Actionscript :: Remove An Object On A Frame?
Dec 10, 2010i'm using as2. How do i delete these snowfalkes on a certain frame? i'm creating the snowlfakes using an array on frame 40. I want to get rid of the frames around 60.
[Code]...
i'm using as2. How do i delete these snowfalkes on a certain frame? i'm creating the snowlfakes using an array on frame 40. I want to get rid of the frames around 60.
[Code]...
I have 3 frames each with a movie clip called map_mc. Each different map_mc have different objects that call the CollisionDetect class. Heres whats happening. objects from frame 1 will start freaking out when I goto frame 2. How do I remove only the event listeners from objects only on frame 1?
I have been trying this.currentFrame but the problem is that all the objects are inside map_mc on the first frame so no matter what it will always be 1. On the other hand MovieClip(root).currentFrame will always give me the current frame but wont tell me what the objects frame is relative to the stage.What I want to do is have something to this effect:MovieClip(root).this.currentFrame would output that this object is on frame 1 and MovieClip(root).currentFrame will tell me that the stage is on frame 2 so I can remove the listeners accordingly.
i have As code with functions on frame 1-6 i want on frame 7 to have a clear code that will remove all the functions from frame 6. I need only the AS code to be cleared on frame 6 no where else... so the functions that are there no longer work in the rest of the animation.
View 4 RepliesI have created an enemy object from document class. if my enemy score becomes zero, the enemy must get removed.Is there any way to remove that object by destroy the object from document class?.
View 2 RepliesI'm getting this error in the following script:
Code:
package com.main.classes
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
[Code]....
I've highlighted where the problem is occurring. Now, I think what I'm trying to do is remove an object from within another object. I think the object I'm trying to remove is actually on the root.
I've got an object (an instantiation of my own class that extends Sprite) being created in the actions for a frame, like this:
Code:
import Scripts.CFoobar;
var foobar:CFoobar = new CFoobar();
[code]........
I use Flash MX and I'm beginner. I have movieclip "dot" at Frame 85. I have in Actions of Frame 85 the following:
i = 1
ii = 100
while(i < ii){
[Code]....
I need to stop (remove) all movie clip instances (created with duplicateMovieClip) at frame 120. I suppose that I should use removeMovieClip();, but I have no idea where and how to use it.
I have been busy working on a small mini game, in which has several other mini games such as Memory. The script itself is working fine and the game works as it should but the problem with it is, whenever I decide to go to a new frame (and end the game before someone has really found all the answers) the cards stay, so they are visible on the other frames aswell.
Now I have been trying to remove all the childs whenever its on a new frame but I just can't get it to work, I hope someone on the Flashkit forums is able to help me out with this.
Below is the script I am using:
Actionscript Code:
import away3d.cameras.*;import away3d.containers.*;import away3d.materials.*;import away3d.primitives.Planeimport away3d.primitives.Cubeimport away3d.containers.ObjectContainer3D;import
[Code].....
I have this function in my 1st frame
Code:
Select allfunction DisplayPic(evt:Event):void {
if (typing_txt.length==10) {
var pic_mc:MovieClip = new MovieClip();
var temp_mc:MovieClip = new card();
pic_mc.addChild(temp_mc);
pic_mc.x = 316.8;
pic_mc.y = 244.8;
addChild(pic_mc);
stage.removeEventListener(Event.ENTER_FRAME, DisplayPic);
}
Isn't the event listener removed? When I use gotostop ("frame5") it still works in the 5th frame and the pic_mc will still appear on "frame5". May I know how to remove all the functions and the pic_mc on "frame5"?
I have follwed the 3D Carousel tutorial..which was very good. The problem I have is that I would like to remove the carousel in frame 20 as this is a new page and I have included frame labels. But this carousel continues to play throughout the flash file.
View 2 RepliesI'm having difficulties removing a movie clip that i attached early on my first frame. I would like to remove it later on my fifth frame.
Here is my code on my first frame
Code:
for (i=1; i<18; i++) {
this["play"+i].iD = i;
this["play"+i].onRelease = function() {
_root.currentItem1.swapDepths(300);
[Code] .....
I'm initiating my migration process from AS2 to AS3 .After reading A LOT of tutorials and, of course, pretty much everything that mister senocular wrote I finally got something going Well until this pickle[code]...
View 8 RepliesHow to remove the application frame in flash cs5? It is a waste of space for me and i want my old interface back. In photoshop it is under window > Application Frame. Flash has no such option. Or does it?
View 1 RepliesI'm using kirupa's snow tutorial and I'm trying to figure out a way to remove the snow at a certain frame!
View 1 RepliesI'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData;
public var contrail:Bitmap;
private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
I am using an AS to create a 3D Carousel gallery. I have button on the same page as the carousel gallery. My problem is that when I click on the button and the frame is changed, the carousel gallery stays on top of my other pages. Hos do I remove this? I have attached the AS code for your reference.
Code:
stop();
var numOfImages:Number = 5;
[code]......
I have added music (in loop) to the first frame of main timeline (through property panel), So it keeps playing till the last frame, but when the control jumps to first frame again after finishing all frames there are two musics playing, How can that be stopped?
View 2 RepliesThis is what I've got now.A button (button_btn) on the stage and this code on frame 1[code]...
View 5 RepliesHow do I remove objects created only with code so that they don't ovelap when entering the frame again?[code]...
View 3 RepliesI'm using kirupa's snow tutorial and I'm trying to figure out a way to remove the snow at a certain frame!
View 1 RepliesI've got a project I'm working on that has two frames in the main timeline and on the second frame there is a movieclip (pages_mc) with 7 frames to it, each containing content (more movieclips, text, graphics, etc). I set it up this way because I have a title bar and navigation buttons on the main timeline I want to always stay on top of everything.If I have actionscript on an individual frame of pages_mc, that controls buttons on that frame, do I need to remove the MouseEvent listeners if the user navigates to a different frame? I've read that if you don't remove them it will eat up memory and cause poor performance.
I already ran into a problem with the ENTER_FRAME event listener, in which I was forced to remove it because it would just keep going even when the user navigated to a different frame of the pages_mc movieclip.Just didn't know how much of a problem this would be. I'm thinking that if I don't remove them, every time the user goes back to that frame it's just adding another MouseEvent listener to the buttons. Is that correct?
How can I remove/reset the last frame sent by a live streaming client? I'm using FMS 3.5. It can be a server or client side solution.
View 1 RepliesI have created a flash file to serve as an image gallery with several different chapters. Each individual chapter is represented by a different frame on the timeline. On each chapter/frame, there is a thumbnail gallery at the bottom of the screen. When you click on the thumbnail, I have loaders set up to load and display the full size image. Then I have a loaderX.addEventListener set up so that when you click on the loaded image, it disappears. The problem occurs when you leave a full-size picture open, and then you navigate to another frame. Then when you try and click on it, you can't remove it anymore.
Now, I can't remove the loader(s) when the next chapter button is clicked because unless the user has clicked on the thumbnail, the loader has not been added to the stage, so there won't be anything to remove. I tried adding the following 'if' statement into the function that navigates to the next frame,
'if(stage.NumChildren >0){stage.removeChildAt(0)}
but the problem with that is that then it just removes all the children and either doesn't advance to the next frame or is just removing all children on the next frame as well, so i end up with an empty stage.
I've been dealing with this problem for close to two weeks now, and I can't even find a bulky way around it, never mind finding a tight clean fix.
I'm playing with the interactive 3d cube posted on the gotoandlearn tutorial. (URL...)How can I remove the cube from the stage when we move to the next frame?This should be easy but i can't think about a solution.
View 3 Replieshow to Remove/Delete Frame Using ActionScript.. im creating a random Question Using Flash CS4, and i want that after the question it automatically deletes to avoid question redunduncy
View 3 RepliesI've built my game so that everytime a new level begins, a "Session" object is created. This Session class then creates everything for the level.
In theory, once the level is over I can just create a new Session object to build a new level, this works perfectly.
However, I'm having some issues removing everything associated with the old level. I've removed the "map" child which stores all visual elements, I've also set the session object variable to null before creating a new one.
This all works fine, but it doesn't remove everything, for example there are still EventListeners running in the old Session objects which are causing me a lot of complications. Do I actually have to remove every single event listener associated with the object and all other objects it creates?
I have a simple crosshair that drops blue balls when the mouse is clicked. I want those balls to be removed once they fall of the screen (as I'm under the impression that if I don't manually remove them, they'll stay in the system and hog resources - maybe I'm wrong).
ActionScript Code:
addEventListener (Event.ENTER_FRAME,mousecursor);
import flash.ui.Mouse;
Mouse.hide();
[code]...
However, the various attempts I've made to insert a removeChild function in there to get rid of newBall when it leaves the screen have all failed miserably, and the error codes give me little clue where I've gone wrong (removeChild is not a function or other vauge errors).
I need to know how you drag an object into another object and when the click is released it goes to another frame, and if you release not touching the other object the draggable object will go back to the place it started in
View 7 RepliesI have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild()
at grid/ball_movement()// my function in enter frame event
The code I wrote in ENTER_FRAME is
[code].....
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
View 1 Replies