ActionScript 3.0 :: Add Frames Of Movieclip To Stage With AddChild?
Jan 25, 2010
I have a movieclip with 8 frames and i would like to add each of the frames to the stage with addChild and with a different X, how can i do it? I was looking for something like addChild(nameMC[2]); //for frame nr 2 but i can't found any info related to this..
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Oct 4, 2011
I just tried to add the movieclip "box" to the "container.holder". Both movieclips are on stage. Nothing happends with this script.
container.holder.addChild(box);
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Oct 25, 2011
How do I make sure that a movie clip that starts on the stage has a higher zindex then when I addChild and add a linked movieClip from the library.
Really my code is pretty simple
background_image = new Sprite();
main_container.addChild (background_image);
But I have a movieClip "message_box" that I dragged onto the main timeline. When i add the background_image which is the full size of the stage it overlays the "message_box"
I know you can set the childs index but how do I set the "message_box" index?
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Apr 26, 2010
why i keep getting Parameter child must be non-null. And my code won't display 5 enemyBlock objects onto the stage but only just one.
returns:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/addChild()
at flash.display::Stage/addChild()
[Code]....
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Mar 31, 2011
I have a MovieClip called item with the same linkage set and my first task is to display 10 of these items on the stage nested inside a movieclip called MainItem. I have dragged MainItem to the stage and have the following for loop:
[Code]....
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Jan 20, 2011
I have the followings:
_p:Player (which is a MC)
a1:Animation1 (which is a MC)
_p.addChild(a1); //doesn't display anything
_p.stage.addChild(a1); //displays a1
Why won't the MC display a child without using his stage?
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Apr 14, 2010
I have a movieclip in the main stage that has several frames. Then, I created a separate layer for the code that goes like this:
Code:
addEventListener(MouseEvent.CLICK, nextPage);
function nextPage(e:MouseEvent):void {
this.gotoAndStop(this.currentFrame+1);
}
Except for the last frame, which does not contain this code, seems to perform as expected. However, when I called up the same movieclip again by having it go back to a certain frame:
Code:
tutorial_MC.gotoAndPlay("2");
And the whole stuff seems to work fine, when I click and expecting the frame to go to the next, it seems to skip one frame and land on the other instead. For example, if I'm on frame 16 it'll jump to 18, then 20, and so forth. I tried other alternatives but they all seem to yield the same result.
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Aug 11, 2011
If im usin function to add a mc to the stage like so:var myChild:MC= new MC();
function somefunc()
{
stage.addChild(myMC)
[code].....
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Jan 7, 2010
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
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Mar 30, 2009
This is something I'm experimenting with, but haven't seemed to figure out... I have several MovieClips, basically the same, only different colors. As each one plays, I'd like it to "overlap" whichever one is already there. Right now I have each button linked to a gotoAndPlay function, but I don't think that will ever get me what I want. You can see how I have it now here: [URL]
Instead of having the content MovieClip go back to all white when a button is clicked, I'd like the preivious one to remain, and get "covered up" by the new one. You continue to see the old color, and the new color overlaps it. I have a feeling I need to use a variable and then addChild, with a removeChild for the old MovieClip after the new MovieClip has loaded, but I'm not getting any good results yet.
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Jul 7, 2009
I am just starting out new with AS3 and I have a question about this block of code I have. i have checked this against I don't know how many examples and it looks fine, yet... when it's run, I get nothing. Traces on everything came out OK.
Code:
var sheep:mcsheep;
var xpos:int;
var ypos:int;
[Code].....
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Jan 6, 2010
I'm having a very odd bug with ActionScript 3 in Flash CS4. I am adding movie clips to a stage in a for loop and then moving them out of view so that I can pull them in and remove them when I need them.
I've narrowed down the issue to a point that I know that every time one of the movie clips are added to the stage using addChild(), the stage shifts to the right by one pixel. I know that sounds odd, but it's literally true... the 0 line on the y axis is shifted to the right one pixel every time the movie clip is added.
Here's the code that is doing the work:
private function setupSlides():void
{
for(x = 0; x < TOTAL_SLIDES; x++)
{
[Code].....
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May 31, 2011
I am trying to add an object to my main stage via the addChild() method. Normally, when working within the FLA itself, using addChild(myObject) works just fine. However, it does not work within an external AS class.
All of the other tutorials I have found showed me how to do something like this, which is not what I need:
var myMovieClip:MovieClip = new MovieClip();
myMovieClip.addChild(myObject); // Works great, but not what I need
how to add an object to my main stage via an external AS class.
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Oct 1, 2010
I've created a function that works on the main stage and I am trying to transfer it to an external class to make it an easily reusable function.When I run it however, everything works except for the fact that it doesn't put anything on the stage as it should. All the info it needs is there it's just not putting it there.Therefore I conclude that I am using the addChild(); incorrectlyhere is some of my code if needed:
ActionScript Code:
public function drawBoard(i:int, j:int, tiles:Tile, boardArr:Array, stageBoardArr:Array):void {
[code]....
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May 29, 2010
I CAN add something to the stage using the Addchild... What i am trying is to add to the stage but in a PARTICULAR frame, lets say frame 50. Should i create a "container" on frame 50 and add my movie to that container?
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Apr 11, 2011
var boaty:boat = new boat();
boxy.addChild(boaty);
How do I refer to the stage position (what we see on screen (might be called something else)) of a object added like this (boaty
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Jul 13, 2010
my_mediafile.load(new URLRequest("PMP2.jpg"));
//trace ("my_mediafile "+my_mediafile);
trace(mc_pmp.gfx_pmp)
mc_pmp.addChild(my_mediafile);
i have a movie clip(called gfx_pmp) inside of my movieclip (called mc_pmp) and i wanted to add a child to that movieclip gfx_pmp
thought i could use this code
mc_pmp.gfx_pmp.addChild(my_mediafile)
but it doesn't seem to work. when i ran a trace on mc_pmp.gfx_pmp it returned null as a value
trace(mc_pmp.gfx_pmp)
//returns null
i dont see what the issue is here, or why the trace on that is returning null
[object mc_pmp_43]
1st trace gfx_pmp [object MovieClip]
2ndtrace gfx_pmp [object MovieClip]
[Code]....
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Feb 15, 2010
I have an .fla file with 1 image in the library and 1 .as file.I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData.This is my AS:
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
[code].....
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Jan 21, 2011
When I add an object from the library to the stage in the timeline (by putting the script in the timeline) it works but when I try to add it from this .as file nothing happens.
[Code]...
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Jul 18, 2011
I just wanna add an image from my library on the stage and have an event listener on it so when i click on it, it will do something. imgFromMyLib is already set to the image i want from my library.
import flash.display.Bitmap;
import flash.events.*;
import flash.display.Sprite;[code].....
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Mar 5, 2011
Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out
function generateHex(e:MouseEvent)
{
tileSet.x = tileSize;
[code]......
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Aug 13, 2007
Does anyone know how to addChild(aMovieClip) to stage by using a static function, like:
public static var player
public static function LoadPlayer()
{
GameEngine.player = new Player
stage.addChild(player)
}
(Or better yet tell me how to run functions in different class without creating instances of them or using static function )
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May 5, 2009
I have a function for shooting at the stage/baddies using the code below. This has two problems, one, when I click somewhere it fires their, but when I click a second time, it fires at 0,0 coordinates on the screen, then if I move the mouse and fire, it doesn't track accurately.
Code:
package{
import flash.display.*;
import flash.events.*;
[Code].....
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Jun 8, 2009
I have a class that adds to the main stage fine, but not inside an MC
var SliderTestClass = new SliderTestClass;
mContent01.addChild(issSlider); //trace says undefined
addChild(issSlider);//trace says [object SliderTestClass]
Why would it refused to be added to mContent01 which is a visible MC on the stage?
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Oct 13, 2009
I have a MC that I add to the stage multiple times using addChild. My adding code is:
Code:
function executeAddChild():void {
for (var j:int = 0; j < picturesList.length; j++) {
var MC:MovieClip = new box();
[Code]....
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Jul 30, 2010
I have a movie on stage that acts as a button using the code. person_mc.buttonMode = true;
I load an image onto the stage from my library using addChild(holiday);
What happens is that the person_mc button I have on stage will not function anymore, because I am presuming it is underneath the holiday pic when I loaded it using addChild.
How do I load the holiday pic, so that it is underneath the person_mc?
I know I could do what I did with holiday using addChild for the person_mc, but I do not want to do it that way.
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Jun 28, 2009
I'd like to create a chain of objects (either movie clips or sprites) that move left to right across the stage continuously. I know I can create two movie clips that contain a series of several 'chain links' and are each a little wider than the stage width. Then I can move both clips across the stage and when the first movie clip is completely off stage reset its x position back to 0. Likewise, when the second clip is completely off the stage on the right, reset it's position off the stage to the left.
This works and gives me the basic effect that I want by creating this uninterrupted moving chain, but it doesn't seem like its the most efficient way to achieve this. What I thought would be more efficient would be to create each link in the chain separately from an individual mc in my library by programmatically adding new instances to the stage.So, I created a single chain link mc and set its export linkage to 'Link' and left the base class to flash.display.MovieClip. Next, I placed the following snippet of the code on the first frame of my movie:
Code:
var xPos:int = 0;
var yPos:int = 100;
[code].....
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Feb 6, 2009
I'm have trouble attaching graphics to the stage from a class. I can do it on the timeline but the code doesn't work in a package.[code]this doesn't seem to work even if I import the picture in the package.[code]
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Mar 13, 2009
I need to insert a menu in the main stage and I have three movieclips exported to ActionScript with their base classes.
[Code]...
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May 21, 2010
I am trying to learn how to use EventDispatcher. I create xml gallery where I am loading content via xml. In this particular case, I am not loading a sequence of multiple images. I load just one image. I traced the path to the image location and it is correct. I have a very hard time placing the loaded item to stage. I can trace EventDispatcher functions from EventDispather Class. When I do that, the trace statements confirm that the image is loaded. I am wondering what I should do in order to place the image on stage. I definitely cannot do it from EventDispatcher class directly or I am missing something. Below is my EventDispatcher class. How to add the loaded item on stage after EventDispatcher was run. Below is the class of my EventDispatcher.
Code:
package net.EvtDisp {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.PixelSnapping;
[Code] .....
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