ActionScript 3.0 :: RemoveChild For Movie Clip That Was Added In Another Function?
Jun 9, 2011
I have 3 different functions for my preloader. I have an Event.OPEN, ProgressEvent.PROGRESS, and an Event.COMPLETE. In the event.OPEN function, I create a new variable that is data typed to the class name of my preloader that I set in it's property dialogue box. This is just a simple circle animation.[code]...
i am trying to remove this movie clip when i want to play another one, i can navigate to the other movie clips but the sound that is embedded in my .swf files will not turn off off, since i have sound in several .swf files when i play more than 1 .swf movie the sound from the files will overlap each other, i have tried removeChild to no avail/This is the code i am using inside my loader timeline:
var myLoader2:Loader = new Loader(); addChild(myLoader2); var url:URLRequest = new URLRequest("images/longsfinal.swf"); myLoader2.load(url);
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
I'm trying to add a line to a movie clip. When I trace the width of the lineadded it traces correctly, but the line doesn't appear. If I do everything the same but add the line to the stage instead of the movie clip it does appear. I know this is one of those cases where I can't see the forest fro the trees but
Here's the relevant code: var xAxis = new Shape(); graph_mc.addChild(xAxis); xAxis.graphics.lineStyle(2, 0x000000, 1) xAxis.graphics.moveTo(startX, startY); xAxis.graphics.lineTo(maxX, startY) xAxis.name =
I have few movie clips that are added and removed automaticly by users choice. The problam is I can't find a correct "if" condition that will check if the movie clip exists before I remove it. This is the part of the code:
function removeAnimation():void { if(Boolean(getChildByName('wheelChair'))){ removeChild(wheelChair); chairTimer.stop(); }}
I tryed getChildByName and everything I could find in google and came up empty
I am working on a project where i have been given an FLA that has lots of images contained in movieclips that animate when you roll over them. These animations are all contained on the timeline of each separate movieclip, so the code was basically a lot of gotoAndPlay("2") statements and so on.
I have been given it to work on because the different movieclips need to go to a URL read in from an XML file when clicked on, and i have this part working no problem.
I also need to be able to read in image paths taken from the same XML file as the urls, and load these images into a movieclip holder within the movieclips on the main timeline. However the problem that i am having is once the images are loaded into img_holder which is placed inside a movieclip they will not animate on that movieclip's timeline.[code]...
was all working fine until I added a simple shape movieclip (rectangle that I want to have visible and invisible) now just by adding this MC I get this error..
ReferenceError: Error #1056: Cannot create property largeframe on aavariable. at flash.display::Sprite/constructChildren() at flash.display::Sprite()
I have a SimpleButton on the stage, and in the click event for it, I remove it using removeChild(). When re-adding the button, it gets re-added in it's "over" state, not the "up" state as expected.
I'm pretty sure it's a bug, so I've filed a JIRA:[URL]..What I've tried: sing visible = false instead works, but I'd prefer to remove it off the stage altogether as the game I'm working on can have a lot of popups/screens. Firing the mouse_out event manually - doesn't work, and in any case, the mouse_out event fires as expected (perhaps before resetting to the up state, it makes a check to see if it's added to the stage, finds out it's not, then quits early)Resetting the stage focus - I thought it was a problem with the stage focus, as you were losing focus when the button was hidden, but resetting it didn't fix it.I could temporarily swap the over and up state when it's hidden, but that seems like an ugly fix.
I'm currently working on a system that loads images (by url flash gets from PHP).Now I've got a loop with addChild that works. I've put it into an array and I need a button with addeventlistener and then remove all the images in that array.[code]
I'm trying to catch a variable content (set on the main timeline) from a movie clip added to the stage. I need to set a condition with that variable, so here's my line :
I really have two questions: How do I affect both a movie clip and its child movie clip in the same function? and how do I pull info from one component into a function for another? My basic setup is a movie clip of font choices, one on each frame: "bodyText_mc." Each of these frames has a child clip "bodyText_mc.bodyText" with alignment choices for the font. For instance, the user picks "Script" in the first ComboBox and then picks "Align Right" in the second. (All of this text is static because I need more design control that I can get with dynamic text.)
First of all, I have a combobox "cbBodyFont" that I use to go from frame to frame on movieclip "bodyText_mc." This works nicely:
The question is, How do you apply a function to a movie clip inside a movie clip inside a movie clip. So there are three mc and I need to apply the function to the inner most one.
Here is what I have. The 'a' is in 'spin_4' wich needs to be in 'portal'.
I am trying to load various swfs into a main swf. The initial swf loads in by default, the others load when buttons are clicked. All of the buttons also call a lengthy function called loadpic which appears later in the code - Currently the buttons load in the swfs as required, however the swfs are always behind the initial default swf. Is there a way to add removeChild to the buttons? I have tried creating seperate functions for each button and added the line removeChild(); however doing that means I would also have to repeat all of the later functions as well. If I add removeChild(); without placing it in a function the default swf doesn't show at all.
I want to loop through a movie clip and assign a function to each of the clip's child movieclips. when i do a for...in loop and then do a typeof() trace I get "string" and obviously it won't let me assign lets say 'onRollOver' functions to the children.
I have a movice clip of a container "traveling" down a conveyor belt. I duplicate this movie 30 times (to simulate 30 items moving down the line). The code I'm trying is below.My problem. When the 2 duplicate clip item is created - I want to pause the duplication, (stopping items on the conveyor belt) play a movie clip (next to second item to explain what has happened), then continue duplication, stop duplication again at eighth item, (do similar to #2) play another movie clip - then continue all duplication until I hit 30. At which point they all start falling off the conveyor belt.
// NOTE, this is a movie clip, not on the main timeline...so all control needs to happen in this movie clip's timeline delay = 1 count = 0 i = 0
This is a "is it possible question". I have a series of buttons that navigate within this flash file. Although the entire project has a screen movie clip on a seperate layer over top of everything. This screen contains rollover event listeners that change depending on where you move the mouse. Is it possible to have the mouse pass through the first movie clip and control the button underneath as well as the rollover event listener on top?
I have the following functions that fade a movie clip in and out Code: fadeAmount = 1; function fadeIn() { this._alpha += fadeAmount; if (this._alpha>=100) { this._alpha = 100; this.onEnterFrame = null; [Code] .....
And then I call the movie clip to start fading in and appear on stage Code: contentMC._alpha = 0; contentMC.onEnterFrame = fadeIn;
What I need is some way to tell the movie "after you reach alpha 100, stay there for x seconds and then fade out" and execute this code: Code: contentMC._alpha = 100; contentMC.onEnterFrame = fadeOut;Aafter it reaches alpha = 0 it should stop and stay there without looping back and starting to fade in again.
and none of them work. The function is "onpauseButton" and it is inside of "content" which is inside of "scrollb" which is inside of "datalist." I'm trying to call it from datalist's neighboring movie clip so that it activates along with another function:
manualButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadFile_1); function fl_ClickToLoadFile_1(event:MouseEvent):void{ navigateToURL(new URLRequest("M-23 6263.pdf"), "_blank");// want to add the onpauseButton code here }
I recall that there is a way to do it, I just can't find the right sequence. Everything online is about how to call up to a function outside of the movie clip and not down to a function inside of one.
i have about 40 buttons in one movie clip called showmcall i have a massive movie clip that covers all of the movie clips , i've tried disabling the buttons by disabling the movie clip :
Does anyone one know if it is possible to call a function from a different movie clip than the one it is in. For example, a function named loadData() which is on the first frame of a movie clip instance named thumbNail which is on level 0 on the stage i was thinking that it should work to call the function from frame one on the stage with..
i got this scramble text effect at this siteand when u rollover the text it does the scramble text effect i wanted to know if u can also put a on release function and have it load an swf into and empty movie clip
I'm working on a pretty simple flash application which basically plays a music clip downloaded from a web URL, and makes a stick man dance. I have it all working fine, however, I've used the addChild function on the start button to add the mc onto the stage, however, when I applied the removeChild function to take it off again, I get an error telling me that it hasn't got a caller.Here's the script:[code]I've had my tutor look at it, and she can't work it out either, but I do get the feeling that she's not much wiser on Flash than I am.
I've an empty array and some global variables, and I have two movie clips in my library: one is a trigger, second is the movie clip that is placed on the stage when the trigger is activated (a testdummy, if you want).
var dummies:Array = []; var i:int = 300; var j:int = 500; var k:int = 0;
[Code].....
...I get an obvious error : Scene 1, Layer 'actions', Frame 1, Line 66 1120: Access of undefined property dummy. Because dummies are created within a function. I don't have any trouble addressing items in the 'dummies' array though.
Though dummies are crated by the same pattern, data stored in them is the whole point of creating the application.
how can I apply a function to each of those dummies, which is executed on click and affects only one dummy?