ActionScript 3.0 :: Removing Parent MovieClip Erase All Children Objects?
Jul 14, 2010I have a movieclip which contains other movieclips/loader. Does removing the parent movieclip removes all the children objects?
View 5 RepliesI have a movieclip which contains other movieclips/loader. Does removing the parent movieclip removes all the children objects?
View 5 RepliesI'm making a rather large flash project and so I'm concerned about memory usage. At the end of each section of the application I remove the overarching parent element that holds the content. Although this remove the parent, does this also free up the memory for each of the children contained within this, or should I run an iteration to remove those prior to removing the parent?
I'll give a little more explanation in-case I'm not expressing what I want:
addChild(movie1);
movie1.addChild(movie2);
movie1.addChild(movie3);
By using this code:
removeChild(movie1);
Does it remove movie2 and movie3 from memory or are they still stored, just unlinked?
I have a MovieClip that I dynamically add other MCs as children to. Now I'd like to have a function that removes ALL children at once. I tried a loop with (i < mc.numChildren) but somehow it will only remove even-numbered children, the odd ones stay on stage?
View 12 Repliesi'm getting the #1010 error... code below:
Code:
var curProject:int = 0;
var curExample:int = 0;
var container:MovieClip = new MovieClip();
im.addChild(container);
[Code]....
What's the best way of� resizing parent movieclip without affecting the children? I have a container movieclip that resizes depending on the stage, and when I add another movieclips to it they also resize, but I want them to keep the original size,
View 3 RepliesWhat's the best way of resizing parent movieclip without affecting the children?I have a container movieclip that resizes depending on the stage, and when I add another movieclips to it they also resize, but I want them to keep the original size
View 1 RepliesI have a game set up like so:
DOCUMENT CLASS -->
MASTER LEVEL -->
LEVEL OBJECTS
The MASTER LEVEL is a child of the DOCUMENT CLASS and the LEVEL OBJECTS are a child of the MASTER LEVEL
The MASTER LEVEL is just a border which also shows the time that has passed. The LEVEL OBJECT are stuff like the player and the finish.
The problem is that I can make the player and finish swap depths using setChildIndex but I don't know how to bring the master level in front of its children? Is this even possible or will I have to make a level container that is the parent of the LEVEL OBJECTS and also the MASTER LEVEL. So that the MASTER LEVEL, the finish and the player are all siblings (sort of).
So I am trying to bring a movieClip in front of its movieClip children.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
Red: Shape inside parent movieclip,
Yellow: Children inside parent movieclip
I'd like to animate the yellow dots, but make sure that they never gets out of the red shape's boundary.
I have placed 3 movieclips named mcParent, mcChild1, mcChild2 and 1 textbox in flash. child are childrens of parent movie clip. child1 and child2 both are of sizes 300 whereas parent movieclip is 600px, textbox is placed inside child2 movie clip .
I have made the flash to auto resize according to the screen area. Everything works well, but after resize it resizes parent and all childrens and textbox which is correct. The problem is with the correct placement of textbox on mcChild2. I have seen that after resize, mcParent width and scalex both changes but the child clips doesn't changed its sizes even they are stretched but there sizes are not updated due to which I am unable to get the exact location of where to place the textbox.
If I press the button for the photogallery it creats new Objects, and dont erase it after i go back to main. So long its load all the objects in the memory and its exists all the time...
But I want that, delete all the objects from the memory after i go back to the main!
here is the source code:
Code:
/*
Created by Min Thu
http://www.flashmo.com
AS3 References and Credits
[Code]....
So for my main timeline:
var lightBox:mc_lightbox = new mc_lightbox();
lightBox.x = 300;
lightBox.y = 200;
addChild(lightBox);
I get a lightbox up on the screen, within the lightbox is some more script, there are three menu options for that new window. So far when you click on it the loading part comes up just fine but whenever I have it go to another scene it leaves behind the lightbox above. I'm able to removeChild(loading) because its right there just a function above but I'm unable to removeChild(lightBox) because it's one up. How can I access that child? I tried many variations of parent, MovieClip, and root relationships but still couldn't get flash to find it.
i am slightly confused about the parent and child relationship. lets assume we have several different instances, what would be difference of adding them all as children of the stage and creating a parent-child hierarchy between them(other than the access path).
View 5 Repliesim making a game and it has enemies randomly spawning at the top of the screen going down to the bottom, so far it all works fine, except for when i try to remove the enemies I get this erro.[code]
View 1 RepliesI have a movieclip in which I want to remove all of the children that are of type textfield, leaving anything else.
This is what I have so far but it throws an error.
Code:
if(String(this.mcContentOnStage.getChildAt(i).type) == "[object TextField]")
{
"This must be a textfield!"
//this.mcContentOnStage.getChildAt(i).text
}
I am using a loader to load an asset to the stage from a class, the image is called "1.jpg". Using a timer event, after a certain amount of time that image is to be replaced with image "2.jpg", then after some time it is replaced with "3.jpg". etc.The way I set it up is using a series of if statements inside the timer function. At timer count 10, I first remove the child from the stage and then load the new image.[code]
However the removeChild(my_loader) does not work, it gives an error saying that it cannot be null
What would be the most efficent way to remove the children from a sprite/movieclip in respect to memory and garbage collection?I have seen atleast three ways.Simple re-assigment
sprite = new Sprite();
null and then new
sprite = null
[code].....
I have a problem with removing children. First button is adding movieclip each time you click and second button has to remove all of added movieclips, but it just dont work.
Code:
//add 2 euros
buttonDvaEuro.addEventListener(MouseEvent.CLICK, pridatDvaEuro);
function pridatDvaEuro(event:MouseEvent):void{
[code]...
I want to have a rollover effect of a movieclip (mo1) inside a movieclip (mo) of another movieclip (popup1).Is it possible to do that? I try calling it using this code in the frame 1 of my flash, am i doing wrongly?
Code:
popup1.mo.mo1.onRollOver = function() {
popup1.mo.mo1.gotoAndStop(2);
[code]......
so i am trying to create a "endlevel" function for my game, in this level i will need to remove all event listeners,stop all timers, remove all children off the stage and empty all arrays. i understand how to remove all event listeners and to stop all timers:
PHP Code:
myTimer1.stop;
myTimer2.stop;
[code]....
I am having trouble determining where to add my removeChild() statement to clear multiple movieClips from a container mc. I know I need to determine if the container movieclip contains anything. I don't know how or what I should put and where to put it. If I can determine if my container mc has movies in it, I am assuming I can just declare it again (i.e
PHP Code:
panel= new MovieClip();
)to clear it. Am I correct?
[code].....
Question 1Whats a good example of removing objects from stage that aren't within the stages boundries. I first tryed using a transparent box and hittesting. then i realized that you cannot hittest an object that isn't on stage, to check if needs added. so i came up with this.
Code:
for (nn=-1; nn<2;++nn){
if (this.hu1.room+nn>=0 && this.hu1.room+nn<this.walls.ar.length){
for each (n in this.walls.ar[hu1.room+nn].ar){[code]....
That way it only adds the object if its not currently on the display list or am i better off just giving all objects an onscreen:Boolean variable?
I'm having trouble removing some preloader movieclips I have inserted via AS3. The message I get is:
�
[Code]..
To give a brief background of what's going on here.I am building a personal site where I have a navigation, and I have other subnavs inside of certain pages.Such as if I go to "work" inside of work i have "motion", "web" & "print".Here is some example code of one button on the navigation:
nav_mc.personalbtn_mc.addEventListener(MouseEvent.CLICK, buttonClick2);
function buttonClick2(event:MouseEvent):void {
gotoAndStop("personal");[code]...
It seems to me that actionscript will not read all the way down to the bottom when looking for objects.For example: The first if statement where it's asking if workss_mc exists or not, that will work if it's at the top, but if I move it down to the bottom it will not work.
So basically I've got a MovieClip called Jug and when the egg is clicked and dragged to the Jug I want it to disappear and then re-add itself in the place it first started. Aswell as this I want a variable to be added by 1 in value. I have tried fiddling around with this for a while now and I can't figure it out since when I remove child it gets errors. Here's the code:
[Code]....
I am creating a number of text fields dynamically and then adding them to various movie clips within a function like this:
ActionScript Code:
this['services'+i+'_mc'].addChild(btnTxt);
...how can I later remove them from their movieclips outside of the original function? I have tried everything I can think of. For example if I run another function with a loop and try
ActionScript Code:
this['services'+i+'_mc'].removeChild(btnTxt);
I am creating a game and want to reward the player at the end of a level by playing an animation. I have created a timer to add the animation to the stage but cannot figure out how to remove the animation once the timer has completed counting. I am sure you wise scripters out there know the secrete to this mystery.
[Code]....
I've spent hours, and for all my self taught newbie-ness, I can't crack this: I have a navigation panel with several buttons. Lets call it mainNav. The mainNav buttons each add to the stage their corresponding MCs. They also remove any MCs from previous buttons currently on the stage. This is done by creating the MCs as variables, pushing those variables into an Array, and, when the mainNav button is pressed, calling the following function to remove the old (provided with assistance of the nice folks here), and then addChild(correspondingChild)
[Code]....
Okay I have two arrays, one full of bullets, the other enemies. They compare each array and hit detect. The splice function is removing the Array instance of the enemy. Now, this is all good for removing the entry from the array, the trace function says this is working, but I'm not sure how to remove the child from the stage here? I figure calling a custom class from here such as enemy.die(); is possible, but how do I specify the instance that was hit detected? Sorry if this doesn't make a lot of sense but I am just learning and trying everything I can think of.
[Code]...
I added children to the stage on frame 1, however they still exist on frame 2 even though there is no code there. Can I erase the stage? Or do I have to throw every object into an array and use removeChild in a loop?
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