ActionScript 3.0 :: RemoveChildAt() - Dynamically Adding A Set Of Mc's On The Stage
Feb 5, 2009
I think removeChild() is the most confusing thing in my life at the moment when it really shouldnt be. I'm dynamically adding a set of mc's on the stage, im tweening them from alpha 0 to 1 with tweenlite, I then have a button to remove the items in reverse, but for some reason I can seem to get my head around tweening them back to alpha 0 in reverse order. I can remove them from the stage with removeChildAt(0), but I would like the animation. Any one have any solutions for this. I have attached the code and a test file =]
I have an XML file with a list of photos. I have loaded the XML file into Flash (CS3 / AS 3.0) and I am iterating through the list to load the photos. The problem is only the last photo displays. I would like to load each photo and then create a movie and "copy" the loaded content into the movie clip. Here is my code:
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
So I want a dialog box (this is the movieclip) to pop up when I click a button and then go away when I click another button. This is what I came up with...
ActionScript Code: eyebtn.addEventListener(MouseEvent.CLICK,popUp); function popUp(event:MouseEvent):void
I have an image (.jpg file) in the library and I want to instantiate it dynamically through timeline code and then add it to stage. But I do not want to drag it and drop it from the library to stage, I want to keep it in the library and add it to stage through code only... how can I do that?
I am trying to write some code for someone show wants to be able to control their timeline animation by using the slider component. Everything was going fine until I tried to add the Play and Pause buttons to the stage. I instantiated both movieclips and added "stage.addChild(<mcName>);" but neither clip showsup when I test the movie. I tried removing "stage." but that didn't help either.
I tried to find a solution to my problem online, and while I haven't figured it out yet, it seems that these movieclips might need to be part of a function. This could be totally incorrect, but it's the best guess I have right now.
My AS code is below. (I couldn't get the .FLA file to zip small enough, but if anyone wants it, I'll find a way.) See comment "// PLAY/PAUSE CODE" for Play/Pause buttons.
ok. so here's the thing..i have a class from where i created an array with the time, name, and position of each movieclip data.. and wanted it to go through each one and execute at a certain time.. So i tried something like this:
[Code]...
the first part works well.. but its when i try and add it to the stage that i get confused.. i tried something but i think its wrong.. can anyone help me? Basicly i want flash to get the array.. use index 1 for the name.. index 2 for the x position and index 3 for the y position.. but all this name referencing in as3 really confuses me.
I am trying to add children to a dynamically added swf file, using AS3, before I add it to stage
Here is the code I have thus far,
AS3:
var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest(glo.bal.base_url+"videos/vid_1.swf"); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler_one); mLoader.load(mRequest);
[Code].....
Inside the vid_1 swf there is a movie clip called box_one, I would like to append a image to box_one, and only have the swf added to stage after the image file has been added to box_one.
i have a class from where i created an array with the time, name, and position of each movieclip data.. and wanted it to go through each one and execute at a certain time.. So i tried something like this:[code]the first part works well.. but its when i try and add it to the stage. Basicly i want flash to get the array.. use index 1 for the name.. index 2 for the x position and index 3 for the y position.i have already linked the movieclips on the stage
How to add random movie clip to stage from many different movie clips in library? If I wanted to add one movie clip to stage I would do liko so:
Code: stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove); function onMove(e:MouseEvent):void { var mc:MovieClip = new Ball(); mc.x = mouseX; mc.y = mouseY; addChild(mc); }
Code above works perfect but I tried following but with no success, no errors, but nothing happens - no mc's are added to stage. I have 6 movie clips in library and they all are linked, exported for actionscript. On MouseOver I want to add random movie clip from those six movie clips to the stage.
Code: var myArray:Array = [mc1, mc2, mc3, mc4, mc5, mc6]; stage.addEventListener(MouseEvent.MOUSE_OVER, onLoop); function onLoop(e:MouseEvent):void { for (var i:int = 0; i< myArray.length; i++) { var randomMc:Number = Math.floor(Math.random()*i); var mc:MovieClip = new myArray[randomMc]; addChild(mc); mc.x = mouseX; mc.y = mouseY; }}
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
Here is my code...
var collXML:XML = IXml(assets.collections).xml; var collNodes:XMLList = collXML.children(); for each (var collInfo:XML in collNodes) {
I am trying to add multiple different versions of the same button to the stage and to be able to access them later on by assigning them an ID. The way I assumed this would be done is to have a class for the button where an internal static variable is defined so that the ID can be found in the next function. This does not seem to be working, as the ID is constantly showing as the last number given, so in this case 6.I assume that I am doing this wrong? Here is my code so you can better understand:
OK so I am dynamically adding and removing movie clips to the stage.[code]I want to be able to add that same MC from the library again later with a button press but when I try to use the same code to add the same MC (this.attachMovie("controll_pannel","controll_panne lMC",10);[code]
Code: function AddYCoins():void { for (var i:int = 0; i < 10; i++) { var Ycoin:YCoin = new YCoin();
[Code]...
This function creates 10 instances of my YCoin and places it around the stage. But i wish the coins to only fall in specific areas, (i.e. i have 8 green rectangles, names area1,area2 etc) because the idea is you have to collect the coins but only staying on the green rectangles.
i knows its the stage.stageWidth i need to change but i cant think what to change it too!
I had to create dynamic with AS some rectangular on stage using moveTO and lineTo. I had a button and when I press it should add a new rectangle on stage but it doesn't. Because the array that I am storing the MovieClip created are overriding I guess
var i:Number =0; button_name.onRelease = function() { i++; var instancename:String ="new_mc"+i; var mcClip:MovieClip=createEmptyMovieClipinstancename,this.getNextHighestDepth); [Code] .....
I have a game where i add some cartoonish ants, that when they are clicked, they need to be removed from stage. There are 4 differend kinds of ants, so im doing a Math.random for picking which one to add. (ant 1+2+3 have 50% chance to spawn and 4th 50%)
Code: rnd_nbr = (Math.random() * 5)+1;
I have a timer doing 10 tick, and i reset the timer to make neverending. Then i have a math random and if sentences adding mc' to the stage with movement from Tweener, and event listeners for clicks. But i cant figure out how to remove them when clicked. I have done alot of failed tries right inside the click_candy_anty function. I've left them commented out.
Code: import caurina.transitions.Tweener; var ant_index:Array = new Array(10);//index for ants var ant_number:int;
So, I'm running through a bunch of children in a container, doing stuff to them, then removing them from the container. Since I have both the index and the object reference, would it be better to call removeChild or removeChildAt? I'm leaning toward removeChildAt, but I don't know what's happening behind the scenes, and it's possible that one is just calling the other. Here's the loop:
Code: for (var i:int = container.numChildren - 1; i >= 0; --i) { var kid:CustomClass = container.getChildAt(i) as CustomClass; if (kid != null)
I published my swf work in progress, it can be seen at [URL]
[Code]...
is where I'm trying to show the motorcycles... click on the tile list, a bike shows up... click another one, the first one is to go away to be replaced by the next clicked one. But all the bikes stay there, no removeChildAt(0) is happening.
i made an external .swf with the "Displaycontent = image slideshow" in it voor the main site called Teaser, so when i press a button on the main site, it loads the Teaser.swf.when i press that button again, it loads again the Teaser.swf on top of the first Teaser.swf. so i decided to remove the first swf, but then the problem started."TypeError: Error #1009: Cannot access a property or method of a null object reference at easer_fla::MainTimeline/onResizeStage() line 128at Teaser_fla::MainTimeline/onTeasLoaded() line 70
That's the correct syntax for this? I want to be able to dynamically write to several textfields that exist on the stage but have not been dynamically placed there.
I'm creating receives xml from the asp server its on.Because of this, there isn't an xml file that I can open and add to in the places I need carriage returns.To compensate for this, I've been using the split and join method.[code]Essentially I'm looking for certain nodes in the xml and adding a carriage return to the beginning of it.I had to add the extra quotes around the otherwise it doesn't work.The problem with this is, the carriage return works but it leaves the single quotes in the text.I tried adding another split join method that looks for the single quotes left and replaces them with nothing.The problem with this is, it deletes all the single quotes from the contractions.
I am loading Images from xml , images are adding to xml dynamically in PHP.if flash is unable to load one image it stops all the Images from showing what should I do , if one image got stuck , the Flash keep showing other images and BYPASS that element of Xml everytime ?
I'm querying the Rotten Tomatoes API for Upcoming Movies. For each movie returned, I'm creating an instance of MovieIcon (MC). I'm then adding this MC as a child of a Container MovieClip that's already on the scene. Each time, I'm incrementing the xPosition of each MovieIcon MC such that, they're positioned next to each other.My container MC has a mask applied to it, therefore any child objects that are positioned beyond the size of the mask, they're are hidden from view. How can I dynamically add a tween/easing animation between all these MovieIcon MC's so that when I hover over the Container MC, it 'scrolls' left or right, depending on the mouse motion?
Here's what I want to accomplish, I'm doing a listing of all the shows done by my band, I've written all the info into a XML file ( date, location, venue, info and a URL to get to the gig ) and I made a MovieClip with 4 field text to display the information.
So far I can read the XML file, I can addChild my MovieClip they stack neatly in a column to the stage...my problem is, after that, I don't know how to refer to them on the stage to get the url link that I've written in my XML file....here is my AS.
Pascal //--- load the gig info --- var xmlgig:XML; var showlist:XMLList;
I'm trying to create a portfolio with ten images that I needto be loaded and added on the stage.The problem i not to load theese images or adding themdirectlyt on the stage, but I want them to be added inside a thumbthat I've created as a movieclip.I've also created a for...loop so the thumbs dynamically areadded on the stage. To access them I've given them an instance-nameusing [object].name = "[name]" and I've also created an Array tokeep track of the names.
I alreay have the symbol (mySymbol) in the library.I want to add some test to it dynamically (to write something on it).So when I call this symbol on the stage (create an instance in AS3), it comes modified with the test.