ActionScript 3.0 :: Parent Movieclip Doesn't Listen To Custom Event In The Child Movieclip?

Oct 24, 2010

I have movieclip which contains child movieclip. when child movie clip finish to play i want to run a function in a parent movieclip. so I made a custom event dispatcher in the first frame of the child movieclip:

[Code]...

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I have a dialogBox with 2 buttons - ok_btn and cancel_btn. The code is in a Class - testDialog.

There are 2 issues:When any of the 2 buttons clicked, they dismiss the dialogBox without sending any alert to the parent (main time-line).How to trap the clicked buttonId in the parent.I have just an idea of the solution as dispatching an event in the child and listen for that event in the parent. But, unfortunately, I don't know how to go about it.

To make my point clear, here is the code:

Code:

package
{
import flash.display.*;
import flash.events.*;

[Code].....

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I have created event listeners for a particular movieclip.Insidet this movieclip there is so many objects.When ever I click on the parent movieclip the event listener calls the function for the child object. I had tried removeEventLIstener()

import flash.display.MovieClip;
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import flash.events.MouseEvent;
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info.graphics.beginFill(0x000000,0.35);
[Code] .....
I want to delete mc's parent

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I have a simple 2 class game Im working on. It has a document class (BubbleBuster.AS) and a Bubble class (Bubble.AS). In the doc class I made a container sprite called bubbleContainer. I add bubbles (instances of Bubble.AS) to the bubbleContainer. When the game is over I fire a custom event in the bubbleContainer from the doc class like so:Code:bubbleContainer.dispatchEvent(new Event("gameOver"));Now I want to listen for this event in the Bubble children so I can kill tweens and remove things. So in the Bubble.AS I have:Code:parent.addEventListener("gameOver", gameOver);this compiles fine. But as soon the 1st Bubble is added to bubbleContainer I get this error (and no bubble appears):TypeError: Error #1009: Cannot access a property or method of a null object reference.

at Bubble/init()
at Bubble()
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[code].....

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TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Loader@2b1aa061

[code].....

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[Code]...

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I'm trying to access a parent movieClip from the child movieClip

Here's what I want to do,

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I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.[code]Sprite2 is a rectangle. When I rotate it, of course, the height of its parent, SpriteP, GROWS. But I would expect that height to go back to what it should be when I'm removing Sprite2!And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200.

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I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.

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Code:
trace(SpriteP.width + ' ' + SpriteP.height); //100 250.
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[Code].....

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I want to listen for a custom event dispatched from the document class in a custom subclass. For example, let's say in the document class I have:

ActionScript Code:[code]....

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PHP Code:
function closeTabContent(e:Event):void {
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[code]........

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Interface swf code is:
ActionScript Code:
_level5.btn_1.enabled = false;[code]...........

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Can a parent just listen for a specific event coming from ANY of its children?

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I have some variables defined in a child MC:

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I'm trying to use those variables in a parent movieclip/another movieclip.

[Code]...

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I have a Flash file with a lot of animation and effects applied. I am trying to optimize my Flash by moving away from timeline animation and using Actionscipt wherever possible. My file consists of several layers. I have used preloaders before but they were pretty basic. I âm comfortable with the framesLoaded and totalFrames coding but don't know what frames to count. I have my preloader in a MovieClip on the first frame of the first layer; therefore, the preloader is a child of the main stage. The other MovieClips are children of the main stage as well.

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ActionScript Code:
if(MovieClip(parent).framesLoaded < MovieClip(parent).totalFrames){[code]........

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I am embedding SWFs into Articulate Presenter for final publishing. Some of the SWFs have child movieclips with animations. How do I stop the child movieclip playhead when the parent timeline is paused from the Articulate controls? I'm thinking there must be an event listener for when the parent timeline stops, which could trigger the child movieclip to stop.

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I'm working on a map project with several movie clips that are dragged and dropped onto their respective movie clips.

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HERE IS MY CODE
stop();
var startX:Number;var startY:Number;var finalX:Number;var finalY:Number;
var finalWidth:Number;var finalHeight:Number;

[Code]....

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I have a Button that is inside MovieClip1 which is inside MovieClip2; yet when i click the Button it doesn't dispatch Event.

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I have a very specific AS2 parent/child movie clip issue. I have a main Character movie clip which contains as nested frames each profile of the Character (front,back,left,etc). Within each of these child profile MC frames, animations for those profiles are further nested in frames. Then, essentially I have movement code as part of the key listener:

Code:
switch(Key.getCode()){
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[Code] .....

And later code to reset to the character's resting frame after key release:
Code:
switch(Character._currentFrame){
case 5:
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[Code] .....

The problem is that when I try to Character.gotoAndStop('Front'); after key release, flash thinks, you're already on the Front frame (because the walk animation is a child of that MC and is already playing). Therefore the walk animation just keeps playing after the key has been released.

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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;

[code].....

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ActionScript 3.0 :: Control Of Externally Loaded Child Movieclip Timeline From Parent?

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I have a basic xml driven portfolio. The xml file holds the path to the portfolio pieces (external .swfs). I have a main navigation that moves from project to project and a subnavigation to view individual pages of that project.The subnav is where I have the problem, I simply want to call gotoAndPlay("framelabel") of the designated mc. It seems that you can no longer call to the timeline of child movieclips as you could with AS 2. I've found some examples Except the examples discuss access of nested movieclips on the stage with assigned instance names. But the problem I'm facing is that I have each item pulled in via the loader Class then the objects are pushed into an array and my subnav needs to access them dynamically via array notation.something like this:

PHP Code:
public function loadMe(){
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[code].....

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I am trying to load a swf into a holder movie clip from the child movieclip.It's parent has a holder that i want to load a swf into.I am navigating from within a child clip.It would be nice to have the swfs load from an external xml file but it isn't mandatory.

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ActionScript 3.0 :: Listen To A Custom Event In Various Classes At Same?

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I'm using a electronic device to dispatch events within AS3.
 
short explanation: -->

Think of these events as a KeyboardEvent.My point is to dispatch an Event (like a Key that is being pressed) so I can listen to this event on EVERY Class I need to.I'm not sure how to instantiate or listen to these events correctly =/
 
I mean: I want to be able to listen to the key that is been pressed as if that was a global event every Class can receive...
 
long explanation: --> I'm doing something like this:

1) created a (main) Class that extends a Sprite.

2) created a class (KeyboardInput) that extends the main class.

3) created a class (KeyMap) that extends EventDispatcher.

4) created a class (HomeScreen) that extends a Sprite.
 
 My FLA file is associated to the KeyboardInput Class.This Class creates a listener for the KEY_DOWN KeyboardEvent and instantiate the KeyMap Class that dispatches a CustomEvent:
 
stage.addEventListener(KeyboardEvent.KEY_DOWN,function(evt:KeyboardEve nt):void { keymap = new KeyMap(); keymap.setKey(String.fromCharCode(e.charCode)) });[code].....

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Flash :: Using A Custom Event To Listen For Collisions?

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I'm new to flash and programming in general but am learning it to make games. I'm currently messing around with hit detection and its not to hard to test in the game tick ( fired from onEnterFrame). What I'm wondering is if it would be possible / useful to create a custom event that i can listen for. And make the eventListener hear when a collision happens. Also would this be better or worse for the cpu than testing the collisions of lots of enemies on a screen?

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