ActionScript 3.0 :: Tutorial: Removing Things Using Code
Apr 15, 2011This is the place to discuss anything regarding the Removing Things Using Code tutorial
View 2 RepliesThis is the place to discuss anything regarding the Removing Things Using Code tutorial
View 2 RepliesI'll try to explain the general operation of my program, and that might shed some light on my issue. I have a menu with 50 different small postcards. When one is chosen, the program zooms it up in order to fill the screen, populates some data which is unique to each postcard, and "flips" it so you can see the writing on the back. The postcard is a movieclip which imports a front image, 3 back images, and some XML text. There are some buttons on the "back" of the postcard to choose to look at a few images and text.When you choose to close the postcard, it flies away. I use the same movieclip for all 50 postcards, and just change the images and text that I load.
Once the postcard flies away, I want to remove it from memory. It won't happen with removeChild() as that keeps it there in case I want to reference it again I guess, and I have tried setting the postcard variable name to "null" without much success.I add listeners to the buttons on the postcard when I instantiate its class, so I am not sure if I have to remove them in order to get the garbage collector to deal with it. But, I also don't know what I don't know about removing things from memory. In one section of the Flash docs (Working with display object containers) it says:
"The removeChild() and removeChildAt() methods do not delete a display object instance entirely. They simply remove it from the child list of the container. The instance can still be referenced by another variable.(Use the delete operator to completely remove an object.)"And, at another place in the docs (the script reference about removeChild()) it says:
"Removes the specified child DisplayObject instance from the child list of the DisplayObjectContainer instance. The parent property of the removed child is set to null , and the object is garbage collected if no other references to the child exist. The index positions of any display objects above the child in the DisplayObjectContainer are decreased by 1.
After solving my previous problem I have encountered another.Basically I have 3 things moving around in it and when they hit other items they have different reactions to different numbers.hen the number 5s hit the number 2 I want them to be changed into a number 0. I have tried a few things including removeChild but I get an error that its not referenced.
ActionScript Code:
const MAP_WIDTH = 16
const MAP_HEIGHT = 11
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I'm using Adobe CS4 Professional flash to create the basis of the website, a photo background with an interactive menu overlay on top. Does anyone know any good tutorials for an interactive menu (roll you mouse over certain things and the sub-menu comes up which lead to other pages of the site etc.)
View 1 RepliesIn my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
View 2 RepliesI would like to update this "Rollover Depth" script to work in Flash Player 7 (works in 6):url...The functionality works much better than the standard rollOver/rollOff scripts.I assume there's a problem with how the variables are declared, but haven't been able to fix it yet.[code]
View 4 RepliesI really hate when you read a tutorial from some "expert" and what it tells you to do is wrong. I was doing a tutorial for a XML slide show, and the last line of code doesn't work quite right:
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For some reason that only sends the my_playback_counter to 1. And it just sits there twitching. So when I tried to change the tutorial code to:
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I have followed the guide at this link to create a matrix code effect. The matrix code font file is available to download from this site also (mCode15). Once I get this file up and running and understand how it works, I'm going to tweak it somewhat to suit my needs.
Iam, however, experiencing some problems getting it to work as described in the tutorial. I have followed the tutorial to the letter, but when the flash movie file runs, only the glyph symbol that I used to create the_one and one_pod movie symbols is displayed in the code that scrolls down screen. I have embedded the font the way it describes and even added it to the library and set it to export for actionscript using the linkage option. But the matrix code that rains down is still only one symbol which never changes.
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I've modified the code to work with Pear, since I had it installed. However, I can't get the code to work. The consolation is I can't get the original code to work, either. You can find the original code's results here:
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I'm designing a portfolio website that will showcase artwork that could potentially take awhile to load, so I'm using the code from that tutorial:
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I'm using one of these, one image, per frame. I'll be adding more and more in the future. I'm still a newbie to as3 and I haven't completely understood the basics yet, so my question is this: how do I reuse the above code for a different frame without having to paste the entire thing with different names? I tried this:
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I am an action script novice, however I have just created my own custom load bar and scrubber for the flvplayback component using a tutorial but the code didnt work. I also tried this code given to me:
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I'm trying to generate an isometric grid via code using kirupa's tutorial but it's not quite working correctly as I'm trying to convert it. I am trying to generate a 5 x 5 grid with a unique coordinate to each square, but I can only get a row to form with the coordinates showing x = 5 and y = 5 for each square of the single row. There is also an unclickable square in the corner. Here is my code:
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I've toyed with this script for some time now and I am having issues removing lines of code and still getting my script to work. Basically I want to keep how this code loads and centers the parts of that code that refer to "mc" but I want to take out anything that refers to "bkg". I have gone through the code step by step to comment out areas but when I get to the very bottom, if I comment out this line:
Code:
function loadBKG():Void {
loader.loadClip("sgbg.jpg", bkgHolder);
}
//Start Loading
loadBKG();
then my script breaks and nothing loads. My main goal is to remove everything that is loading in the background image as I want to replace with better/other code that handles loading a fullscreen image better.
Here is the entire code I am using:
Code:
stop();
Stage.scaleMode = "noscale";
Stage.align = "TL";
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I inserted a flash/javascript into dreamweaver and it looks great when testing locally... Once uploaded to the server the flash does not display.. It looks like it is going to (says loading, etc...) but then no animations...I also tried removing the <noscript> within dreamweaver code, and still nothing....
View 1 RepliesI recently completed the battle engine for my game.But the problem is that it is lagging horribly.optimize the code(because the graphics I'm using are really very basic)
View 13 RepliesI've tried removing or using this and code dose not work.
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I have written code to draw a rectangle around each movieclip on the stage when the user clicks a "Show Hotspots" button in the movie. However, when the user (me in this instance) clicks the button a second time, I want those drawn rectangles to disappear. How do I clear a rectangle that is created through code?
View 4 Repliesi have a movie clip named "contact" inside this movie clip made the same object into a 2nd imbedded movie clip named "em_contact" inside this I did a frame by frame animation and added a new movie clip symbol of a piece of paper named contactbtn_mc on this frame, I added an event listener for a click that acesses on the root level a symbol named contact_mc i told it to go to and play frame 2 that plays out an animation of this object moving into the screen.
my problem here is i asked earlyer on how to stop the em_contact to stop listening for the mouse click once it is clicked. I made the code it come up with no errors but it does not stop the event listener the event listener is still there bellow is my code.
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.events.MouseEvent;
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what i want to happen here is for the event listener once it is click to stop listening for that event becuase i have a mouse event inside the "em_contact" movie clip on an object named "contactbtn_mc". and that one has a click event on it as well but when i click on the contactbtn_mc the animation above plays out as well.
I have an event listener on my main timeline and I have an mc with some AS which sits on the main timeline. I was just wondering if the following code is correct if I wanted to remove the event listener on the maintimeline from the AS written in the mc.
MovieClip(parent).removeEventListener(Event.REMOVE D_FROM_STAGE,
MovieClip(parent).removedFromStageHandler);
I am working on a Flash project where file size optimization is critical. I am curious if removing white space from the code (which lowers the size of the AS file) will reduce the size of the finished SWF or if the Flash compiler already does this?
View 2 RepliesI have a bunch of thumbnails i'm getting from XML that have this code on them...
Code:
for (e = 0; e < total; e++) {
_root.web_thumbs.thumb_button.duplicateMovieClip("button" + e, e + 12);
_root.web_thumbs["button" + e].c = e;[code].....]);
It loads the XML variable fullimg into an empty movie clip on its own layer in the timeline.The movieclip, "container", is assigned this code, but the code isn't on the movieclip, it's on a frame designated for just actionscript.This is the code
Code:
container.onEnterFrame = function() {
this._x = int(content._x - (content._width / 2) + 30);
this._y = int(content._y - (content._height / 2) + 30);
}
The Problem Is...When there is no image loaded into the movie clip, it works fine, and shifts around depending on the location of the other movie clip, "content". But, once there is an image loaded into "container", it stops shifting around depending on the location of "content", and just sits in its last location.The only thing i can IMAGINE being problematic is, on another frame, where I have the XML being cut up and assigned to variables, at the end I have a remove _root.onEnterFrame, removing the onEnterFrame at the beginning of the XML to variables line of code, so that is stops running.
I sent an email to pom regarding a tutorial that he wrote, but the email was bounced and he hasn't replied to my PM. I have followed both of pom's tutorials that involve experiments with perspective in Flash, but I have encountered a problem while attempting to duplicate a movie clip symbol in the second tutorial ([URL]). I have a single instance of the "ball" movie clip symbol appearing at random positions. However, I cannot seem to successfully duplicate the symbol instance at random positions using the loop that pom provided:
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I have built a catalog in flash that was orginally built in InDesign and exported but it has some small content that is hard to read for the elderly users viewing it and I would like to add a zoom feature or some type of magnifying glass.
View 1 RepliesI am looking for a tutorial called Senocular's 3D car race tutorial
View 1 Repliesoriginal: I really just need to figure out how to center the pictures. here is what I did I have modified the tutorial that I finished to have a bigger stage for bigger pictures. Everything is working properly but the pictures are displayed on the left side, I want to have them centered in the stage for the images, after clicking on the thumbnails, plus my images are different sizes as well. ranging from 200x410 to 744x410 but all are the same height of 410. i will post up what I am talking about at the end. I believe it is something within either the action script or the xml coding that allows the position of the image to be differently? please help here is what i am talking about[URL] Continued: Here is my coding in action script:
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Is there a way to have it so a Preloader only loads necessary things for the game? I want to have it so you don't have to wait for all the cutscenes(all located in their own MC) in the game to be loaded in order to play it: you can just wait until the cutscene is needed, and when it is, the AS can be told to load an MC which contains it.
View 1 RepliesI'd love to know how to make click and drag two different things. As it believes the drag function is also a click. Also I'd love to know how to set it so that ALL movieclips stop when they reach say -10px from each side?
View 2 RepliesI have a movie clip on the stage. In the main .as file, I can easily access the instance i.e., myMovieClip_mc.x = 10; How do I do that from a class in my "classes" package? I am passing the stage instance into the constructor of the class, so I would think something like myStage.myMovieClip_mc.x = 10 would work, but it comlains that it is null.
View 1 RepliesIs is OK to use on listener for multiple events on the same object?I have this for a FLV component and it seems to work. Is that legit?[code]
View 3 RepliesIs it just me or are others having problems loading things like html an fla files?
View 3 Replies