In my project I have 3 types of elements that spawn at different times. 1. When I hold the mousebutton down object 1 appears. 2. When I release the mousebutton, object 1 disappears and object 2 spawns3. At regular time intervals yet another object spawns, object 3.These objects might (or will rather) touch eachother at some point. And what I want is this:Object 1 to be under object 3 and object 2Object 3 to be under object 2
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?
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'm having alot of trouble tracking down the name of an object on the display list so i can removeChild Is there a way to trace every object on the display list so i can get its name and remove it? my stage is changing dynmically and i can't jut trace each object through a whole whack of code.
I have a list box in my flash file that I would like to display a string from an xml file that has been run though html entities in php. So for instance I need the string.
Code: Hey "Leonardo£$£$()*%£% '"' [1999] to display as Code: Hey "Leonardo;$;$()*%$% '"' [1999]
I can get this to happen in my dynamic text boxes by using .htmlText to display but I have no idea how I would do this in the list box?
All it returns is 0 and [object MainTimeline]. Is there something wrong with Flash, or did I do my coding wrong? The objects I put on the stage should be on the Display List, right?
How do I removeChild only if it's in the Display List?One button on my stage will addChild(radioButton) and another removes it. If the remove button is clicked first, then it obviously tries to remove something that has not yet been added and an error is returned. I've tried using the DisplayObjectContainer class with the contains() method to no avail.
var t:TextField = new TextField(); t.text = "hello in main"; addChild(t);
However, when I create an instance of a class, and I have that same code in the constructor of that class, the text doesn't show up. I am creating the text field variable at the class level, not the contstructor level, so I think the variable should still hang around.
Do I have to get an instance of the stage, or something?
The documentation for the List component at[URL].. states "A list can also display graphics, including other components," but nowhere can I find an example of HOW to make this happen. Can anyone please point me to a working example, I really need to be able to leverage this functionality, but I cannot for the life of me find anywhere it's being done.
i have this really basic class and all it does is create a button...i have another class called main where i want to put the button on the stage...problem is it all compiles but can't get the button to display..
public class Main extends Sprite { public function Main() {
I'm working on a game that has many elements on stage, so I'm looking to optimize my loops. I know that Vector is faster than looping an array, but I'm also in some cases using:[code]My question is when I use getChildAt, is that accessing an Array or Vector or linked list or other? Should I instead store references to my objects in a Vector and loop through that instead?
Is there a way to make a display object always be at the top of the display list?For example, I know you can set the childIndex, i.e:setChildIndex(myDisplayObject, numChildren-1);But is there a way that an object has sensed that something else has been added to the display list and restack themselves accordingly?
How do i add to a display list thats already has items on it?
this is what I have already
ActionScript Code: public function LotteryDraw() { // get the display list positions for each MC and text field... var startButton = this.getChildAt(0);
Ok so my document class loads pictures and adds them every so interval once they're done loading. So when the next picture loads, it will be higher on the display list than the picture previous to it(on the left). So if a child(a tooltip) of the previous picture(on the left) appears over the picture to the right, the tooltip will always appear underneath that following picture, since the tooltip is a child of the previous picture.how do i get it to appear above everything? (addChildAt won't work) . i need a quick fix, is there a way to get my document class to add that tooltip ?
Is the display-list an actual list? Can I access it with code ? (not confused with accessing objects in the display list). Is there only one or, if I load an external swf do they both have separate display lists?
I'm making the game Breakout as an AS3 application using OOP. I am getting very confused though. I know that objects should be only responsible for themselves. But this is where I get stuck, they need to communicate as some level to add and remove screens, and I am getting majorly confused as to what is going too far, when it could maybe achieved in a simpler more OOP way. I've worked out the hierarchy of my classes, in terms of where they are being added (I think). I've added a screenshot of the hierarchy.
Have I got the order right based on OOP principles? Like, Introscreen will listen for play being pressed then call a method of the document class that will remove introscreen and then attach gamescreen. Is that right? Another thing that puzzples me. It seems to me if I made a level and put the paddle and the ball in that, then arranged all the bricks in that level, that I'd be duplicating work (based on the fact I need paddle and ball for level 2 also). So it would be best if I could have gamescreen with paddle and the ball and then add level1/2/3 to display list which would therefore set up the appropriate brick placement. But then, wouldn't that mean that I couldn't do hittests because my level 1/2 or 3 wouldn't be a sibling to the bat and the ball, them residing as a sibling in the level's parent class?
I'm using a Timer to load a different swf (into Sprite) every couple of seconds, it works great but I can't get the previous swf removed before the next one loads, heres the code (I know, its really basic)
When a movie clip is removed from the stage it's properties are still accessible including visible == true. How do I test to see if it is off the time line?
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?
I have a stage with instances of bauble_mcs on it that are attached by the document class of the main timeline (can someone tell me what the right term is here? I don't know what I call the main time line in AS3).
I then have instances of snow_mc attached by the same class. Inside the snow_mc I want to test to see if it is hitting any bauble_mcs but I don't know how!
What i'm trying to do is create an errorAlert class. The role of this class is to as you might expect display an alert:) So the current class is set up in such a way.
1. pass in an errorcode returned from the server into the constructor.
2. This runs through a switch and sets a msg variable to the right textual prompt based on the code. At this stage it also sets an alert type, so as an example it could be a severe alert where the user has no option other than ot refresh the browser. Or it is a softer alert where the user is able to press a close button and proceed.
Because all of the type handling and everything is held within the class. I want to avoid adding the instance to the display list within the main document class. Ideally just letting the class add itself to the stage AND IF it is a softer alert, it can show the close button, add an event listener, and, then remove itself.
I have an AS file which contains all of the code for a main menu. This code loads another AS file which initializes code for the general items that will be on the stage throughout the whole flash. But when I initialize the code for one of the menu items after it's clicked I don't know how to get 2 of the items from the stage elements code to be on top of the display list. Because, as the code for the menu item loads the two stage elements are going to cover the items from that code and after its loaded its going to open up and show them the items that are loaded from the menu item code.
I have very simple code for a class: package {import flash.text.TextField; import flash.display.Sprite; public class Greeter extends Sprite { public function Greeter(){var txtHello:TextField = new TextField(); txtHello.text = "Hello World"; trace("hi"); addChild(txtHello);}}}
The above file is saved as Greeter.as in say folder C: est I then create a Fla file named test_display.fla (saved in C: est) and its contents are: import Greeter;var tt:Greeter = new Greeter(); Now the Output window shows hi due to the trace statement but the addChild method should show World in the Flash movie but it does not. The only way to get Hello World to the Flash Movie is to change the test_display.fla to:
import Greeter;var tt:Greeter = new Greeter(); addChild(tt);
In other words I have to use the addChild method twice ( once in Greeter.as and once in test_display.fla ) to get Hello World to display in the Flash movie. Does anyone know why this is so?
I am trying to pass the display list name that is inside the trace statement back out of this class. Essentially I what I want, is that when someone clicks on the "Button_mc" movie clip, I want to pass the instance name back to a different class I've been trying to figure this out all day with no luck and I was wondering if someone would be willing to give me a hint.
package { import flash.display.*; import flash.events.*; public class button_mc extends MovieClip public var current_button_name:String;