Flash IDE and AS3 Blank Space - actionscript-3

I was working on a 'as' file and then ctrl+entered the project. Only thing I see is empty scene. The earlier test was fully functional and visual. Is there anything about 'fla' size or so?
There is a mouse event at the very beginning and it does not go to the event function.
public function Game()
{
// constructor code
init(0);
}
private function init(level:int):void
{
switch (level)
{
case 0 :
pis = new Yesil;
yldz_bir.addEventListener(MouseEvent.CLICK, gotoFirst, false, 0, true);
yldz_bir.buttonMode = true;
break;
case 1 :
pis = new Yesil;
item_speed = 3;
_puan = 0;
initialMain();
point.texts.text = "0";
can = 4;
main();
break;
}
}

Related

AS3: Why is a line created with .graphics appearing in two different places and when removed with parent.visible = false, only one goes?

Nobody seems to have this question already so I asked it because I've spent a few hours trying to debug this and can't find a solution;
Essentially, I have a function called draw, which is declared in my document class:
public function draw(Target: MovieClip,mX: int,mY: int,lX: int,lY: int):void {
Target.graphics.clear();
Target.graphics.lineStyle(1,0x000000,1);
Target.graphics.moveTo(mX,mY);
Target.graphics.lineTo(lX,lY);
}
I call it later to draw two lines, on two different MovieClips:
draw(Line,Line.mX,Line.mY,Mirror.x + (Mirror.width / 2),Line.lY);
draw(nextLine,(Mirror.x + (Mirror.width / 2)),200,(Mirror.x + (Mirror.width / 2)),0);
where
var Line: MovieClip = new MovieClip();
var Mirror: MovieClip = new mirror();
and Mirror is draggable, so Mirror.x changes whenever it is dragged.
Line is a line made using .graphics and Line.mX is equal to the Line.graphics.moveTo X value last time it was modified. Line.mY is the same, but for the Y coordinate. I set these values by doing this:
Line.mX = 0;
Line.mY = 200;
Line.lX = 550;
Line.lY = 200;
But with whatever values I want to draw the line, with lX and lY being equal to the X and Y coordinates of Line.graphics.lineTo. Then I draw Line using my draw function like this:
draw(Line,Line.mX,Line.mY,Line.lX,Line.lY);
Then it gets more complex because, actually, Line is just one line in an array of lines, created like this:
public var lines = [line0,line1,line2,line3,line4,line5,line6,line7,line8];
and each of those lines is created like this (with 0 being replaced by the line's number, respectively):
public var line0: MovieClip = new MovieClip();
then I give each line a number and a name, add them to the stage and hide them like this:
for each(var setupLine:MovieClip in lines) {
setupLine.num = (lines.indexOf(setupLine));
setupLine.name = ('line' + setupLine.num);
addChild(setupLine);
setupLine.visible = false;
}
Then, after making line0 visible, because I need to see it at the start, I loop through each line in a function that runs on ENTER_FRAME, and set the value of nextLine to a different value each time I run the loop like this:
for each(var Line:MovieClip in lines) {
nextLine = this['line' + (Line.num + 1)];
}
Within that loop, I then loop through a few other arrays, then check for a collision with the selected Line and another selected MovieClip from another array, which I wont go into or this question will be longer than the code for node.js.
So essentially, if the collision with the two MovieClips is present, I draw the line that I mentioned at the top of my question. But for some reason, although Line draws correctly, nextLine draws correctly, but a duplicate of it is drawn across the Y axis at 0, and stops where nextLine is on the Y axis (nextLine is vertical, so it has the same Y value at the start as at the end).
Even stranger, when I try to hide nextLine if the collision with the two MovieClips is no longer present, using this code:
nextLine.visible = false;
it only hides the version of nextLine that runs along the top of the stage, which I didn't even intend to create in the start.
EDIT
here is a link to the current source code
Here is a link to the entire project files with the original source code
copy/paste the new source code from the pastebin link to get the new version
Thanks in advance,
-Raph
I figured out how to do this, code is
package {
import flash.events.*;
import flash.utils.*;
import flash.display.*;
[SWF(backgroundColor="0xbdc3c7")]
public class LightStage extends MovieClip {
//import classes
public var globeClass:Globe = new Globe();
public var mirrorClass:Mirror = new Mirror();
public var lineClass:Line = new Line();
//create all stage objects
public var curLine:Line
public var nextLine:Line;
public var curMirror:Mirror;
//create containers
public var mirrors:Vector.<Mirror> = new Vector.<Mirror>(); //a vector is an array, but every member has to be (or subclass) the specified class
public var globes:Vector.<Globe> = new Vector.<Globe>();
public var lines:Vector.<Line> = new Vector.<Line>();
trace('lightstage: working');
//create level object
public var curLevel:int = -1;
//create dependent variables
public var kill: Boolean = true;
//init function
public function LightStage() {
//setup MovieClips
var i:int = 0;
for (i = 0; i < 4; i++) {
mirrors.push(new Mirror());
}
for (i = 0; i < 4;i++ ) {
globes.push(new Globe());
}
var tmpLine:Line;
for (i = 0; i < 10; i++) {
tmpLine = new Line();
lines.push(tmpLine);
addChild(tmpLine);
tmpLine.visible = false;
}
//create ENTER_FRAME listener
stage.addEventListener(Event.ENTER_FRAME,enterFrame);
//start the game
levelUp();
}
//levelUp function
public function levelUp() {
curLevel++;
curLine = lines[curLevel]; //set line to the current level
curLine.curX = 0;
curLine.curY = 200;
curLine.draw(550, 200);
curLine.visible = true;
//show and position mirrors and globes
curMirror = mirrors[curLevel];
addChild(curMirror);
curMirror.x = 250;
curMirror.y = 350;
var curGlobe:Globe = globes[curLevel];
addChild(curGlobe);
curGlobe.x = 100;
curGlobe.y = 50;
//set mirror types
curMirror.gotoAndStop(2);
trace("you are now on level " + (curLevel + 1) + "!");
}
//ENTER_FRAME function
public function enterFrame(event:Event) {
//line1.visible = true;
for (var i:int = 0; i < lines.length;i++){
if (i < lines.length - 1) nextLine = lines[i + 1]; //check for out of bounds before assignment next line
if (lines[i].visible == true) {
kill = true;
for each(var mirror:Mirror in mirrors) {
if (lines[i].visible && mirror.stage && mirror.hitTestObject(lines[i])) { //for efficiency, do the hit test last in the if statement
for each(var globe:Globe in globes) {
//Looped through Mirrors and Lines and checked for collision - if collision is present, we loop through globes here
if (nextLine && nextLine.stage) {
addChild(nextLine);
}
//check for active globes
if (lines[i].visible && lines[i].hitTestObject(globe)) {
//check if the selected line touches the selected globe - if it does then we will start the timer for that globe
if (!globe.running){
globe.start();
//trace('timing');
kill = false;
}
}
else {
globe.reset();
}
switch(mirror.currentFrame) {
case 1:
break;
case 2:
//trace('live a life you will remember' + Math.random());
if(nextLine) nextLine.visible = true;
lines[i].draw(mirror.x + (mirror.width / 2),lines[i].curY);
if (nextLine) {
nextLine.curX = mirror.x + (mirror.width / 2);
nextLine.curY = 200;
nextLine.draw(mirror.x + (mirror.width / 2), 0);
}
kill = false;
break;
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
trace(mirror.currentFrame);
kill = false;
break;
}
}
}
else if (lines[i].visible && mirror.stage && lines[i].stage){
if (kill && nextLine){
nextLine.graphics.clear();
nextLine.visible = false;
}
}
}
}
}
}
}
}
//MIRROR CLASS DECLARATION
import flash.events.MouseEvent;
class Mirror extends MovieClip {
trace('mirror: working');
public function Mirror() {
this.addEventListener(MouseEvent.MOUSE_DOWN,onDown,false,0,true);
}
private function onDown(e:MouseEvent):void {
//add the mouse up listener on the stage, that way it's consistent even if the user drags so fast that the mouse leaves the bounds of the mirror
stage.addEventListener(MouseEvent.MOUSE_UP, onUp, false, 0, true);
this.startDrag();
}
private function onUp(e:MouseEvent):void {
//we need to remove the listener from the stage now
stage.removeEventListener(MouseEvent.MOUSE_UP, onUp, false);
this.stopDrag();
}
}
//LINE CLASS DECLARATION
import flash.display.Graphics;
class Line extends MovieClip {
trace('line: working');
public var curX:int;
public var curY:int;
public function Line():void {
}
public function draw(toX:int,toY:int):void {
graphics.clear();
graphics.lineStyle(1,0x000000,1);
graphics.moveTo(curX,curY);
graphics.lineTo(toX, toY);
curX = toX;
curY = toY;
}
}
//GLOBE CLASS DECLARATION
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
class Globe extends MovieClip {
trace('globe: working');
private var timer:Timer = new Timer(3 * 100, 5);
public function Globe():void {
timer = new Timer(300, 5);
timer.addEventListener(TimerEvent.TIMER, repeatShine, false, 0, true);
}
public function reset():void {
timer.reset();
}
public function start():void {
timer.start();
}
public function get running():Boolean { return timer.running; };
private function repeatShine(e:TimerEvent):void {
}
}

Using the Feathers ScreenNavigator with Starling and Signals

I'm new to Flash, Starling, and Feathers and am giving myself a kind of crash course, but am getting confused. I simply want my root starling class to initiate my game screen. I apologize if this is noobish. I really do want to understand.
I am not sure what dispatches FeathersEventType.INITIALIZE and I'm having trouble dispatching it manually. Any pointers in the right direction would be greatly appreciated.
In my Main.as (my Document Class), I instantiate starling, wait for the Root to be created, and then call its Start function (saw this in an example of how to show an initial background, not sure if it's best practice).
this.mStarling = new Starling(Root, this.stage, viewPort);
... //set background from embed
mStarling.addEventListener(starling.events.Event.ROOT_CREATED,
function(event:Object, app:Root):void
{
mStarling.removeEventListener(starling.events.Event.ROOT_CREATED, arguments.callee);
removeChild(background);
background = null;
var bgTexture:Texture = Texture.fromEmbeddedAsset(
backgroundClass, false, false);
//app.start(bgTexture, assets);
app.start(bgTexture, assets) // call the START on my root class
mStarling.start();
});
Here's my Root class (which is the root class passed to Starling)
public function Root()
{
if (verbose) trace(this + "Root(" + arguments);
super();
this.addEventListener(FeathersEventType.INITIALIZE, initializeHandler);
}
// this is not being called
private function initializeHandler(e:Event):void
{
this._navigator.addScreen(GAME_SCREEN, new ScreenNavigatorItem(GameScreen,
{
complete: MAIN_MENU
}));
}
public function start(background:Texture, assets:AssetManager):void
{
sAssets = assets; // assets loaded on document class
addChild(new Image(background)); // passed from doc class
this._navigator = new ScreenNavigator();
this.addChild(this._navigator);
var progressBar:ProgressBar = new ProgressBar(300, 20);
progressBar.x = (background.width - progressBar.width) / 2;
progressBar.y = (background.height - progressBar.height) / 2;
progressBar.y = background.height * 0.85;
addChild(progressBar);
// Progress bar while assets load
assets.loadQueue(function onProgress(ratio:Number):void
{
progressBar.ratio = ratio;
if (ratio == 1)
Starling.juggler.delayCall(function():void
{
gameScreen = new GameScreen();
trace("got this far" + gameScreen);
gameScreen.GAME_OVER.add(gotoGameOverScreen);
gameOverScreen = new GameOverScreen();
gameOverScreen.PLAY_AGAIN.add(gotoGameScreen);
progressBar.removeFromParent(true);
// This is where I'd like the GAME_SCREEN to show.
// now would be a good time for a clean-up
System.pauseForGCIfCollectionImminent(0);
System.gc();
}, 0.15);
});
This is part of my Root Class
public function start(background:Texture, assets:AssetManager):void
{
stageW= int(stage.stageWidth);
stageH = int(stage.stageHeight);
sAssets = assets;
bgIma=new Image(background);
bgIma.height=g.stageH * 0.4;
bgIma.scaleX=bgIma.scaleY;
bgIma.x=(g.stageW-bgIma.width)>>1;
bgIma.y=(g.stageH-bgIma.height)>>1;
addChild(bgIma);
var progressBar:ProgressBar = new ProgressBar(175, 20);
progressBar.x = (g.stageW - progressBar.width) >> 1;
progressBar.y = (g.stageH - progressBar.height) >> 1;
progressBar.y = g.stageH * 0.8;
addChild(progressBar);
assets.loadQueue(function onProgress(ratio:Number):void
{
progressBar.ratio = ratio;
if (ratio == 1)
Starling.juggler.delayCall(function():void
{
progressBar.removeFromParent(true);
removeChild(bgIma);
bgIma=null;
addedToStageHandler();
addSounds();
System.pauseForGCIfCollectionImminent(0);
System.gc();
}, 0.15);
});
}
protected function addedToStageHandler(event:starling.events.Event=null):void
{
this._navigator = new ScreenNavigator();
_navigator.autoSizeMode = ScreenNavigator.AUTO_SIZE_MODE_CONTENT;
this.addChild( this._navigator );
this._transitionManager = new ScreenFadeTransitionManager(_navigator);
this._navigator.addScreen( "Fluocode", new ScreenNavigatorItem(Fluocode));
this._navigator.addScreen( "Main", new ScreenNavigatorItem(AppMain));
this._navigator.showScreen("Fluocode");
this._transitionManager.duration = 0.5;
this._transitionManager.ease = Transitions.EASE_IN;
}

addChild not displaying anything on stage

So I'm trying to make a spaceship fire lasers when the spacebar is pressed. I've done this before in a pure flex project but have recently gotten creative cloud and am trying to recreate the same effect using flash professional/flash builder.
Unfortunately when I create a new instance of my "Laser" class and try and put it on the stage with addChild() nothing seems to happen.
Here is the main file/document class
public class PlayerShip extends Sprite
{
private var laserTimer:Timer;
private var shipTime:Timer;
private var upKey:Boolean;
private var downKey:Boolean;
private var leftKey:Boolean;
private var rightKey:Boolean;
private var spacebar:Boolean;
private var utils:Utils = new Utils();
//tuning variables
private var MOVE_SPEED:int = 5;
private var REVERSE_SPEED:int = 3;
private var TURN_SPEED:int = 5;
private var laserEmitter:shipLasers = new shipLasers(stage);
public function PlayerShip():void
{
super();
addEventListener(Event.ENTER_FRAME, fly);
stage.addEventListener(KeyboardEvent.KEY_DOWN, movementKeysDown);
stage.addEventListener(KeyboardEvent.KEY_UP, movementKeysUp);
laserTimer = new Timer(1000/1000);
laserTimer.addEventListener(TimerEvent.TIMER, fireLasers);
laserTimer.start();
addChild(laserEmitter);
}
public function fly(e:Event):void {
if(downKey) {
SpaceShip.x -= Math.sin(utils.degreesToRadians(SpaceShip.rotation)) * REVERSE_SPEED;
SpaceShip.y += Math.cos(utils.degreesToRadians(SpaceShip.rotation)) * REVERSE_SPEED;
}
if(upKey) {
SpaceShip.x += Math.sin(utils.degreesToRadians(SpaceShip.rotation)) * MOVE_SPEED;
SpaceShip.y -= Math.cos(utils.degreesToRadians(SpaceShip.rotation)) * MOVE_SPEED;
}
if(leftKey) {
SpaceShip.rotation -= TURN_SPEED;
}
if(rightKey) {
SpaceShip.rotation += TURN_SPEED;
}
}
public function movementKeysUp(e:KeyboardEvent):void { //rotators is key_up :P
switch(e.keyCode) {
case 83:
downKey = false;
break;
case 65:
leftKey = false; // on "a" key_up sets left turn to false. Simple enough.
break;
case 68:
rightKey = false; // K. "d" released makes me not turn right.
break;
case 87:
upKey = false; // I guess case 87 is "w"
break;
case 32:
spacebar = false;
break;
}
}
public function movementKeysDown(e:KeyboardEvent):void { // key_down for movers
switch(e.keyCode) {
case 83:
downKey = true;
break;
case 65:
leftKey = true; //so now on key_down for the "a" key it makes me go left! :D
break;
case 68:
rightKey = true; //same as lft...
break;
case 87:
upKey = true;
break;
case 32:
spacebar = true;
break;
}
}
public function fireLasers(e:TimerEvent) {
if(spacebar) {
laserEmitter.Emit(SpaceShip.x, SpaceShip.y, SpaceShip.rotation);
addChild(laserEmitter);
}
}
public function getShip():MovieClip {
return SpaceShip;
}
}
}
and this is the separate class that is supposed to create new instances of the Laser class and put them on the stage.
public class shipLasers extends Sprite implements Emittable
{
var tempLaserRight:MovieClip;
var tempLaserLeft:MovieClip;
var laserArray:Array = [];
public function shipLasers(stage:Stage):void
{
}
public function Emit(x:int, y:int, rotation:Number):void {
tempLaserRight = new Laser();
tempLaserLeft = new Laser();
tempLaserRight.rotation = tempLaserLeft.rotation = rotation;
tempLaserRight.x = 200;
tempLaserLeft.x = 210;
tempLaserRight.y = 200;
tempLaserLeft.y = 200;
laserArray.push(tempLaserRight);
laserArray.push(tempLaserLeft);
stage.addChild(tempLaserRight);
stage.addChild(tempLaserLeft);
trace("Oh come on!");
}
}
}
Thanks!
You never store passed stage reference in shipLasers class, thus you are trying to refer its own built-in stage ref, which is likely null because your instances of shipLasers don't get added to display list themselves. You need to store the stage ref passed in the constructor and use that to add children.
public class shipLasers ... {
var theStage:Stage;
public function shipLasers(aStage:Stage){
theStage = aStage;
}
public function Emit(...) {
...
theStage.addChild(tempLaserRight);
thestage.addChild(tempLaserLeft);
}
}
Update: It's also a good practice to first check stage availability, then use stage reference. To do this, you need to listen to Event.ADDED_TO_STAGE event in your ship class, as it uses stage left right and center. The common code of achieving this is as follows:
public function PlayerShip() {
....
// leave here only code that does not require stage
if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE,init);
}
private function init(e:Event=null):void {
removeEventListener(Event.ADDED_TO_STAGE,init);
// here place all code that's left from your initialization process
laserEmitter=new shipLasers(stage);
stage.addEventListener(KeyboardEvent.KEY_DOWN, movementKeysDown);
stage.addEventListener(KeyboardEvent.KEY_UP, movementKeysUp);
// etc.
}

Does fullscreen event trigger resize in as3?

I'm trying to set up a fullscreen toggle and implement elements of fluidity however am uncertain if I have to include a dispatch event in the toggle for screen resize or will this be something that will be detected by the previous eventListener when the fullscreen toggle is activated?
Furthermore having looked online for several days on the subject, I'm still uncertain where it's optimal to place the resize control of my stage elements.
public function Main():void {
addEventListener(Event.ADDED_TO_STAGE, init);
stage.addEventListener(Event.RESIZE, resizeListener);
stage.addEventListener(FullScreenEvent.FULL_SCREEN_INTERACTIVE_ACCEPTED, fullScreenRedraw);
}
private function resizeListener (e:Event):void {
// - Do I put my resize control options here to cater for general resize or see below?
myMovie.width = stage.stageWidth; // etc
}
private function fullScreen(e:MouseEvent):void {
try {
switch (stage.displayState) {
case StageDisplayState.FULL_SCREEN_INTERACTIVE:
/* If already in full screen mode, switch to normal mode. */
stage.displayState = StageDisplayState.NORMAL;
break;
default:
stage.fullScreenSourceRect = null;
// If not in full screen mode, switch to full screen mode.
stage.dispatchEvent(new Event(Event.RESIZE));
stage.displayState = StageDisplayState.NORMAL;
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
break;
}
} catch (err:SecurityError) {
// ignore
}
}
private function fullScreenRedraw(event:FullScreenEvent):void {
if ( event.fullScreen ) {
// FULLSCREEN TRUE
// - Or do I put my resize control options here to cater for the fullscreen as well?
myMovie.width = stage.stageWidth; // etc
var fScrField:TextField = new TextField();
fScrField.y = 480;
fScrField.text = "Redraw : True";
addChild(fScrField);
} else {
// NON FULLSCREEN
fScrField.text = "Redraw : False";
addChild(fScrField);
}
}
** Amended handlers as mentioned on adobe. But conflicting info on what goes where and why?!
private function activateHandler(event:Event):void {
trace("activateHandler: " + event);
}
private function fullScreenRedraw(event:FullScreenEvent):void {
if ( event.fullScreen ) {
// Add additional panels if set/sizes
var fScrField:TextField = new TextField();
fScrField.y = 480;
fScrField.text = "Redraw : True";
addChild(fScrField);
} else {
// Remove additional panels etc
fScrField.text = "";
fScrField.text = "Redraw : False";
addChild(fScrField);
}
}
Now I've been able to get it working in all manner of ways using the code above with variations but having spent days online googling there seems to be no efficiant or clear explanation which is best.
Any help on where this could be better optimised and made more efficient as I've kind of just crowbar'd it together from what I can work out.
Thanks in advance.
I think you're over-complicating it. Try that way:
// in your constructor:
fullScreenBtn.addEventListener(MouseEvent.CLICK, toggleFullScreen);
stage.addEventListener(FullScreenEvent.FULL_SCREEN, refreshStage);
stage.addEventListener(Event.RESIZE, refreshStage);
// then handle stage resize:
private function refreshStage(event:Event = null):void
{
if ( stage.displayState == StageDisplayState.NORMAL ) {
// handle stage in normal mode
} else {
// handle stage in full screen mode
}
}
// handle stage state toggle:
private function toggleFullScreen(event:Event = null):void
{
if ( stage.displayState == StageDisplayState.NORMAL )
stage.displayState = StageDisplayState.FULL_SCREEN;
else
stage.displayState = StageDisplayState.NORMAL;
}

swap depthes when movie clips loaded from library

I have two movie clips in the library with linkage.
on the stage I have two buttons - each load a movie clip to a specific mc target on the stage.
I also have a third button that removes the mc target, to clear the stage.
I want to know how can I change the code in AS3 so the loaded movie clips will not show at the same time, but swap each other, like I used to use depth in AS2.
This is the code:
var myIgool = new igool ();
var myRibooa = new ribooa ();
loadigool.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_3);
function fl_MouseClickHandler_3(event:MouseEvent):void
{
mc_all.addChild (myIgool);
}
loadribooa.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_4);
function fl_MouseClickHandler_4(event:MouseEvent):void
{
mc_all.addChild (myRibooa);
}
unloadall.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_6);
function fl_MouseClickHandler_6(event:MouseEvent):void
{
removeChild(mc_all);
;
}
I would recommend something like this:
var myIgool = new igool ();
var myRibooa = new ribooa ();
mc_all.addChild(myIgool);
mc_all.addChild(myRibooa);
myIgool.visible = false;
myRibooa.visible = false;
loadigool.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_3);
function fl_MouseClickHandler_3(event:MouseEvent):void
{
myIgool.visible = true;
myRibooa.visible = false;
}
loadribooa.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_4);
function fl_MouseClickHandler_4(event:MouseEvent):void
{
myIgool.visible = false;
myRibooa.visible = true;
}
unloadall.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_6);
function fl_MouseClickHandler_6(event:MouseEvent):void
{
myIgool.visible = false;
myRibooa.visible = false;
}
But if you really want to swap, you could also do the following, however I recommend setting the visible flag as it's more efficient rather than covering something up that wouldn't need to draw.
loadigool.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_3);
function fl_MouseClickHandler_3(event:MouseEvent):void
{
if (myIgool.parent != mc_all)
{
mc_all.addChild(myIgool);
}
else
{
mc_all.setChildIndex(myIgool, mc_all.numChildren - 1);
}
}
loadribooa.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_4);
function fl_MouseClickHandler_4(event:MouseEvent):void
{
if (myRibooa.parent != mc_all)
{
mc_all.addChild(myRibooa);
}
else
{
mc_all.setChildIndex(myRibooa, mc_all.numChildren - 1);
}
}