Actionscript 3 :: Duplicated A Swf Loaded With LoaderMax
Jul 20, 2011
i'm trying to duplicate a swf loaded using greensocks LoaderMax but i don't seem to be able to
i'm using the following code:
private var _assetCache : Dictionary;
public function getAssetById(assetId:String):DisplayObject
{
var asset:DisplayObject;
[Code].....
if i simply return the asset from _assetCache (which is a dictionary) without duplicating it, it works and traces as a MovieClip but when i try to duplicate it, even though the traces tell me that the duplicate is a movieclip. Note the clip being loaded is a simple vector graphic on the stage of the root of the timeline
I'm loading an image into a blank_mc within a movieclip called 'background_mc' using the MovieClipLoader object; when the onLoadInit for the MovieClipLoader object is fired, i then attempt to clone my 'backgound_mc' object and the loaded image it contains so i can do something with it (i,e a funky masky/blur thing, not important right now)I'm successfully loading my image into the blank clip within background_mc, the onLoadInit behaviour fires and duplicates background_mc once the image has been loaded, but in a disappointing turn of events, my clone of background_mc no longer has an image attached, and has instead reverted back to it's original form, just as ti was before it had the jpeg image loaded in.
I don't know how to add buttonMode true in my gallery and somehow it doesn't loop for all the images in XML. it starts not from first image, it starts from secondI used a snorklTV tutorial (Bullet-Proof TimelineMax Transitions) for my gallery animation.Code is in class "main"
I have the following problem. I wanna load 3 pictures to the stage using LoaderMax. Their path is stored in an array (urls), and finally I wanna have all their displayList objects in a new array called pictures.here's my code:
var urls:Array = new Array("../data/bild1.jpg","../data/bild2.jpg", "../data/bild3.jpg"); for(var i:Number = 0; i< urls.length; i++){ var loadery = new ImageLoader(urls[i]);
I have a quick question. I have created a quick gallery page/swf that uses Greensock Liquid stage/area etc that re-sizes the content upon browser re-size (keeps proportion).
My problem presents itself when I apply a external loader to load the swf using LoaderMax. I'm using the code available on the site and replaced the areas with my titles - yet when I load in browser it displays very small (the size of the external loader stage), and doesn't use the liquid stage within the gallery/page swf. Any ideas as to why? Do I have to add another liquid stage to the loader swf and attach the content?
I'm actually creating a pretty simple banner that needs to stay under 40k size. I'm trying to load and unload an external .swf to my main swf file. So far, I only managed to load my external .swf, without finding a way to make it appear and disappear at specific frames (the external .swf shows up directly at frame 1, then when the animation loops over, it stacks over and over).
I read some things about onEnterFrame and counters but still wasn't able to solve my issue.
Here's my actual code. It makes the "horse.swf" file (located in the same folder as my main swf) fades in into my main swf after it has been loaded.
By the way, I used The LoaderMax system from greensock. because it seemed lighter and easier to manage than the native Adobe Loader one.
I have a bit trouble with LoaderMax memory occupy, i have a queue, and i am keep loading images depend on user's action. if they click load more and it keep load, but i would like to clean the memory which been occupied by the previous queue (i have remove all the children been added by the loading previously). is there a way i can do it? the behavior like this.
the boxes are being added to the ready queue. what i want is that as soon as the box reaches to the right most position, i want a motion guide to follow, that is that the box should then enter into the CPU box and stay there for a specific point in time. this time will be determined by the burst time input.i only want the motion guide to happen to 1 box at a time when it reaches the right most position alont the queue.how will i be able to do this
I want two duplicated clips to do a hittest on each other. Anasteroid and a laser. I can use this. on one of the objects but howdo I pick up the name of the other object - it could be anything from
Is there a way to link duplicated movieclips to the library? Because I need to attach these duplicated mc's to an other mc. So my problem is that I don't have a linkage identifier?
the "app" allows you to drag various movieclips onto a mc. On release the movieclip is duplicated.The question is: how can I set the parent mc of the duplicated mc? In this case the movieclip should be attached to "videoArea" SNippet
Code: if(this.hitTest(videoArea)){ var duplicate:MovieClip;[code]....
I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top). I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I search my problem in this forum prior to writing this. I got a thread that explains exactly what I needed to know; however, it doesn't work for me...I am trying to mask a duplicated mc.I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top).I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I have tried using counters but didn't work.What i'm trying to accomplish here is to remove var b when a user choose another item on myComboBox subsequently, so that the selection before will not appear on stage...
Error received: TypeError: Error #2007: Parameter child must be non-null. at flash.display:isplayObjectContainer/removeChild() at main_fla::MainTimeline/changeHandler()
I am trying to get some actions on a duplicated MovieClip Now what I got is something like this:
Actionscript Code: I have some loop wrapped around this so the 'i' changes.duplicateMovieClip("target", "new"+i, 100+i);// I use 'i' because i need a few of those...for(i=0;i<somenumber;i++){_root["new"+i].onEnterFrame = function(){//actions}}
And it won't work. Logically it just makes MCs "new1" "new2" "new3" and so on.And then it checks for those.If i put a MC named "new3" on stage, it works. I guess i'm just stupid and doing the duplication wrong or something.
I'm getting frustrated with a project I'm working on. The problem I'm having now is trying to make a breadcrumbing list that is masked within an area like below.
Each breadcrumb is a duplicated movieclip that adds new text and resizes to fit the text as needed then moved over so that it is spaced evenly. All is well until the next duplicate which is beyond the mask area. When a duplicate is found to be beyond the right edge of the mask area, everything moves to the left so that the new duplicate will fit in its entirety. The whole thing blows up and releases all of the previous movieclips from the mask layer like below. I am using CS3 Actionscript 3 Publishing to Player 9.
I am an newbie trying to take an existing Flash game and modifying it for my own selfish goals. I am duplicating symbols and trying to preserve all of their actions so that I can then swap them out for my own symbols. When I swap, actions are preserved, but I have run out of symbols to swap, so now I am trying to duplicate the remaining symbol so I have more to swap with, but when I duplicate the actions are lost. I have adjusted the actions code to accommodate more symbols ( or at least I think I have)
I have attached a duplicate movie script action on a button to create a new copy of the clip (F900) with each press. This seems to work well; however, I can not, for the life of me, figure out how to create the script to remove the duplicated movie clipHere is the script I am using for the duplication and I did also attach the fla file:on (release) { _root.F900.duplicateMovieClip ("F900_"+"x", x ); setProperty ("F900_"+"x", _x, 300);setProperty ("F900_"+"x", _y, 200); x++;}Once I figure this out I would like to add different aircraft to it but that is not terribly important right now.
I have the same f() in frame 1 and frame 2, and when I play the movie again, it says f() dupliicated.How can change it in the second frame, not to be the same. Here is the f()
function onEnterFrame(event:Event):void{ domystuff; }
I have a MC inside a Masked area, when i click it i want to duplicate it and drag it out side the mask!My code works exept the MC is still inside the masked area!!Heres a bonus question: Why cant i remove the MC with removeMovieClip.. the duplicated-MC is inside another MC.
I'm very much a noob in terms of actionscripting (I use MX), and I was wondering if I could enlist your aid. For right now, I'm trying to get the hang of Duplicated MC's. Right now, my practice animation is like this: A one frame movie clip with actionscript tweening a black ball. Basically, my AS just makes it move to the right as it gets smaller and fades with alpha. This part works fine.
I put this above movie clip (ball, let's call it) in another MC. Now this MC (let's call it BallTween) has AS on it which duplicates the ball movie clip 30 times with a for loop (q is my incrementing variable). Now I read a tutorial on a forum that suggested using a mc = _parent['newball'+q] to control the duplicated movie clips as they are generated, but this doesn't seem to be working for me. Is there any really comprehensive tutorial on this kind of AS around? I would really like to get good at manipulating duplicateMovieClips. Does anybody have a simple way to do this from the ground up, instead of solving a problem in an existing flash project?
I've seem to have hit a snafu in a small animation I am creating for my next tutorial. What I have, is a movie clip that gets duplicated when the space bar is pressed. The movieclip has actions setup so that when the movieclip reaches a certain y value, it will remove itself via this.removeMovieClip()
The problem is, every movie clip that is duplicated does remove itself like it is supposed to. The exception is the original movie clip that I duplicate from. That movie clip seems to want to stay and cause problems (it is not removing itself because it isn't duplicated via attachmovie or the duplicateMovieClip method).
I cannot find a solution anywhere for this issue. Searching the forum yields: "The following words are either very common, too long, or too short and were not included in your search: name"
Anyway, the thing is this.
I duplicate a movieclip several times, which is a button, and name the instances c0, c1, c2, etc. I want to use substring to extract the number behind this name when someone clicks on one of these buttons. I have the following function in the button:
As you may guess, I need the number in the variable x. However, the pointer "this" apparently points to the level this button is on (_level0), and not the button itself. So "this._name" gives me nothing.
My question to you all is, how do I obtain the buttons instance name the user has clicked on? Or for that matter, any other property. How do I address the button itself, from the on(XXXX) function?
Everytime I press a button, my function duplicate's my MC and give's it a new name (artikel1, artikel2, arikel3...)This MC contains a dynamic textfield called "tekst".Now I want my function to change that textfield for every new duplicated mc something like this (mc1, mc2, mc3...)And thats the problem! I cant access the tekstfield from outside the mc ! i tryed something like this and manny more but nothing happend.
I have a clip, duplicated to realize the titles of a menu. How can i use these duplicated clips to load the submenus? (The submenu is another clip, duplicated using the numbers contained in the same array)
My script (or, i'd better say, Stringy's!) is:
/* array: its lenght gives me the number of titles, each number inside the quantity of submenu for each title */