Flash: `sprite.visible = False` Doesn't Hide Sprite Immediately?
Apr 4, 2011I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:
[Code]...
I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:
[Code]...
I have a combobox in a view that receives information about application state changes, and then is supposed to show or hide it's children based on the whole application state. It receives state change messages, it traces the correct values, it does what it's supposed to do, however, it just doesn't seem to work. Essentially, all it needs to do is hide a combobox during one state, and show it again during another state.[code]
View 2 RepliesI am trying to create a sprite in Actionscript 3 using Flash Professional with fixed width and height that contains a list of TextFields that scrolls up and down. I want the highlighted textfield to be fixed focus with the text that goes out of the sprites bounds to be invisible. I am new to AS3 and tried to set the width and height of the sprite but it did not work. I would do this with CSS by having a with a fixed width and height and setting the overflow property to hidden.
View 2 RepliesMy question is: Set parentSprite.visible = false will make all children in parentSprite all invisible, right? And is there any way to just make parentSprite itself invisible without effecting it's children?
View 2 RepliesI'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.
I'm trying to get a simple AS3 app up and running, and for some reason, I cannot get a sprite to show. At this point, all I want to do is get a red sprite to fill the stage.
public class Main extends Sprite
{
public function Main():void
[code].....
Given this:
PHP Code:
var container:Sprite = new Sprite();
var _myriad = new _Myriad();
var tff:TextFormat = new TextFormat(_myriad.fontName, 24);
[Code]....
...why is it that I can see my text when I do this:
PHP Code:
addChild(tf);
but I can't see my text when I do this:
PHP Code:
container.addChild(tf);
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 created a new AS3 document (550px by 400px) and added the following code to the first frame.
However, when I run this, I see nothing painted on the screen at all, the screen remains completely white.[code]...
[Code]...
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?
Both of sprite.width and sprite.scaleX can be used for scale a sprite. Is possible sprite.scaleX depends on screen size?
View 2 RepliesIt has been a great resource of the years. No my problem. I am trying to dynamically resize a sprite that has a line drawn into it. Here is my code:
[Code]...
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.
When I add a DisplayObject to a DisplayObjectContainer (e.g. a Sprite to a Sprite) in a function, it seems that the DisplayObject is actually added not immediately, but after finishing the function.[code]...
View 4 RepliesEverytime 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)?
View 4 RepliesIs 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..
View 9 RepliesTextFiled is not receiving mouseEvents, coz of the sprite on top:
[Code]...
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
[code].....
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]
View 1 RepliesCode:
my_Dyn_Txt1._visible = false
cb1.onRelease=function()[code]....
When the checkbox (cb1) is clicked the "my_Dyn_Txt1" is visible. The problem I'm having is - when I move forwad and back in my frames the checkboxes which were clicked are not visible due to
Code:
my_Dyn_Txt1._visible = false
How can I make ("my_Dyn_Txt1"), a clicked checkbox STAY VISIBLE even after I move forwad and back in my FLA frames?
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?
If I have a MovieClip with its "visible" property set to "false", would it aid performance to "stop()" its timeline? Or will that have no effect, since its not being rendered, anyway?
View 3 RepliesWhen I add a DisplayObject to a DisplayObjectContainer (e.g. a Sprite to a Sprite) in a function, it seems that the DisplayObject is actually added not immediately, but after finishing the function.
See this example:
Code:
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
[Code].....
So we have a simple green button, and when it is clicked, there's a red Sprite constructed and added to the stage. But actually the red Sprite isn't visible until the onClick() function has been fully executed.
Why is that and what can I do for the red Sprite to be visible immediately?
Is there some (for the developer invisible) global paint() or update() function, that is not executed until some stack is fully executed or something?
Here is what I want:
1) a sprite with a rollover/out tween, going from alpha 0 to 1 on rollover, and back to 0 on rollout (let's call it "containerSprite"). That part is cake.
2) another sprite within the container (let's call it "closeButton"), that goes along for the ride (i.e., its alpha gets tweened along with the container). That's easy enough to do by making it a child of "container". When I say it is "within" the container I mean in terms of x/y.
3) when I move the mouse within containerSprite and onto closeButton, I want the container to stay visible (easy enough by setting mouseEnabled or mouseChildren to false). But I want closeButton to respond to mouseDown events, so I can't set it to mouseEnabled=false, nor can I set containerSprite.mouseChildren=false.
4) there will be several other sprites within the x/y of containerSprite, each with their own rollover/out tween. The catch is, when the mouse is within containerSprite and rolls onto one of them, the alpha of containerSprite SHOULD tween out (unlike when rolling onto closeButton).
For the life of me, I cannot get it all to work. I can get the desired behaviour in (4) easily enough, either by making the other sprites (mouseEnabled) children of containerSprite, or by making them siblings of containerSprite but higher in the display list. But the desired behaviour in (2) and (3) is vexing me: if closeButton is a child of containerSprite then its alpha tweens along with containerSprite (desired), but because it must be mouseEnabled, moving the cursor onto it triggers containerSprite's rollout event (undesired). If instead it is a higher sibling of containerSprite rather than a child, it has the same problem: if it is mouseEnabled, moving onto it counts as a rollOut event for the container. It seems like the solution ought to be easy, and I'm just missing something that is in plain sight.
I am completely in the woods here - i have a sprite with a shape drawn in there (there are two different sprites in the example.) At any given point, I need to get the x and y value of the topmost point of the shape. The sprite does rotate so it's going to change at any point as well. I don't even know where to begin here
View 2 RepliesI was just wondering is it faster and better practice to remove stuff that is invisible from the displayList.
e.g if i have 100 objects that sometimes are visible, sometimes are not. would removing the objects from stage give any speed boost compared to simply setting them visible=false;
Im trying to hide components and other stuff using either the
._alpha = 0;
or .visible = false;
although when its on a flash component it wont hide?
Im trying to hide components and other stuff using either the
._alpha = 0;
or .visible = false;
although when its on a flash component it wont hide?
You can create a movie clip within the Flash Pro interface and then use it with actions script. But how do you create a sprite element in the Flash Pro interface (by that I mean creating it without using action script)?
View 3 RepliesI am developing a flash application required me to have a rotational sprite object cycling around the 3D space. I saw a MovieClip has a z-index that can be used as z coordinates in 3d space but couldn't find it in sprite object. How to I get around with that.
View 2 Replies