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'm using a class to dynamically populate menu items based on arrays. The menu has to allow individual chapters and lessons to expand/contract to display the slides within.
I'm trying to set it up so that when the user hits the Chapter or Lesson item, it rebuilds the menu with the appropriate Chapter/Lesson expanded. I've got that part working, but I need to remove the elements that were previously added using addChild, but I'm not sure how to clear all the elements from an object?[code]...
as you guys can see it addChild with dynamics and its not hardcoded. difference between adding a movieclip from the library and loading a swf external?
because i cant get this to work. Even tho my code does addChild and removeChild i get error-messages in the output. The movie works fine but it isin't a pretty code
I'm not even sure if the title reflects what I want to do. Here's backstory. I have a movieclip with 5 'holder' movieclips in them. They are my containers for dynamically added movieclips. The parent containers has an instance name of pyramid, the holder instance names are labeled after the 6 food groups, i.e., 'grainholder', 'fruitholder', 'vegetableholder', etc etc...The holders are within the pyramid container, instance names as above, and the pyramid container is added to the display list. I have a addFoodToPyramid() function which adds 'foodMC' mc's to their respective holders. So an [object Apple] will be dynamically added by way of pyramid.fruitholder.addChild(Apple). The function also adds a listener. Heres the call and the function:The call (I will use grains as example) is this:
addFoodToPyramid(grainArray, grainHolder, grainCounter); And the function is: function addFoodToPyramid(thisArray:Array, thisHolder:MovieClip, thisCounter:Number):void
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
Is it possible to have dynamic sprite names? For example if I am constructing a tile map from an array how can i give each sprite object a different name and referense it later?
my current idea is that I'll have a sprite as a swf. This sprite has 2 dynamic colors (if you don't know what that is, imagine a sprite that has a color depending on which team he is in, something like that). So I'll have 3 clips on 3 layers.
- non colour - colour 1 - colour 2
thing is, I don't want it to be solid colours. (and i'm not the artist.) Am I heading in the right direction?
I am building a long timeline (50-100 entries) dynamically from XML. An entry can have either text or image or both. They all have the same distance from each other but they have different widths. there will be a slider at the bottom to quickly bring the user from one end of the timeline to the other end.
It's an interface that's similar to the aiga design archives. [URL]
The main difficulty I see is to dynamically load content that is currently visible first and content that is 'offscreen' later (or even unloading it if it enhances performance, does it?) I could try to figure out the math... but I know from experience that I get major headaches from such undertakings...
The second difficult task will be to determine the width of all entries before displaying them.. Is there a way in as3 to find out how wide an image is before completely loading it? Hmm that sounds a little unrealistic, but I thought I'd ask anyway
I am looking for an as3 class or library that could assist me in building this, mainly detecting if an entry is visible or not, or even better which entries are visible or not. Has anyone seen any as3 libraries related to such an interface?
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:
[Code]...
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.
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:
Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
Is it possible to set the height of the sprite depending on the height of an textfield inside that sprite? I'm creating a box with a textfield inside it, but I want the box to be sized depending of how much text it is in the textfield..
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]
Ive got a question that feels like it should be easy but I cant figure it out. Suppose I have 2d grid of square sprites on the stage, lets say 20 by 20 (400 sprites). Another sprite moves accross the stage on top of the grid. The moving sprite and the 400 sprites below it share a common parent. So heres the question: How do I find out which of the 400 sprites the moving sprite is currently over? And heres an extra wrinkle: I lied, the sprites are not square they are of differing shapes so I cant do a simple math calculation.
All I can come up with is something like hitTestPoint(), but then I would have to call it 400 times wouldnt I? That is probably the most inefficient way to do things. Is there a function like whatsUnderThisPoint(p : Point) which will return a list of every sprite on the display list that contains p?
I've created a MovieClip that opens other MovieClips. These MovieClips are galleries with example of my art and such. Within these gallery MovieClips there is a "close" button, which is actually another MovieClip.
the problem
Everything works except that when I open one gallery, then close it, then open it a second time, the "close" button refuses to work.
I thought this was do to my incorrect use of removeChild, but now I don't know.
This is made slightly tougher by the fact that closing the gallery involves playing a closing animation, so first I put the removeChild on the last frame of the gallery MovieClip. That had the same result so then I tried it this way.[code]...
I'm using an onEnterFrame handler to load an external swf file which works fine at frame 190..
var fl_Loader:Loader;addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler); function fl_EnterFrameHandler(event:Event):void{ fl_Loader = new Loader(); fl_Loader.load(new
I can't upload the file here because it is too big but I will post the code and a tutorial link plus the problem I've been having.
What the code does is, it gets an image and places it on your stage. This image you place there is reduced in size and when you click on it, it creates a magnifying glass effect.
It works like a charm and looks very cool but the problem is that when I want to go to another page of my presentation, the image stays there, this is because of the addChild function I'm guessing.
Once again, no problem, I just added this to the AS code of every page : removeChild.
You've probably already guessed it, this only works when the child has already been placed. If I go to my intro page and I place the code there it will give me an error since the intro comes before the gallery code. If I don't put the code there it only works if the gallery has already been loaded and I click on pages that come after the gallery.
So what I actually need is code that detects if the child has been loaded or not and if it has, it should be removed, if not, don't do anything.
U can find all the code underneath, it's quite a lot.
This is the link to the tutorial : [URL]
ActionScript Code: ActionScript 3 Effect by Barbara Kaskosz. [url]www.flashandmath.com[/url] Last modified: September 30, 2008.
I'm trying to figure out why I can't remove the child of the meteors immediately after they have hit the planet or a building so that it would only damage the building once. When I try to just 'removeChild(meteorArray[k])' AS says that the 'object must be a child of the caller'. I'm not sure what that means, but I thought that the meteor was the child of the main document class.
I've created a MovieClip that opens other MovieClips. These MovieClips are galleries with example of my art and such. Within these gallery MovieClips there is a "close" button, which is actually another MovieClip.Everything works except that when I open one gallery, then close it, then open it a second time, the "close" button refuses to work.I thought this was do to my incorrect use of removeChild, but now I don't know.This is made slightly tougher by the fact that closing the gallery involves playing a closing animation, so first I put the removeChild on the last frame of the gallery MovieClip.[code]