ActionScript 3.0 :: Remove The Sprite On Mouseclick?
Apr 12, 2012
I am trying to spawn a sprite (which works correctly). But i cant seem to remove the sprite on mouseclick. I have my object called Cactus. It runs fine but returns an error when clicking.
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[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...
I'm using a Timer to load a different swf (into Sprite) every couple of seconds, it works great but I can't get the previous swf removed before the next one loads, heres the code (I know, its really basic)
I have a map with various regions as movieclips. When you mouse over a region, a sprite appears containing xml data. Among this data is a hyperlink. I want the sprite to stay on the stage until one of two things happens:
- you mouseout of the sprite - you go to a new region
That seems to be the problem. I've successfully coded the program to remove the child if you mouseout of the sprite. But if you go to a new region, it makes a new sprite and now you have two sprites with xml data on the stage! If I remove the child when you mouseout of the region, then the sprite won't stay on the stage for you to click the hyperlink. How can I make the sprite stay on the stage until:
- you mouseout of the sprite - you mouseout of the region IF you aren't on the sprite
I'm trying to have a bullet Sprite remove itself from the stage once it is off the stage, but Flash keeps throwing #1009 errors at me. I've looked over the code several times and don't understand what's wrong.
Bullet code: package { import flash.display.Sprite; import flash.display.MovieClip; import flash.events.*; public class Bullet extends Sprite { private var bullet_direction; [Code] .....
Error message: Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Bullet/DestroyBullet() at Bullet/BulletMovement()
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package { import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
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The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
Im currently making a game that has one of those old-skool Fallout maps (a world map where you click somewhere and the "you" marker moves there) that im trying to replicate.I already have the scripts ready for map interaction (using onhit here). But i was wondering if someone could help me with a script that works this way:
1. I have a movieclip (the character)
2. When i click somewhere on the map i want this movieclip to move there. Not instantly but moving over the screen to that point where you clicked.
3. I also want there to be passages that when the movieclip hit that movieclip (named hit for example) it stops dead and doesn't move (will be used on the map for mountains and such) and the player has to click somewhere else to move it that path (im assuming this will be something like onhit: hit - speed=0 something but im not a good scripter and it would had to be worked into the script.
4. ok this one is kinda optional but would be great! If it's possible to have it worked in the script that when the clip doesn't move (and is stationary on the map) the movieclip stays on frame 1 but when the movieclip is in motion (and moving across the screen) the movieclip is on frame 2 (and reverts to frame 1 when it's not moving anymore and so no)
and the last one has (without click, this one works very well)gotoAndPlay(2); i++ (but it gets i=0; on click)how can i change the value ? (and this way works very well on AS2)
I have recently made a piano in CS3 using AS2. The basic idea is that you can both click on a piano key and click on a key on your keyboard to hear the sound that particular key makes.Everything works just dandy apart from the fact that the sound doesn't seem to work at all.Below I have posted the action script (the comments are in Dutch) perhaps you'll need the FLA file as well.
Code: stop(); //Maakt een sound object en verbind het met de piano movie clip op de stage
All of my buttons load their respective external swf files. However, they load on top of each other. How do I set each button to UNLOAD the external swf's that have already been loaded by the previous buttons.Here is what I have now:
movieClip_1.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF); var fl_Loader:Loader; //This variable keeps track of whether you want to load or unload the SWF var fl_ToLoad:Boolean = true;
I have a most simple animation which I want to start on mouse click. I use CS5 and ActionScript 3.0. I have one layer where my animation is in, and an actions layer. When I add a stop(); at frame 1, the whole thing does not start. So far, so good. How do I tell Flash that it should then start the animation after clicking the mouse?I am a complete newbie but have tried since hours to overcome this problem.
'm putting together a flash animation of approx five productsEach picture is above the other so the flash file is tall roduct 1 at the top product 2 underneath 3 underneath that etcThe whole thing will scroll up and down vertically to display each appropriate pictureI need 5 buttons each one would move the strip of images up and down vertically to the correct location and I was wondering if this would be possible by using actionscript to move and define the position on the long strip of images.I.e when product 1 button is pressed, scroll the strip up to show product 1 picture. When product 4 button is pressed, scroll the same strip down to display product 4..For example, each button script might read something likeonRelease - scroll the image bar to y position(obviously a different position for each button)would this be feesable? I hope somebody understands what I mean, I've seen these type of flash 'portfolio' type scroll bars quite a few times but I'm not sure how to go about putting one together, is this the best way?