Actionscript 3 :: Integer Overflow - GetBounds TargetCoOrdinateSpace Is Not Added To Stage?
Aug 19, 2010
I have two display objects dispObj1, dispObj2. dispObj2.stage is null. (i.e. it is not added to stage anyhow)What should be the output of dispObj1.getBounds(dispObj2)?Is it well defined, or could it be arbitrary?Once I got x of boundingRectangle close to 6710785, which I guess is a symptom of an integer overflow somewhere.
But other times I got a reasonable value for x,y,width,height.
I have a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
I have a class called shapeC that only creates a rectangle and then addChild(rectangle);. That class is instantiated on the main timeline. Currently, the only way you can see that rectangle is to add the instantiated class to the stage via addChild(shapeC);. My question is, is there a way that the shapeC class can add the rectangle to the root stage without requireing the instantiated class to be added to the stage?
I'm trying to access a movie clip on stage but my event listener doesn't seem to respond to the added to stage event. I've checked the code and it seems to be correct but just doesn't work. the movieclip i'm trying to trace is sb.
've been trying to figure out how to refer to the stage from a Sprite before it is added to the stage.
I'm working on a small program in which I plan to use external classes for each "window" that comes up. I've made the window classes extensions of Sprite. I'd like to make this window add itself to the stage when its constructor is called, and then just remove it from the window class when I'm finished with it. Is this a good idea? I'll post some of my code to show you what I mean.
This code doesn't work. I get the error "type was not found or was not a compile-time constant: Stage"
From my window class:
ActionScript Code: public class PlayerSelectionWindow extends Sprite{ var stg:Stage;
I'm looking for ways to use movieclips that I've added on the stage in ActionScript. I can't just adress the movieclip by its name because apparently AS3 won't recognize a movieclip name if you haven't created it within the script.
The way I'm going about it now is to check the instance names of every child on the stage (with a for-loop from 0 to numChildren) and if the name starts with a certain text, I create a movieclip in ActionScript like so[code]...
OK, I'm new to AS3, and this is the biggest thing I've tried to do. I'm simply at a loss for the right path to take to accomplish what I want to do. In a nutshell, here's what the end result will look like: The stage will contain a large (on X size) movieclip with a scrollbar (not important to this discussion). This movieclip is created using AS3. The large movieclip is populated with many smaller movieclips created from a template in the library. This template contains some dynamic text fields (let's call them text1_MC and text2_MC). The dynamic text for each smaller movieclip is provided from an XML file containing the text1 and text 2 data.
I have this slight problem with the event ADDED_TO_STAGE. The listener is launched twice so I figured the event is dispatched twice.
Here is my .fla code : var section:SectionStructure = new SectionStructure("xml/list.xml") addChild(section)
The Section Structure code : [...] mainHolder = new MovieClip; mainHolder.addEventListener(Event.ADDED_TO_STAGE, displayObjects); addChild(mainHolder); } private function displayObjects(pEvent:Event):void { mainHolder.addChild(sectionMenu); } [Code] .....
The output panel displays "test A" once and "test B" twice. I fixed the problem by adding this little line on the opening of the function createButtons : menuHolder.removeEventListener(Event.ADDED_TO_STAGE, createButtons); I read here and there that the event ADDED_TO_STAGE is dispatched when children are added but my problem remains even when I comment everything below this line : trace("test B");
I'd like to make a counter in AS3.0, in a document class file, for a Flash project, whereby the counter counts the number of movie clips added to the stage.The current document class is set up with a number of timers, an "ouber"timer, which activates three additional timers every 500000 milisecs, while the additional timers add different movie clips to the stage, each adds a different amount and at a different rate.And, i'd like to add some code to this AS file, to tell flash to count how many mcies and if 20 is the sum of the mcies on the stage, stop the timers and remove the mcies.
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
Is it possible to check, using Javascript and without altering the ActionScript code at all, if a child has been added to the stage? I have in mind something like being able to call GetChildByName in Javascript, and if the child exists, call another javascript function.
I don't work with the Flash IDE very much, and I'm running into a problem with the unreliable creation order of components instantiated by the Flash IDE "magic".
Basically, I have to call a function on a loaded module. This function should only be called after all the module's children have been added to the stage.[code]...
Is there a way to keep an object above a child that is being added to the stage?
Say I have a frame on the stage and I want to add different children to the stage, but want those children to fall under the frame that is already on the stage?
I have a movieclip which is added to the stage every second at a random place.i want all instances of this movieclip to move to the postion x=100px and y=200px on the stage at a rate of 5px.im not sure how to code this, i would like the code to be in as3 if possile as i do not know as2.
I am using the drawRect() method. The only way I know how to colour something is by using beginFill and endFill(). But if it's already drawn then how can I change it? It
The following code ist a very simple animation. I added an object to the stage by dragging it from the library. Then I applied code generated by "Copy motion as AS 3" and the animation works fine.However, if i add another object by instating it in AS, add it to the stage by stage.addChild(...), and try to animate it by adding it as a target to the AnimatorFactory nothing happens.(Probably I made a simple newbi mistake.)[code]...
I am trying to add children to a dynamically added swf file, using AS3, before I add it to stage
Here is the code I have thus far,
AS3:
var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest(glo.bal.base_url+"videos/vid_1.swf"); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler_one); mLoader.load(mRequest);
[Code].....
Inside the vid_1 swf there is a movie clip called box_one, I would like to append a image to box_one, and only have the swf added to stage after the image file has been added to box_one.
I am currently having problems referencing a MovieClip child which I add to the Stage from the Document Class. Basically when the MovieClip child is added to the Stage from the Document Class, I want a certain MovieClip already on the Stage to reference it once it is on the Stage.
Also, if it is possible, I don't want the MovieClip referencing the child being added to the Stage to have parameters linking it with the Document Class, because I plan on nesting this MovieClip within another MovieClip later on in the future.
Here is the code for the MovieClip class which is referencing the child once it is added to the Stage:
[code]This is called as part of the die() function I've created for an enemy in the small game I'm making.The idea being that when the enemy dies, it attaches a movieclip of an XP orb.And it does this perfectly well.The issue is in the last bit of the code.I'm attempting to call the setType() function within the class that the XP orb is in.However, it isn't setting the type to 100.
I'm having accessing an object i previously added to my stage. Or at least give me some direction, or tell me if there is an easier way entirely to achieve what I'm doing.
I have a structure display like this: (brackets shows the depths, within their parent)
my question concerns 'communication' between the highlighted objects - so you don't have to waste time understanding the whole tree! I've just added this to provide some context!
mc_init (0) ___| ___mc_page (0)
[Code]....
Now, its easy to add a mouse event to btn(1), but how do I get this button to set the visible property (say) of 'rectangleBG(0)'
how do I access the paths? of these objects added to the stage?