ActionScript 3.0 :: RemoveChild From Stage And Stop Timer
Jul 21, 2011
I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.
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.
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
I have 4 movies that need to be loaded in sequence. The first movie loads the second one, the second one loads the third, then the third one loads the fourth. What I can't figure out is how to make sure there's only one movie loaded at any time. I've tried removeChildAt(0) and other methods. What's the best way to load a movie to the stage and wipe out what was on the stage?
I am new to flash and asc3.I am currently developing a website using cs3.I have the main swf that calls in other swfs using the add child.The swfs that I am calling in, have video using the standard flvplayer.The problem that I am encountering (and is driving me nuts) is when I use the remove child, you can still hear the audio from the video that was just removed.
Im trying to removechild and at the same time stop all the on going animation and sound, in a way reset them so that if this child is added again it plays like it did the first time.
I've tried these scripts but non work, either i get an error or the sound doesnt stop and the animations stack:
//================================================== 1. bgFarm.stopImmediatePropagation() 2. while (bgFarm.numChildren != 0)
I have a website with a homepage in which I have a movieclip called "menutopmc" which, as the name says, is a menu on top of the stage and it is an MC as instance. Inside this mc I have 5other mcs and each of them works as button.On the stage I have an other mc called "website" in which I load the several pages of the website.Here is some code to understand better what I'm doing:code on the main stage where I automatically load an swf when the website loads:
ActionScript Code: stop(); var websiteRequest:URLRequest = new URLRequest("azienda.swf");
[code]...
and here is the code I have inside the mc menutopmc in order to change the child previously loaded on the stage:
ActionScript Code: function btn_content(eventObject:MouseEvent):void { MovieClip(parent).website.removeChild(websiteLoader);
[code]...
Now, the new addChild in the function btn_content works and it loads the new child on stage but the removeChild doesn't work and this is the error I get:
I'm working on a simple Flash game for school. In one level, multiple enemies spawn and the player is supposed to shoot them. I used removeChild() to get rid of the enemy that got shot, but when I click (hit) an enemy, everything on my stage gets removed; it goes completely blank.The function to populate my stage with enemies is the following:
private function Game2():void{ for (var i:uint=0; i<50; i++) { var man:MovieClip = new man_mc();
I have several objects created at frame 2 of my fla file, like: Code: stop(); var rotatorek:Rotator = new Rotator(); addChild(rotatorek); var rpm:engine = new engine(); addChild(rpm); etc...
After endGame is changed to true within one of my .as files, I got this error: ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display:isplayObjectContainer/removeChild() at Rotator_fla::MainTimeline/ruszMaszyna()[Rotator_fla.MainTimeline::frame2:94] Frame 94 is first removeChild(rotatorek).
Why I can't remove all those children? I need to go to frame 1 without any instanced objects and cleared listeners.
I have a parent swf that loads in 6 little swfs. However, I have a button which should remove the loaders from the stage, no matter which one it is from the 6. At the moment I can only remove one of them because of the way I have coded the application. So, when I click on the button which is supposed to remove whatever loader is currently sitting on top of my parent movie, it only removes one of the loaders - the one which is named first under my resetAssets function.
I can not have: removeChild(ldr); removeChild(ldr2); removeChild(ldr3); etc.
Because only one of them is being displayed at the time and flash goes like "hey dude! where are the others you want me to remove then!?" I suppose the whole code has been built up poorly and I should loop the swfs through one loader instead of having a loader for each swf.. Then I could just remove the loader no matter what sits in there..?
Code: //imports import flash.filters.*; import flash.events.*; import flash.display.Loader; import flash.display.Sprite; var ldr:Loader = new Loader(); var req:URLRequest = new URLRequest("load_XML.swf"); [Code] .....
So, I have a file where I've added 27 movie clips to the stage using a for loop to cycle through items in an XML document. Here's the pertinent part of the code I'm using, it's AS3:
So, I end up with 27 instances of mini_mc, each named 0, 1, 2, 3, etc.
I'm trying to write code to remove them at a certain point in the movie but having problems. Here's what I'm using[code]...
I am using removeChild() to remove a MovieClip. And via tests, I can confirm that it's working fine ( stage.contains(mc) returns false ). But the MovieClip still does not seem to be removed, as if the stage is not updated correctly.
I'm working on a project which uses timline animation. The animated objects are involved in a collision detection script.
When they collide with other objects, their timelines are told to stop() and they're removed using removeChild. At this point they have a value of null (I've tested this.)
Strangely however, they invisibly re-instantiat themselves when the timeline animation loops back to frame 1. There's no code telling them to play anywhere in the program. They still have null values, but their collsion code still affects other objects.
If I removeChild an object from the stage can it still be detected by a hittest? I have objects that are tweening off the stage and if they hit other objects they stop their tween i use removeChild to remove objects that I don't want a hittest to occur on which is the nature of my question.
I have a removeChild and null question. I know removeChild removes my object from the stage but stays in memory until I call null on it. My question is, if I set the object to null, do I have to removeChild it at all? For example, I have a movieclip where I addChild lots of objects to it. So If I want to completely remove all traces of said movieclip and all its children, can I just set movieClip = null, or do I have to removeChild all its children and the movieclip itself beforehand.
I'm new to AS3 and have been making a Snake game. I've come up with a problem with the code (Yes, I have magically created problems trying to program Snake...It's going to be a long day). My problem is, with removeChild...I'm getting strange errors being throw at me. Not only that, but my Movieclip (myFood) is not being removed entirely, only the visuals of it are.
That being said, here is, what I believe to be, the most important chunk of code for this problem, along with the error it gives me. Code: /* * Code for the Snake and whatnot extras. * Also, Snake and Food are classes. */ var myFood:Food = new Food(); stage.addChild(myFood); function snakeEatFood() { [Code] .....
New to flash as3, cant seem to get past a 2025 error when remove child is used. My player hits of an object called present_mc2 and is removed but an error comes up on stage. ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display:isplayObjectContainer/removeChild() at VinnieBaggeB00033245_fla::MainTimeline/detecthit()
Here's my code: var present2_mc:MCpresent = new MCpresent(); stage.addChild(present2_mc); present2_mc.x=87; present2_mc.y=305; stage.addEventListener(Event.ENTER_FRAME, detecthit); function detecthit(event:Event):void {{ removeChild(present_mc); stage.removeEventListener(MouseEvent.MOUSE_MOVE, detecthit); }}
everything is in the main timeline. I've tried a few different ways including setting how many times to run the timer but nothing seems to stop it if I use the gotoandstop.
AS3, Flash CS3
var moveTimer:Timer = new Timer(1000); moveTimer.addEventListener(TimerEvent.TIMER, moveItOut); moveTimer.start();
I'm currently working on a script which depending on various factors will add different movie clips to the stage. When the factors change so do the movie clips. I know that I can use removeChild(myMC); 100 times and wipe the stage, so I was thinking it would be possible to add all the movie clips to an array and use removeChild(myArray); to get rid of them but I'm coming up with the compiler error: Code: 1067: Implicit coercion of a value of type Array to an unrelated type flash.display:DisplayObject. so obviously I'm missing something. Is this even possible? is there a more effective way to remove Movie Clips from the stage?
It should play 10 seconds and then go to the next scene.
PHP Code:
function timer(){ seconds=seconds-1; if (seconds < 0) {
[Code].....
Well that works, but when I click on the play-again-button in the next scene, it won't play for 10 seconds (but less). I think the timer goes on without stopping. How can I stop the timer function when I move to the next scene?
How I can create a timer that will start from 00:00 and will stop at 3:25 or 2:53 and etc and stuck in that position? And I want it to be in a format of 59:59 (60 minutes and 60 seconds) and NOT in 99:99.
I have a .fla where the timeline is controlled by a timer located on frame 1 in a layer named "Actions".Essentially every seven seconds it advances to the next frame by way of the variable nextItem. There are 9 frames, then it loops back to 1. This all works fine.The problem lies in starting and stopping the timer ONLY AFTER the movie has looped back to frame 1. Not only does it not stop on MOUSE_MOVE but then on MOUSE_LEAVE the timer seems to get faster .. or jump through the frames.
In my game I've got a scene where you get 3 seconds to click a button otherwise its Game Over, only problem is my code only works if I press the button straight away.
During some testing I was waiting 2 seconds then pressing the button, but when I go to the next part of the game, it will carry on to GameOver as if the Timer has not stopped.[code]...