. Of course because the center cross hair is way up in the top left the rotation and resizing of the line is completely wacky.Anyway here's my 2 FT styles...
Code: //My freetransform style for circles ftCircleStyle = new FreeTransformStyle([3,0xFF0000,100], [15,0xFFEEAA,100], [null,"s",null,"s",null,"s",null,"s"], true, 0);[code]....
1)The AS you'll find in the timeline of the clip called 'drawArea'.
2)And to run the movie compile the fla and click the blue arrow on 'New' in the menu you see, then a toolbar will appear with a canvas.
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
I'm creating a small drag & drop activity, and I want to be able to check and see if the dragged movie clip is completely within the bounds of another movie clip (or at least in the bounds of a certain x/y zone on the main stage. I can't use dropTest because it returns true if any tiny bit of the movie clip overlaps with the dropTest movie clip.
I also thought of something that just checks the x/y coordinates of the dragged movie clip, but I'd need this to reflect a range of values rather than one coordinate. For instance, I'd want to return true if the movie clip's x is between 50-60 AND the y is between 50-60. I'm attaching a small graphic to illustrate in case my explanation isn't clear enough [URL]
I have created a flash website, each button is a movie clip with an invisible button over it containing the following script
on (rollOver) { _root.mouse_over_profile_btn = true; } on (rollOut) {
[Code]....
each page is also a movie clip and on release of a button its played. the problem is that when i press another button to play another movie clip 'page' the old content is still there.
Is there a way of reversing the page transition i have used to bring out the movie clip and then bring in the next movie clip.
There is a bad gap in my knowledge with Event Dispatch and Event architecture, and this problem proves it. I've been getting nowhere on this problem for two days, I've posted everything to my Flash site. Go here, please: [URL] Click on "Flash Banners" The two thumbnails represent two different classes. Each class is identical. Both are "extends Movie Clip" classes. Tweeners of various types control the hover and click methods. URL Loaders load the thumnails which I then wrap in MC's and make them buttonMode = true, etc. Hover and click to load the Banners on the thumbnails.
I can't send an event from the Eagle movie clip or the T2D movie clip to tell the other to fade out. Both Banner classes are instantiated through a separate Base class. I'm sure this has to be an Event Dispatch from one MC to another and that it can't be done by the Base class. how I can send an Event or Event Dispatch and what the code structure is so one movie clip can in one class can tell the other movie clip in the other class to disappear while it's neighbour is playing. I'm happy to post code or explain / clarify anything that's not clear.
I've got a main timeline .swf file called "blank.swf" which contains nothing but two blank movie clips one called called "pproduct", the other called "ppalette". In the script frame of this main timeline I use the simple "Loader = new Loader();" method to load a URL of an .swf file into the "ppalette" movie clip. The "ppalette" movie clip contains several color chip buttons, each of which use the same Loader method above to load an external .swf into a clip. Here's what I want to do: let those color chip buttons, when the "blank.swf" file loads, be used to load an .swf movie into the "pproduct" clip on the main timeline. I'm wanting to be able to swap depths with various movie clips which will take out the movie which has the palette, but I want whatever that palette has loaded in the original "pproduct" clip to stay there.
im making a sort of a game and depending on what u choose u may load 1 of 3 or 4 options of movies into a specific level for each option. Meaning: the different toy hands are allways loaded on level 3, no matter which u choose and so on. At the end i need to make a list of the choices the user did, so i need to know if "hands_blue.swf" is loaded in level 3, and if so then push."hand blue" into an array. Im trying this on the _root frame,but no matter what option i take, i allways get the same option:
Code: list=new Array(); if (_level(3)==="hands_blue.swf") { list.push("Selecci�n: hand blue");
I am making a game where you are attacked by a waves of zombies. The first 'wave' is just one zombie and when this is off stage (either gone passed you or been killed) i use this code to check if it's gone and then instigate the 2nd wave of enemies (ie, change wave2ready variable to true)
You all know the "loadMovie" command but is there a way to tell if the movie you want to load really exists? For example: I have a movie on my server names "asdf.swf" and I want to use loadMovie to open it. Well what If I want it to check if it exists before I try to load it? Also, can you load picture files to a movie? (gif/png)
So i am trying to use an OnRelease on a button in a nested movie but check if it's been pressed from the parent timeline..i have used the target path button and it got me this but it doesn't work..