ActionScript 3.0 :: Flash Referencing MovieClip Within Several After Getting Parent?
Feb 13, 2011
I have this MC attached to the stage with an instance of say: insA, then within this I have another called say: insB, then finally another one within insB called say: insC.so normally to access the third one I would use: insA.insB.insC do something.I have this button within another MC called say: '2ndinsA', so when a button within '2ndinsA' is pressed I need to perform 'something/move' onto insC.
Now within the class attached to '2ndinsA' i have the parent.getChildByName("insA") code and its seemed to grab the 'insA' and I could then move it, but its the insC that i want to move.How can I then reference the 'insC' within that MC )'insA', i have tried several ways but all come up short (errors galore)
I'm currently making a platform game and when the player shoots i want to add the bullets to the stage. The players gun class is in charge of adding bullets. The "players gun" is a child of "players gun holder" which is a child of "player" which is a child of the stage. is there a better or more dynamic way for the "players gun" to add bullets to the stage rather than using parent.parent.parent.addChild (bullet);
I usually would call the parent of my class by something like: MyCustomClass1(parent).thisFunction(); My problem is this works if I know the class of my parent. How do you handle the case where you class could have a parent of 2 or more possibilities? parent.thisFunction(); // throws error of course
A have two classes: Main and Navigation. I try to referenceobject in Main class from Navigation class based on the buttonnumber I clicked. Doesn't work as I want it to work. What can I do
Each of these children has an index value assign to it for the purpose of relating to an XML file, but that's beside the point. Those children have other children eventListeners that call a tween function. That tween function wants to tween the first child.First question: what is the proper syntax for referencing the parent and getting that index value? Does this work, with currentTarget being the child that called the function:var something = e.currentTarget.parent.index;If not, how can I get that index value?Second question: In order to determine which of the first children the tween is applied to, I could write a conditional that checks the index value and tweens based on that. Is there an easier way to do this? And what conditional would work best? I'm thinking if() else() but I'm relatively new to as3 so if there's something more efficient I'd love to hear it
I have an array defined in the main timeline to store some values. At some point of time, I am dynamically adding a movieclip to stage using attachMovie and then using a movieClip.onEnterFrame event to set one of its values by referencing to one value from the main array.(Sorry if the following description sounds a bit confusing. I am attaching a part of the code below to help describe the situation) The problem is that it is not able to retrieve the value from the main array no matter what I try. I tried adding a "_root" befor the array name and the index array id but it did not work. Not only that but the trace shows that it is able to retrieve the index id as well as the full array but not any particular value from the array - as in, trace(arrayname) outputs all the values from that array but trace(arrayname[a][b][c]) gives an output 'undefined'.
I have managed to make it work by creating a temporary variable to store that particular value just before the onEnterFrame event kicks in, but I would love to know why it is not working the way I thought it should. Here is a part of the code. If someone needs more info about the code then please ask and I will give it in the next post (The full code is way too large to be posted here)
ActionScript Code: //------In main timeline var movesNum:Number = 0;
I have a frame that I want to display but the function that calls it exists on the parentHow do I call a frame that exists within a child movieclip from its parent?Here is my code. It is basically for a restart button.Here is the parent function.
I am working on a tool for use in our office which creates XML. At this point I am working on getting an error message to appear when the user enters incorrect data in one of the textfields. I have a MC which contains my error message as well as a button. The button will move the MC back off of the stage. Everything works up to the point where I click the nested button. I suspect there is a problem in referencing the parent MC from the button.Here is the code for the entire project. I am sure there are more than a few errors since I am relatively new to AS
I would like to know the way to prevent a child swf from referencing its parent swf stage width/height?
for example, i created a child swf that loads image and center it on it's stage. As a stand alone its fine but i loaded it with parent swf, it centers on the parent swf instead.
I was creating a drap and drop simple game, dragging and dropping an item from within a movie clip. All was working fine, but then I had to add more items so I created a ScrollPane and referenced the movie clip through that, now I need to rework how I pull reference that movieclip again. The movieclip is exported so the scrollpane can bring it in...
package { import flash.display.*; import flash.geom.Point; import flash.events.*; public class shopping extends Sprite { public function shopping() { shoppinglist.Ketch.addEventListener(MouseEvent.MOUSE_DOWN, pickUp); shoppinglist.Ketch.addEventListener(MouseEvent.MOUSE_UP, dropIt); [Code] .....
below shows how to add child in a movieclip. ebd.target.addChild(info_grd); there is button named my_btn inside the movieclip info_grd.I would like to remove movieclip info_grd.parent
I am trying to access a function that is on my document class for my AS3 project, from a nested class. That is, the Document Class calls Class A which then calls Class B. So I am trying to access a function from Class B, I am trying to use MovieClip(parent).function(); but I am getting error 1120. The MovieClip(parent) (fixed to reflect my document class, etc) works when I try it from other classes but not from this nested class.
I've struggled with this for a long time and have thrown in the towel. How the heck do you climb the ladder, then go back down again into another clip?
I am trying to reference a movieclip within a movieclip that I am loading using "attachmovie". In the first frame of the root, I am attaching the movie. Then, from the attached movie I am calling a function that is also in the first frame of the root. In the function I am tring to set the property of a clip within the attached movie to visible using the following code:
_root.logIn.loginMessage._visible = true;
I have also tried _root["logIn"].loginMessage._visible = true; with no luck.
(logIn is the name of the clip I am attaching using attachMovie and loginMessage is the clip I am trying to reference in the attached movie)
This is how I'm loading it and I know that part is working: _root.attachMovie("login_mc","logIn",getNextHighes tDepth());
What is the equivalent to removeMovieClip() in AS3?
Apparently many have the same question:
StackOverflow:
How to completely remove a movieclip in as3
Remove movie clip as3
How to remove childmovieclip and add to new parent movieclip
Others:
removeMovieClip(this) in AS3?
Destroy/Delete a Movieclip???
Remove movie clip.But none of their solutions seem to work, for me:Im working on flash CS4 with AS3: I have a very simple movie with a single button called click.On pressing the button, a new instance of coin is created:
this.click.addEventListener(MouseEvent.CLICK,justclick); function justclick(e:MouseEvent){ var money=new coin[code]........
I have an AS3 movieclip with a button. Both the movieclip and button needs a click event but when I click the button it also fires the parent movieclip's event handler.
I work on a truckload of flash banners and have progressed more into dispatching events from the final frame of a MovieClip that would contain an object (or collection of closely related objects) animating and then listening for them from the parent timeline so that I know when to continue the main animation etc.In the animation I'm working on currently, there's a car built from blocks over time (the blocks fall from the top of the banner to make up the car); this is all contained within one MovieClip (to make the resizing easier - all I'll have to do is move the entire MovieClip around).The problem is that when I place this MovieClip onto the timeline, it's represented by its first frame (which is nothing because no blocks have fallen yet). This makes it hard to work with because I can't really tell exactly where the car is going to be when the animation is done and so on.Is there a way to have the final frame of this MovieClip visible from the outer timeline?
Why do I get this error saying parent does not exist when I try to remove a movieclip. In the first case, the movieclip cannot exist either on screen/memory if it was not 'contained' by either a movieclip or stage. How can this happen, can somebody explain how this "movieclip" loses its parent reference to the stage or container mc. The debugger stack shows the value of movieclip.parent as null.
I have a MovieClip that has a Dynamic TextField: let's call the instance of the field txtName. I want to set the text field on the fly for txtName, so I add a little ActionScript (3!) that does it nice and easily: txtName.text = "Foo";reat. Now why isn't it working when I try the same thing from a parent MovieClip which contains the MovieClip that has the dynamic text? Example:Child MovieClip with TextField ActionScript 3 in Frame #1:
//------ function SetText(str:String):void { txtName.text = str;
This image shows the problem, the 3 is a PNG image with a nice drop shadow that expands quite far from the white square. It is a movieclip which was added by the square movieclip.This obviously changes the size of the movieclip so the ROLL_OVER will trigger whenever the mouse is over either of these objects.My question is, how would I make the movieclip "3" never trigger any sort of mouse event for its parent?
Things that do not work: mouseEnabled = false; (why doesn't this work?? ugh) mouseChildren = false;
If I have movieclip named box01_mc inside movieclip btn01_mc and I wanted to change box01_mc's alpha to 0 on the rollover of btn01_mc how would I write this? I tried writing the following code on btn01_mc but it didn't work:[code]
On the stage I have a movieclip (Container, originally 200px width) and inside it with a progressbar movieclip (originally 700px width), scaled with Free Transform Tool to fit the parent container. The width of the container changes run-time while resizing the scene.
In ActionScript I have a function which should set the progress bar width according to a calculated percentage value:
private function updateProgress(event:TimerEvent):void { var barWidth:int = _container.width; var progress:Number = _stream.time / _stream.duration * barWidth; _progressBar.width = progress; }
My problem is that the progressBar even at full time (100%) is only at 1/4 of the parent container. I assume that it comes from the symbols original size.
Can I correct this programatically, or I must redesign it with the "designer"?
Let's say I am loading a movieclip from a remote url within another movieclip on another server.
This movieclip now needs to load another child movie clip on the same server as itself.
How can it get its own url and not the url of its parent container so as to load this child ? Because if it refers to "child.swf" it will be relative to the super parent container insted of the first server isn't it ? So it will not be able to load the child correctly if all it can get is the url of the parent.
I'm having issues trying to reference a movieClip after attaching it. What I have is: Code: btn_instructions.onRelease = function() { instructions = true; attachMovie("parchment", "mc_parchment", getNextHighestDepth(), { _x:280, _y:280 }); } mc_parchment.btn_close.onRelease = function() { instructions = false; trace("close"); removeMovieClip(mc_parchment); }
The first is creating it on top of the other items that are created during the game. I can't have the instructions on the timeline and just change the visibility of it due to all the assets this game is making. The instructions variable is used in an if statement elsewhere in the game to lock the user controls so they can't create anything else in the game while your viewing the instructions. The second function is the one that should close it. The movie clip that's attached has a button in it, with the instance name btn_close. The trace doesn't even pop up so it's not targeting it correctly. Yet when I go to 'debug' and 'list objects' both mc_parchment and mc_parchment.btn_close are listed as being in the scene after clicking the instructions button.