ActionScript 3.0 :: Removing (deleting) Arrays?
Jun 17, 2009
not elements in arrays but arrays themselves;
I am generating lots of arrays in a for loop again and again.It it possible to delete these subArrays from the mainArray so that they dont exist any more?
Code:
var mainArray:Array = new Array();
for (var i:int = 0; i< columns; i++) {
var subArray:Array = new Array();[code]....
I forgot to write:I am pushing movieClips into these subArray in this same for loop and later on, I am removing these movieClips from subArrays, but these subArrays (after being cleaned) still remain in mainArray, dont they?
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[code].....
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[Code]...
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ActionScript Code:
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ActionScript Code:
function coinCollect(evt:Event){
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Jan 3, 2011
I'm trying to figure out if this is possible?lets say I'm trying to remove the value "3"
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Code:
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Mar 12, 2012
I can of course use removeMovieClip but I heard there was a more simple solution - attaching all of the MC's to another MC, and then deleting this MC would also delete all attached MC's. I saw some examples (starting with createEmptyMovieClip but I guess I'm having some problems with syntax.
ActionScript Code:
createEmptyMovieClip("movie1", this.getNextHighestDepth());
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...
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I have a question which probably isent to difficult.. im making a game in which there are some mines which chase a ship... these mines are created with
[Code]....
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May 25, 2005
Whats the AS for deleting a MC? I have a dragable box and I want to create a button to close it...but dont know what the action script is to delete the MC...do i need to use removeMC?
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Nov 26, 2004
im making a game in which there are some mines which chase a ship... these mines are created with
Code:
dot.duplicateMovieClip("dot"+currdot, this.getNextHighestDepth(), {_x:-100, _y:-20});
currdot=currdot+1
inside the dot MC there is a video , it blinks and roatates and stuff when its just floaring around , and when it hits something
Code:
if(this.hitTest(_root.ufo)){
_root.shieldCurr=_root.shieldCurr-_root.dotDamadge;
trace("hit"+this);
this.gotoAndPlay(73);
}
gotoAndPlay(73);
refers to the 1st frame of the explode animation inside the MC frame 1 to 72 is a looping animation now after it plays the exploding animation , i want it to be deleted ive tried a few different things like...
Code:
_parent.removeMovieClip(this);
which dont seem to be working. So id like to remove the movie clip from inside itself.
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Oct 11, 2009
I'm using Flash CS4 and I have to trim a .fla file down. I can delete the end frames no problem, but the first 600 frames that I have to remove are proving to be a nightmare. When I use the select>right-click>delete method it doesn't remove these frames, instead it removes the corresponding amount of frames from the end.
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Mar 12, 2010
Actionscript Code:
var gameObjectArray:Array = new Array();var gameTimer:Timer = new Timer(25);gameTimer.addEventListener(TimerEvent.TIMER, gameLoop);gameTimer.start();
[code].....
So every 25 milliseconds, a block is being created and it pushed into an array. The for loop cycles through the array and moves the x by 1 for each object in the array. If the x reaches past 300 pixels, then I want to delete the object from the game entirely. The way I'm doing it now yields an error, so what am I doing wrong and what should it look like inside of the "if (i.x > 300)" stuff?
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I found what I am looking for when I list all variables. I want to cut out the rest of the menus that create a fan of pages.I removed the SWF's from showing up. But I am still having issues with changing the nMenus = "14" which is the number of menus to show. I want to change the "14" to "9" so there are no spacing in between my 3D Pages.
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function countdown(){
timer--;
if(timer==0){[code]....
okay so there is my timer above, the timer counts down and everything else works exept for deleting the function at the end of the level, at the end of the level the script goes to another frame to show you have passed the level and then goes back to the previous frame to play the next level, all the new objects are made but the timer then counts double so its like the timer is running twice at a time so instead of counting down 1 everysecond it counts down 1 every half second, i have tried delete countdown();.i dont know how you actually make this work or how to go about it,
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Aug 26, 2010
I need to load and unload thumb buttons with images loaded in them. I load an xml, create the clips, then load the images into the clips.
When I remove the clips, I need to unload the loaders first?
Can I store references of the loaders in an array and use the array to unload them?
How should I delete the clips? removeChildAt()? Or use an array?
Here's relevant code:
Code:
function createScrubThumbs():void {
for(var i:Number=0;i<thumbsXml.thumb.length();i++){
var picHolder:ScrubThumb = new ScrubThumb;
[Code].....
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Is it possible to write some code that would search to see if a NetConnection and a NetStream object exists in the scene, and if so to delete them (or *.close(); or whatever)? I would like to be able to 'see' (with traces) these 'non-visible' sorts of objects to have a better handle on when/how/where these things are created .The same goes for all of these *.addEventListener's that I keep creating all over the place in AS3.Is there a way to step through all these 'hidden' objects in a scene and get some sort of status on them?
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Oct 10, 2011
I think I discovered a bug. Say this is a line with anchor points:
x---x---x---x---x---x---x
And this is what I want to achieve using the Delete Anchor Point Tool:
x-----------x-----------x
Then this is as far as I'm actually able to get:
x-------x---x-----------x
Because for some reason, if I delete the 2nd anchor point, the 3rd will be deleted too. I can, however, delete the 3rd without deleting the 2nd.
It is only after I've moved the 3rd further away that I'm able to delete the 2nd, but this gets tiring after a while.
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