ActionScript 3.0 :: Removing MovieClips Placed Directly In Timeline Frames?

May 9, 2011

I was programming games in AS2 in a way where movieclips could themselves remove, for example, when they collide with main character. If the objects where created in realtime with attachmovie then removeMovieClip, but if they where objects that where already existing because placed in the timeline, unloadmovie () was working. I know in AS3 I can delete them from the parent who created them but, most of my movieclips are thrown into a frame in the main clip editor. I mean, I use the timeline frames as level editor where I design my levels and I place the objects directly there and not create them by code. How can I remove them??

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[code]....

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[code]....

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ActionScript 3.0 :: Removing Attached Movieclips?

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I'm creating a highscore list like this:

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Actionscript 3 :: Removing Multiple Movieclips?

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[code].....

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[Code]...

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Code:
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[code]....

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ActionScript 2.0 :: Removing Duplicated Movieclips?

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I was wondering if anyone could tell how I could go about removing or deleting movie clips that have been created with a for loop. Here is my code that I have attached to a movieclip on the main stage.

onClipEvent (enterFrame) {
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[code].....

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ActionScript 1/2 :: Removing Movieclips Created At Runtime?

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I'm trying to remove movieclips created at run time using "createEmptyMovieClip" but I'm having a problem calling the "removeMovieClip" function. The difficulty seems to be that the string that I assign as the instance name of the new movie clip doesn't actually refer to the created clip when I try to call"removeMovieClip".

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[Code]..

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Flash : Removing Movieclips Of An Array From The Stage?

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this.removeChild(enemyList.splice(0)[0]);

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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%) rnd_nbr = (Math.random() * 5)+1;

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[Code]...

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ActionScript 3.0 :: Dynamically Creating & Removing Movieclips?

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Alright, So i have a function which generates alot of the same MovieClip on the stage, however i need to be able to both Hitcheck this MovieClips and Remove them in other functions, so somehow ( what i have attempted here and isn't quite working yet :confused: ) is putting each MovieClip in an array slot, so if you needed to remove them it would be as simple as a For Loop to run through the Array.
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Background for the project, adding and removing colored MovieClips Which are all systematically distributed on the stage. When the player Pushes the # Keys color it would run the construct function creating the MovieClips on screen. After that if the player hit the same color key again, before generating a new layout it will remove the previous first.

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ActionScript Code:
"ColorContainer"

Currently my color Remove Function has Children Being removing which aren't referenced to the Array, i realize this... But want to get the generation of the Array down before i start cutting away at it.

Here is the code i have so far: For some reason i keep getting:

ActionScript Code:
TypeError: Error #1007: Instantiation attempted on a non-constructor.
at ColorantConfusion_Current_fla::MainTimeline/frame1()

[Code].....

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ActionScript 3.0 :: External Swfs Not Removing From 2nd Timeline

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ActionScript 3.0 :: Adding And Removing MovieClips For Website Navigation

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My favorite error:
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//START Initial page load settings
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TweenLite.to(homestuff, 1, {alpha:1});
removeChild(locationstuff);
//removeChild(tenantsstuff);
[Code] .....

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ActionScript 3.0 :: Dynamically Loading And Removing Movieclips From The Stage?

Oct 4, 2011

I am dynamically loading and removing movieclips from the stage.I am using this to remove them

ActionScript Code:
var n:int = rootElement.numChildren;
while (n--){
delete(rootElement.removeChildAt(n));
}

The movieclip does remove itself from the stage, yet I can still hear the audio continuing to be played by that movieclip. The audio in the movieclip was not being removed while playing. It is audio that is initiated later in the movieclip. I'm not sure if the delete is overkill, or not.

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ActionScript 3.0 :: Memory Doesn't Release When Removing MovieClips

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The app is basically an animated character that sits on screen and moves around doing stupid little animations. Each animation (Talking, Dancing, Jumping, etc) is an individual Movie Clip made up of around 50 or so PNGs in sequence. I'm using CS3 to create the clips, and exported them as SWCs for use in Flex. When I addChild() the MovieClip to stage, memory usage increases, which makes sense. However when I use removeChild() on the same clip, and then add another clip, memory increases, and this goes on with every new clip... essentially leaving 10 clips in memory even if they aren't being played.

Now, first thing you are going to think is I've got a reference to the clip somewhere and it's not garbage collecting. Well, I'm using weak listeners everywhere, and I'm pretty sure I've killed every reference by NULLing out the objects. I understand Garbage Collection doesn't happen right away... but it never seems to happen. As a test, I wrote a really bare-bones app to attach and remove a clip to see if the memory ever frees. I've left the app running for a half hour after removing the clip from stage, and memory usage stays the same:

[Code]...

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Aug 7, 2009

I was just wondering how to save CPU usage by removing inactive movie clips on the timeline. An example of what I mean is, I currently have five buttons and when you click each of them an MC tweens into the middle of the screen. But by the time you click the fifth button there are 5 MC's (with animations going on inside them) on top of each other and everything becomes quite jittery.I just wanted to get rid of the ones below until someone clicks their button again...

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