ActionScript 3.0 :: Accessing And Removing A Randomly Added Mc On TotalFrames?
Nov 22, 2010
i have an array containing 4 mc:
Code:
private var notesDefinition:Array = [Note1, Note2, Note3, Note4];
When faceMc moves (while dragging or as a mouse trail), points are created dinamically every 200px and one of the array�s mclips is added there in a random function. Now i need to remove that mc when it reaches its last frame (just the mc on stage, not remove from the array). I tryed the following but its not working.
Code:
private function drawingAPI(event:Event):void{
var addNewNote:Boolean = false;
//add first point
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{
I have an issue where I would like to remove a sprite randomly in AS3, I have managed to figure out how to create the sprites so that they fill as a grid, just for the life of me I can't figure out how to remove them!Here's the code i've used to create them:
function showpixels() : void { for (var i:int = 0; i < 40; i++)
After adding an image to the stage, turning it into a Movie clip, and setting linkage in library to Export for Actionscript, I'm now using a timer to add a bunch of roses to the stage as a video plays.How can I get rid of all these clips once the video is over?Do I need to add all of them into an extra container and then just removeChild that container at the end? Or do I need to use something like getNumberOfChildren and then create a loop that removes them one by one?The clips (myRose) are fairly small and do not have any event listeners added to them. I just use TweenMax to move them from top to bottom of the screen.
public function roseTimer():void { MonsterDebugger.trace(this, "in roseTimer");[code]......
After reading data from XML source I like to be able to show one random item from data whenever, say, clicked a button. I think I can accomplish this by storing the data into an array and use it from the array. I would like to learn if possible to do it directly from xml without storing it into another array.
var myXMLLoader:URLLoader = new URLLoader(); myXMLLoader.load(new URLRequest("XML_NOTES.xml")); myXMLLoader.addEventListener(Event.COMPLETE, processXML);
I am adding rectangles dynamically and have first added them to movie clips so that they can receive mouse events.But I am having trouble accessing their position on stage.If I set the position of the movie clip that contains them, the x coordinate returned is always 0.Is there a way to get the position of the shape and/or movie clip container.
I've added a movie clip dynamically using the following code:
var apie=new cPie() apie.x=100 apie.y=100 stage.addChild(apie)
I now have a pie on my stage. Yum. Assuming this works like a movie clip placed on the stage by dragging and dropping, I added this in to change an instance in the pie.
How do you access a child that has been added to an object?For example if I have a movieClip on the stage and I add a child to it, how do I then access that child?
Code: var newClip:MovieClip = new MovieClip(); newClip.addEventListener(Event.ADDED, checkClip);
I have a bunch of movieclips which were created by "addChild" method. These movieclips are added to "gamecontainer". There was a dynamic textfield in each movieclip. Now the problem is how can I change the text in the dynamic textfield inside each movieclip outside this function.
Here is the code: private function arrangeClips():void { for (var i:uint=0; i<7; i++) { var tile_mc:whiteTail=new whiteTail();
I'm having accessing an object i previously added to my stage. Or at least give me some direction, or tell me if there is an easier way entirely to achieve what I'm doing.
I have a structure display like this: (brackets shows the depths, within their parent)
my question concerns 'communication' between the highlighted objects - so you don't have to waste time understanding the whole tree! I've just added this to provide some context!
mc_init (0) ___| ___mc_page (0)
[Code]....
Now, its easy to add a mouse event to btn(1), but how do I get this button to set the visible property (say) of 'rectangleBG(0)'
how do I access the paths? of these objects added to the stage?
Code: function saveAction(evt:MouseEvent):void{ var choice=evt.target.name; var inputText:String = saveName.text; }
I have this and I am trying to make a variable from the contents of the input box. Simple ya? The issue is that it is a child of another clip that is being added dynamically, so it doesn't think the input exists. How do I declare the input? How can I target it's contents? Also I have a remove function that is meant to remove this same parent clip.
Code: function closeSaveWindow(evt:MouseEvent):void{ removeChild(saver); } 'saver' is a variable created in another function, so I think there is a scope issue there. To try to fix that I declared 'saver' as a movie clip as a global var.
I'm using the following code to add movieclip from library to stage...the moviclip holds a background and textfield. now adding it to the stage works fine and i can access the textfield 1 time but after the timer fires again the refrence to the text feild disspepears . I need to access the textFeild every time the timer fires so what am i doing wrong? HOw do i keep refrenct to the text field?
PHP Code: tim0 = new Timer(1000,30); private function PrepTime(e:TimerEvent) {
i'm trying to convert the total amount of frames of my movieclip into minutes:seconds:frames, but my return value is not correct. the total frames of my mc are 3348
Is there a way to get the total frames and current frame of an externally loaded swf? The code I am using below does not work. My _root timeline has three objects: two dynamic text boxes and a container clip. Their instance names are myText_text, myText2_text, and loader_mc, respectively. I have two variables, "i" and "j", which populate myText_text.text and myText2_text.text, respectively.The problem is that the values display "1" because they are getting the value of the container clip and not the movie loaded into the container clip. I need the _totalframes and _currentframe properties of the externally loaded clip, not the container clip. My code below doesn't work. Any ideas?[code]
I have a program where I am supposed to first load a swf in the first frame (i will not know how long that swf is), and when that has finished playing the main program i supposed to move on to the next frame. Now my question is, can I somehow figure out how long that swf is from within my main program or will I have to put a simple _root.gotoAndPlay(2); in the last frame of my loaded swf?
I want to create a kind of "video player" that will allow me to move a playhead accross all theses SWF that are playing back to back. What I need to do is get the totalFrames of all these swf objects that are to be loaded. I tried loading each SWF (using the Loader class ofcoarse) and on the COMPLETE event grab the totalFrames and then move to the next SWF to populate an array that will be used to create a UI piece. The problem is that it starts playing the swf once it load and you can hear the background sound of each SWF. It also slows the program down. Is there anyway of grabbing the totalFrame property from external SWF's without actually having to load each SWF?
I am using a Flash AS2 template for a PayPal shopping cart on my site. As the code is now, a new shipping charge is added to the buyers total for every item added. I would like it to have only 1 shipping charge, no matter how many items are added!
Good to see Flash Kit forum lasting a long time. It's been some time since I was last here. Just upgraded to CS5.5 from Flash 8 and having difficulty migrating a counter to ASC3. Managed to rebuild my other time line controller buttons. The counter is ASC1 and inside a movie clip Total Timeï In the clip are 2 dynamic/variables text boxes. min0 and sec0ï They output minutes and seconds as 2 figures. 00 : 00. With a colon graphic in-between. It takes the old _root._totalframes count then produces the times.
Recently I got trouble with totalFrames attribute of MovieClip object, this is the case: in Flash CS, I created two movieclips, one has say 10 frames animation, another one, I drag the first MC in to it, then the second MC has only one frame in it's own time line, right? Then I export them as SWC file to include them in my project. Here's the problem, when I'm trying to get total frame number of these to MC like below, I just get to actual number of frames in the second MC:
[Code]...
So my question is, is there any way to get the actual number of frame for those MovieClip resource like the second one, without visiting any sub-movieclips in it
I have a peculiar problem with a swf published from Captivate (full motion recording, single slide). I wish to use the swf in another flash movie, and basically want to have things triggered when the movie has finished playing (like going to the next frame, where I plan to embed another swf). After doing some research, I decided to go with a method in which the movie's current frame is compared with the movie's total number of frames. To my surprise, the trigger occurs after only one second. Tracing the MovieClip(myLoader.content).currentFrame and MovieClip(myLoader.content).totalFrames reveals that the first one stops at 32, and the second one returns also 32 (according to captivate, it has 1411 frames). Yet the movie keeps playing.
I'm guessing that I'm referencing the wrong "currentFrame" and "totalFrames", but am completely lost as to why it's not working like it should.
detecting the totalFrames of content loaded into a Loader?
I made a dummy animation just for testing (150 frames of text just tweening across the screen) to load. I load that in and when it's loaded I'm always told it's only 2 frames long.
I just wrote that by hand now as an example so there might be a typo here or there but you get the general idea. I'm using CS5, flash player 10, just testing the movie and every time it traces 2 total frames. how to tell how many frames the loaded content actually has?
Is there a simple way using currentframe and totalframes to have dynamic text fields display what frame the user is on? (exp. Page: 4 of 25) I have been looking and can't seem to find anything.
I am loading an external swf as a child and I want to get its "totalFrames", but I get the following error: "Property totalFrames not found on flash.display.Loader and there is no default value."Is there a way to get totalFrames from a child? Here is what I have:
Code: var movieArea = new Loader(); addChild(movieArea); movieArea.load(new URLRequest("slide1.swf")); movieArea.x=5; movieArea.y=5; var framesTot = trace(movieArea.totalFrames);
Is there any way to check the currentframe or totalframes of a movie loaded into a 'holder clip' on the main stage? Everything i try just comes back with 1 frame despite there being more than that?
URL...that has videos in the work section (click work, then the tv icon or the radio icon at the bottom of the page) that will randomly not load.THe weird thing is that the files have never moved, and yet, the same computer on the same ISP using the same browser that could view the videos 2 days prior, suddenly cannot.I'm also having an issue where the flash won't even load on startup randomly.This had happened one time in the past, and I took the page from a test area of the site and put it live, and it solved the problem. So my last ditch plan z is to make a mirror to link to in case the videos aren't loading for a user.