Actionscript 3 :: Using Event Handlers To Remove MovieClip Object From Stage?
Jul 7, 2011
In the code below, I have created an instance of the DrawLineChart class called LineChart1.When I test the movie, it shows up on the stage just fine and when I click on it, I can use a trace command to get a string statement written to the output window. However, now I want to be able to click on LineChart1 on the stage and have it be removed. When I do that, I get an error message 1120: Access of undefined property LineChart1.
why I'm unable to refer to my instance LineChart1 and what I need to do so that I can refer to it and remove it when it gets clicked? why the trace statement works when I click on LineChart1 during runtime, but not the removechild command.
trace("hello"); // This works. When I click on the LineChart1 MovieClip on the stage during runtime, I get "hello" as an output. removeChild(LineChart1); // throws an error 1120: Access of undefined property LineChart1.
Im tyring to turn a Movie Clip into a classic button - roll-over to display text, roll-off and text goes away, click and go to frame of animation. Each works on its own but when I put all 3 on the same Movie Clip (Tick1) each succeeding event listener seems to erase the previous one. Here is the code:
var txtField:TextField = new TextField(); Tick1.addEventListener(MouseEvent.CLICK, GoToStart); Tick1.buttonMode = true;
I want to make a static function that I can use in all the custom classes.It should be some kill(); function that would remove the object from the stage as well as removing its event listeners. I made it in Document class, and it didn't work. Here's the code:
ActionScript Code: public static function kill(e:DisplayObject) {[code].....
I want to clone an object of a class (whose source code I do not have) and copy all of the associated event handlers from the original object to the new cloned object. Does anyone know how I can do that? I know how to copy the properties from the original to the new, but can I iterate over all the event handlers and add them to the new object?
its a simple 6 thumbnail gallery with coded tweens. Once a thumbnail is clicked then its attached larger image is meant to display on the screen, this seems to only work after the first click of a thumbnail once the image appears then is clicked it dissapears, and this function only used to work once but now it only works twice, exept the second time around the larger image cannot be removed from the stage, could it be a swapDepths issue?here is my code, i have only fully coded the first thumbnail top left. find attached my swf for the file,
I'm having trouble figuring out how to create onRollover handlers for movieclips loaded with loadClip. I can attach event handlers to the container clip, but not the child clips within it (the grandchildren). I'm using MX2004 / AS2.The parent clip just doesn't seem to "see" any grandchildren. It doesn't seem to be a paths issue, and I'm working in an onLoadComplete function to make sure everything's loaded first. The goal is to be able to change what happens on rollover with data pulled in (via Flash remoting) to the parent clip.
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 am using a component in my application, but it turns out, it's slowing my app down big time b/c it doesnt remove an eventListener on stage for mouse move. Is there a way I can remove this listener? I can't get into the class b/c it's a component and it doesnt have any sort of kill function to call.
I am creating animation using as3 in which i duplicate the circle ten time,then pushing into an array and giving random motion. When all the duplicate object goes outside the stage then i should remove the event listener. But right now when one duplicate object goes off the stage the event listener is removed.
I have made index swf which is loading other child swf's into index these swf's are images.swf,portfolio.swf, about.swf etc.., I have made 2 public function in each swf which is construct or diconstruct. when i unload any swf then i play disconstruct public function of every child swf.. I stuck in when I remove stage event listener of every child swf then it shows error.
I ask because I caught this at the end of an Adobe developer guide:
Notice that some properties are assigned to the [AsyncToken] after the call to the remote service is made. In a multi-threaded language, there would be a race condition where the result comes back before the token is assigned. This situation is not a problem in ActionScript because the remote call cannot be initiated until the currently executing code finishes.
But I could not find any information on what they meant by "currently executing code".
I noticed that in anonymous event handler this is referenced to global, not my class. I know that I can use outer referenced variables (because it creates closures), but how to get right this context?
If you dynamically create a parent movieclip, and dynamically add a color picker to each clip, and add an event listener for each color picker, does a removeChild on the parent movieClip remove event listeners belonging to any of it's children?
I'm having problem with garbage collection in a large, not-so-well-written project that I didn't start. I am getting memory leaks -- and want to make sure that all event listeners on the offending objects are removed. I've gone through the code and done what I can, but still ain't happening -- is there a way in AS3 to take an object and see IF it has an event listener, and to REMOVE that listener -- that is, to remove ALL listeners, without knowing what they are? I know if I know what the EVENT TYPE is then I can use hasEventListener() to figure out if it has a listener of that type (although the presupposes I know all the event types being used), but if I don't know the function that it's subscribing to then I can't remove it.
Or is there some other way to simply nullify an object for GC? I've changed all listeners to weak -- but I think (since the offending objects are FLVPlaybacks) that something in the flash internal setup is still listening to my object (I've gleaned this from FB 4 profiler which I've used in external mode). I would just, at this point, like to see what's going on.
My project has a target object (center of stage) and a moveable object, which is created each time a user presses "Enter". Each movable object is identified as part of an array (i.e., object[i]), and a new line (i.e., line[i]) is dynamically drawn from the center of the newly created object to the center target object.
Basically, as the object is dragged around the screen the line is to stay connected to the target object. Therefore, that specific line for that object being moved must be redrawn using a drawLine function inside the event handler. My issue is how to get line[i] to be identified within the even handler? (Using AS3 coding)
How should I comment an event handler param?I mean, should I comment event handler param?Example:TimerMessage class extends Timer.TimerMessage class, has a setMessage method, which stores a text message whithin its public var 'message'.in usage:
var timer_message:TimerMessage = new TimerMessage(1000, 1) timer_message.setMessage('hello') timer_message.addEventListener(TimerEvent.TIMER_COMPLETE, displayMessage)
What methods do you use to unit test event handlers, particularly if they require information from the event (such as mouse coordinates, or the target of the event)? Is the most common practice to just refactor the behavior into a method that does the lifting while the handler just extracts information from the event, or are there effective ways to simulate event dispatch in FlexUnit or Fluint?
I came to AS3 from JS world, and I should confess that anonymous functions are my weakness. I tend to use them everywhere. Now, coming to AS3 I've heard and read in lots of places, that AS and Flash are enormously bad at handling garbage collection, that one should empty, dispose and remove all event handlers and objects manually to avoid weird and unexplainable memory leaks and crashes. Not sure what part of this is true, but I would like to follow best practices right from the beginning. How bad is idea of using anonymous functions as event handlers? Consider for example a code like this:
Ccontorls.elapsed is the setter, which apart from setting current play time for video player, updates the whole UI, and stream is NetStream object, which streams the actual video. There are lot's of other places where anonymous function may make code cleaner and more intuitive. Check the following code for simple fade-in effect for the control bar:
public function showControls() : void { var self:Controls = this; if (!visible) { visible = true; fadeTimer = new Timer(30, 10); [Code] .....
I totally like how it looks and fits into the code, but I'm concerned about leaks. While Event.ENTER_FRAME handler probably would never become harmful in this form, what about timer listeners. Should I remove those listeners manually, or they will be removed automatically, as soon as I set fadeTimer = null ? Is it possible to remove listeners with anonymous functions properly at all?
i have an odd issue and i know almost nothing about AS3 so im a complete noob please bare with me. I am working with a template .fla for a page flip but i am using a different navigation system for the flipping of the pages. I have worked through all the errors and output problems and i can get the system to work but the moment i try to use other event handlers for the same item it completely blows up the main script to make the page flip that is required. No errors, output problems etc, it just doesn't work. So here is the code.
Is there a way to achieve what i'm trying to do here? Obviously it doesn't work this way because only the last event handler is activated and the first one is ignored.
trying to create a menu dynamically from an array. I know there is a way to circumnavigate the issues i am having by making another array with linkNames in it (i think), but im trying to understand why this isnt working. Check this out.
Code: var playerArray:Array = ["THIERY","FIGO", "RONALDINO", "WAYNE"]; var contents:MovieClip = this.createEmptyMovieClip("contents", this.getNextHighestDepth());[code]....
'currItem.currVar', in my eyes, should be assigned the value of 'i' at that time in the loop, then move on to the next currItem right? Tracing 'currItem' traces 'menuItem. menuItem'+i to the output window fine, so im assuming that currItem is indeed a reference to a unique clip to which assign an action. The catch is, its not assigning the action I want, its assigning the value of 'i' at the end of the loop to all currVar's.I recently read a post explaining this conumdrum, stating that "variables are not "burnt" into functions when they are placed there. They will reflect the variable, where ever it may exist at the time it was requested, not at the time the function using that variable was defined," but in this case,since I am assigning the value of 'i' to anothing variable inside my dynamic movieClip.
I'm trying to rewrite a procedural ActionScript program as an OOP one: in the procedural version I set up event handlers for movieclips on the stage with a loop and it worked fine.However, when I put these event handlers in a class definition, it's no good. Simplified version below, which is just supposed to make a sound when the user clicks on the boxclass definition:
class Event_stuff { var nLpCntr1:Number = 0; var nNumberOfChoiceBoxes:Number = 3;wrong use of terminology
Say I have an array with 4 string elements that are 4 different urls. On the stage I have 4 movieclips that I want to have listen for a CLICK event. When the user clicks a button, the navigate to one of the 4 urls.I can loop through the buttons and add and event listener to each:
Code: private function applyPlankLinks():void { for (var i:uint = 0; i<numberOfPlankBtns; i++) {
Is there a way to achieve what i'm trying to do here? Obviously it doesn't work this way because only the last event handler is activated and the first one is ignored.
PHP Code:[code].....
I'm simply trying to apply the function to the two handlers in the beginning of the first line: this.txtbtn_edegem.onRelease and this.btn_edegem.onRelease
I'm making a piece of flash used for a website banner, previously i've had very little experience with action scipt as i've made various animations only having to use simple functions such as "stop()" and i've made a never ending scrolling menu also, but now i want to have an event that "onPress" a small animation is played where the mouse clicked the banner. What would be the appropriate script to link the .swf i make to the "onPress" command?
On the click of a button I am having a movie clip load onto the stage from the library using the _root.attachMovieClip command and that part of my code is working perfectly.I have a close button embeded into the movieclip being loaded in but I am unable to get it to remove the movieclip from the stage when the close button is clicked. The close button has to be inside the loading movie clip so it doesn't interfere with other items on the stage which is why i'm not using _visible to show and hide the menu.