ActionScript 3.0 :: Remove Loader From Stage With Button?
Nov 12, 2009
I have the following code
var loader:Loader = new Loader();loader.load(new URLRequest("gallery.swf"));loader.x = 20;loader.y = 75;
gallery_btn.addEventListener(MouseEvent.CLICK,addGallery);
function addGallery(event:MouseEvent):void
{ addChild(loader);}
Fine up to here. I need to remove the loader when another button is clicked because the loader remains on stage.
I tried the code below (just used on 1 button for now but I have 5)
I have bought a flash template in which I want to incorporate into another movie but I need to remove the preloader and button control. So in other words as soon as I preview it, it should play automatically without first seeing a preloader or having to click on a button to play the movie.
i successfully managed to work out the loader script, and load a external swf file into my current project. Now that its working and all is well, i realised that only way to get back to 'main menu' was to close the whole thing. I tried to sort it out with a simple 'back' button but no success there. As mentioned in the title thats the options i found so far but cant seem to quite understand them tbh. I just want it to work so that I easily can manouvre back to 'main menu'.
I have a button on my stage its a movie clip I also have a symbol in my library that is also a movie clip with a small animation inside it. It is not the button.
I am trying to use the button to bring the symbol out of the library onto the stage then when I click the button again it will remove the symbol from the stage.
What i want to happen seems quite simple yet i keep getting the error "access of undefined property" when what i'm trying to remove is in fact defined in the same class but it obviously cannot gain access to it.
I want to remove a MovieClip from the stage once a button has been clicked.The MovieClip is created in the same class as my button function i created. The button works fine but whatever i try to put within the function to remove the MovieClip cause the error i mentioned at the start.
I'm making a game for children where they have to pay money by dragging it on a square. It al works wel only when i pick the first coin of one euro without going over the coin of 2 euro and then pick up a 2 euro coin the one euro disappears. after then it all works fine.i cant remove my duplicate euro's from the stage when i clic on pay here is my code for the euro's the euro's are in a emty movieclip
let's say i have a text scroller like this:what i need is when the scroller goes at the bottom and there is nothing else to show,with some trick to call a fuction so the "down" button disappear.i need this cause i made a scroller only with 2 buttons, and they don't look like broswer's scrollbar. (they are at the center up/down of the text scroller)
I have a flash file with frame labels, home, profile, contact.it also has 4 separate photogalleries, gal1, gal2, gal3, gal4 also in frame labels. the galleries are all separate swf files. I used the UI loader and added gal1.swf and 3 more separate loaders for the rest of the galleries. What happens is after you select the first gallery the mouse becomes invisible because the loader is still on the stage. How do I remove the loader from the stage each time I use a button?
[code]I've marked two locations where this fails in the function pause(). I'm new to Flex/Actionscript/Flash. From what the error says, I assume that from the function, I cannot clea/remove the child loader, because it has a different parent. If I am correct with that, how do I know what the parent is?[code]
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
I'm making a website with different pages, one of which is an gallery. I load the images only when you go to the gallery page and I use BulkLoader for this. The problem is that if you switch the page while the loader is loading, the whole player crashes... I try to put the whole loading in try{}catch(){} block. I also added Event.REMOVED_FROM STAGE listener and tried to pauseAll() the bulkloader
My problems comes in when you have to open a different image album and have to eliminate all the previously loaded children in the movieclip. When i load a new album i used a code you posted here: AS3 How to remove previous loadersbut the problem is that sometimes the user leaves the album page before ALL the pics laod so when they click on a new album to open it a new image is placed somewhere else cause the loader has already been launched. I've tryd to close() the loader but it doesn't seem to work.Here you can see the working site to see what im talking abouy you have to click on an album, leave before all the pictures load and open up another one.
getImage(dataList[0].file) function getImage(href:String):void { var loader:Loader = new Loader();
This is the code i used in a gallery that loads images sequentally. My problems comes in when you have to open a different image album and have to eliminate all the previously loaded children in the movieclip. The problem is that sometimes the user leaves the album page before ALL the pics laod so when they click on a new album to open it a new image is placed somewhere else cause the loader has already been launched. I've tryd to close() the loader but it doesn't seem to work. Here you can see the working site www.barbarabritvin.com (to see what im talking about you have to click on an album, leave before all the pictures load and open up another one.
getImage(dataList[0].file) function getImage(href:String):void { var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, imageReady);
Using ActionScript can I do with my game, which is running in a browser, verify that the user already has the files needed to run the game installed on your computer? If he had these files do not need anything else that was born and can play the game immediately. If he did not have the files, they would be loaded so that the browser does not erase these files. So when he returned to play the same game day after,as the files already on your computer, nothing need be loaded.How do I remove one of the main memory image that was loaded using the Loader class? I tried using the unload () method but nothing happened.
Yes I know this topic has been discussed before, and I know that Senocular has a class that does it. But the question is...
1) Why did Adobe remove duplicateMovieClip();?
2) Did they intend to have any similar function? Or did they totally forget about external assets?
3) Is there a "Adobe reccomended" code that will do the same thing? (Not that I've got anything against Senocular :bow : but it'll be nice to know if there's a "certified" way of doing it.
I have 5 GoToframe activated UI loaders that appear on stage when a btn is clicked. All work fine except when either video galleries are clicked (there are two) . After the video gallery appears on stage any button clicked after that adds the next UI loader but the video gallery remains playing.
Do I use a removeEventListener?
Do I use on all buttons?
Create separate functions?
here is the code to one of the galleries
this.stop(); btnGallImg.addEventListener(MouseEvent.CLICK, vgall2); function vgall2(evt:Event):void { gotoAndStop("gallery2"); }
I'm trying to display a collection of images Loader object (Vector) on stage. Keep getting that annoying error msg: Implicit conversion AS3 vector: flash.display.loader.
Loading a Sprite or MovieClip from the library to the Stage is simple. You just export the symbol and do the following code:
var mySp:Sprite1 = new Sprite1(); addChild(mySp)
assuming the exported sprite is called "Sprite1" and the base class is flash.display.Sprite
But what if you have many sprites and want to encapsulate this into a function with the sprite name passed as a string? What would the code in the function look like? Somehow you have to cast the string as the name of the sprite class defined in your export but I'm not sure how. I've seen a sample using the "as" keyword but try searching "as" in the help you you don't get much help.
Code: function loadSpriteFromLibrary(sSpriteName:String) { //load the sprite with an exported name passed into sSpriteName onto the stage //what would the code look like? }
Basically what im doing is making a whole bunch of movieclips using a loop and loading an image into them..The movieclip is a success, but no object is there or seen on stage...
How to remove a loader and its content using removeChild or any other way, I had removed the loader but its content still playing in the background i know that from the sound of the content.this is the my code for removing:
this time I need to remove a loader class event loader from the stage[URL]... The scenerio is I have 5 externally loaded .swfs that load on different frames on the timeline. When one is playing and another button event listener is clicked the previous video remains on stage. This happens when I go anywhere else in the timeline so I would think I need (removeChild)
Wouldn't this have to go in every button listener? If I went from a frame that loads an swf to the the frame that displays the homepage where text is in the place of where the swf was I would need to always have the remove Child event in all other button event listeners am I correct?
I was told that if you load a new SWF into a loader that has an existing SWF that the second SWF will replace the object(the first SWF) in the loader and in the display list.Does this mean that the first SWF is removed from the stage once the second SWF is loaded? I am asking because I would like to know if my this.addEventListener(Event.REMOVED_FROM_STAGE, removedFromStageHandler1); in the first SWF will fire once the second SWF is loaded.
I was told that if you load a new SWF into a loader that has an existing SWF that the second SWF will replace the object(the first SWF) in the loader and in the display list.
Does this mean that the first SWF is removed from the stage once the second SWF is loaded? I am asking because I would like to know if my this.addEventListener(Event.REMOVED_FROM_STAGE, removedFromStageHandler1); in the first SWF will fire once the second SWF is loaded.
On the click of a button I am having a movie clip load onto the stage from the library using the _root.attachMovieClip command and that part of my code is working perfectly.I have a close button embeded into the movieclip being loaded in but I am unable to get it to remove the movieclip from the stage when the close button is clicked. The close button has to be inside the loading movie clip so it doesn't interfere with other items on the stage which is why i'm not using _visible to show and hide the menu.
im trying to remove these movie clips from the stage but its not working. Im spawning the movie clip to the stage every time i slide the timeline_slider, which is instance name for a slider component.
I manage to put the spawned movie clip in a array using push, but i don't know how to delete them. Because what i want to happen is that every time i slide the slider i only want a certain amount of movie clips on the stage, but what is happening is they spawn on the stage and stay there.
for example. if i slide 1 across it spawns 5 mc if i slide again to the second increment it spawn 4 so total number on movie clips on the stage is 9.
i want to only spawn the number of movie clips that increment on the slider is set to. i would also like it to work backwards as well, so if im on the second increment it should have 4 movie clips on the stage, and if i go back to the first increment i should only have 5 movie clips on the stage. this is my code for spawning with the slider
this is my arrays of the numbers are now many movie clips i want to spawn to the stage.
for some reason escapes me: using AS3 how can a swf load another swf to replace itself in the same loader on the stage, while simultaneously calling a randomizing function in the first frame of the main timeline, to randomize the next swf?At the end of each swf (called "koan_#.swf") there is the following old AS2 code...it was used to randomly select and then play a swf from koan array: