Actionscript 3 :: Remove A Bunch Of Dynamically Created Things From The Stage?
Nov 4, 2010
I am trying to delete a bunch of different things from the stage all at once.I have 3 dynamically created text fields and 2 dynamically created movie clips.I added them to the stage through my document class buy creating them, editing their properties and then...
The problem is that this code is in a frame and when I leave the frame the MovieClips I have created will still be there. I think this is because I'm creating a global MovieClip right? If so then is there a way to declare the MovieClips as local? [code]...
[code]Then in another function, where I handle a rollover events for the Main Menu, where I want to remove the movieclip "target_mc" after a certain rollOut event [code]doesn't work.Now, I realise this is probably cause it's not in scope, but how would I remove a movieclip that is dynamically created in another function?
I'm making a game in flash and am using arrays to dynamically create items and place them inventory. LongSword is a MovieClip. I place the movieclip in the array like so:
I'm creating a photo slide show that has the ability to go full screen. I have some elements which are always on the stage and some elements which I am adding from the library and/or creating in the code. When I issue the resize event, my stage movieclips are still on the stage and can be repositioned but the elements I created dynamically (most notably the thumbnails which I want to reposition) are gone.
I'm trying to build a Flash-based controller application to go on the web interface for the rack-mounted units which my current employer builds. The interface is defined in an XML file which is parsed and processed when the Flash application is started.
I've created some library symbols which act as various controls - sliders, toggle buttons, etc. I can add these fine to the stage. What I would like to do is group them together in a container of some sort so that I can show and hide them en masse without having to loop through all the controls. All library symbols I'm using are linked to ActionScript classes.
If I use a symbol I created earlier and added to the library as this container, everything works fine and the controls display correctly on the stage.
However, if I dynamically create a MovieClip and use that as the container, it never appears on the stage. The code is identical in both cases except for the class names being used. I am calling addChild() on the MovieClip instance to add the controls to the MovieClip, and then call addChild on the document class to add the MovieClip to the stage. As I mentioned above, this all works perfectly if I use a pre-created symbol from the library as the container.[code]...
There are multiple MovieClips that will be dynamically placed on stage. These MovieClips are coded to be buttons. I'm trying to figure out--when a user clicks on the MovieClip...figure out which object on the flash stage the user clicked on.Inside function toggleClick I put the trace statement: trace("movieClip Instance Name = " + e.target.name);
In the OUTPUT window: movieClip Instance Name = instance5 movieClip Instance Name = instance12
currently working on my first AS 3 project. The transition from AS 2 to AS 3 has been tough but rewarding. However, still fiddling with dynamically created objects though (using a database for my site-content). Here's my problem: If I dynamically create a MovieClip I can no longer access the main stage. Since I'm using a mousedrag interaction I need a global MouseUp Listener. If I try to access 'stage' or 'root' or 'parent' from within the dynamically created MovieClip the result is always 'null' instead of what's really there. Is there an easy way to access the main stage from within the created object?
I'm trying to dynamically generate a menu for a site. I have one movieclip that i duplicate and i want all those duplicates to share a mask.
[Code]...
This causes only the first menuitem to use the mask. After some searching i found that i should combine all these generated movieclips into one container movieclip and ultimately mask that container with myMask. I tried some createEmptyMovieClip, attachMovie & setMask combo's but it doesnt seem to work.
I'm dynamically creating movieclips with dynamically created movieclips inside them and am having trouble with targeting them.Below is a simplified example of what I'm trying to achieve, in the real file there are a lot more movieclips and I'm creating and naming them with a for loop.
This one is just one Sprite created inside another sprite. I can target the top level sprite named "testname". However when i try target the nested MC it throws an error.The bottom couple of traces are just test MCs I've made to make sure i got the syntax right, on targeting nested movieclips.
PHP Code:
var holder:Sprite = new test1();holder.name = "testname";this.addChild(holder);var holder2:Sprite = new test2();holder2.name = "testname2";holder.addChild(holder2);trace(getChildByName("testname").x); //this one traces finetrace(getChildByName("testname").getChildByName("testname2").x);//this throws up an errortrace(testclip1.x);trace(testclip1.testclip2.x);
I'm trying to dynamically generate a menu for a site. I have one movieclip that I duplicate and I want all those duplicates to share a mask.
Code: for (i=0; i < 5; i++) { _root.menuitem.duplicateMovieClip("menuitem"+i, i); _root["menuitem"+i]._y = menuYpos; menuYpos += 35; _root["menuitem"+i].setMask(myMask); }
This causes only the first menuitem to use the mask. After some searching i found that i should combine all these generated movieclips into one container movieclip and ultimately mask that container with myMask. I tried some createEmptyMovieClip, attachMovie & setMask combo's but it doesnt seem to work.
I want to use this magnifying glass as a feature in a slideshow I'm making. magnifying glass I am loading swfs into an empty mc using
on (release) { loadMovie("3.swf", "_root.textframe"); }
The magnifying swf works just fine by itself, but when loaded into the mc in my main swf, it doesn't work. I figure it has something to do with parent/child relationships in the code...and I tried a few permutations. to no avail.
I have a movie clip on the stage. In the main .as file, I can easily access the instance i.e., myMovieClip_mc.x = 10; How do I do that from a class in my "classes" package? I am passing the stage instance into the constructor of the class, so I would think something like myStage.myMovieClip_mc.x = 10 would work, but it comlains that it is null.
I have a menu movieclip that has 800 x 22 px i need to embed this flash menu in a jsp page and make that the displayed menus got outside of this size and overlay the contents of jsp. kinda of what does the menus of the adobe page
All though I can scale down the size of my objects and can shift them to their correct positions when scaling. I cannot shift them to the correct relative positions, relative to the screen centre.
Code: level=1; //starting scale level public function scaleOut(level:int) // scale to a level 1-4{ for (var r = 0; r < Main.ballArray.length; ++r){ // scale radius Main.ballArray[r].bRadius *= (oldLevel / level); [Code] .....
I have a loop which creates a bunch of movieclips and sets them on the stage.As I create each one I attatch an eventListener to it.My problem is that when the eventListener fires, the function it calls always works on the first mc added to the stage, not the one that fired the listener.How do I fix this?Here's a bit of the code:
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
I am making a site in flash. Without a preloader everything appears on the stage fine. Once I add a preloader I can no longer see certain things on the stage. I know they are on the stage because I can call them through code and I traced their getChildIndex and they are the same across both files. Files w/ preloader and problem:[URL] The main file is Test.fla. The code that adds the objects that I cannot see is in Test.as and the objects that I cannot see are menuBG, menuBGL, menuBGR, menuBGB, shader, grid, and imageStatus, or anything that is imported from the library.
Edit: The problem is caused by me exporting my classes in frame 2 which is needed by the preloader. In my init() function I tried adding gotoAndStop(3);
I have a looped sound and some components in my main movie (scroll bar) which for some reason is really bogging down my swf and causing the preloader bar not to show up until like 46% or something ridiculous.So I am trying to solve the problem by having a preloader swf as suggested by Kode in this thread. However, now all my targeting is messed up in my main movie. Everything that was _root has to change but I can't tell what to load it into. I tried using _parent, _parent._parent, _root.container_mc (which is a blank movie clip created in the preloader swf that main is loaded into after the preloader is 100%) and others but nothing works. Even the simple looped sound which was originally just _root.backsound.start(0,999) can't be targeted.how to target things on my main stage based on the preloader swf?
Essentially, I've got a MC container that's created dynamically based off an XML file (basically for every <title></title> I've got, it makes a new "card"). Now within the context of each <title></title> grouping I've got <imgs></imgs> in which I specify the path to images that are related.All of that works perfectly, save for the external jpg files actually appearing on the stage. The MC I add them to does, but the external image doesn't.My problem is- I can't add the external images until they're completely loaded (or so it appears). The thumbnail BG I use is blank. So I know for a fact that the thumbnail BG isn't occluding the loaded thumbnails.
I'm making a game for children where they have to pay money by dragging it on a square. It al works wel only when i pick the first coin of one euro without going over the coin of 2 euro and then pick up a 2 euro coin the one euro disappears. after then it all works fine.i cant remove my duplicate euro's from the stage when i clic on pay here is my code for the euro's the euro's are in a emty movieclip
I have created a moviclip with the following [code]...
Then after pressing a button I want to delete the movieclips. I have tried[code]...
but neither actually work. The only way I have found is by doing _root[1] etc but that takes too long and it wouldn't really work because the number of movieclips created is unlimited.
I have a problem, maybe simple, with my full Flash website and a Google Map I inserted on it thanks to the Google Map API.On the frame of the scenario I want that the map appears, I inputed the below code on the AS3 actions panel (F9).
But after the map is loaded,when I change the frame by clicking on button to go to an another section of the scenario, the map stay visible...[code]...
I'm doing a website in flash and I'm creating sprtite to put image in it (child) when we clic on a link. But when we clic on another link, the child have to be removed but it doesn't. It doesn't reach theirselves (the child), so it can't be removed.em?This is my code:
Code: function sectIllustrations(event:Event) { contenu_mc.gotoAndStop("illustrations");
I used code to get alot of the same Movieclip to the stage every 3 seconds:[code]Then i wanna remove all those Moviclips (so that i can restart the game) but everything i've tried has yet to be a success.[code]