Actionscript 3.0 :: Remove / Delete Frame To Avoid Redundancy
Aug 2, 2010
how to Remove/Delete Frame Using ActionScript.. im creating a random Question Using Flash CS4, and i want that after the question it automatically deletes to avoid question redunduncy
I was wondering how to get my code to delete/remove the last movieclip'cause whenever I go to the gameOver frame the loop to remove all the movieclips leaves out one.
ActionScript Code: function removeEnemies(spike) { for (i=0; i<count; i++) { _root["spike"+i].removeMovieClip(); } }
I have this class below I created that shoot's balls at the screen when a user clicks either the A or B button on their Wiimote. When it hits a target, which is detected onBallEnter-it then finds how relative the scaling is and if it's equal or greater, it removes the Event Listener, and removes the child from the parent object. Unforntually, It does neither. When it hit's this section it deletes the target (which is shot at by the ball), which is referenced at target.terminateObject(), but it does not delete the ball or remove the listener.
I am basically creating an application that prioritizes jobs listing, so far I can assign a task priority, description. So basically once the task description and task priority is chosen, the user will click the add button, and this will be stored in the database and on the screen another mc will appear where the created priority and description assigned will be display. In the mc there will also be a delete button to remove/delete the task. What code could I use to remove the task...
So far I have typed the following mc.task_mc.delete_btn.addEventListener(MouseEvent.CLICK, onDeleteClick); private function onDeleteClick(e:MouseEvent):void { }
What I'm trying to do - remove/delete a movie-clip once a button has been pressed (Selling a tower)My problem - Is that from my limited knowledge none of the following work.
removeChild(myTower); Turret.removeChild(myTower); - (trying to reference the class of the turret so that it can access the movieclip) Turret.parent.removeChild(Turret) Turret(root).removeChild(Turret)
This function is placed in the first frame of the source.fla where all main functions are.The turret has its own class defining its properties and such.Basically what i want to happen is when the button function is activated to remove the movieclip Turret and the class from running.
I have a simple script that rewinds a movieclip I made. In the movieclip there are two stops. The movie plays fine and stops at my stop();s when it's going forward. But when it moves backwards, it doesn't respond. What do I need to ad to make this stop at my stop();s?
Code: function playBackwards(mc){ mc.onEnterFrame = function() {
I am working on xml-flash entegration. I have a one problem I connect to xml file and load all data into the xmlLoader variable. xml file contain below codes.
I have 3 frames each with a movie clip called map_mc. Each different map_mc have different objects that call the CollisionDetect class. Heres whats happening. objects from frame 1 will start freaking out when I goto frame 2. How do I remove only the event listeners from objects only on frame 1?
I have been trying this.currentFrame but the problem is that all the objects are inside map_mc on the first frame so no matter what it will always be 1. On the other hand MovieClip(root).currentFrame will always give me the current frame but wont tell me what the objects frame is relative to the stage.What I want to do is have something to this effect:MovieClip(root).this.currentFrame would output that this object is on frame 1 and MovieClip(root).currentFrame will tell me that the stage is on frame 2 so I can remove the listeners accordingly.
okay, in my game, at the end of a level, the player runs into a finish movieclip, the problem is, when the player goes to the next frame, it brings the finish movie clip to the middle of the stage, i tried to remove the movieclip but it dident work, also i have the finish movieclip in the next frame, just in a different place
Flash will automatically remove the objects that you added onto the stage when the frame changes, but leaves all the objects created by actionscript. cleaning them up/removing from stage when the frame changes?
i have As code with functions on frame 1-6 i want on frame 7 to have a clear code that will remove all the functions from frame 6. I need only the AS code to be cleared on frame 6 no where else... so the functions that are there no longer work in the rest of the animation.
I got these four errors when I tried to create a button on the stage that would delete the text I inputted in the inputtext(ti). Based on the scripts I have and the errors, what should I write to create the delete button?
I am implementing a flex auto-suggest combobox - as the user types in each character: Consider the string 'Stackoverflow' and user input = 'st'
1) the data provider is filtered to show all items starting with 'st' 2) text is set to auto-suggest string such that the un-typed part is highlighted.
So for instance, the combobox text may contain st'ackoverflow', where 'ackoverflow' is highlighted using setSelectedIndex()When I hit back-space or delete, and check the 'this.text' value, I expect that the last un-highlighted character ('t' in the above case) gets deleted and the data provider is filtered to show all items starting with 's'. However the text property contains 'st', as before
I use Flash MX and I'm beginner. I have movieclip "dot" at Frame 85. I have in Actions of Frame 85 the following:
i = 1 ii = 100 while(i < ii){
[Code]....
I need to stop (remove) all movie clip instances (created with duplicateMovieClip) at frame 120. I suppose that I should use removeMovieClip();, but I have no idea where and how to use it.
I have been busy working on a small mini game, in which has several other mini games such as Memory. The script itself is working fine and the game works as it should but the problem with it is, whenever I decide to go to a new frame (and end the game before someone has really found all the answers) the cards stay, so they are visible on the other frames aswell.
Now I have been trying to remove all the childs whenever its on a new frame but I just can't get it to work, I hope someone on the Flashkit forums is able to help me out with this.
i'm using as2. How do i delete these snowfalkes on a certain frame? i'm creating the snowlfakes using an array on frame 40. I want to get rid of the frames around 60.
I have this function in my 1st frame Code: Select allfunction DisplayPic(evt:Event):void { if (typing_txt.length==10) { var pic_mc:MovieClip = new MovieClip(); var temp_mc:MovieClip = new card(); pic_mc.addChild(temp_mc); pic_mc.x = 316.8; pic_mc.y = 244.8; addChild(pic_mc); stage.removeEventListener(Event.ENTER_FRAME, DisplayPic); } Isn't the event listener removed? When I use gotostop ("frame5") it still works in the 5th frame and the pic_mc will still appear on "frame5". May I know how to remove all the functions and the pic_mc on "frame5"?
I have follwed the 3D Carousel tutorial..which was very good. The problem I have is that I would like to remove the carousel in frame 20 as this is a new page and I have included frame labels. But this carousel continues to play throughout the flash file.
I'm having difficulties removing a movie clip that i attached early on my first frame. I would like to remove it later on my fifth frame.
Here is my code on my first frame Code: for (i=1; i<18; i++) { this["play"+i].iD = i; this["play"+i].onRelease = function() { _root.currentItem1.swapDepths(300); [Code] .....
I'm initiating my migration process from AS2 to AS3 .After reading A LOT of tutorials and, of course, pretty much everything that mister senocular wrote I finally got something going Well until this pickle[code]...
How to remove the application frame in flash cs5? It is a waste of space for me and i want my old interface back. In photoshop it is under window > Application Frame. Flash has no such option. Or does it?