ActionScript 3.0 :: Movieclips On Stage / List Of Movieclips That Are On Stage?
Jun 4, 2009is it possible with AS3 to see the list of the movieclips that are on stage?
View 13 Repliesis it possible with AS3 to see the list of the movieclips that are on stage?
View 13 RepliesLooking for a way to stop all movieclips both are the stage and that are children of the ones on the stage.
I toyed with looping thru stage's children so I can first target clips on the stage. But I am getting error.
for (var i:int = 0; i < this.numChildren; i++) if (this.getChildAt(i) is MovieClip)
{
this.getChildAt(i).stop
}}
I'm having a hard time trying to accomplish this. I want to have several different movieclips on the stage, either added there when making the fla or dinamically created through AS3 and I want them to be controlled by a certain function. I read the blue circle tutorials on this site but I'm not sure I got it right I have done something similar to this (not posting the real thing because it's not in English and too long):
public class blabla
private var variable1
private var variable2
[Code].....
I'm not sure what to do to have the function work with different movieclips using different arguments. I could change this for an instance name, for example, but then I would have to do a function for each mc and that wouldn't make any sense. It would be cool if I could give the instance name as an argument but I don't think that's possible.
I have one MC on stage with instance name "box". That MC duplicates by using this script:
Code:
duplicateMovieClip (box, newname="box2", this.getNextHighestDepth());
box2._x = xPoz;
box2._y = yPoz;
So the new MC is now called "box2".
Inside original MC "box", I have one button. After click on that button, I need to know on which MC I clicked. box, or box2. I tried to use:
Code:
trace (this._name);
But, that get me only instance name of the button.
i made this code that duplicates a movie clip randomly in the stage but i want it to be duplicated out of the stage.
View 1 RepliesI wasn't sure if I were to put this in the Actionscript forum or in here, so I put it in here. I'm making a small test for a game so I made two attached movieclips to the stage. I got them to move at each other, but when they hit, it doesn't detect it. Is there anyway i can make them hit eachother? Heres the code
[Code]...
I have 2 movieclips in the library exported as class d1 and d2 , I want to add them to the stage using something like the code below.
this doesn't work but you can understand what i want to do. what is the correct syntax ?
I've got a long list of similar movieclips I'm adding to the stage. There's 9 in total and the code looks like this...
stage.addChild(zone0_mc);
zone0_mc.x=267.6;
zone0_mc.y=120.5;
[code].....
I have a file where movie clips are added to the stage at random time intervals and locations. How do I get pieces of code to effect all the created movie clips? At the moment I'm using attachMovie to add the movie clips to the stage. Once a movie clip is added I want to add three actions to it: the first makes it so that clicking on the movie clip will remove it from the stage, the second makes the movie clip move in a random direction across the stage, and the third makes it so that when the movie clip reaches the end of it's own timeline it performs an action then removes itself.
View 8 Repliesfor (var i = 0; i<= 3;i++){var pic_mc = new MovieClip(); pic_mc = MovieClip(getChildByName("mc" + i));trace(pic_mc); pic_mc.alpha = 0; pic_mc.x = 0; pic_mc.y = 0; pic_mc.addEventListener(Event.ENTER_FRAME, animate);
[code].....
I have some movieclips on my stage that are there via timeline. I also add movieclips on stage using addChild.
What is the best way of changing the order of the movieclips because they overlap sometimes? eg.
mc_a is on the stage already
mc_b is called on stage using addChild
Can I change the order of mc_a using script even though it was already on stage?
Can I remove mc_a off stage using script?
How do add mc_b under mc_a so that mc_b does not overlap mc_a?
I am creating a miner game (where there are pieces of gold and you have to catch them with hook).I modified the Main class to take all children of MovieClip(root) that has name "Gold" and them put them in an Array(boulders[]) where later check collision (I design and put on stage several "Gold" MovieClips for every level). When the player collects all gold (when the boulders array.length <= 0) then goToAndStop(nextLevel), where again it takes the gold MovieClips from the stage and if it's name is == "Gold" then put's it in the boulder[].
What happened: On the first level(frame 2 cause frame 1 is the preloader) everything is good - I have 2 gold MovieClips on the stage(in design mode) and all 2 gold are put in the array and displayed.
On the second level I have 4 gold and only 2 of them are put in the array and displayed.
On the third level I have 7 golds designed on stage, but only 3 are displayed and put in the boulder array.
It's almost the previous count of the gold(on the previous frame) are subtracted from the count of the next frame gold movieclips.I am placing the Main.as code:
public function createLevel(){
nextLevel = this.currentFrame + 1;
for (var i:uint = 0; i < MovieClip(root).numChildren; i++){[code]....
It this part in qeustion "if(ball._x + ball.width / 2 > 400){" should the trace function be recognised when the half of th ball moves over the 400 mark.
Its doesnt though and i dont know why?
ball.dx = 10;
ball.dy = 10;
ball.onEnterFrame = function(){
[Code]....
before it was just
somemc._x = someotherMc._x
but as3 doesn't know how to identify someotherMC
[code].....
Im trying to dynamically add several of the same movieclips to the stage. This movie clip contains a textbox. I have tried the following:-[code]I have my movieclip exported fror actionscript with the identifier as (textbox). This code does add a textbox to the stage however it only adds the second one which says "goodbye" but not the first one which should say "hello"? I thought the loop should go round twice and add a 'newText1' and a 'newText2'??
View 3 Repliesi want to loop through movieClips like in AS2; i have some movieClips and Components on the stage.i want loop through them to check their properties. i had used [ getChildName ] method to get the movie clips ,but i can't access their properities.
here's my code
Quote:
for(var i=1;i<=4;i++) {
var tempisplayObject = getChildByName("my_mc"+i);
trace(temp.currentLabel);
}
when i run this code i am getting error like this
Scene 1, Layer 'Layer 2', Frame 1, Line 251119: Access of possibly undefined property currentLabel through a reference with static type flash.displayisplayObject. i am getting the same error also when i access to components.
I want to pull in an xml list containing thumbnail image src, image label, and video clip info, into a format on the stage. The thumbnail images should be pushed into 5 instances of the same movieclip on the stage. Eventually, I want to load the image label into a text box (should be easy), and then the videoclip to be played via click onto thumbnail (will attempt that later)
Below is my code:
Code: Select allimport fl.transitions.Tween;
import fl.transitions.easing.*;
[code]......
How Do I Count how many Movieclips on Stage? I want to make sure the code is acting as I want and creating the correct amount of MovieClips (and deleting them after).
View 4 RepliesI have 4 MovieClips and they are in Array but i need to randomly fade-in them on stage within the boundaryes of stage. How to do that? I know i have to use Math.random
View 8 RepliesHow do I get my movieClips to show up on top of everything on the stage. Including the other animated movie clips that have buttons nested inside.
View 6 RepliesI'm trying to add movieclips to the stage, but can't. They are inside of an array that I have made. The code is short but it doesn't work:
Code:
var myarray:Array=new Array(mymc1,mymc2);
this.addChild(myarray[0]);
I don't know what I'm doing wrong. Can I use the array to call the movieclip in some other way?
The player controls the character with their mouse - it follows their cursor. I'm trying to make an environment continually scroll from the right hand side of the screen to the left - much like in Canabalt (click to see). I've been trying to do this with tweens, but it doesn't seem like it's going to be the most efficient way of doing it... Plus Flash keeps dying on me whenever I try to do it.
I have a couple of background images, and then I have objects in the foreground that the player is going to destroy by mousing the character over them. How do I get Actionscript 3 to place instances of movieclips on the screen at certain points, and make them to scroll from the right of the screen to the left? I have a lot of different movieclips to use, so it'd also be great if they could be removed from the stage once they reach a certain point.
I'm currently reading the book Learning Actionscript 3.0 and I cannot figure how this was done. In chapter 6, there is an example of Ingeritace, Encapsulation etc. where there is a class called Vehicle and from that class a few more classes were created Car, Truck etc. and everything make sense but there is something I don't know understand, there are two MovieClips that are added to the stage at run time and I can't figure out how those clips were added to the stage, I tried doing my own version and I tried exporting these MovieClips checking the Export for actionscript option under propeties but it doesn't work.
[Code]...
When bullets hit the wall of multi-colored blocks, when shot one by one, they disappear like they should. But if you hold down the Left Mouse Button, you will see that bullets stop in mid-travel and I can't figure out how to fix that.
See this occur in this SWF. Note:(Use A & D to move left to right, Z to add a new row, and Left Click to shoot)
Here's the important function in the Bullet class.
Code:
public function update():void {
if(global == null){
trace("Global es null.");
[Code]....
I would really like a class that i can use to load all my movieclips from.I have 100's of external swfs - and i want to load them to stage from one class - as they are requested.I did manage to do it one way, to get access to the stage i did this:
Actionscript Code:
private var _stage:Stage;
and in the constructor code, just did:[code]...........
how to actually load the swfs, what i'm really looking for is a way to use addChild to the stage from within my class.
Why the mc's are staying where I want them when you resize the stage?
View 2 RepliesI have a movieclip on the stage in which I have some 90 movieclips also on the stage.
I created an array to hold the movieclips. But when I try to add eventlisteners to these movieclips by cycling through the array, I get a 1009 error ("Could not parse the XML. Error #1009: Cannot access a property or method of a null object reference.") Oddly, however, the application seems to work correctly, handling my listener events.
On the other hand, if I add eventlisteners for each movieclip individually, all works fine--no errors are thrown.
I have a master MC that's added to the stage via addChild(p2_mc). Inside that p2_mc, I have others MC'S (added to the stage manually, not via addChild). One of them is instanced fond_mc. I want to position that fond_mc in the middle of the stage using that line of code WHEN the stage is resized. Obviously, the following line is into the resize function:
fond_mc.x = stage.stageWidth/2;
I works but returning faulty results because it uses left corner of the mc instead of registration point, which is top and center. I tried all math formula I could think of to no results. Keeps positioning the fond_mc wrongly. I know this is related to registration OR stage measurement. Is there a way to reset stage.stageWidth values INSIDE the resize function?
I want to check if the stage is loaded with stuff. If it is, remove it and load my new stuff. If it isn't load my stuff.
View 1 RepliesI need the correct as to remove 3 movieclips from the stage at once. I can sucessfully remove a single clip using
reels_reels_btn.onRollOver = function(){removeMovieClip("musicvideo_dd_nav_mc");}
tried
reels_reels_btn.onRollOver = function()
[code].....