ActionScript 3.0 :: Difference Between AddChild And Internal Movieclip
Nov 7, 2011
What is the difference bettween addChild and the movieclip which is in the movieclip.we can get those instance from getChildAt() but as per the internal movieclip we can get instance from "mc.mcInternal".But when i addChild in "mc" we unable to get that instance from this method "mc. mcInternal".what is the diffecenct between addChild and internal movieclip.
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
I have some MovieClip class that has eventListener, added from inside the constructor of the class (it's MouseEvent.MOUSE_DOWN). Now, I want to add the same listener externally, from parent class, for other purposes. Will these two interfere with each other or it's okay?
Is there another (easier) way to load swf movies from the library into a movieclip other than the attachMovie function??
i originally set my flash up to load external swf files via the loadMovie command, but would now like to package the whole thing up to consist of only one file.
Im really struggling with controlling a movieclip (frame-by-frame images w/ stop(); actions) by using the mouses horizontal position on the main stage. So basically I want to turn my stage into a showreel of images. Lets say the stage is 50 pixels; i would want some kind of code that would divide up the total length of my m/cs timeline, in order to show the first frame of the m/c when the y-axis is at 0, the last keyframe of the m/c when the y-axis = 500.
I have tried to use rollover commands on (miniscule) hit states covering the entire stage, but there must be a better way ( i plan on updating the images m/c a lot) ie. a lovely big chunk of confusing code?
is there anyway to access the internal bitmap representation of a movieclip that has its cacheasbitmap property set to true?It would be nice if I could create vector artwork that scaled to the size of the browser and then obtain a bitmap representation of it so that I could then manipulate it on a per pixel basis for some cool visual fx.
This is something I'm experimenting with, but haven't seemed to figure out... I have several MovieClips, basically the same, only different colors. As each one plays, I'd like it to "overlap" whichever one is already there. Right now I have each button linked to a gotoAndPlay function, but I don't think that will ever get me what I want. You can see how I have it now here: [URL]
Instead of having the content MovieClip go back to all white when a button is clicked, I'd like the preivious one to remain, and get "covered up" by the new one. You continue to see the old color, and the new color overlaps it. I have a feeling I need to use a variable and then addChild, with a removeChild for the old MovieClip after the new MovieClip has loaded, but I'm not getting any good results yet.
What is the difference between a movieclip and a sprite. Why some programmers using sprite instead of a movieclip? What is the advantage of using sprite? Can we use sprite in the stage? Will the sprite reduce the space occupation than a mc?
What is the difference between Stage and MovieClip? They are both display objects, right?I have a MovieClip "A" containing a MovieClip "B", (so A is B's parent; and B is being shown inside A);I did a trace, B.parent.name is "A"; and B.stage.name is "null".
On my stage I have a movie clip called 'm1'. I also have a variable 'i' which is equal to 1. if I load in a bitmap (called 'bmp') and then use: this["m"+i].addChild(bmp) it attaches the bitmap to the movie clip - no problem. However, if I have a second movie clip WITHIN 'm1' (let's say this second movie clip is called 'mm1') - I can't figure out how to dynamically attach the bitmap to the second movie clip. this["m"+i].this["mm"+1].addChild(bmp) doesn't work....
I am having ongoing issue with using addChild(). Everything else works. The code below now loads all thirty five images and the addChild command is used directly on the Bitmap in initHandler in the ButtonClass.as excerpt below. Now I commented out the line that I was going to use to add these Bitmaps as children of the MovieClip in placeThumbnail function in the FLA. So I believe the only problem I have left is finding a way to get the Bitmaps to be children of the correct MC //This code excerpt is from ButtonClass.as
public function imgLoad(buttonMC:MovieClip) { imgLoader = new Loader(); imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, finished_loading); imgLoader.contentLoaderInfo.addEventListener(Event.INIT, initHandler); var link=buttonMC.entry_thumbnail; [Code] .....
i've been trying to add a child to a movieclip that already exists on the stage using a timer event. i can't get this to work. i have been able to add a child through other events such as mouse down but this one wont work. here is the code for the timer.
var person:MovieClip; var peopleFrequency:uint = 400; var peopleTimer:Timer =new Timer(peopleFrequency);
when i didnt use classes, i could easy attach my custom variables to movieclips using this code;movieclip.customvariable = value;but now I am working with classes, and it isnt possible anymore.I am trying to attach variables chip and sensor to the child like this: [eiland1 is the movieclip]eiland1.chip=1;eiland1.sensor=teller1;but then I get this error:1119: Access of possibly undefined property chip through a reference with static type Eiland.the same goes for the sensor variable.
I have a movieclip in the library with Linkage "Holder". The movieclip has 40 blank keyframes I add it at runtime using var timeline_mc:MovieClip = new Holder(); I want to add a loaded image content to each blank keyframe like this:
function loadImages():void { addChild(timeline_mc); timeline_mc.addEventListener(MouseEvent.CLICK, testCycle);
[code]....
This adds the images but not to the currentFrame, it adds them all to the first frame. Is there a way to add to the frame the movieclip is currently at?
Im having a problem adding a child to a nested movieclip.the main movieclip is instanced when the user clicks on the create gallery button.the code then proceeds to create x movieclips(productFrames) with nested movieclips(imageFrame) with instance name:imageFrame1 & dynamic text frames(title & genus) & then add text to those frames & an image to one of the nested mcs
the problem seems to be with productFrame.imageFrame1.addChild(imageLoader); productFrame.genus.text="Loaded "+kbLoaded+" of "+kbTotal+" KB";
I am creating game which involves some billiard-like balls to bounce on the screen. I created a MovieClip with only one frame which represented the ball, exported it to the class, extended it to my needs and animated it using Event.ENTER_FRAME. It works fine, but there is something that confuses me -- both, the stage and the ball have only one frame each, so I don't quite understand how Event.ENTER_FRAME works... I mean, if there are no keyframes, how is done the animation? If I used already animated MovieClip, I would have to add keyframes, right?
I need to remove all the instances of a movieclip that I am adding to the stage using addChild.I use a loop to add several copies of the same movieclip onto the stage. Is there a way to remove all these movieclips at once.I've tried several things but nothing seems to work.Below are the for loops that I am using to add and remove the children from the stage. Note that the initial for loop adds a number of instances of the movieclip "colorbox2" based on the contents of textboxes. This works fine, however when I trace(colbox.numChildren) it just shows "1" regardless of how many instances it adds to the stage. Shouldn't it reflect the number of instances it added to the stage? The 2nd loop removes one instance of the movieclip from the stage, but I can't get it to remove all the instances of the "colorbox2".[code]