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.
What is the difference bettween addChild and the movieclip which is in the movieclip.we can get those instance from getChildAt() but as per the internal movieclip we can get instance from "mc.mcInternal".But when i addChild in "mc" we unable to get that instance from this method "mc. mcInternal".what is the diffecenct between addChild and internal movieclip.
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.
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?
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;
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++) {
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.
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 {
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?
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:
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.
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.
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?
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..
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;
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.
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.
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:
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]
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.