every time I add a combobox to a sprite, the sprite grows by 100 pixels in height even though the combobox itself is only about 28 pixels in height. Has anyone else run into this before?
I am trying to add a comboBox to a sprite as a Child. For some reason after adding the comboBox to the sprite, the height of the sprite gets bigger. I attached a copy of the code below. Is this a bug?
I want my sprite to redraw when the information in my comboBox is changed but I cant figure out how to do it. I've tried a variety of things with no luck so I've deleted my attempts and below is my code how I want it to work with the exception that how it is now just draws the sprite on top of the other one instead of replacing it (or resizing it??).
import fl.data.DataProvider; import fl.events.ComponentEvent; var items:Array = [ {label:"Select your Waterway"}, {label:"Klamath at Orleans", data:klamath_orleans}, {label:"Scott at Fort Jones", data:scott_fort_jones}, {label:"Redwood Creek", data:"redwood_creek_hwy299"}, [Code] .....
I'm using Flash CS3 and want to create a custom ComboBox. I've followed the steps outlined in "Editing component skins in a new document" (http:/[url]...), but every time I get to the step where I drag the ComboBox Assets folder from the HaloTheme.fla library into my library, if I test movie at that point my combobox has become an unclickable white rectangle with no label, button or anything.
I'm trying to set a specific list item in a mx combobox to have a custom item renderer, the problem is that I cannot do this via mxml, it needs to be done via actionscript at a later stage, eg: combobox gets created, combobox gets populated, user does other tasks, combobox needs to set one or more items in the combobox to have icons (via item renderer)..
I can do this via the onChange event, but it only applies the icon when the combobox is opened and there is a slight delay so you can see the icon being added.
**Warning** The linkage identifier 'ComboBox' was already assigned to the symbol 'ComboBox', and cannot be assigned to the symbol 'GUI MC/Combo Boxes/abc', since linkage identifiers must be unique.**Warning** The linkage identifier 'ComboBox' was already assigned to the symbol 'ComboBox', and cannot be assigned to the symbol 'GUI MC/Combo Boxes/def', since linkage identifiers must be unique.
Both of my ComboBoxes has the same identifier.I could not change the identifier through the properties tab because it is greyed out.
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package { import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
[Code]...
The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
Is it possible to set the height of the sprite depending on the height of an textfield inside that sprite? I'm creating a box with a textfield inside it, but I want the box to be sized depending of how much text it is in the textfield..
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
Ive got a question that feels like it should be easy but I cant figure it out. Suppose I have 2d grid of square sprites on the stage, lets say 20 by 20 (400 sprites). Another sprite moves accross the stage on top of the grid. The moving sprite and the 400 sprites below it share a common parent. So heres the question: How do I find out which of the 400 sprites the moving sprite is currently over? And heres an extra wrinkle: I lied, the sprites are not square they are of differing shapes so I cant do a simple math calculation.
All I can come up with is something like hitTestPoint(), but then I would have to call it 400 times wouldnt I? That is probably the most inefficient way to do things. Is there a function like whatsUnderThisPoint(p : Point) which will return a list of every sprite on the display list that contains p?
I can use this to trace the new combobox value every time the user changes it:
Actionscript Code: // Create listener object.var cbListener:Object = new Object();// Create event handler function.cbListener.change = function (evt_obj:Object) { trace("Currently selected item is: " + evt_obj.target.selectedItem.label);}// Add event listener.my_cb.addEventListener("change", cbListener);
But that doesn't do anything when I select the same value. This is what I want it to do: when using the combobox some textfields should fill itself with some default values belonging to that label. Then the user can change those values if desired. When the user then chooses another combobox label the fields get filled with the default values of that label again. But when the user chooses the label previously set, the textfields don't get refilled, cause the listener object only reacts when the label value has been changed, not when the label value is the same as previously chosen. Is there a way to make it react upon chosing any label? Not just others, but every label?
I have a booking form with some combobox's that's placed within a MC. My issue is that the combobox data isn't showing. When you click the drop down you can see the data, but when it's closed it doesn't show.
Here are the fla & swf files so you can see what I'm talking about...
I have a main SWF that loads an external SWF with addChild. the external SWF loads fine but when i click the combobox in the external SWF I get 2 errors:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/removeChild() at fl.controls::ComboBox/close()
I have made a placed a combobox called 'genreselect' on the stage and I am trying to output genreselect.value to a dynamic textbox called 'output' but I get the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at fl.controls::ComboBox/get value() at cataloguemenu_fla::MainTimeline/cataloguemenu_fla::frame1()
is it possible to put an MC in a row of a ComboBox? How should I go about doing this? I was going to copy the .as file(s) for the comboBox/cellRenderer components and alter them, but after looking at a few, I'm not sure which ones would be best to work with.
im trying to have the loader load a new url specified in dataprovider. i get "could not convert" error or "element is malformed".
Actionscript Code: function onLoaded_2(e:Event):void{xml_2 = new XML(e.target.data); xml_2.ignoreWhite = true; var il:XMLList=xml_2.channel.item; for(var i:uint=0;i<il.length();i++){ ///display feed var currentFeed:URLRequest = new
I'm adding a combo box to the stage and putting a prompt on it. Once the operation on the stage is complete I'm "clearing" the selections of the user. However I can never get a combo box to clear correctly. I want to just deselect the item that was selected and add the prompt again. [code]...
If I have a ComboBox component on stage and it has 11 options in it, is it possible to populate a dynamic text field with text based on which one of the 11 options are selected?ComboBox has instance name of 'age' and has 11 options to choose from (Opt1, Opt2, Opt3, Opt4, Opt5, etc.).There are also 11 dynamic text fields (instance and variable names of c1, c2, c3, etc.). I want the text fields to be blank unless the corresponding option is chosen. So, if Opt1 is selected from ComboBox 'age' then populate 'c1' with the number 1, if 'Opt2' is selected populate 'c2' with 2 and so on, otherwise the text fields stay blank.
I am building an application built by external action script 3.0 files only. I want to load 5 images on a UILoader using the data providers of a combobox, both located in the library.[code]...