ActionScript 3.0 :: Loading Multiple Mcs - They Don't Appear On Screen - Have Added AddChild
Jun 11, 2010[Code].....
loading multiple mcs - They don't appear on screen - have added addChild
[Code].....
loading multiple mcs - They don't appear on screen - have added addChild
what happens is a timer is kicked off, the counter counts 10 secons and fires off a rotate picture function. The rotate picture function is supposed to display 7 pictures in sequence, starting with 1.jpg, then 2.jpg, etc...
All the images are loading, but I can't get it to unload the previous image before loading the next one.
I've tried removeChild, unload();, try/catch, etc... this is the basic part of the code that loads the images....
Code:
var picloader:Loader = new Loader();
addChild (picloader);
if(_picDisplayed < numOfImages+1){
[Code]....
I have my Stage. On this I have an empty MovieClip (MC). To begin with I do:
MCContent = new TestMC();
MC.addChild(MCContent);
This works. But in my TestMC, I have another MovieClip Button01, which is named Button01, where I have the code:
Button01.addEventListener(MouseEvent.MOUSE_UP, handleMouseUp);
function handleMouseUp(event:MouseEvent):void {
trace('Hello World);
}
But when I click on Button01 nothing happens... What am I doing wrong?
I'm building a Facebook client in actionscript, and I'm running into a problem. I have this block of code:
var loader:URLLoader = URLLoader(event.target);
var feedResponse:String = (event.target.data);
var object:Object = JSON.decode(feedResponse); //getting the data
[code].....
I have a movieclip in the library called flare that consists (for now) of nothing but a drawing of a pentagon. Its associated class is called Flare. The movieclip instantiates just fine, but I don't see the pentagon. When the clip is instantiated, it traces its x and its width. They are both 0. But the width should be 100.Boiled down to the extreme basics, I was getting the same result. What am I forgetting here???Document class
Code:
package com {
import flash.display.MovieClip;
[code].......
In my library I have a symbol.
This symbol class is:
xmx
I export this symbol for actionscript.
I export this symbol in the first frame.
In the main time line i have a movielcip named: mc_mask
Inside mc_mask I use this code to duplicate "xmx" movieclip inside "mc_mask" moveclip:
* * * * * *
BEGIN CODE
* * * * * *
var x_pos:int = 0;
var y_pos:int = 0;
[Code].....
If I MANUALLY put an instance of "xmx" movieclip inside "mc_mask" movieclip and assign an instance name (for example pic1), I CAN CONTROL IT with:
mc_mask.pic1.alpha = .1;
But i want to add the "xmx" movieclip using ACTIONSCRIPT...
I have a bunch of movieclips which were created by "addChild" method. These movieclips are added to "gamecontainer". There was a dynamic textfield in each movieclip. Now the problem is how can I change the text in the dynamic textfield inside each movieclip outside this function.
Here is the code:
private function arrangeClips():void {
for (var i:uint=0; i<7; i++) {
var tile_mc:whiteTail=new whiteTail();
[Code].....
I have a 20 frame MovieClip in the library with a Class attached to it. There is nothing in the Class except the usual stuff pertaining to MovieClips with a Class (import display.movieClip and so on). The first frame in the movieClip timeline is a stop() command. I only want the clip to play sometimes. So in the main document timeline, I add the clip from the library as such:
Code:
var testClip:SampleClass = new SampleClass();
addChild(testClip);
But with this instance, I also want it to begin playing. However the following is not working:
Code:
MovieClip(testClip).play();// doesn't work?
testClip.play();// also doesn't work?
But, if I delay things a bit it DOES work - like this:
Code:
Tweener.addTween(testClip, {y:0, time:.5, onComplete:function() {testClip.play()}});
// works fine, clip begins playing
Why delaying the play command works, but telling it to play on instantiating doesn't?
The code below is called after a thumbnail is generated and available. It is supposed to add the thumbnail to a MC along with the file name. The first go around (after a file is uploaded and converted) works, but the second time around the 2nd MC is generated and placed on stage with the correct file name and thumb image, but the first thumbnail image isappears (the file name stays).I don't understand why.
Code:
function initlistener(e:Event):void{
myURLFILE = "myURL";//reset URL
[code]......
I used to have the checkbox MovieClips in the menuListingClass, but I instead wanted to add them using something like addChild(). However when I try to reference the checkboxs later in the same way as I did before, I get an Error #1010: A term is undefined and has no properties. What do I need to add to reference the checkboxes like I did before?
Code:
for (j=0; j<styles.length; j++)
{
[code]....
[URL] This article seems to say that all Flex 4 elements are now being added to a project using addElement() instead of addChild(). So my only question is why the switch?
View 3 RepliesI'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
View 4 RepliesI have an object that is instantiated, then placed into a property within a singleton (single instance) object. When a button is clicked an event is dispatched carrying a payload that references the display object that is held within the Singleton. When the event is heard, my view object adds the object to the display list e.g. addChild().The Item shows. Now If I hit another button an event is dispatched, and a new item is added to the display list via the method above and is seen. The 1st object is removed from the display list Here is my problem. When I click the button to load the 1st Object the above process is executed again but the object does not show.
I can run trace statements from the object that is supposed to be visible and they run fine. I even do a check to see if the visible property is set to true, and it is, but not object is on my screen. Code for this process.
//custom event carries the name of the page aka display object. this is a string
dispatchEvent(new MenuEvent(MenuEvent.CHANGE_VIEW_STATE, event.payload));
//When the event is heard, the following condinial is run
[code].....
i want my character to walk down the screen and hit the objectWall and then a movieclip then gets added to the stage and plays but it doesnt seem to work and ii dont know why.
[Code]...
It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
[Code]....
I'm trying to make a basic mouesover and mouseout that will display a help/key box on the screen. I created the help box that will be displayed as a symbol called helpbox. I updated the linkage to export to Actionscript and called the class Helpme. The object I'm using to instantiate the Helpme class is a small graphic called helpcoast. I want the "helpbox" in the new class "Helpme" to be displayed only when the mouse is over the helpcoast graphic. When I test the movie and mouse over and mouse out of the graphic once, I get no errors, but if I mouse over it, then off it, then back over again, I get this error in the output box:
[Code]...
It seems like the loading screen (more like frame) is the last thing to load, so you are stuck staring at a blank screen for a while. How can i prioritize how the game loads so that the instant you get on the page the loading screen comes up immediately?
View 5 RepliesActionScript Code:
addChild(mc_mc);
addChild(mc_mc);
Are there two objects added to the stage or does the last addChild method overwrite the first?
I want to load multiple different movieclips from my library(mc1, mc2, mc3 etc.)with a loop and I can't seem to succeed with this..
each movieclip is unique and it would be a nightmare to code them.
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]....
How do you tell the root timeline to root.gotoAndStop(2); from the timeline of a movieClip added using addChild?In the maintime line I have
addChild(fade_eng);
and in fade_eng I have the following on frame 20
root.gotoAndStop(2);
this.gotoAndStop(1);
But I am getting 1061: Call to a possibly undefined method gotoAndStop through a reference with static type flash.display:Stage.
I need to add "_myThumb" to 4 container MovieClips. The problem is that it's only working for 1 MovieClip. What do I need to change?
var _myThumb:Bitmap;
var _myThumbData:BitmapData;
function createThumbs()
[code]......
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].....
What im trying to do here is use an external as file and linked it to the normal fla, inside this fla is one MC named movieclip. with the code below im trying to spawn the mc multiple times on the position where the mouse moves and the next mc on the next x/y here is the code:
[Code]...
I use some script of grid gallery. it works great and its based on xml file with this structure:
PHP Code:
<?xml version="1.0" encoding="utf-8"?>
<GALLERY XPOSITION="5" YPOSITION="5" WIDTH="100" HEIGHT="100">
[code]........
I'm using the following code to add movieclip from library to stage...the moviclip holds a background and textfield. now adding it to the stage works fine and i can access the textfield 1 time but after the timer fires again the refrence to the text feild disspepears . I need to access the textFeild every time the timer fires so what am i doing wrong? HOw do i keep refrenct to the text field?
PHP Code:
tim0 = new Timer(1000,30);
private function PrepTime(e:TimerEvent) {
[code].....
I'm dynamically loading JPG file using Loader class. Everything works except if I want to tile the image few more times using addChild(loader.content) it just doesn't work. It always removes previous instance and leaves only the last one. I've tried everything but with no luck. Here's my code:
var loaderContext:LoaderContext = new LoaderContext(true);
var imageLoader:Loader = new Loader();
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaderDone);
[Code]....
Basically I have this movieclip on stage that is suppose to load another movieclip from an swf. in that swf are 31 copies of the movieclip since theres no duplicateMovieclip function in as3. I am able to load and add child to the movieclips easy with this,
PHP Code:
function duplicateMovieclips():void{
for (var i=0; i<movieclipsToLoad; i++){
movieclipsDuplicated++;
entrys_mc.addChild(mcV[i]);
Below (which I excluded) are other various bits of code to edit the movieclip and what not. I can also remove it just fine with this bit of code here
PHP Code:
function removeF():void{
var repeat:int = 0;
for (var i=0; i<timesToRemove;i++){
entrys_mc.removeChild(mcV[i]);
repeat++;
movieclipsToLoad--;
if(i == timesToRemove-1){
loadSelected(); //THE PROBLEM
}}}
What this swf is trying to do is record the year and the month the user clicks on and then return every day's data from the xml if a day is filled out. when removeF(); executes, i get the error:
Code:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
Pointing at entrys_mc.removeChild(mcV[i]);...but when its NOT there, loadSelected(); that is, it works just fine. I even put a trace statement in it. The whole if condition works fine to.
LoadSelected is the one that retrieves the text needed to load in the movieclip. whatever year and month the user selects, it loads the information of it and puts it in a string. then it displays in the dynamic text field inside the movieclip. Also, when SWF loaded it loads all 31 movieclips using this.
Code:
for (var i = 0; i < 31; i++){
var groupMC:MovieClip=MovieClip(clip.getChildByName("group" + i));
mcV.push(groupMC);
trace("repeat # = " + i);
}
I need to reload the same JPG about every second for an indefinite time. Problem is that that right now with addchild it adds the JPG on top of the old one eventually running out of memory from adding so many JPG's Is there a way to specify with addchild() to replace the old one?
[Code]....
I've got a movieClip in my library and it's linkage in my library. How do I code it? It will load 11 of "movieClip" in one row and 11 in second row and they will load one after another one.
View 2 Replies