Actionscript 3 :: Get An Event For Close Or Remove A Instance In Flash?

Dec 5, 2009

package com.test{
import flash.display.Sprite;
import flash.display.MovieClip;

[code]....

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ActionScript 3.0 :: Can't Remove All Loaded Children In A Gallery Because Can't Close() A Loader

Jun 15, 2011

0 down vote favorite

This is the code i used in a gallery that loads images sequentally. My problems comes in when you have to open a different image album and have to eliminate all the previously loaded children in the movieclip. The problem is that sometimes the user leaves the album page before ALL the pics laod so when they click on a new album to open it a new image is placed somewhere else cause the loader has already been launched. I've tryd to close() the loader but it doesn't seem to work. Here you can see the working site www.barbarabritvin.com (to see what im talking about you have to click on an album, leave before all the pictures load and open up another one.

getImage(dataList[0].file)
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[code]....

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[Code]....

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[Code]...

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[Code]...

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function move()
{

[code]...

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Code:
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{

[Code]....

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ActionScript 2.0 :: Grab The Instance Name Of Something On Stage, Set It To A Variable Then Remove It?

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im trying to grab the instance name of something on stage, set it to a variable then remove it.

iv tried:

Actionscript Code:
var something = object1something.removeMovieClip();

that works. problem is im setting variables at runtime depending on a user click.tried this too..

Actionscript Code:
var myvar;object1.onRelease = function() {myvar = this._name;}

tracing this out reveals that it is actually _level0.object1.also tried adding the string "_level0." + object1. still dosen' work.what im trying to do is click on objects. store there instance names into an array then remove them all when i do something else. such as press space.

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I am making a Flash puzzle game. When the user loads the game, it needs to ask whether to resume the game from the last state (if it exists). I have a serializati system in place, but I need to ensure that the loaded state is definitely the last state.One solution is to save the state to a SharedObject every time the state changes (when the player makes a move). However, the game state sometimes includes a countdown, so I'd have to be constantly (or periodically) saving the state in order to retain it. I guess this is acceptable, but it seems kludgey.Is there any event which is fired when the swf is closed? Or anyone else have another elegant solution to this?

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I'm writing a video game and I have used timers all over the place to make everything go. Now I want to be able to pause the game, completely. Meaning, I need to stop and start all timer instances at once, or globally. So I created a Timer subclass called CustomTimer, put some statics in there, came up with the attached code. Now my problem is that I'm pretty sure I've created a memory leak, in that the instances array will just grow and wont allow or gc. So, my question is, is there an "onDestroy()" method or somesuch, that I can override, and use that moment to remove instance refs from the instances array? Or, is there a smarter way to do this? an application object with a pause method perhaps?

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