ActionScript 3.0 :: Removal Of MovieClip Instance?
Aug 1, 2010
I have 2 .as files so far, one for the main game and one for the boulders that come hurdling down the screen. I can get the boulders added to the game fine and the animation is fine too but I don't know how to remove the boulder once it goes offscreen (it just keeps floating downwards) so obviously this is not good since after a few levels, there will be 100's of boulders there wasting CPU cycles and memory space I've tried removeChild and parent.removeChild but neither work
I have a movieclip instance named 'placeholder' on the canvas, and I want to change the alpha of the named movieclip from it's class without effecting the alpha of all the movieclips of the same type. How would I specifically target the named movieclip instance that is on the canvas?
For some reason, the same code works now, without any problem at all. I don't know what happened, or why, but I no longer have this problem Here's the original post: To put simply, I created a MovieClip, put it with addChild() to stage, and when I tried to call this piece of code:
I am trying to make a reference to a movieclip instance that is in another movieclip.
Here's the deal: I have a main timeline for different pages of a website...then within that I make all of the art on each page into a movieclip so I can do animations every time that main timeline frame is called to, yet still keep my main timeline clean.
Within one page's movieclip I have a few buttons that I want to use to go to other pages by referencing them on the main timeline.I have been using this: (home_about is the about us button on my home page, and frame 31 is on the main timeline).
home_about.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_6); function fl_ClickToGoToAndPlayFromFrame_6(event:MouseEvent) :void {[code].............
Since this home_about is within another movieclip,I get the access of undefined property error. Do I need to change the code I've pasted above or add in variable definitions to fix this?
I have some code that generates dynamic movie clips,and puts them into an array.That all works fine, but at the end of the scene, I want to be able to stop the movie clips being generated, and clear them from my screen. I can clear one at a time, but I need to stop them being generated.
I am trying to create an interactive graphic. Basically, it's three squares layered on top of each other, with a large square in back, a medium square centered in the middle of the large square, and a small square in front centered in the middle of the medium square.
When you roll over the medium square, say, it expands to almost the size of the large square and some text fades in, and the small square on top of it fades away. When you roll off of the medium square, it goes back to it's smaller size, and the small square fades back in.
Currently, I have the actionscript in the movieclip to make the medium square get larger and smaller (and the text fade in), but I need to somehow reference the instance of the small square movieclip to hide it when I roll over the medium movieclip.
My actionscript for the medium square activity, currently:
I'm pulling some events out of a MySQL db, parsing to an XML file, and having flash pull that in. All works fine, but I'm encountering an XML tag, and I'm not 100% sure why. I searched but the keywords are so vague I didn't find anything of value.
[Code]....
So with one event, it works fine. With more than one, I get in the info.eventNameTxt textfield something like <name>Christmas Afterbash</name>. how to circumvent this? I haven't quite been able to wrap my head 100% around the E4X stuff.
I have placed a video object on top of a graphic that is a link to another site. Before the user clicks the button to activate the video, they can see my background graphic and use the link. After they play the video, the background graphic is no longer visible. Is there any way to get rid of the remnants of the video after it is played so picture and link are visible again?Here is my great code:
videowindowbutton.addEventListener(MouseEvent.CLICK, videowindowbuttonhandler); var nc:NetConnection = new NetConnection();nc.connect(null);var ns:NetStream = new NetStream(nc);myvideo.attachNetStream(ns);var listener:Object = new
ActionScript Code: if (pMenu.AccSel.iconSel.child != undefined) { pMenu.AccSel.iconSel.removeChildAt(0) }
i was trying to do a child removal method that would work on command instead of me trying to find a child to remove each time in the code... it would find and remove it wisely... however, i've tried this method and it doesn't work... and i was wondering if there was another way for actionscript to check for Children and if there are any it'll remove it...
The structure I have is one where I have a main.swf which loads an external swf named say external1.swf. Then external1.swf loads external2.swf. My question is when I remove external1.swf, is external2.swf also removed by proxy from the display list or do I have to explicity remove external2.swf using removeChild on the relevant loader?
I have an MC of a sea texture which was created using clouds in Photoshop, and uses AS to fade in & out a child MC to look like waves moving back & forth. (The PS image fades to transparent where its close to each side to aid blending).
The user is able to pan the containing MC infinitely so I need some way of automatically overlapping a new instance when the pan gets close to the edges of the MC, but because its a large MC needs to also remove the MCs greater than distance x from the edges.
How can i get it so that i do not have any mouse cursor over my flash movies? The movies are for a presentation and i dont want the cursor to be visable anywhere on the swfs.
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
So the problem is basicly this: It all works just fine, but when the bullet hits the target it gets destroyed (this is ok) but also any bullet that was shoot before it (meaning also: with a lower y) gets destroyed aswell wich is anoying. Here's the code (left the comments so you can find your way around easier)
Code: stop();//add a stop function too! enemyspeed =1 life=3 var gameOver:Boolean = false;
Below is the function I use to remove the swf which holds an FLVPlayback component and the button that runs the function. The function stops the video then removes the swf. The swf disappears and the sound stops but if I look at the task manager I notice the video is still loading usually at about 1 meg every 5 seconds. I know I'm supposed to be able to use the closeVideoPlayer method which should stop the netstream but I don't how to make it work
function goHome(e:MouseEvent):void myMovie.stop(); this.parent.parent.removeChild(this.parent);// myMovie.closeVideoPlayer(0); meCombo.removeEventListener(Event.CHANGE,
I'm currently writing an image editing application using Flex and I'm trying to make a blemish removal functionality like in picnik.com. I have searched everywhere but couldn't find anything. I have tried to just blur away the blemishes, but the results are bad.
import flash.display.Sprite; import flash.net.URLLoader; var index:int = 0;[code].......
I am relatively new to flash and action script as well and I am having a problem getting the sprite to be removed after another is called.I am making emission spectrum's of 3 elements by dynamically generating the mask over a picture on the stage. Everything works perfectly fine with the code I have right now except the sprites stack on top of each other and I end up with bold lines all over my picture instead of a new set of lines each time i press a button.I have tried using try/catch to remove the sprites and I have also rearranged the entire code from what is seen here to make 3 seperate entities (hoping I could remove them if they were seperate variables) instead of 2 functions that handle the whole process.
I have a registration module done in flash where i create a movie clip like this:var container:MovieClip = _level0.printCardpls.createEmptyMovieClip("contain er", this.getNextHighestDepth());and on completion i go to frame one. Where I would like to check to see if it exists and then delete it if it sill does. Then when the user hits frame 15 for example where it gets created again, its fine.
I m new to this forum & flash. I need to create a wbt which can run thru a 56K modem. also i want to know how can toolbar & menu bar of browser be removed when i publish it.
I'm having an issue where I am placing a timer inside of a MovieClip instance which is dynamically placed on stage. When I remove the MovieClip from the stage, the timer keeps on running. It is sometimes a bit complicated to be able to stop all the timers inside of this MovieClip so I was wondering if there was a way to either destroy the MovieClip instance and thus destroy the timers within it? or how could I go about making sure the timers stop when their parent Object is not on stage.
I have multiple MXML custom components that I add on the fly (using a repeater) that is binded to an ArrayCollection. So everytime I add/remove item from the ArrayColleciton new items show/disappear from the screen. Is there a straightforward way to make item fade in when they get created and fade out when they are removed? I thought of using states and state transition effects but that will make things a bit complicated at different part of my application for those components to manage the states.
I noticed something dangerous while working with AS3 - some objects (namely DisplayObjects / MovieClips) tend to remain in the memory and even perform actions after all references to them have been removed.
I work with Flash CS 5.5 and Flash Builder 4.6.
After getting rid of all references (including removeChild(...) from the Document Class) some objects just seem to stay alive.
This question might come off as a bit broad - but what I am trying to understand is what can I do to MAKE SURE that an object is picked up by the Garbage Collector? More so, how can I get some sort of feedback from the GC that signifies that a certain object has been destroyed? (For example, a console message)
Does the impact of event listeners on resources persist after their targets are temporarily removed from the display list? What about when mouseChildren is set to false for their container?
I've created a MXML Component that consists of two TextInput boxes (user can input a "name" and "description"). I'm attempting to add and remove this component dynamically to a VBox in an MXML application. I've achieved addition thusly:
[Code]....
However, I cannot seem to get the remove() going after trying various ways with box.removeElement().
Whenever I remove an event listener to a button then that button no longer works. Does it cause memory leaks to not remove these listeners.....come to think of it I have about 30 eventListeners that I cannot remove otherwise the application ceases to function correctly. Is my application a memory black hole? How should i proceed with garbage collection?
There are videos there and they play fine and get removed when I change pages. The problem is, if I leave a video playing and then switch pages the sound continues even though the video disappears. How can I make the sound stop? I have done quite a lot of research. My video's appear code is: