ActionScript 3.0 :: Stop A Symbol Added Child Resize?
Oct 19, 2011
I'm making a map editor in flash. For the map area, a dynamic Movieclip will this and that in it will be loaded into a movieclip area, but I realised the problem of how a symbol resizes when a child is too big in the symbol.
Is there ANYWAY to stop it from it from doing this, as I want a specific window for this where you can drag the map around to see the other areas.
I have a rectangular movieClip named 'container'. In this movieclip, a function generates some number of squares.My problem is that; for example, if I generate 12x12 squares with each width/height of 40; it resizes the container to width/height of 480. If I set the width and the height of the container movieClip to a lower value; then the squares become smaller.I have been struggling for some time on this problem. I tried setting the ScaleMode of container and squares to various values but it did not work.How can I overcome this illogical (for me at least) problem? How can I prevent children from resizing their parent OR how can i prevent parent downsizing the children?
I am making a simple xml gallery that loads in images into a movie clip that looks like a Polaroid. So, the idea is that flash will see how many image need to me imported. Then in the for loop it will add child the Polaroid mc (which has been exported for actionscript and the class named "Polaroid"). The inside that Polaroid mc there is an empty mc called "polimageHolder_mc" that I want to load the xml loaded image into. I keep getting this error "TypeError: Error #1010: A term is undefined and has no properties", when I use the code below. It makes sense to me but my syntax is obviously incorrect. [code]...
When adding/removing elements to/from a VGroup I need it to happen smoothly, resize the item. I believe I have to use transition effects. But how?
At item (element) level? At VGroup level? Should I use a DataGroup instead and do it at ItemRenderer level?
I've been trying to do it at item level but I still didn't manage to make it work and somehow it doesn't feel right. It feels like it should be done at a higher level.
For example, I defined a "death" state which resizes the item to height=0. But then, after it shrunk, it has to somehow notify VGroup in order for it to be removed or remove itself from VGroup. It feels unnecessarily complicated.
way to associate an effect to inserting and removing items from a VGroup?
public class ItemView extends MovieClip { private var _title:TextField; private var _extra:MovieClip;
[Code]....
When I create an instance of ItemView and add it to the stage, "Title" displays but the blue square does not. However, if I make the graphics calls on this instead of _extra, I do see the blue square. This tells me that _extra itself is not displaying properly, but I can't figure out why. Is there some special procedure for adding one MovieClip to another?
I have 4 functions called by their own buttons. Each function calls a movie clip from the library with addChild. When I click on one of these 4 functions I want it to remove the added children if any of the other functions had been clicked prior. Problem is, removeChild at the start of each function results in errors if a child had never been called yet. It's trying to remove something that isn't there. - So I tried making a 'flag:number = 0' for each of the 4 functions. Each function begins with settings its flag to '1' I put a for loop at the beginning of each function saying IF any of the flags are = to 1, then remove the children. I don't see why that should not work, I think the error lies in my array or my for loop if statement as I still don't fully understand them. So I will just post the code relating to the array and loop:
I'm working on building a gallery, but I've run into a slight snag. The full-size images are not all the same size, so they will overlap when loaded. In the showPicture function, is there a way for it to check to make sure there isn't a full-size image already loaded, and if there is, to remove it before adding the new one?
var imageLoader:Loader;var xml:XML;//parse XML data as an arrayvar xmlList:XMLList;var xmlLoader:URLLoader = new URLLoader();xmlLoader.load(new URLRequest("data/gallery.xml"));xmlLoader.addEventListener(Event.COMPLETE,
Ive got this piece of script where i place objects on the stage, to hittest eachother.Ive got two seperate addchilds: one child must hittest another child.[code]only one instance of the hitte_mc will hittest with the instances of Ring.
Is it possible to check, using Javascript and without altering the ActionScript code at all, if a child has been added to the stage? I have in mind something like being able to call GetChildByName in Javascript, and if the child exists, call another javascript function.
I'm working on building a gallery, but I've run into a slight snag. The full-size images are not all the same size. In the showPicture function, is there a way for it to check to make sure there isn't an image already loaded, and if there is, to remove it before adding the new one? [code]...
I have created a button class which has graphical elements. In future I might want to add this as a child to other things so what I would like to know is, firstly, can I get the details of the parent object from the child and, probably more importantly, is there an event that tells me when my button has been added as a child so that I can resize it?
Is there a way to keep an object above a child that is being added to the stage?
Say I have a frame on the stage and I want to add different children to the stage, but want those children to fall under the frame that is already on the stage?
I'm dragging a symbol that has been reduced in size, I'm dropping that symbol and I then want the symbol to resize itself, basically return to it's 100% h+w.
The dragging and dropping is no probs and I'm sure the resize would be setting some sort of symbol property value or something
I have a holder movieclip on screen, then I create a loader, load an external SWF into the loader and addChild to my holder:
var bgloader1:Loader = new Loader(); [code].....
This all works. Now if I want to come back later on and alter the alpha or position I get an error:
//Neither of these work: MyHolder1.bgloader1.alpha=0; MyHolder1.bgloader1.content.alpha=0;
TypeError: Error #1010: A term is undefined and has no properties. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete()
I am currently having problems referencing a MovieClip child which I add to the Stage from the Document Class. Basically when the MovieClip child is added to the Stage from the Document Class, I want a certain MovieClip already on the Stage to reference it once it is on the Stage.
Also, if it is possible, I don't want the MovieClip referencing the child being added to the Stage to have parameters linking it with the Document Class, because I plan on nesting this MovieClip within another MovieClip later on in the future.
Here is the code for the MovieClip class which is referencing the child once it is added to the Stage:
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]
The code below is called after a thumbnail is generated and available. It is supposed to add the thumbnail to a MC along with the file name. The first go around (after a file is uploaded and converted) works, but the second time around the 2nd MC is generated and placed on stage with the correct file name and thumb image, but the first thumbnail image isappears (the file name stays).I don't understand why.
Code: function initlistener(e:Event):void{ myURLFILE = "myURL";//reset URL
I have created a loop to instantiate tiles on a board. In the following example, "Gametiles" is an array containing objects of class "Tile" which is a class that extends MovieClip. "Game" is a MC that I added to the stage in the flash developing environment.[code]This method is a bit cumbersome though. I really don't want to have to create a var and call getChildByName every time I want to interact with these properties or methods. How can I set up these children so that I can access them directly without the extra steps?
What is the correct event listener to detect a child added to the stage? I tried:
[Code]...
which doesn't work. I also tried ADDED_TO_STAGE but that doesn't fire it either. Do you know the correct way to detect when the child is added? Perhaps I should be attaching the listener to the parent instead?
I got this symbol in the child's last frame that i would like to call in the main timeline but i kept getting an error as it does not exist in the first frame, is there a way around it ?
i tried moving it to the first frame but it does not respond to my trace statement
I am creating a simple game for kids. On the first page, I added an "input text" field for their first name. I called the variable firstname.When they move to the next page, I used a "dyanamic text" field so I can call them by name on this page. It works. However, When I test the game, on the first page, where the firstname is input, it shows_level0.firstname instead of just a blank space for them to input their name. I know I fixed this in the past and it was something simple, but I can't remember how to do it
I have a page-like flex application. In my main application is a holder (a canvas) that displays all the pages. The problem is that the components that are loaded inside the holder are bigger than the holder is when the main application starts. The holder height is set to 100% but still he gets scrollbars when I load a bigger component inside of him then himselHow can I solve this problem? And if it isn't solvable would it work correct if I use a viewstack?the holder looks like this:
<mx:canvas height="100%"> </canvas>
But the end of the application is 500 pixels lower so canvas height is 500 pixels high. Now I put a new child inside the holder that is 1000 pixels high.