Actionscript 3 :: Removing Just A Set Of Instances Of An Object From The Scene
Apr 11, 2012
I have a problem in ActionScript 3 with a project where I am to output a bunch of data in a diagram and as pure text. This is not the problem, though. The problem is that when the user changes the type of data he wants shown. I would then remove the currently shown columns in the diagram, and add new ones. But my code removes ALL columns, so that there is no diagram at all!
I've done it all in Flash CS5, and the columns are instances of an object I made (a rectangle) which I just add to the stage. All the instances are added to the container "container." When I want to remove them, and add new ones I use:
var container = new Sprite(); // The container for my diagram
function emptyContainer() {
if (container.numChildren > 0) {
[Code]...
I wonder where to place my function for removing all children, to remove just those children that were added earlier. To matter where I place the function (at the start of fChange, at the beginning of each case) there is NO diagram shown, either new or old.
Im creating a game. When the current game has finished, I thinking to do this:
removeChild(game) game = null then game = new Game()
Doing this way, it automatically removes the games object instances? It automatically removes the games object instances events? That would be an easy way to restart the game, if yes for both questions.
Can I do like that, or I have to remove all objects and events manually?
I have a flash file that counts and displays the number of images in a particular folder, that part appears to work fine. I require a reset button so that the alternate directory for the images can be tested as well. For this I need to delete all the instances of the loader I created for each image, but am unable to do so.
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference.atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0()atUntitled_fla::MainTimeline/frame1()
I made a scene with movement and everything, but when I convert it to a symbol I lose the movement frames. I want to be able to import it as an object so that the animation loops for as long as I need it to in the other project.
I have a sell function for my towers that when you select them and click the "Sell button" it removes the turret from the screen and stops it from firing. This all works fine.
But my problem comes when i have placed two of the same tower types on the screen at once. What happens is that it deletes everything and not just one tower like i want.
Ive thought about how i could do this and so far i have been unsuccessful in doing this.
deal with deleting a specific movie clip from the stage.
The code in question with dealing with making the Turrets is Below.
function makeTurret(xValue:int,yValue:int):void{ var turret:Turret = new Turret(); turret.x = xValue+12.5;
I have a MC called Enemy. It contains a monster that pops out at a random time (a timer with animation inside the MC). It stays on the stage for a few seconds and then hides again. If it hides, I want it to be removed and another enemy be added instead. All the monsters are instances of Enemy MC that are inside enemies[] array.[code]
there an easy way of removing all instances of a string from an array?Say i had, [0] forward, [1] forward, [2] right, [3] crash, [4] crash, [5] crash(this structure will change)How would i remove all "crash" instances? the splice method just doesn't cut it =/
I have a class, called fCont (I know, I should use capital letters for class names... oh well), and I need to remove all instances of it from my MovieClip.I'm making a Facebook browser for a uni assignment. When you go to the Friends page, it loads 15 friends, and that's fine. The code below is called on the "Next Page" button press.
Code: function nextFriendsPage(e:Event){ var friendFace:Object = stage.getChildAt(0);
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference. atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0() at ntitled_fla::MainTimeline/frame1()
I'm trying to do a simple image gallery with a previous and next button. I have it working nicely with a little crossfade, however I know that I need to remove old instances of my class after they are done being used - I just don't know how to do it. Especially because I want to wait until the top image/instance is fully faded in before deleting the one below it and what if someone clicks the next/previous button before the image is fully faded in?
Here is my main movie: [AS] function nextImage(evt:Event):void{ currentImage ++; currentImage = (currentImage < imageTotal) ? currentImage : 0; addImage(); }function prevImage(evt:Event):void{ [Code] .....
I am tring to remove the flvplayback compiled clip from the stage with the following code but it only stop the movie, it does not remove the actuall player.
on (release) { _root.instance1.instance2.my_FLVPlybk.stop(); _root.instance1.instance2.my_FLVPlybk.removeMovieClip(); }
After a little break in AS3 I'm back... and facing a problem. For a school project I'm trying to make a side scroller game in which the player automatically moves right and has to avoid branches.Basically, depending on how well you do your speed (var) gets updated. After certain 'distance' (fake of course, as the player stays centered) I would like a n instance of Branch_MC to appear. Also, when that instance's x property reaches -20 I would like it removed.I'd need approximately 135 branches so creating variables isn't really an option.
ive made a button in the scene 1 which i have managed to navigate to scene 2 but when i click the button it goes to scene 2 but displays everthing that is in scene 1 in scene 2, how can sort this out so upon the button click in scene 1 it goes to scene 2 and only display content in scene2.
everything here is fine. It opens finely. But... i want to pass parameters where if i click a button in html page My.swf should open a particular scene called 'Scene 2' rather than scene 1. i tried
I have a number of instances of a library object placed directly onto the stage (I don't want to have the code create them since they have to be positioned and scaled individually) want to be able to find all the instances in actionscript and assign them to an array. How do I do that? I think getDefinitionByName is what I need but I can't figure out how to get it to do that.
I'm having trouble creating instances of an object, I want a random number to be generated and then based on the number which was choosen create an instance of an object in one of four positions.The problem I'm having is, my instances are generated fine but there is one that keeps jumping to x 0 and y 0.[code]
Is there any method to looping through instances of an object that are present on the stage/(or in a given container)?For the moment, I am creating a dice program (which allows the user to generate different dice) and I want to be able to roll all the dice at the click of a button.Right now the dice are added to a dynamic list, but I wanted to be able to loop through the "Dice" class instances on the stage so I didn't have to keep track of instance names or removing/adding/updating an array of the instances.
I want to be able to build a navigation and reference each navigation item separately changing each instances properties depending on rollover actions etc.
I would have thought that once the name is assigned through the for loop that would stick, eg. the following code would create 3 vars called navItem, each with the name 0, 1, 2. But it seems if I trace the name outside of the for loop each is called 2. I think Im misunderstanding something really simple!
public function buildNav():void { for (var i=0; i <itemNum; i++){ var navItem:NavItem = new NavItem ();
I was thinking if there was a way to remove the shared object pop up from popping up lol?Its because Im making a game where when the player saves the pop up comes up over a 100 times and it's really frustrating, so I was thinking if you could remove the pop up entirely by using actionscript?I've found a script that shows the popup:System.showSettings(1);So is there a way to reverse this script? like System.hideSettings(1); ?
I've made a little movie that reads items from an XML document and when you click on a thumbnail it adds the details and the price to a list and totals the amount. The problem I'm having is when you want to remove an item; I want to make it so that the items all shift up and there isn't a gap in there but at the moment they're overlapping sometimes when you remove something from the middle of the list.I'm not really sure where the problem lies because I've been staring at this for a few days now nothing's coming to me. It's probably in the below area, I think it's going haywire when the array gets remade but the num property of the remove button doesn't get updated.[code]I've attached all of the relevant files if anyone wants to take a look at it in action. Also, I know some of the code might seem a bit strange (like reading the XML in a loop and then pushing that into a different array) but there is a reason for it, I've stripped that part of the application out though.
I have an object called helpDialog that has a sub-object called "closeX"- You click the X and the helpDialog closes. But I'm a little stuck. Let's say I add a new helpDialog to the stage:
Code: addChild(new helpDialog()); and let's say that closeX has the following class definition:
So basicaly the object is removing it self from the parent object,but I still think that it exisits in memory and doing its backend job.How can I remove it completely from memory?
I am having some problem removing a null object and I realise that I have not been unloading my swf's properly. Could someone take a look at what I have been doing and tell me what I can do to make it better. I am putting my website in an exhibiton of my design work and if it lagged up due to all the clicking it would suck! so its important.
Code: aboutBtn.addEventListener(MouseEvent.CLICK, aboutLoad); function aboutLoad(e:MouseEvent):void { ldr.unload();[code]....
Here's a piece of script I would like to condense into a single loop where the number of instances created would be dynamic:
Actionscript Code: //create instances of Door objectvar door_1:Door = new Door();var door_2:Door = new Door();var door_3:Door = new Door();var door_4:Door = new Door();var door_5:Door = new
My project downloads an array from a MySQL server that has URLs for pictures in it. Part of my script then downloads these pictures and splices the array (removing the URL and replacing it with the bitmap). Now i need to use those bitmaps on the stage but i need two instances of the same bitmap at the same time, and it seems like flash is having a problem with this.
How do i create two instances of the same array bitmap?
I have created a new class, that is basicly just a movieclip but with a builtin eventlistener. When I add a few instances of this class to the stage, they all have the eventlistener. But later on when i remove the intances from the stage and null the references, Will the eventlistener still exist or will it be removed by the GC ?
I hate it when I'm converting someone else's AS2 project to AS3, and there's code buried on an onstage instance somewhere, which gives me the warning:"Actions on button or MovieClip instances are not supported in ActionScript 3.0. All scripts on object instances will be ignored."