I would like to create a function that adds a child to whatever mc i choose like this where targetMc is the mc that i want the child (libraryMc) to be added to
PHP Code:
functionName(targetMc,libraryMc);
so right now my function looks like this
PHP Code:
function functionName(targetMc:MovieClip,libraryMc:MovieClip):void { var libContent:libraryMc = new libraryMc(); targetMc.addChild(libContent); }
i know this is wrong as new libraryMc() is also being replaced with the libraryMc:MovieClip and that is probably why it's not working.
I am trying to pull a funtion that adds a child to a container. This function gets pulled in another class. All the traces do work by the child doesn't show.
pulling the function from StickerBook_Class ---------------------------------------------------------------------- ----- public static var stickBook_Class:StickerBook_Class = new StickerBook_Class ;
I think maybe I need to import something else? because I am getting the following error.TypeError: Error #1006: addChild is not a function.at Function/<anonymous>
I have some problems working with "static function"For example:
Code: Select all public static var someText:TextField = new TextField(); public static var FORMAT:TextFormat = new TextFormat("Arial", 12, 0x000000); public static function myText():void
Code: var rockSpawn:rock; function doCollision():void { trace("collision detected at "+collisionLoc+", Time: "+flash.utils.getTimer()); rockSpawn = new rock;
[code]....
This function spawns a rock object from the library at a given location, and then moves it to the right every frame until it reaches the edge of the screen, at which point it's deleted. The problem: when a rock is spawned, it moves to the right, but when a new rock is spawned, the previous one stops dead. Each rock moves progressively faster, as if each rockSpawn.x++ is stacking to make the object move 1 pixel faster each time the function is called.
How would I modify this code to spawn separate instances of a projectile that behave the same? Also, how would I reference them for say, collision detection? That is:
Code: if (a rockSpawn instance collides with the movieClip ship) { do stuff; }
I'm using the addChild function to a movieclip to load up another section on the site. However,everything behind that loaded SWF is still running,meaning sections are constantly stacking and it slows down the more sections you access.I've been trying to think of ways to resolve this and have yet to come up with a decent solution. I've thought of removing the previous swf,but that would would take the swf with it that was loaded as a child.Here's the important bit of my code you should see:
ActionScript Code:var section2Request:URLRequest = new URLRequest("Tracks.swf");var section2Loader:Loader = new Loader ();tracks_mc.addEventListener(MouseEvent.CLICK, tracksPage);function tracksPage(event:MouseEvent):void{[code]......
how can I change the txtField.text without using the addChild function in the main class?? because the Content Class is already visible when you compile it.. and when I remove the that addChild function, the txtField.text is still in its default value which is "Lorem Ipsum"
I'm trying to have a class file which can add objects to the stage via addChild; however, when I call addChild from within the class file, I get the error "1180: Call to a possibly undefined method addChild." I've tried importing flash.display.* and that doesn't fix the problem. Does the class file have to extend Sprite or MovieClip to be able to add objects to the stage?
I have downloaded Box2d ([URL]) and created a project that looks like this: [URL]. catalyst is the green cube and it has the base class "shapes.box", it is inside "world" which has the base class "wck.World". What i want to do is to add another "catalyst" from the library inside "world" when i click on add_btn. I tried to accomplish this by this code:
[Code]...
Symbol 'buttons', Layer 'Actions', Frame 1, Line 41061: Call to a possibly undefined method addChild through a reference with static type Class.
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
somewhat understood the basics of adding and removing children, however, I am facing another problem. After using the removeChild Function, I can't seem to add another child.For example:
ActionScript Code: var attachedMC = new (getDefinitionByName("Content1") as Class)() Page.addChild(attachedMC);
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest); Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
What I have is a function that occurs every second. Every time this function is called, it will add two movie clips from the library onto the screen. I am wondering if there will be a problem if my function keeps on continuously adding children to my scene?
Im wondering if its possible to arrange movieclips with addchild in such a way like this?:[code]mc_1 and mc_2 is in my case a forward and back button (obviously these have to be on top all the time).. mc_3 - 6 is images rotating.
I'm new to programming in general, so not only are the basic concepts new to me but OOP and all of the various underlying rules are keeping me very frustrated in this learning process..I've reached a point that I'm simply stuck and can't find the solution through trial and error, and perhaps am not grasping how addChild works. traces just fine, but then when I try to run addChild I get "error 1023: stack overflow occurred: at Bullet$iinit()".Ignore the commented out lines, they're just for some testing and some trial and error).
//Bullet Class package { import flash.display.MovieClip;
I have a movie clip that I add Bitmaps by using addChild(). I was wonding how would I go about displaying the next image that I added because as of now it is stuck on the first image.
where addChild comes from? Is it pre-built in or does it com from importing Flash.display. Sprite (and if it is from Flash.display.Sprite, does it mean it gets imported whenever you display *any* subpackage of Flash.display?)
I am trying to add and remove children from the stage using a string. the string takes the instance name from the button pressed and i want to use that string to add a child from my library and its giving me:
"TypeError: Error #1034: Type Coercion failed: cannot convert "Floor2" to flash.display.DisplayObject."
I realize i have to make the string into the actual object but not exactly sure how.
Code: var rollstr:String = this.toString(); var Floor1 = new floor1(); var Floor2 = new floor2();
I am looking at an xml file, and creating a big list of visible buttons for each "flag" via addchild().
One of the subsets of each "flag" button in the xml is "Content"
I've been reading a lot on this but I'm just getting more and more confused. Can someone break down for me:
How to pass the xml Content to each addchilded button, so it can then pass that Content to a function when it's clicked.
The Content is a string, like "Flag40.swf" which is the file I want my function to load when I click the button. I have everything working except for getting each button to tell my function which .swf to load.
Is there a way besides pasting frames inside a layer to add an element into a timeline? I'd like to replicate the addChild functionality from actionScript into JSFL. So basically, I'd like to add a bunch of movieClips instances into another movie clip, does anyone know how to do this in JSFL?
I need to have five radiobuttons as a group, which needs be duplicated some n times.The following code works fine in Flash 8, But i dont know how to do it in Flash CS3, As i am new to this.thisFollowing is my code in flash 8:
I am working on an Augmented Reality project .. This is the code that is called when the marker makes contact with the webcam.
[Code]...
Every time I remove the marker and put it back in view .. this script is called and is causing the action to duplicate itself over and over each time the marker is present. How can I do some sort of check to see if this is already added so that it wont duplicate ?