ActionScript 3.0 :: How To Kill Everything In The Movieclip Once It Is Removed
Nov 2, 2010
I am using addChild() to add a movieclip from the library... the movieclip being added has some functions inside of it. When I do a removeChild on the movieclip .. the functions are still running even though the movieclip is gone. how to kill everything in the movieclip once it is removed?
I need to add several copies of a movieclip at random times. When each clip plays out I need it to be removed. What I'm trying is the following:
var list:Array = [] addEventListener(Event.ENTER_FRAME, function(e:Event){[code]............
The first script is working but the last one is not. How should a movie clip instance remove itself?I'm used to AS2 where it just requires this.removeMovieClip(). I've tried to search for an equivalent in AS3 but can't find
if i have a movie clip with an even listener attached to it, is the event listener being removed automatically when the movie clip is removed from the stage or should i always remove the event listeners manually?
I want to remove all children of the name (mc1) but be able to add new one when I call the add function again Heres what I have
// Draws the squares
Code: function drawIt(e:Event=null):void{ mc1.graphics.lineStyle(1); mc1.graphics.beginFill(ITsColor);
[code]....
Removing all the (mc1) movieclips works fine, but when i click on the butotn to call drawIt again, all previous mc1's are displayed again with the new ones
I have a tree component in my stage and i am using _visible property to make that component hide and show. but even after setting the _visible propery false the space of that component is showing a small green shade in my page. So i tried the
Code: tree.removeMovieClip();
property to remove the component fully from the stage. thats working fine but thats not restoring the same movieClip. Is there any options to restore that movieClip again?
I am trying to incorporate the facility to recover an object that has been deleted by the user. When he presses delete, i unload the movieclip. So if I want to recover it, complete with its last width, height, x and y positions, how do I do it? Is there some inbuilt function? or do I have to use some programming to do it, like save the object properties before deleting and all? The object could be any one of about 5-6 of them in my library, so knowing at run time which one to attach is impossible. So I need something to recover exactly the movie clip that was unloaded. I don't think attaching a new one and setting its properties will work. Very simply, I could just set the _visible to false when he presses delete, but then, thats not a very good practice I feel.
I'm trying to make it so you're shooting bullets, but with each bullet it lags worse. The duplicate movieclip it being removed, AND replaced. I don't know why it's lagging. All the bullet is is a line.It used to be only shooting one bullet at a time, and it didn't lag then Should I go back to the old way I had it?Does it always lag after a lot of duplicates?Does it not delete the actions that are in the duplicate movieclip?
i have many squares inside a movieclip, and i remove random some of this squares, what i need id: get the real with and heigth of my movieclip, after the squares are removed, i do a little exemplo, and anexed here,
I have a movieclip that contains two frames, each frame contains a different set of buttons.
it seems that i cannot add the event listeners to buttons that are not in my current viewed frame.
so.. problem one: is there a way to add event listeners to all the elements in the movieclip even if the elements are in a different frame.
problem two: after I added an event listener to some elements in current frame and then I move forward to the next frame and go back to the same frame, all the event listeners are removed and i need to initialize them again. is there a way to resolve the issue without the need to re-initialize the event listeners ?
I have a main.swf file and it will load an external swf file.I have this code in the external swf file:[code]So when the external swf file loaded in the main.swf, the color_picker is visible in the main.swf.Everything works just fine but I just need to know how to remove (Kill the onEnterFrame) when the external swf file has been unloaded or replaced with another external swf file?
Sometimes it is necessary just to kill focus (e.g. from the TextField instance). But I found no ways to do that. The only solutions is to set focus on another instance that handles mouse events.
This if statement is checked by compiler 10 times but I only need once(i.e. when i==0).So once it has been executed or say the statement condition is true,can I kill it. Meaning that this statement won't read by compiler or ignored.
I have figured out how to use loader to bring external .swf files into my project, but I have lots of buttons bringing lots of different swf files in and I want to have a home button that will kill them all no matter what order they have been loaded in. Here is my code so far.... returns errors (but it still works) and will cause trouble as I get more .swf's loading. I would really like to keep track of the last loader loaded and be able to move forward and backward through the order and also kill them all at once?
sub var Gstar1:Boolean = false; var Gload1:Boolean = false; var gs_ProLoader:ProLoader; var gl_ProLoader:ProLoader; [Code] .....
I use the setTimeout() function through my application but when its time to garbage collect. the method still runs and calls on a function. How do I stop it from calling on a certain function. I tried setting it to null but it doesnt work
I am writing a custom video player as a class. I have it all working great, play, pause, stop, etc. I can instantiate that class either on main timeline or another class and all is well. The problem I have is removing it. if I have a sprite container called locContainer instantiate my class ActionScript Code:
I just started playing around with exporting some of my older Flash projects as android apps. I have one in particular that is a music player. It works great but the back button on my android device just backrounds the app. This is actually what i want since its a music player but would still like to be able to kill the app completely with a button on the stage. I dont know if anyone has seen the siriusXM app. When you hit the back button it asks if you want to exit the app (kill it) or just minimize. I sorta want to do the same thing but simpler by just having a kill app button the stage. I cant seem to find how to do this. I created a button called exit_app. Im assuming I need to make an event listener of some sort and create a function that runs when the button is pushed. I found this snippet that refers to the back button killing the app. Id like to modify it to perform the same action when I press my kill app button.
function handleKeys(event:KeyboardEvent):void{if(event.keyCode == Keyboard.BACK) NativeApplication.nativeApplication.exit();
I have a dynamic textbox which is being assigned a variable. The textbox is set to render as HTML and all fonts are loaded.The following variables appear fine in my textbox:
varText = "This is <b>bold</b>"; varText ="Two is > One."; but this one
I'm getting problem to my preloader.... when I load my first swf, its load fine.. in the loading progress if I click the 2nd button to load the 2nd swf its also load fine but my loader go static.. never remove.
Here is my Code... import flash.events.Event; import flash.net.URLRequest;
I have the following program to play a .flv movie on a webpage made by myself:
var Xpos:Number=0; var Ypos:Number=0; var swf:MovieClip;
[Code].....
When I publish the preview, it works well and I can unload it and kill its sound by clicking on the close button. When I publish the page on the website and load the movie through "loader_btn", it works well, and when I click the close button, the image disappears but the sound is continued.
I needed a way to invoke softkeyboard in android platforms, and i got to know how to do it form here Flash APIs for Android Platform. Now i need to kill the keyboard, basically there is a button which i want to use to toggle the keyboard. Flash has provided a way to invoke the keyboard but not to kill it.(never understood how they work). One more issue is that when i click the down button on softkeyboard which is located on bottom left of the screen, the Softkeyboard_Deactivate event is not fired. It seems its fired only when the focus shifts from one object to another.
I am building a video wall sort of thing. I am wondering whether to use a jpg to preview content of each video or load the video's directly with only loading the first 5 frames running a loop then killing the download on the rest of the movie till requested to start again by the user. Is this possible?
I have a small aplication with two inputTextFields and a button, when the button is pressed it triggers a function that calculates the value in the two text fields, and everything is fine but when the textFileds are empty which is the default value and the button is press I get an error (Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.)how can I detect if the inputTextFileds are empty and some how kill the main function ?
function Name: calculate Input Text Field 1: partL_txt Input Text Field 2: partW_txt Button Name: enterBtn
I noticed that in the new version of flash (CS5) that if I accidently send my program into a infinite loop spewing out the same error over and over again just clicking the 'x' on the flash file doesn't end it any more. Is there a keyboard short-cut that kills the flash file so I don't have to restart flash every time it happens?