ActionScript 3.0 :: Remove Objects From Array If They Don't Meet The Condition
Oct 2, 2011I would like to remove objects from my array if they do not meet the condition. But I haven't been able to get the result i want.
[Code]...
I would like to remove objects from my array if they do not meet the condition. But I haven't been able to get the result i want.
[Code]...
I'm trying out this goed, it moves and scales an mc "test"As you can see the mc will disappear on the right side.All this works succesful, only actionscript doesn't meet the condition given in the "if" statement. Wich results in no trace.What is the problem and how do I solve it?
Code:
function test() {
test.onEnterFrame = function() {
[code].....
I'm trying to remove all objects from an array, and then emptying the array using splice. I'm restarting the game, removing all objects etc so that I can add them again. But what happens is that no object (enemies, blocks, bullets etc) is really removed. It's not visible anymore, but it's still on the stage wreaking havoc (hit detection still working, so enemies are avoiding enemies that were supposed to be removed, bullets hitting them and so on). And then when I restart the game a couple of times I have way too many objects and the game starts to lag. Code below: This is the code for the enemy, I have different loops for the other objects, but they all look the same:
Code:
for(var a=0; a<enemy1.length; a++) //loop through enemy1 {
if(enemy1[a].dead == true) //check if dead {
removeChild(enemy1[a]); //remove from stage
enemy1.splice(a,1); //remove element from array
}}
So to reiterate, I need to remove the objects from the stage, and clear/empty the array.
I have an array containing objects, where each object contains a boolean. I was wondering how I can remove only the objects where the boolean is set to true.I've tried doing it like this:
for(var k:int = 0; k < ballContainer.length; k++){
if(ballContainer[k].isCheck == true){
removeChild(ballContainer[k]);[code]....
But it doesn't seem to work that well. (Reason for it not working may very well be another reason, but I thought I'd check here anyway since I'm an AS3 novice)
This doesn't work at all.[code]...
but adding "removeDuplicates(aPeople);" after "createfile(thename);" has no effect: in other words, when I push the savefile button, it keeps creating clones of the same objects. What can I do?
I'm working on a game for the iPhone using flash, and since memory is crucial i want to clean up displayObjects not needed. All the objects i need to delete is MovieClips taken from some array to another using splice(). Here is the [code]...
View 2 RepliesHow on earth do I use the onMouseDown event to remove objects generated by an array?
I'm still programming (if my bumbling can be called that ) the game I discussed in the 'Random Object Generation' thread and I'm using the basic framework of the array function that h88 gave me. Everything is working fabulously, but getting the things to disappear onMouseDown is a problem - it doesn't work.
Oh, and if I reference Target.prototype.onMouseDown and tell it it to this.unloadMovie, it unloads every single target on the screen instead of the one your mouse is actually over, making for a fairly... lame... game. I'm pretty sure it's because every single clip generated by the array is a Target prototype instance and so when the MouseDown occurrs, it unloads every Target movieClip. And I am using a hitTest in the Target.prototype.onMouseDown command, so that doesn't solve anything...
Is there a way to generically remove an object from an array? (maybe not using array.filter or creating a new array)
Example:
var arr:Array= new Array();
//create dummy objs
for (var i:uint=0; i < 10; i++){
var someObject:SomeClassObject = new SomeClassObject();
[Code]....
ive come across this method 'as' and I dont get it.I am following a tut, and i have an array with my objects stored in it(for reference to control these sprites).They are instantiations of my sprite class 'Ball.as'
Code:
for(i=0;i<3;i++){
var myMCs:Ball = myMCs[i] as Ball;
}
when I remove it - flash doesnt seem to mind its absence.
Just wondering...s it possible to create a while() loop with as condition comparing a value against all items in array?e.g.
ActionScript Code:
while(myValue == for each(var i in myArray)) {
//Do Something
[code]........
What I want is: when the "hero" touches an enemy, all enemies should be removed. The problem is that when the hero touches an enemy it only removes that enemy. This only happens when its inside of an "if" condition. I made another example using buttons and worked perfect. let me show you the examples: in this case I made a button to create some movie clips inside an array:
ActionScript Code:
i = 0
myArray = []
boton1_btn.onPress = function(){
[Code]....
in the dieEnemies() function it only remove the one enemy the hero is hitting. What should I do to make all enemies being removed?
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")]
[Bindable]
private var _list:ArrayCollection;
[code]....
I'm using the .unshift method therefore the newest values go into [0] and the rest are pushed down.
What is a good method to remove a value from an array once it has passed a certain length? For example i only want my array to hold 5 values.
Also, is there a method for clearing the entire array, ie removing all values? Or will i have to manually change all the values with a loop?
Is this the correct, most efficient way to recycle objects when creating an array of objects?
package com {
public class CreateList extends MovieClip {
//this is the object I will be recycling
private var newProperty:PropertyRow;
//this is the array I will use to reference the objects
[Code]...
iSo let's say I have three different arrays of objects, and I want to combine them into one sorted array. I want the order to be such that the items from each array are evenly distributed throughout the sorted array.
If there were 3 xItems, 3 yItems, and 3 zItems, the sorted array would have this order: x, y, z, x, y, z, x, y, z
HOWEVER, even if the arrays are differing lengths, I still need to make them alternate as much as possible. If there were 6 xItems, 4 yItems, and 2 zItems, the sorted array should have this order: x, y, x, y, x, z, x, y, x, y, x, z
I'm passing a Javascript Array() to Flash via FlashVars but Flash complains. Can you guys point me what am I doing wrong here?
javascript code
// array with the user defined cities
var usercities = new Array(
[code]......
I have some objects on a form with the following instance names:
item_box1
item_box2
The following code will NOT remove all objects with "item" as the first part of their name. Why and how can I fix it?
ActionScript Code:
for(var i:int=0;i<main.numChildren;i++) {
if(main.getChildAt(i).name.substr(0,4) == "item")
[Code].....
I once saw an effect on a flash add I wanted to try make myself also - the cursor makes a vake that blur out and disapear, much like the vake of a plane, just faster. The problem is I need to remove the vake when it has faded out, or else it just stay in the background and fill up forever! I know there must be an easy way for this. Can some of you tell me the best way here? I have attached the fla-file and scripts. You see a comment where I try to put the code...
View 1 Repliesi have two arrays of DesplayObjects and i want to add all the objects in the second array to the end of the first array, i knew that i just can just do a loop and puch em into the array, but i wondered if there was a simple function for doing this?
View 3 RepliesI have a Array of objects which is something like this :
SomeObject (Array)
[0] (object)
id = 1
[code].....
I have a BD return by PHP without problem : I have "all_good" and "no_good" If the variable change my condition don't change ..... why
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I am making a flash game. The game starts off running fast and smooth, however 15 minutes into the game it's noticibly slower. I worry that I am causing memory leaks by not removing objects from my game properly. I understand the whole garbage collection idea, but I still need confirmation.
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I have a class "Ball" which display graphical circle ball in random x&y axis and Ifade out it with Event.ENTER_FRAME and specify removeEventListener if it reach alpha<=0 .Now I made multiple object from "Ball" class. Now, In my stage it works nice but when I see my Computer Memory status. my current flash.exe is increasing memory rapidly. Is how to remove my unusual object from my Memory. So that it would not get hang.
View 2 RepliesSo far I have this squid-shaped MC floating and making bubble-shaped MCs which rise to the top of the stage. The bubbles get generated by following the squid's (x,y) cordinates. The whole thing looks convincing enough. The only problem is that as the memory gets full, the bubble animation degenerates, so I want to remove them once they reach the top. I figured I could use a removeChild() function tied to the same EventListner that makes them rise, but once removed it will look for the object again and throw an error. I know I'm missing something simple here, but I can't pin it down.!
Code:
var bubbleTimer:Timer=new Timer(1200);
var i:uint = 0;
[code]....
I am using a carousel (from Lee Brimelowe's tutorial) as the main method of navigation from my site's homepage. There are six icons in the carousel, clicking any one brings the icon to the front and some dynamic text and a button to navigate to a different page appear on stage. Clicking the icon again brings the icon back to the carousel and the text and button disappear.The site is multi-lingual (English, German, Dutch, Polish) and all text changes to the relevant language by clicking a flag button, including the text that appears beside the 'expanded' carousel icon - all of the data is loaded from XML files.
The problem with changing the language is that the entire carousel needs to be destroyed and rebuilt each time, as all of the data needed for it is only loaded on runtime. I have this 'kinda' working, the problem I am having is:If you change the language via a flag button when an icon is 'expanded' the dynamic text and button (theText and urlBtn) get 'stuck' on the stage and you have to do some clicking on the new carousel icons remove them - not ideal!Can anybody out there please advise me on how I would include some AS to remove these items too when the language button is changed?
I'm trying to remove simple objects from memory, but when I call removeChildren memory usage rose :/ And I don't why ? And how can I remove objects ?
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How to remove all flash objects from html with regex , code needed at c#.Regex will remove all html objects from html so there will be no flash based objects at results
View 1 RepliesI am creating a generic button that will remove items created dynamically in a movie clip container from memory (not just from the display list).
To track which item the user has selected for deletion, I have a click function that stores the name of the clicked object in a variable called objName. I then store a reference to the object itself in another variable called targetObj. I can then easily remove the object from the stage like this[code]...
On my flash application I am using the Google map API this creates a child object I have removed this on every other page with [code]...
View 8 Replies