ActionScript 3.0 :: Display List - Tracing All Symbols On Stage In Timeline
Jun 23, 2009
I am having some kind of issue with the display list? I have a function that goes through various frames of my timeline and then traces all the symbols on the stage..
ActionScript Code:
for (var pm = 0; pm < this.numChildren; pm++) {
var child = this.getChildAt(pm);
trace(child.name)
}
What I am noticing is that it will return everything until it runs into a symbol that does not exist on every frame.. as soon as it does encounter a symbol that does not exist on all frames of the main time line it spits out -
TypeError: Error #1009: Cannot access a property or method of a null object reference. at 3_Migration_Standard_Nav_v2_fla::MainTimeline/pMovie()
I've got a movieclip called "rotatorProxy" that spans the entire timeline. I've got nav buttons that jump to various frames on that timeline. I need to get the display depth of rotatorProxy each time the nav buttons move the playhead. The AS3 code is easy enough:
var zIndex:int = this.getChildIndex(getChildByName("rotatorProxy")) ;
my problem is where to put it. If I put this code in any script that executes in the target frame, it works, but only if I hit the nav buttons slowly. If I bang on a single nav button rapidly, getChildByName("rotatorProxy") can return null. I don't know much about how the display list works but I assume the display list is rebuilt after every jump and the frame scripts are executing asynchronously, so it's possible my getChildByName call is executed before the display list is complete. Is there an event or some other handle that would allow me to call my code before the frame is rendered but after the display list is complete?
For some reason below is not working. It is probably very obvious but I am not seeing it. As soon as I comment out the container mc variable and just add Child to root timeline I see everything which means me container is not being added to the stage correctly.
stop(); import flash.display.MovieClip; var i:int = 0; var a:Number = 10; var ageString:String; var ageText:Array = new Array(); [Code] .....
I'd like to remove a child of the display list if it exists before adding another to the stage. This gives me Error the first time I call it because 'myMC' doesn't exist.
HTML Code: function callMc(){ if(myMc) removeChild(myMc);
I'm having some problem with the workflow of flash.I make web banners everyday att my work att it is important to me to have the banners easy structured so I can copy effects, tweens and symbols to a new banner. I have Flash CS3 pro.I always start by making a symbols. And then in the symbols own timeline I make the animation or effect.
The big problem I'm having is when I have the main (scene1) timeline with many frames, and then have symbols on that timeline, with it's own timeline with some frames. The frames in the symbol timeline is okey, but at the main timeline the frames is too short or too long so the animation of the symbol cuts of early or it plays more than one time (too many frames).
How do I calculate how long a symbols timeline should be so It maches the main timeline?What happens to me is that I always have to adjust the symbols timeline and the main timeline, and this I have to do many times.
The author shows a function that is supposed to trace the contents of any display object. In his example file he has several nested movie clips on the stage and everything works just as it should, this is the code.
ActionScript Code: function showChildren(dispObj:DisplayObject):void { for (var i:uint = 0; i < dispObj.numChildren; i++) { var obj:DisplayObject = dispObj.getChildAt(i)
[code]....
The problem I am having is that when I open a new actionScript 3 .fla and try to recreate the nested movie clips and use the same code I get these errors:
ActionScript Code: line 3 1061: Call to a possibly undefined method getChildAt through a reference with static type flash.display:DisplayObject. var obj:DisplayObject = dispObj.getChildAt(i) line 2 1119: Access of possibly undefined property numChildren through a reference with static type flash.display:DisplayObject. for(var i:uint = 0; i < dispObj.numChildren; i++){
I don't know why! I never click the "export for actionscript" and the symbol names in my library are given "Onename" "SomeName", rather than "MovieClip" ...
I'm new user which is trying to developing simple game..I'm using template to create the game..I just wondering how to insert the symbols within existing timeline..meaning that, i'm trying to create new layer and convert it to symbol but I didn't how to combine it with existing timeline.
I have limited Flash experience in CS 3 and 4 but I got CS 5 and built an animated movie symbol and I tried everything I could think of but it would not play in the main timeline.To sum it up the animations and tweens work in the symbol but they do not appear in the main timeline.
In CS5, I want to create a simple series of still images that display in the Timeline for about 5 seconds each. Is there an easy way to do either of the following:
1. Change the Timeline to display in seconds instead of frames?
2. Specify how long something should appear prior to the next symbol showing up in the Timeline?
When I close the file (making sure to save) and reopen it. All the frame #'s attributed to the hand symbol revert back to frame 1.Meaning I have to redo every hand pose again and again and again. More importantly when the animation is approved and I send it off, when the client opens it the animation is incomplete.
I am using Adobe Flash Professional CS5, and when I preview my flash animation on the main timeline, symbols with animations in them are stuck on their first frames.
How do I make symbols animate on the timeline? I've seen this been done in various tutorials. Is it a glitch perhaps?
this is one of those upsurdly basic questions for which google does not work. I have usually dispatched events from my classes and dealt with the user interface in the document class. But now i want to separate all the UI in a separate class, accessible by other classes. have added it as a child to the main/document class, but how do i reference the main class without going through parent.parent shananigans?dit. one more thing i remembered. Some of my UI elements are not programatically added.here is the code i have. i get possibly undefined property error.
I have a list containing display objects from throughout the application (insertion order). I want to process the list either top-down (parent, child) or bottom up (child, parent). The only requirement is that either a parent is processed before any child or vice versa a child before its parent. What is a good approach? This question is not about sorting a list. It's about retrieving the depth of a particular display object.
Example Display list: A (root) B1 C1 C2 D1 B2 ......
My list: list = [E1, F4, A, B2, B1, C3, ..., N9, N8]
Bottom-up: N9, N8, F4, E1, C3, B2, B1, A
Top-down: A, B2, B1, C3, E1, F4, N9, N8 Does not matter if N9 before N8 or N8 before N9. Important is that any N is before M (first run) or any M before its children N* (second run).
How do I identify all the display objects in the display list in ActionScript, bellow the one that I have clicked? All the other objects are shadowed by the first one. What if other objects have visible parameter as hidden?
how to move an object built from multiple symbols (including movie clips with interactivity) in a timeline other than the root? I tried putting them all in another symbol, but then the interactivity was lost.
On a boad scope, what I'm trying to do is animate a "digital multimeter" out of the way when not in use, and vise versa.
I'm confused as to how Flash CS5 treats symbol instances across different frames in a given layer; If I add an object to a layer, and then add a keyframe to the existing frame set, are there now two instances of the object, one for each frame? When I change the color of the instance in the first key frame, the second keyframes instance stays the same. Is there anyway to edit across all frames? Paste across all frames?
It's my understanding that a display object cannot be in the display list more that once.So if I add something to the stage shouldn't a second addition of the same object replace the first? for instance:
[code]...
there should now only be one "myDisplayObject" on the stage.
I am using CS4. I have my Flash all setup and running perfect now w/ motion tweens etc.But I am trying to reposition some of my symbols on the stage (to get them into better alignment with other symbols), and every time I do this the move is recorded, and when I play back it shows the motion of my position change on my tween.Is there a way to simply move my symbols w/out losing their current tween, but not creating a new motion effect?
Let's say I create a symbol of a stick figure holding a shield.Symbol 1: The Stick manSymbol 2: The ShieldSymbol 3: the Stick man holding the shield.Now, how would it be possible to place several copies of Symbol 3 on the stage while making subtle adjustments to EACH symbol 3 on the stage.Let's say I want to make each stickman slightly a different color without every single stickman taking on the same color.How could I go about making this subtle of an adjustment without effecting every instance of symbol 1 and 2 on the stage. Is this possible in flash??? It seems that flash has so much power, but I have yet to figure out how to use it all, and I sure hope something like this is possible.
I've made a movie which has symbols waiting to come onto my stage. When I watch it, all seems to be fine until I run a test. A random symbol sits in the top left corner not moving which isn't there when I watch it.
I've looked through all the layers and none of them are duplicated. When i do a test, this following message appears:WARNING: Multiple 3D objects on the same frame have the same instance name. 3D instance names must be unique. All but one of the instances will be renamed during export.
I am doing a project that deals with pathfinding and other AI algorithms. I am creating a city for the AI to navigate through and I wanted to no if I add all the symbols to the stage before runtime and set it up is there a way I can access all of these symbols either in an array that the stage holds. I would like to have the AI avoid them and I just figured it would save me some time if I could do it this way instead of coding the placement of 50+ items.
I don't really know that much about Commands in Flash, but I was thinking this could be a possible Command to create.See, I have this puppet made up of dozens of separate pieces, all on their own layers.It's very tedious to click on 10 different symbols in order to move the character's arm, for example.I was wondering if there was a way to create a JSFL command to select each of the 10 symbols on the stage.
I tried clicking each one, and saving the "Change Selection" actions from the History Panel as a Command, but that is location-based.As soon as I move those symbols to a new location, the command I saved no longer selects them.And I can't select the objects by layer or frame, because it doesn't seem to want to save those either.
I have been struggling with this with CS4 and CS5. I am working on an animation with a couple of characters comprised of several pngs I converted to symbols. When one characters symbols overlap another characters the swf file shows the stage color rather than the background image I have placed in the file. I can publish it as an html with the option of playing it windowless transparent and it will remove this problem. But I would like to just be able to play the swf file without this issue.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.