How can I remove this child image Flash / AS3 - actionscript-3

Following tutorials I managed to cobble the following together that imports an image from an external XML file.
But how do I remove it?
I've read up on removeChild but it looks like it needs to have a ref passed to it and I'm not sure what that ref is. I've tried a few things that I thought it might be, including (image) but all of them throw up Access of undefined property errors.
This is the code I'm using to import :
var imgrequest:URLRequest = new URLRequest(artwork);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, on_loadComplete);
function on_loadComplete(e:Event):void {
var image:DisplayObject = loader.content;
image.x = 0;
image.y = 4;
image.width = 150;
image.height = 150;
addChild(image);
Bitmap(image).smoothing = true;
}
loader.load(imgrequest);
What do I need to do to remove it?

When you declare a variable inside a set of curly brackets, that variable only exists within those brackets. So when you try to remove the image (which DOES still exist outside the curly brackets) using that variable... no dice.
So you need to find a way to store that image with a method that results in a more permanently accessible object such as a global variable or putting it in an array (which is likewise stored globally). Now you can do
image.parent.removeChild(image);
or if it's in an array
array[ind].parent.removeChild(array[ind]);
where ind is the index of that array element you want to remove.

After using addChild(image); does later on using removeChild(image); not work?
Also try declaring var image:DisplayObject; outside of any functions (now can be universal to all functions) then in your on_loadComplete the first line can simply be image = loader.content;. Also removeChild will understand image when it's used later in another function.

Related

Using a Numeric Stepper from one Flash file to affect gamespeed in an external Flash file? Actionscript 3.0

Currently I have an intro screen to my flash file which has two objects.
A button which will load an external flash file using:
var myLoader:Loader = new Loader();
var url:URLRequest = new URLRequest("flashgame.swf");
The second thing is a Numeric Stepper, which will be from 1 to 10. If the user selects a number e.g. 3 then the game speed I have set in the flashgame.swf should be changed
Such as:
var gameSpeed:uint = 10 * numericStepper.value;
But I think my problem is coming into place because the stepper and gamespeed are from different files.
Anyone got any idea please?
I have also tried creating a stepper in the game file and used this code:
var gameLevel:NumericStepper = new NumericStepper();
gameLevel.maximum = 10;
gameLevel.minimum = 1;
addChild(gameLevel);
var gameSpeed:uint = 10 * gameLevel.value;
For some reason the stepper just flashes on the stage, no errors come up and the game doesn't work
When you execute you code, the stepper has no chance to wait for user input.
There is no time between theese two instructions.
addChild(gameLevel);
var gameSpeed:uint = 10 * gameLevel.value;
You should wait for user input in your NumericStepper, and then, on user event, set the game speed.
Edit: Yeah I know it's kinda sad to type out all this code (especially since some people wouldn't even be grateful enough to say thanks) but I think this question is important enough to justify the code as it may be helpful to others in future also.
Hi,
You were close. In your game file you could have put a var _setgameSpeed and then from Intro you could adjust it by flashgame._setgameSpeed = gameSpeed; It's a bit more complicated though since you also have to setup a reference to flashgame in the first place. Let me explain...
Ideally you want to put all your code in one place (an .as file would be best but...) if you would rather use timeline then you should create a new empty layer called "actions" and put all your code in the first frame of that.
Also change your button to a movieClip type and remove any code within it since everything will be controlled by the code in "actions" layer. In the example I have that movieclip on the stage with instance name of "btn_load_SWF"
Intro.swf (Parent SWF file)
var my_Game_Swf:MovieClip; //reference name when accessing "flashgame.swf"
var _SWF_is_loaded:Boolean = false; //initial value
var set_gameSpeed:int; //temp value holder for speed
var swf_loader:Loader = new Loader();
btn_load_SWF.buttonMode = true; //instance name of movieclip used as "load" button
btn_load_SWF.addEventListener(MouseEvent.CLICK, load_Game_SWF);
function load_Game_SWF (event:MouseEvent) : void
{
//set_gameSpeed = 10 * numericStepper.value;
set_gameSpeed = 100; //manual set cos I dont have the above numericStepper
if ( _SWF_is_loaded == true)
{
stage.removeChild(swf_loader);
swf_loader.load ( new URLRequest ("flashgame.swf") );
}
else
{ swf_loader.load ( new URLRequest ("flashgame.swf") ); }
swf_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, Game_SWF_ready);
}
function Game_SWF_ready (evt:Event) : void
{
swf_loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, Game_SWF_ready);
//Treat the Loader contents (flashgame.swf) as a MovieClip named "my_Game_Swf"
my_Game_Swf = swf_loader.content as MovieClip;
my_Game_Swf.gameSpeed = set_gameSpeed; //update gameSpeed variable in flashgame.swf
//also adjust SWF placement (.x and .y positions etc) here if necessary
stage.addChild(my_Game_Swf);
_SWF_is_loaded = true;
}
Now in you flashgame file make sure the there's also an actions layers and put in code like this below then compile it first before debugging the Intro/Parent file. When your Intro loads the flashgame.swf it should load an swf that already has the code below compiled.
flashgame.swf
var gameSpeed:int;
gameSpeed = 0; //initial value & will be changed by parent
addEventListener(Event.ADDED_TO_STAGE, onAdded_toStage);
function onAdded_toStage (e:Event):void
{
trace("trace gameSpeed is.." + String(gameSpeed)); //confirm speed in Debugger
//*** Example usage ***
var my_shape:Shape = new Shape();
my_shape.graphics.lineStyle(5, 0xFF0000, 5);
my_shape.graphics.moveTo(10, 50);
my_shape.graphics.lineTo(gameSpeed * 10, 50); //this line length is affected by gameSpeed as set in parent SWF
addChild(my_shape);
}
The key line in intro.swf is this: my_Game_Swf.gameSpeed = set_gameSpeed; as it updates a variable in flashgame.swf (referred as my_Game_Swf) with an amount that is taken from a variable in the Parent SWF.
This is just one way you can access information between two separate SWF files. Hope it helps out.

How can I make a function to make a child of an object in the library based on the variables supplied?

I'm trying to do a little project for my class and though I know how to do it the long way I'd prefer to do it in a more intuitive way so that I can avoid having to copy and paste a load of essentially the same code. The idea is to have a function which will create an instance of a class object with it's own unique name, set it's position/size/etc, and then add that child to the stage. Looking at this (what I have now) might help out a little bit.
//Set up variables for all deco pieces
var decoGreen:GreenBall;
var decoRed:RedBall;
var decoStar:Star;
var decoFlower:Flower1;
var decoYellow:YellowBall;
var decoBlue:BlueBall;
//Functions to allow easier object placement
function makeDeco(posX:Number, posY:Number, decoName:String, rootClass:Object):void
{
decoName = new (rootClass)();
decoName.x = posX;
decoName.y = posY;
addChild((decoName));
}
makeDeco(90,320,"greenBall",GreenBall)
Now obviously this code doesn't work and it's pretty rough right now but I think it's sufficient to understand what I'm trying to accomplish here. Thanks for any and all who attempt to decipher my mess! :D
You are pretty close from what I can tell and if I understand your question, it would simply be using the getDefinitionByName class
function makeDeco(posX:Number, posY:Number, decoName:String):void
{
var DecoClass:Class = getDefinitionByName(decoName) as Class;
var deco:DisplayObject = new DecoClass();
deco.x = posX;
deco.y = posY;
addChild((deco));
}
makeDeco(90,320,"greenBall")
You don't need to define the variables initially like you did, granted they've all set to "Export as actionscript" in the library. For example calling a string of "greenBall" would mean you have a movie clip in the library with a class name of greenBall

I can't seem to access automatically named objects (instance##) placed on the stage in AS3, am I missing something?

I have a movieclip in the library that is added to the stage dynamically in the document class's actionscript. This movieclip contains many many child images that were imported directly from photoshop at their original positions (which must be preserved).
I do not want to manually name every single image instance, as there are dozens upon dozens.
I have already gone through and manually converted the images to symbols, as apparently flash won't recognize the "bitmap" objects as children of a parent movieclip in AS3 (numChildren doesn't see the bitmaps, but it sees the symbols).
I have an array filled with references to the dozens of children, and I loop through it, checking if each one is under the mouse when clicked. However, somehow, it is not detecting when I click over the items unless I manually name the child symbols (I tested by manually naming a few of them -- those ones became click-sensitive.)
I have already done trace() debugging all throughout the code, verifying that my array is full of data, that the data is, in fact, the names of the instances (automatically named, IE instance45, instance46, instance47, etc.), verifying that the function is running on click, verifying that the code works properly if I manually name the symbols.
Can any one see what's going wrong, or what aspect of flash I am failing to understand?
Here is the code:
//check each animal to see if it was clicked on
private function check_animal_hits():void
{
var i:int = 0;
var animal:Object = this.animal_container;
for (i=0; i<animal.mussels.length; i++)
{
if (this.instance_under_cursor(animal.mussels[i].name))
{
var animal_data = new Object();
animal_data.animal = "mussel";
this.send_data(animal_data);
}
}
}
Here is the code for the instance_under_cursor() method:
// Used for finding out if a certain instance is underneath the cursor the instance name is a string
private function instance_under_cursor(instance_name)
{
var i:Number;
var pt:Point = new Point(mouseX,mouseY);
var objects:Array = stage.getObjectsUnderPoint(pt);
var buttons:Array = new Array ;
var o:DisplayObject;
var myMovieClip:MovieClip;
// add items under mouseclick to an array
for (i = 0; i < objects.length; i++)
{
o = objects[i];
while (! o.parent is MovieClip)
{
o = o.parent;
}
myMovieClip = o.parent as MovieClip;
buttons.push(myMovieClip.name);
}
if (buttons.indexOf(instance_name) >= 0)
{
return true;
}
return false;
}
Update:
I believe I have narrowed it down to a problem with getObjectsUnderPoint() not detecting the objects unless they are named manually.
That is the most bizarre way to find objects under mouse pointer... There is a built-in function that does exactly that. But, that aside, you shouldn't probably rely on instance names as they are irrelevant / can be changed / kept solely for historical reasons. The code that makes use of this property is a subject to refactoring.
However, what you have observed might be this: when you put images on the scene in Flash CS, Flash will try to optimize it by reducing them all to a shape with a bitmap fill. Once you convert them to symbols, it won't be able to do it (as it assumes you want to use them later), but it will create Bitmpas instead - Bitmap is not an interactive object - i.e. it doesn't register mouse events - no point in adding it into what's returned from getObjectsUnderPoint(). Obviously, what you want to do, is to make them something interactive - like Sprite for example. Thus, your testing for parent being a MovieClip misses the point - as the parent needs not be MovieClip (could be Sprite or SimpleButton or Loader).
But, if you could explain what did you need the instance_under_cursor function for, there may be a better way to do what it was meant to do.

ActionScript 3 name property is not returning the right name...?

I experienced a problem with the name property in as3, I created this "dot" movieclip and I exported to a class,
then I anonymously created a bunch of dots using a loop. I assigned numbers as name to each dots
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
dotContainer.addChild(d]);
}
}
so far so good, I checked that if I trace the name here, I will get the number I want.
However, it's not giving me the numbers if I trace it in other functions.
I added all of my dots to "dotContainer", and if I click on one of the dots, it will call this function
private function callFullSub(e:MouseEvent):void
{
var full_loader:Loader = new Loader();
var temp:XMLList = subImages[sub];
var full_url = temp[e.target.name].#IMG;
full_loader.load(new URLRequest(full_url));
full_loader.contentLoaderInfo.addEventListener(Event.INIT, fullLoaded);
}
e.target.name is suppose to be numbers like 1 or 2, but it's giving me "instance66" "instance70" and I
have no idea why. Because I did the same thing with loaders before and it totally worked.
Any ideas? Thanks.
christine
The e.target returns the inner most object clicked on, this could be a TextField, another MovieClip or posibly a shape (I'm not 100% of the last one) inside the "Dot".
To prevent this you could try to set the mouseChildren property to false on the Dot's when you add them. This should insure that nothing inside the dots can dispatch the click event, and thus the Dot's should do it.
Perhaps you could also in the event handler verify the target type with code like this:
private function callFullSub(e:MouseEvent):void
{
if(!e.target is Dot)
throw new Error("target in callFullSub is not Dot but: " + e.target.toString());
//The rest of you code here
}
The answer is [e.currentTarget.name] I perform this all the time!
Should return "Dot1" "Dot2", etc.
If the value you wish to return is a number or other data type other than a string (name of object) use [e.currentTarget.name.substr(3,1).toString()]
Should return 1, 2, etc.
Navee
I tried to reproduce your problem first with Flex using runtime created movieClips and then with Flash using Dot movieClip symbols exported for ActionScript. Neither application exhibited the problem.
You may already know names like "instance66" "instance70" are default enumerated instance names. So, whatever is dispatching the MouseEvent is NOT the dot instance. Perhaps you are unintentionally assigning callFullSub to the wrong targets, maybe your containers? Try assigning it to dot instance right after you create them, like this:
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
d.addEventListener(MouseEvent.CLICK, callFullSub);
dotContainer.addChild(d]);
}
}
Be sure to temporarily comment out your original assignment.
Try this might work,..
d.name = i.toString();
You have not shown enough of your code for me to be able to give you a DEFINATE answer, I will however say this.
//After you create each loader you need to set its mouseEnabled
//property to false if you do not want it to be the target of
//Mouse Events, which may be superseding the actual intended target;
var full_loader:Loader = new Loader();
full_loader.mouseEnabled = false;
//Also you could name the loaders and see if what comes back when you click is the same.
ALSO! Add this to your Mouse Event handler for CLICK or MOUSE_DOWN:
trace(e.target is Loader); //If traces true you have an answer
I believe that the mouse events are being dispatched by the Loaders.
please provide more of your code, the code where the Loader.contentLoaderInfo's COMPLETE handler fires. I assume this is where you adding the loaders to the display list as I cannot see that now.

AS3 - How to assign names or tags to loader?

I have a list of images that i’ve loaded with the Loader class, but I’m having a tough time assigning them unique names.
I need unique names because I want to remove certain images after a while.
Is there a way to assign loaders a name or some unique tag so i can remove them later? thanks.
Here's part of my code
for (var i = startnum; i < endnum; i++){
var thumb = panels[i].#THUMB;
var thumb_loader = new Loader();
thumb_loader.load(new URLRequest(thumb));
thumb_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, thumbLoaded);
thumb_loader.name = i;
thumb_loader.x = (thumb_width + 20)*i;
}
I tried to use getChildByName in another function..
var myLoader:Loader = getChildByName( "1" ) as Loader;
myLoader.unload();
But it's giving me
Error #1009: Cannot access a property or method of a null object reference.
I tried to put thumb_loader as global variable, and do this
var myLoader:Loader = thumb_loader.getChildByName( "1" ) as Loader;
But it's still not working.
Thanks.
All display objects in ActionScript 3 have a name property. Whenever you create a Loader object you can assign a name to it like so:
var myLoader:Loader = new Loader();
myLoader.name = "myUniqueName";
myLoader.load( .... );
addChild( myLoader );
If you'd like to refer to the loader by the name you gave it, use the getChildByName() method.
var myLoader:Loader = getChildByName( "myUniqueName" ) as Loader;
myLoader.unload();
Please be mindful that getChildByName() will only work after you've added the Loader(s) to the display list using addChild(). Otherwise, you'll have to create something to store the references to the Loader objects in, such as an Array and refer to the loaders via that Array. For example, outside your loop you could create an Array named loadersArr. In your loop you would do:
loadersArr["uniqueName"] = thumb_loader;
Then you can refer to your loaders with your unique name through the loadersArr Array.
var loaderToUnload:Loader = loadersArr["uniqueName"];
loaderToUnload.unload();
Without seeing more of your code, its difficult to understand the scope in which this code resides and where any other code that may try to reference these Loaders resides.
Not sure I 100% understand your problem, but why not put them in an object map rather than a list and generate unique names for them if you don't have them...
var img:Image;
var img_map:Object = new Object();
var last_added:int = 0;
for each (img in yourListOfImages)
{
img_map["img_"+last_added] = img;
last_added++;
}
Depending on your environment (Flex or Flash) you can use a UID generator instead of my simplistic unique names above.
package
{
import flash.display.Loader;
public dynamic class DynamicLoader extends Loader
{
public function DynamicLoader()
{
super();
}
}
}
I believe the Loader class is a sealed class so you would want to create this class and use it instead of the normal Loader class to give it any attribute you want. I also believe that without using this DynamicLoader instead of the normal Loader, the Loader class does have the name property available to it.