ActionScript 3.0 :: Remove All Existing Movieclips From A Sprite?
Jan 16, 2009I have a sprite
Code:
var holder:Sprite = new Sprite();
I then add lots of thumbnails into this sprite from a loop
[code].....
I have a sprite
Code:
var holder:Sprite = new Sprite();
I then add lots of thumbnails into this sprite from a loop
[code].....
What I want to do is draw the outline of an object using the IDE to create my movieclip symbol...this object will be an enclosed region e.g a cloud. I then want to be able to fill the internal area of the object with a bitmap using actionscript.
I had assumed that I would be able to do this via graphics.beginBitmapFill but there doesn't seem to be a way to specify to draw the outline within the MC or to do a floodfill with a bitmap using a point of origin within an enclosed region.
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild()
at grid/ball_movement()// my function in enter frame event
The code I wrote in ENTER_FRAME is
[code].....
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
View 1 RepliesI'm trying to redo my App and have everything added dynamicly, so updating will be a lot easier. I have 3 movieClips in my library. 1 is the holder of the other two. This is done because the holder has a class attached to it, and the 2 other movieClips are where the content is being added.
So basicly what I have now is via XMLList and a for loop the content is placed and displayed on the stage. They are added like this:
PHP Code:
var myXMLLoader:URLLoader = new URLLoader();
myXMLLoader.load(new URLRequest("Avalist.xml"));
myXMLLoader.addEventListener(Event.COMPLETE, processXML);
[Code]....
Now what I'm trying to do is add the same amount of content, but different images to the flipHolders that already exist right now but then the sideB in stead of sideA.
I have a file with existing MovieClips on the stage that I want to add Loaders to that will call external .jpgs from an XML file. I have the code working, but currently I have to add the Loaders one by one to the MovieClips. I'm sure there's a way to do this more easily by using a Loop, but I can't seem to get it to work no matter what I've tried.
I also want to be able to call a larger version of the image by clicking on the MovieClip/thumbnail. I've got the code working just fine, but when I tried to add a preloader to the full size image Loader, I got an error: Error #1009: Cannot access a property or method of a null object reference. Flash indicates this is happening at the callFull function so its definitely an error with my preloader code. [code]...
I once saw an effect on a flash add I wanted to try make myself also - the cursor makes a vake that blur out and disapear, much like the vake of a plane, just faster. The problem is I need to remove the vake when it has faded out, or else it just stay in the background and fill up forever! I know there must be an easy way for this. Can some of you tell me the best way here? I have attached the fla-file and scripts. You see a comment where I try to put the code...
View 1 Replies[URL]
I have a "person" so to speak, in flash, with a few different parts; head, pants, shirt and hat. There can be, for example, 10 different colors of shirts for the person. I've done a lot of the AS3 code behind it, but I'm awful in flash, and I've had a ton of trouble with this.
What I'm really trying got figure out (in vain) is how I can have basically a blank skeleton structure (i.e. I'm trying to have "blank" or "placeholder" symbols connected by Inverse Kinematics as bones) consisting of the pants, shirt, & head, and when I find out that shirt #6 needs to be on the person... put it in that placeholder. Does that make sense? That's the big problem. The other thing is that I've had nothing but trouble figuring out how to have, for example, one or two outlines of shirts, and when it sees shirt #6, it fills in that shirt with blue dynamically. But that might be for another question.
How I have it now: In AS3, each of the parts, the shirt, the pants, the head & hat, have their own custom classes behind movieclips, and for example, I've got it set up that the body contains the pants, shirt and head classes, and the head contains the hat class, etc.
I am trying to spawn a sprite (which works correctly). But i cant seem to remove the sprite on mouseclick. I have my object called Cactus. It runs fine but returns an error when clicking.
Code:
Code:
package
{
import flash.display.*;
[Code].....
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)
[Code]...
I've got a stack of images.Those images are all added to a sprite container:
var container:Sprite = new Sprite();
container.addChild(img);//added in a loop
addChild(container);
Later, when I iterate through the container to remove the images I say:
for(var i:int=0;i<container.numChildren;i++)
{
var currImg:Sprite = container.getChildAt(i) as Sprite;[code].....
Only a part of the images are removed. If I trace container.numChildren I get the correct number of images to be removed.
Is there any way to remove a filter that's been applied to a sprite?
Let's say I have a sprite named rect, and I've applied three filters to it[code]...
How can I remove those filters, and return rect to it's original unfiltered state?
I have a map with various regions as movieclips. When you mouse over a region, a sprite appears containing xml data. Among this data is a hyperlink. I want the sprite to stay on the stage until one of two
things happens:
- you mouseout of the sprite
- you go to a new region
That seems to be the problem. I've successfully coded the program to remove the child if you mouseout of the sprite. But if you go to a new region, it makes a new sprite and now you have two sprites with xml data on the stage! If I remove the child when you mouseout of the region, then the sprite won't stay on the stage for you to click the hyperlink. How can I make the sprite stay on the stage until:
- you mouseout of the sprite
- you mouseout of the region IF you aren't on the sprite
I got this error upon trying to remove the child object from a sprite using a timer.
function notify(e:Event){
var bx = new box();
con.addChild(bx);
[Code]....
q) One problem I still have. How do I remove this awful yellow border around the sprite container in AS3
private function checkNumber(e:Event=null):void{
trace("Globalvars.vars.noLoaded" + Globalvars.vars.noLoaded);
if(Globalvars.vars.noLoaded>=15){
[code].....
I'm trying to have a bullet Sprite remove itself from the stage once it is off the stage, but Flash keeps throwing #1009 errors at me. I've looked over the code several times and don't understand what's wrong.
Bullet code:
package {
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.events.*;
public class Bullet extends Sprite {
private var bullet_direction;
[Code] .....
Error message:
Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Bullet/DestroyBullet()
at Bullet/BulletMovement()
I'm trying to track down some bugs in my code and need to see what movieclips and sprite are creates at runtime - is there a way to see a list of those with properties in flash?
View 1 RepliesI want to remove movieclips that have been named by a variable using a button:
this works where I actually name the movieclip (underlined bit)
removeMovieClip(_level0.canvas_mc.object1)
but if I try to remove the clip where the (object1) bit is a variable - nothing happens.[code]...
I want to remove two movieclips at once, with one function but I can not get it to work.
Code:
function createLightBox(){
var ol:overlay = new overlay();
ol.scaleX = stage.width;
[Code]....
With the above code I am only able to remove the ol movieclip, I need to remove the lb movieclip as well.
I've created an XML thumbnail gallery, and would dearly love to add a simple looping preloader animation to each of the thumbnails whilst they are still loading. I'm struggling to remove the preloader movieclip, once the corresponding image has been loaded.
I'm currently creating the new movieclips within the loop, so I'm having problems referencing them in the following load complete function. I gave naming the "spin_loader" instances a go (i.e. spin_loader.name = "spin" + i), and then trying to remove it in the "thumbLoaded" function ( i.e. project_mc.removeChild(getChildByName("spin" + spinNum)), where spinNum is the equivalent number to "i"), but I just can't seem to crack it.
Code:
function createThumbs()
{
for (var i:Number = 0; i<my_total_project; i++)
[code]....
I am making a website with complete external xml data holding text and urls to images. I have several categories. One of the category has three sub categories as menu. When I click btn1 it gets the xml and start making text field, rectangles, lines and picture frame for thumbnails. Before that I use a single movieClip container to hold all that stuff and then point it to mask and scroller too.That is working fine. Now the problem is that when I click on btn2 I want to remove previous container and make a new one.
Now what happening is that it is creating one more container of different xml and putting over the previous one. I have used removeChild command and it is still not working. It only works if I use it alone and do not create a new container. All this process is done on a movieClip. That movieClip holds container, mask and scroller. The only thing that is made dynamically is the container. Rest of the items are on the timeline of the movieClip. I need to remove container inside of the movieClip and make a new container inside the movieClip.
I have a slider on my stage that returns a number between 0 - 300 depending on where the user moves the slide.What I would like to do is add and remove movieclips as the user slides the slider so that the number of movieclips on the stage is proportional to the slider's value.An example: If the slider value is 300, I want 300 circles on the stage. As the slider moves down to zero, the number of circles on the stage decrease.I've been trying to think of the best way to do this. Should I use addChild and removeChild? Or just change the visibility?And what would be the best way to refer to each movieclip? Should I use an array? Or maybe an if/else statement?
View 4 RepliesI have a movieclip, let's call it MC1. Inside the actions timeline of MC1, I create a loader and when a button in MC1 is clicked, the loader is added to the stage with an image.
On my maintimeline, you can click a button to bring a second movieclip onto the stage, let's call it MC2. MC2 has the same set up as MC1 where you click a button within MC2 and it adds its own loader with an image to the stage.
The problem is, when I click on MC2, MC1's loader is still on the stage, and I'm having trouble getting rid of it! I tried removeChild(loaderfromMC1) within the actions panel of MC2 but it can't reference variables created in MC1? and I tried removeChild(loaderfromMC1) when the button on the maintimeline is clicked, but it seems that I still cannot reference the MC1 defined variable.
I have made 4 arrays and filled the with movieclips using the array.push(movieclip) method. I have then made a function that is supposed to remove everything in those arrays. This is the code for it:
[Code]...
But when I call this function it does nothing but remove p1s, p2s, p3s and p4s. Also when I type trace(s) in one of the for loops, it outputs 0 for some reason.
trying to hide all submenu's when not equal to the current
Code:
function removeAllOtherMenus(mc) {
trace("remove movieclips not equals: "+mc);
for (var i = 1; i <=3; i++){
[Code]...
but it keeps tracing all subsubmenu_mc (that is subsubmenu_mc1, subsubmenu_mc2 and subsubmenu_mc3 when mc = subsubmenu_mc2)
I need the correct as to remove 3 movieclips from the stage at once. I can sucessfully remove a single clip using
reels_reels_btn.onRollOver = function(){removeMovieClip("musicvideo_dd_nav_mc");}
tried
reels_reels_btn.onRollOver = function()
[code].....
The problem is that this code is in a frame and when I leave the frame the MovieClips I have created will still be there. I think this is because I'm creating a global MovieClip right? If so then is there a way to declare the MovieClips as local? [code]...
View 4 RepliesI have a for-loop that creates instances / duplicates of a movie clip that works like a charm:
[Code]...
Then I position each instance- and I fill an array with the number ("pg"), because: I also have the option to switch to a different view and at that point I want / need the MoveClips to disappear. So I have a function tied to the switching that goes through a loop for all instances of the movieclip copies (using the array with the IDs from the example above) and remove them.
[Code]...
I want to make a function that will remove every single mc symbol I've previously attached to a "mask" movieclip. So i created this:
removeAll = function(){
for(a in _root.mask){
a.removeMovieClip();
}
}
I thought if i do that itll remove each "a" it encounters but I guess I'm missing some part of that "for..in" syntax. Not sure how that works.
So i have this flash game with couple of different scenes And im trying to remove all of the movieclips when the scene ends because i keep getting a loop of errors, for example this one TypeError: Error #1009: Cannot access a property or method of a null object reference. at BlobBobScenes_fla::MainTimeline/star() I have tried removing these
[Code]...