ActionScript 3.0 :: Remove Pictures Addchild In Loop?
Aug 14, 2009I've a loop that adds a child (loader that loads image) to the stage.
This is working fine but when I go to the other page the images just stays on the screen.[code]...
I've a loop that adds a child (loader that loads image) to the stage.
This is working fine but when I go to the other page the images just stays on the screen.[code]...
in my last flash website i built, i created a gallery, my way of creating pages in flash are to have a movieclip as a page, so to make it easier to switch between the paged (page switching functionality is purely done in AS3). the gallery was a problem however, i needed the pictures to appear as popups, however to add the child from inside the movieclip, any masks i use would prevent the popup from leaving the immediate area of the page. so to get around this problem i basically used: MovieClip(root).addChild()
in my opinion this was a mistake, because it created other problems. the problem was that the popups are still connected to the page, even though they are outside of it, which meant that using removeChild() to switch from the gallery, meant that any popup that were still active, 'DIDNT' dissapear, and worse than that, because the page was removed, the popups lost any AS connected to them, which meant the couldnt be removed at all.
[Code]...
what happens is a timer is kicked off, the counter counts 10 secons and fires off a rotate picture function. The rotate picture function is supposed to display 7 pictures in sequence, starting with 1.jpg, then 2.jpg, etc...
All the images are loading, but I can't get it to unload the previous image before loading the next one.
I've tried removeChild, unload();, try/catch, etc... this is the basic part of the code that loads the images....
Code:
var picloader:Loader = new Loader();
addChild (picloader);
if(_picDisplayed < numOfImages+1){
[Code]....
I need to remove all the instances of a movieclip that I am adding to the stage using addChild.I use a loop to add several copies of the same movieclip onto the stage. Is there a way to remove all these movieclips at once.I've tried several things but nothing seems to work.Below are the for loops that I am using to add and remove the children from the stage. Note that the initial for loop adds a number of instances of the movieclip "colorbox2" based on the contents of textboxes. This works fine, however when I trace(colbox.numChildren) it just shows "1" regardless of how many instances it adds to the stage. Shouldn't it reflect the number of instances it added to the stage? The 2nd loop removes one instance of the movieclip from the stage, but I can't get it to remove all the instances of the "colorbox2".[code]
View 1 RepliesShort multiple instances of a MovieClip are created and I need them all to be removed at the same time when a if statement is executed. [code]...
View 2 RepliesI had a previous old script working with AS2 and have tried to convert it as the new system requires AS3 .the below script :
function displayItems() {
var xPos = 0;
var yPos = 0;[code].....
This gives me the following for the bolded line
Scene 1, Layer 'as', Frame 1, Line 44 1067: Implicit coercion of a value of type String to an unrelated type flash.display:DisplayObject.
This line used to be addmovieclip which worked. I'm not sure how to edit this to suit the new addchild method.
Is there a simple equivalent to what I used to do in AS2 to add a bunch of new objects to the stage and throw them into an array so they can easily be referenced? I'm finding this more difficult than it used to be.
Old code:
ActionScript Code:
mc_array = new Array();
for(i=0;i<5;i++){
[code]....
Is there a simple equivalent to what I used to do in AS2 to add a bunch of new objects to the stage and throw them into an array so they can easily be referenced? I'm finding this more difficult than it used to be.
[Code]...
Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out
function generateHex(e:MouseEvent)
{
tileSet.x = tileSize;
[code]......
I want to load multiple different movieclips from my library(mc1, mc2, mc3 etc.)with a loop and I can't seem to succeed with this..
each movieclip is unique and it would be a nightmare to code them.
I am just trying to grasp a simple concept of utilizing loops, addChild, and eventListeners.My goal is to use a loop to create multiple instances of the same type of object from my library (called Ball), and when one is clicked, have it move "above" all other instances on the stage (and eventually drag, but that's easy enough to make happen later).My current code attempt is:
for(var i:uint = 0; i<=10;i++)
{
var my_ball:Ball = new Ball() //new instances of Ball from library export
[code].....
i downloaded the sample file of making slide photos, but i just can't make it run and load pictures automatically and loop itself continuously. how do i do it without have to hit next or previous? and all done with action scripting only without using keyframes? can someone please provide codes for me to learn or use? [URL]
View 4 RepliesI cant get addChild to work withing a loop (while).
I have a range of movie clips in the frame hidden away. These are called item_1, item_2, item_3 etc.
It works FINE when Im adding say item_1, then item_2, but if the code tries to add "item_1" twice, it seems to just overwrite the first new "item_1"!?!
This is what I need to do, and it just wont work!
ActionScript Code:
while(i<10){
this["item_new_"+i] =new MovieClip();
this["item_1"].y = 0;//I put this in just to make sure they line up right
[Code].....
I have a MovieClip called item with the same linkage set and my first task is to display 10 of these items on the stage nested inside a movieclip called MainItem. I have dragged MainItem to the stage and have the following for loop:
[Code]....
I'm having two problems. First of all, the gallery loads all pictures at once. The more pictures in the XML file, the slower they all load. Secondly, I wanted the pictures to scroll in its _y coordinate, similar to Sugar Rhyme's website portfolio (see url]...).
View 1 RepliesI am trying to parse some XML i have retrieved via e4x in an HTTPService. The loop works and for each episode in the list it goes through the loop. However i get the following error when it is trying to append to an XMLList.TypeError: Error #1009: Cannot access a property or method of a null object reference.I am trying to query the local SQLite database and see if the episode exists (working) and if it does append to one xmllist and if not then append to the other xmllist.
public static function seasonFavHandler(evt:ResultEvent):void {
Application.application.ManagePage.selectedShow =
Application.application.ManagePage.gridFavourites.selectedItem as XML;
[code]......
[URL] Take a look at that website. See whe you rollover one of the pictures, the other pictures fade out...Well how can I do that? I've tried some swapDepths techniques but it gets a bit confusing.
View 2 RepliesI have a loop which creates several TextFields in different positions[code]..
I have tried removeChild and setting the t.text to nothing, but this only affects the last created textfield
1-the problem with removechild(); it removes one clip_mc i need it to remove all the loop not just 1
2- i need the targetName so i can use it in other scripts cuz when it go to keyframe 3 the status diappear
3- need a way to grab bitrate so as the player don play with random ones every now and then
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I'm doing a project that uses a looping video clip sized 1280x720 - but I just can't get flash to play this without a stop and a jitter when it loops. I've tried various implementations of looping code, currently I'm using a very simple variant: on the FLVPlayback component, I have
Code:
on (complete) {
this.play();
}
and that's it. There's nothing else in the scene, at all.
I've even tried using video at the size, yet that too stutters on loop. Is there any way to eliminate this, as it spoils the illusion of a continuous loop entirely. I'm using CS5 right now (recently upgraded from CS3).
edit: I'm using a PC that EASILY should be able to run HD video, if I check the Task Manager, it's using around 3-4% of the CPU, yet I still get poor performance and stutter on loop!
I want to remove an object that is created in a loop, with a timer.
var timer:Timer = new Timer(2000);
timer.addEventListener(TimerEvent.TIMER, voegtoe);
In function voegtoe I'm adding an Movieclip Object called man:
man.x=Math.random()*650;
man.y=Math.floor(Math.random()*(70))+350;
addChild(man);
I want to remove this object after 2 seconds. The problem is that there are multiple 'man' objects.
Let's say I wanted to randomly remove an item from an array in a for loop.
Basically, it would go something like;
thearray = ["lol", "dude", "ROFL", "lame", "excellent"]
for (i=0; i<4; i++) {
randomness = random(thearray.length())
thearray.remove [randomness]
}
Obviously that last line was made up, that's where the code goes for the item-removal.
I'm trying to have a class file which can add objects to the stage via addChild; however, when I call addChild from within the class file, I get the error "1180: Call to a possibly undefined method addChild." I've tried importing flash.display.* and that doesn't fix the problem. Does the class file have to extend Sprite or MovieClip to be able to add objects to the stage?
View 8 RepliesI have downloaded Box2d ([URL]) and created a project that looks like this: [URL]. catalyst is the green cube and it has the base class "shapes.box", it is inside "world" which has the base class "wck.World". What i want to do is to add another "catalyst" from the library inside "world" when i click on add_btn. I tried to accomplish this by this code:
[Code]...
Symbol 'buttons', Layer 'Actions', Frame 1, Line 41061: Call to a possibly undefined method addChild through a reference with static type Class.
I have the followings:
_p:Player (which is a MC)
a1:Animation1 (which is a MC)
_p.addChild(a1); //doesn't display anything
_p.stage.addChild(a1); //displays a1
Why won't the MC display a child without using his stage?
I'm trying to resolve an issue that reared it's ugly head yesterday.Frame one of main timeline I have the following code:
Code:
import flash.display.MovieClip;
import flash.events.MouseEvent;
[code]....
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
somewhat understood the basics of adding and removing children, however, I am facing another problem. After using the removeChild Function, I can't seem to add another child.For example:
ActionScript Code:
var attachedMC = new (getDefinitionByName("Content1") as Class)()
Page.addChild(attachedMC);
[code].....
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
I want to remove the movieClips created from the "for loop" and "array" from stage when it goes to the next frame. Is this line of code correct?
[Code]....
is being returned once the onrelease event happens. the loadmovie works fine but I want to remove
[Code]...