ActionScript 3.0 :: Way To Clear Out All TextInputs?
May 21, 2009
I am creating a wizard-like form. At the end, I give the users an option to start over.At this point, I want to blank out all TextInput fields in the application.I wrote some code that does the trick, but I am wondering if there is a better way?
Code:
private function clearText(obj:Object):void{
try{
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
I have a project I am working on in which I would like to teach how to cash a scratch off card. I have made the scratch and made it so it will "scratch", however my masking technique seems to not be working how it should...
The idea is that the user would "scratch" the card and then hit "Next" after that it would load a new frame (Progress Bar would move) and then do what they need to on that frame, and so on.
However it would seem that Flash is keeping the users "drawing" and still allows them to draw after the first frame, which is not what I want.[code]...
this might be a very simple thing to do, buuuut... I've got two UILoaders on my stage, when you click various buttons it makes various pics appear in them, I want to put a button on my main stage that would clear the images out of the UILoaders when it was clicked, and would just leave them blank. Is this possible?
I'm doing 3d gallery in AS3 and i have run in to huge problem. After ActionScript creates 3d sphere it doesnt go away no mater if i go forward or backwards in timeline.
At the moment I have Clock and if I start it a message appears just above the clock saying "Timer started" and if I press the stop or reset, another message appears saying "Timer stopped" or "Timer reset", the only problem with it is that the previous message(s) are still on the screen.
I have an example attached below. I am wondering is there any way to get the textfield to refresh/remove the previous message before showing the current one?
I've got a video page with an XML based playlist all contained in one swf. I can us flash vars to load in variables to the swf to make it play a specific video (eg.[URL]), if you would like to link directly to a video.Is there a way that when i than click to play another video from within the playlist, that it would also clear the variable from the URL? Or have it update the variable (so it would switch from ?vidID=13 to ?vidID=20 for example), and do so without reloading the swf? (the swf loads with a main video page, which lists new videos etc., and than you can choose videos from the playlist)Right now, when you direct link to a video, than choose another video to watch it keeps the same video ID within the URL... which can be a problem if people just copy the URL thinking that is the correct one.
it looks like the problem is that the interval has not been clear so every time i click away from my slide show (for example navigate to my contact swf) and then come back to the slide show the pictures keep looping on top of each other and fading at the wrong times too.
var id, current; var k = 0, p = 0; var slide = 1; function loadXML(loaded) {
I have two key frames on the Stage. The first one is empty; the actual movie starts from the second frame. Under some circumstances I have to clear everything on the stage and reload the movie. I remove all the movie clips and go back to the first frame. Unfortunately, it doesnt work with components. Can somebody tell me how I can remove everything from Stage? I tried btn.destroyObject(btn._name) but it seems it doesn�t work (the object cannot remove itself). And after several times I move back to the first frame, the components go broken
I have a mp3 player in my site and i have 4 difrent albums in 4 difrent XML files..how to unload-clear XML.When i stop sound and try to load new XML it still play songs from previous XML file
I have to input feilds. Inside the feilds (through variables) I have "username" writen. How can I clear this feild when the user focuses on the feild?In a frame script I have:
if (selection.getFocus() == _level0.loginPageMC.userTxt) { userTxt = ""; }
I have an external swf that plays an intro in multiple frames of various actionscript fade ins and fade outs. I use a setInterval command on frames that I want to stay up for a period of time:
I'm doing a simple navigational menu and the idea is that when you rollover certain buttons, a linked movie clip appears in a certain spot and any other linked movie clips disappear off the stage. I heard about a bug with AS3 in CS4 and tried the following method but it's not working. All the movie clips stay on the stage. Nothing disappears. Where am I screwing up?
how do I remove objects, in this case of the LoadingItem type loaded by Bulkloader from an array that I've put them in, so that they are being cleared from memory. It doesn't seem to be sufficient to use removeAll or even clear the bulkloeader instance,
I have a file where user chooses xy cordinates which display in text box.... which is workin, but I want to have it only appear inside a box area? ie choose once only inside box area - once outside i want the mouse to behave as normal (no new pointer no xy tracking) not sure what if statement would work ?
onClipEvent (mouseDown) { duplicateMovieClip("../cue", "cue" add n, n); setProperty("../cue" add n, _x, getProperty("_level0",_xmouse));
I have several movie symbols with a different bitmap in each keyframe. Since they move too fast to match the other symbols, I want to put clear frames between each keyframe. So far I have just been clicking each keyframe and hitting F5 several times but I thought there might be a better option.
Is there a way to automatically add a number of frames between each keyframe?
I use xp with windows 2000 and firefox.This is used for facebook games and have been advised to clear the Flash cache. Found the page with the information on it but it doesn't make sense where to start the process.
A new glitch (amongst the millions I already have) in CS4, is that recently i will be unable to clear keyframes. I usualy do this by selecting the keyframes in the timeline, right clicking and selecting 'clear keyframes' but it's greyed out frequently, I can't work out why this is and I don't know of a cure/ work around for this? I tend to just go in and out of symbols until it works. this is sucbh a pain.
I don't want Flash to store the video and image files it pulls in when I test publish the swf. Somewhere it's keeping those files in cache, making it impossible to test a realistic download situation ( such as loading indicators, buffering bars, etc ) because the 'loading' file is immediately available in its entirety due to being stored in cache.
I am making a flashcard game with five subjects. It has buttons for moving forward and back,and buttons for switching to another subject The card instances for each subject are stored offstage, in separate frames (five in all), and their names are stored in arrays (five in all) Each time a button is pressed, the appropriate card tweens onto the stagepoint were still visible (not sure why, since the menu's on it's own frame), so I wrote a function to clear everything offstage whenever the menu button is clicked.My problem is weird: if you are in the math subject, switching to geography returns this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at flashcardapp1_fla::MainTimeline/frame3() at flash.display::MovieClip/gotoAndStop()
I have an issue with downloading an image from a URL that is not getting updated at runtime. I'm using a URLLoader to download the file initially at the start of the app from some URL, then later on there is a call to the server which re-compiles the image into something else. After that the image is being downloaded again from the exact same URL, but as far as I can tell it's not getting the updated version, but is getting it from the cache that flash creates.
If I restart the application after doing all of this it gets the correct image when it downloads at startup, but I cannot for the life of me figure out how to get it to download the correct image at runtime. Does anyone have any idea how this can be accomplished?