ActionScript 3.0 :: Using GetChildAt With A Sprite Conatiner Is Removing A Child From The Container
Jan 9, 2010
I am trying to get an image object from one sprite container and adding it to another sprite container. But when I use GetChildAt for this, it will remove the object from the parent sprite and place it inside the other.
I am trying to get an image object from one sprite container and adding it to another sprite container. But when I use GetChildAt for this, it will remove the object from the parent sprite and place it inside the other.
I have created 2 sprites each containing a dynamic text field child. I then add this as a child of the stage. (I have done this in order to make the text clickable with a hand cursor on mouseover)It loads in fine, I just run into problems when trying to REMOVE it the sprite containing the text."ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller."Sections concerned in red:
I am facing a issue in Flash container. I am having a project which has main container which call different SWFs into it. Now I call this main container file into another container, and their problem starts. Many option doesn't work properly which generally have _root, _parent etc...
If I want to run project (main container SWF and child SWFs) into another container file which place on a website. I want to show whole project from this container file so what I need to do?
Am I missing something or it is just flash? Well I have a PlayerVideo which extends Sprite and have 3 children:1. flash.media.Video2. flash.display.Sprite as PlayPause button3. flash.display.Sprite as MuteUnmute buttonThe thing is that when I have video attached to PlayerVideo, button mouse events are not working, when not Sprite buttons are working okHave anybody ever had something similar ? Mybee some workaround?I have tried wrap with MovieClips and Sprites, but it is the same effect,
I am having trouble determining where to add my removeChild() statement to clear multiple movieClips from a container mc. I know I need to determine if the container movieclip contains anything. I don't know how or what I should put and where to put it. If I can determine if my container mc has movies in it, I am assuming I can just declare it again (i.e
PHP Code: panel= new MovieClip(); )to clear it. Am I correct?
I know this might seem like such an easy issue and I can't understand why I cant figure it out but none the less I can't and I've just about given up. Here's the issue:
I have a sprite container which is supposed to hold a bunch of thumbnails to videos. I am able to populate the container with all the videos and the whole works but obviously if I add a bunch of videos its going to exceed the size of the flash document so I need to add a UIScrollBar (which I did) now the scrollbars target is set to the container but isnt allowing me to scroll and if im correct this is because the container doesnt have a set height. So Im trying to set the height of this container but the second I try setting the height or even width all my thumbnails I used to be able to see are gone! It's as if the size is being set to 0 when its not I've even tried to set it to a specified size just to test and nothing.
I have stuck a bitmap into a display object container (Sprite). On a given mouse event (i.e. mouse click), I would like to display the x and y coordinates of the bitmap. However, I've realized upon clicking on the bitmap, the event is only recognizing the higher level Sprite container. I suspect this could be attributed to the simple fact that bitmaps are not InteractiveObjects.If it's I have attached the code. I am loading a master image and cloning it to produce a thumbnail image (bitmap). Mouse events with the container holding the master image recognize the image itself while the container holding the thumbnail only recognizes the Sprite container.
Code: var ldr1:Loader=new Loader(); var url1:URLRequest=new URLRequest("PhotoGallery0/picture0.jpg");
At the moment when I click on the continer sprite, both mouse events are bringing triggered, from the stage and the container sprite. How can I make it so I only get the object I'm clicking on and not the stage as well??
I have several images loaded onto several sprites from a loader such as var pict:Loader = new Loader(); ur = urlAddressStringHere; var re:URLRequest = new URLRequest(ur); pict.load(re); pict.contentLoaderInfo.addEventListener(Event.COMP LETE, lo); function lo(event:Event):void { mySprite.addChild(pict.content); } The problem is removing the content or the sprite using removeChild. I am unable to do either and do not know what to do.
I am loading thumbs from an xml file and placing them into one container (sprite), which i later use for scrolling based on mouse position with this formula:
However, either I'm declaring my variables at the wrong bit/way or there is another problem, as I have been able to add the child I want to from the display list (sidepoint: is it right to call the display list everything in the library on stage at runtime plus those things you have exported for actionscript usage??!)...but when I want to remove it at the next cuepoint nothing happens. I feel this is a basic principle that is alluding me here.
Code: vid.addEventListener(MetadataEvent.CUE_POINT, cueText); function cueText(e:MetadataEvent): void{
I have a tabbar whose dataprovider is a viewstack and the viewstack contains a group of vbox containers. I am trying to hide one of the vboxes based on a certain condition but the tabbar still shows the corressponding tab for the hidden vbox. I set the visibilty and includeinlayout of the vbox to false but the tab still exists.
var ZombieInstanceTimerL:Timer = new Timer(8000,60); ZombieInstanceTimerL.addEventListener(TimerEvent.TIMER, ZombieTimerLfunction); ZombieInstanceTimerL.start();
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Basicly im first setting a timer of 8 seconds for a zombie to sprawn then it sets the properties and then using the addChild method it adds the zombie every 8 seconds. then i made the zombie move but as if it hits the character i make it stop and go to the attacking scene which is frame 4 and then when it isnt hitting it, it goes back to frame 2 which is walking,, then i made a Zombie death code which works by in the zombie attack class it has hittests for all the weapons and it reduces a varible in a GlobalVaribles class the varible is called ZombieHP and here it says if ZombieHP is below 1 it should go to 3 which is the death scene and add a point to the score but the hp and gotoAndStop affects all of the zombies so when it hits one they all die how can i make it so only the one its hitting can be affected..
I am loaded images into a container that is being displayed on a map. I've created a string of my images names and am looping a loader to load each image and add them to the container.
var overlays=["compsmall.png","compsmall3.png","compsmall3.png","compsmall4.png"] var overlay_container:MovieClip= new MovieClip(); function calloverlays():void
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Once all of my images are loaded into the container overaly_container how can I call on a specific child of the container? For example how can I call on compsmall2.png once its been loaded into overlay_container?
I place these images onto a map by placing the whole container at the correct location. I then turn layers on/off by adding and removing the children within the container. This is why I'd like to specify a specific object in the parent.
i have created a couple of buttons at run time in flex. when i click on one button using event.currentTarget property i can change its properties like x,y,label etc , also i can get its index. Now i can found the next child index too but how can i change the properties of next child using its indexCurrently i am using getElementIndex(Button(event.currentTarget)).x for changing its x coordinates. Need to change the coordinates of the button next to it.
I am trying to add a comboBox to a sprite as a Child. For some reason after adding the comboBox to the sprite, the height of the sprite gets bigger. I attached a copy of the code below. Is this a bug?
I don't understand about the qualities of a sprite, but why does this trace as undefined? item is a movie clip and businessCard is a sprite which contains a movie clip.[code]
I've run into a problem when trying to move one of my sprites from the stage when it dies.So far what I'm having to do is call the Death method from the main class, which then goes to the Enemy Class in order to play the animation, once the animation has reached the last frame an event is triggered which is situated in the main frame which then removes the now dead enemy from the stage. However it doesn't appear to be able to target the child which I want removed =/Main Class:
Code: private function hitCheck(e:Event = null):void{ var samuraiPos:Number = SamuraiChar.samuraiPos();
Have a rather bizarre issue with Flex throwing an error when teh application is running in the background. I use Selenium and SeleniumFlexApi to run various tests against my app. If the browser window is in the foreground or any part of it is visible to teh screen, the test pass as expected. However, if the window is in the background and not visible, I am getting the following error in 1 part of my app.
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. I have a VBOX that creates a number of children and then upon creationComplete(or UpdateComplete, I've tried both) it then needs to remove any of the children that are not visible. Each child has a listener for CreationComplete which checks if the child is visible and if not, adds it to an array which is iterated over when the parent UpdateComplete is fired. I cant seem to find any reason for this behavior and am curious if its an issue with the Flex Component LifeCycle.
In my document class I have assigned the root of fla to theRoot movieclip as theRoot = MovieClip(this.root); And as my program proceeds I have added several childs to theRoot. Now at the end of my program I need to delete all the childs of theRoot. So,how can I do this without individually deleting single childs.