In the root, I have 2 buttons that when you press the first one, it goes to the first frame inside the movieclip, if I press the second button it goes to the second frame.
I have the following function in frame 2 inside a movieclip.
function loadMap(mapBoolean:Boolean):void{
if(mapBoolean == false){
var loader:Loader = new Loader();
loader.load(new URLRequest("1.png"));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
function loadComplete(e:Event){
map_holder.addChild(loader);
MovieClip(root).mapLoaded = true;
}
}
}
Var declared: var mapLoaded:Boolean = false;
Button #2 function:loadMap(mapLoaded);
When I first press button #2 it goes to the second frame in the movieclip, it successfully loads the image into the holder. Then I press button #1 to return to the first frame and press button #2 to go to the second frame, and the image is gone. Why is this happening?
two options :
either you put the holder on frame 1 (and set its alpha to 0 or visible to false)
or you keep your loader in a variable, declared the same way as mapBoolean:
code frame 1
var loader:Loader;
code frame 2
if(!loader){
loader = new Loader();
loader.load(new URLRequest("1.png"));
//no need for event listening
}
map_holder.addChild(loader);
Related
So I'd like to set this up to where you click on a button it loads a new scene and unloads the previous scene.
This is what I have so far.
staart.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler);
function fl_MouseClickHandler(event:MouseEvent):void
{
function loadSWF(swfURL){
var myLoader:Loader = new Loader();
var mySWF:URLRequest = new URLRequest(swfURL);
myLoader.contentLoaderInfo.addEventListener
(Event.COMPLETE,onCompleteHandler);
myLoader.contentLoaderInfo.addEventListener
(ProgressEvent.PROGRESS,onProgressHandler);
myLoader.load(mySWF);
}
function onCompleteHandler(loadEvent:Event){
addChild(loadEvent.currentTarget.content);
loadEvent.currentTarget.content.gotoAndStop(swfFrame);
}
function onProgressHandler(myProgress:ProgressEvent){
var percent:Number =
Math.round(myProgress.bytesLoaded/myProgress.bytesTotal*100);
trace(percent+"% loaded");
}
}
var swfFrame:Number= 1;
loadSWF("home.swf");
}
Is it possible to unload a specific swf file or previous swf file through a newly loaded swf file?
You should create a variable for your swf.
Add this to your code :
var mc:MovieClip = new MovieClip();
// Adds the movie clip at initialization.
addChild(mc);
and modify your onCompleteHandler method like this :
function onCompleteHandler(loadEvent:Event){
// Changes the content of your movie clip.
mc = loadEvent.currentTarget.content;
mc.gotoAndStop(swfFrame);
}
shawn gave you the right answer but there are 2 other problems in your code:
There's a typo in element staart and a potential memory leak because you add event listeners without removing them. You should add the following two lines in onCompleteListener function:
loadEvent.currentTarget.removeEventListeners(Event.COMPLETE,onCompleteHandler)
loadEvent.currentTarget.removeEventListeners(ProgressEvent.PROGRESS,onProgressHandler)
If you don't remove the listeners, the garbage collector will be unable to free the memory of every loader you create on each click
I am attempting to build a drag and drop game where a user can build something using the images I provide. I will have images in a menu that the user can click and drag to the building area. The user will be able to add however many instances of that image as they want.
I was able to get part of it working. So far, I can click the image and drag it around, and create as many instances as I want. However, I cannot click and drag the image once I have placed it.
When I do a trace to see what the name is, it says that all the new instances are named hillChild1. I tried to make them named hillChild1, hillChild2, etc., but that doesn't seem to work either... not sure that is an issue, though.
Here's my code:
thesubmenu1.hill.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
var myImage:Sprite = Sprite(new Hill_mc());
var i:Number=0; i++;
function onDown(e:MouseEvent):void {
var myImage:Sprite = Sprite(new Hill_mc());
myImage.name = "hillChild"+i;
addChild(myImage);
myImage.x = mouseX;
myImage.y = mouseY;
myImage.startDrag();
myImage.buttonMode = true;
}
function onUp(e:MouseEvent):void {
var myImage:Sprite = Sprite(new Hill_mc());
myImage.stopDrag();
myImage.name = "hillChild";
}
stage.addEventListener(MouseEvent.CLICK, traceName);
function traceName(event:MouseEvent):void { trace(event.target.name); }
myImage.getChild(myImage).addEventListener("mouseDown", mouseDownHandler);
stage.addEventListener("mouseUp", mouseUpHandler);
function mouseDownHandler (e:MouseEvent):void{
myImage.startDrag();
}
function mouseUpHandler (e:MouseEvent):void{
myImage.stopDrag();
}
I am new to StackOverflow and also Actionscript 3, if it isn't apparent.
Your issue is likely that you are creating a new instance on mouse up (when what you want is a reference to instance that was already created on mouse down). Also, you never add a click listener to you new objects. Add the mouse up listener to stage only after the mouse down (then remove the listener in the mouse up).
thesubmenu1.hill.addEventListener(MouseEvent.MOUSE_DOWN, createCopy);
var i:int=0;
var tmpImage:Sprite; //to store which image is being dragged currently
function createCopy(e:MouseEvent):void {
tmpImage = new Hill_mc();
tmpImage.name = "hillChild"+(i++); //increment every copy
addChild(tmpImage);
tmpImage.x = mouseX;
tmpImage.y = mouseY;
tmpImage.startDrag();
tmpImage.buttonMode = true;
tmpImage.addEventListener(MouseEvent.MOUSE_DOWN, onDown); //add the mouse down to this new object
stage.addEventListener(MouseEvent.MOUSE_UP, onUp); //since the mouse is currently down, we need to listen for mouse up to tell the current copy to stop dragging
}
//this will be called when click a copy
function onDown(e:MouseEvent):void {
tmpImage = Sprite(e.currentTarget); //get a reference to the one that was clicked, so we know which object to stop dragging on the global mouse up.
stage.addEventListener(MouseEvent.MOUSE_UP, onUp); //listen for the mouse up
tmpImage.startDrag();
}
function onUp(e:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_UP,onUp); //now that the mouse is released, stop listening for mouse up
tmpImage.stopDrag(); //stop dragging the one that was clicked
}
I'm relatively new to flash and as3. Basically I'm trying to load a movieclip to the stage and then click a button within that movieclip to remove the child again from the stage. I have the following movieclip:
var myResultBox:ResultBox = new ResultBox();
addChild(myResultBox);
I have a button placed within the movieclip called closeButton1. I am trying to click the close button which in turn removes the movieclip.
the code within the MovieClip is -
//Event Listener for Close button within my results box
closeButton1.addEventListener(MouseEvent.CLICK, closeBMI);
function closeBMI(evt:MouseEvent):void
{
removeChild(myResultBox);
}
Following error
code: 1120: Access of undefined property closeButton1.
Any help would be most appreciated
Below is a simple program which i think has the functionality of what you are asking for. As far as I understand, you have button A on the stage. When you click button A, movie clip B is added to the stage. Movie clip B has button B in it. When you click button B, Movie clip B and button B are removed.
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
// This creates a movie clip that contains a button.
// This button will remove the movie clip that contains
// it when it is clicked.
var MovieClipB = new MovieClip();
MovieClipB.graphics.lineStyle(1,0);
MovieClipB.graphics.beginFill(0x0000FF,1);
MovieClipB.graphics.drawRect(0,0,50,50);
var ButtonB:MovieClip = new MovieClip();
ButtonB.buttonMode = true;
ButtonB.graphics.lineStyle(1,0);
ButtonB.graphics.beginFill(0xFFFFFF,1)
ButtonB.graphics.drawCircle(0,0,10);
ButtonB.x = ButtonB.y = 25;
MovieClipB.addChild(ButtonB);
ButtonB.addEventListener(MouseEvent.CLICK, removeButtonClickHandler, false, 0, true);
function removeButtonClickHandler(event:MouseEvent):void
{
var button = MovieClip(event.currentTarget);
var container = button.parent;
container.parent.removeChild(container);
}
// This creates a button that starts on the stage.
// When clicked, it adds the movie clip defined above to the stage
var ButtonA:MovieClip = new MovieClip();
ButtonA.buttonMode = true;
ButtonA.graphics.lineStyle(1,0);
ButtonA.graphics.beginFill(0xFF0000,1)
ButtonA.graphics.drawRect(0,0,50,50);
addChild(ButtonA);
ButtonA.x = ButtonA.y = 20;
ButtonA.addEventListener(MouseEvent.CLICK, addButtonClickHandler, false, 0, true);
function addButtonClickHandler(event:MouseEvent) : void
{
addChild(MovieClipB);
MovieClipB.x = 200;
MovieClipB.y = 20;
}
Within the button? But you can't reference button in such way. You should put your code within movieclip that holds button, where you add result addChild(myResultBox); So your event handler will be able reference myResultBox
For code within a button:
this.addEventListener(MouseEvent.CLICK, closeBMI);
function closeBMI(evt:MouseEvent):void
{
//removeChild(myResultBox);
//Sadly, you don't have reference on myResultBox within a button...
}
I have several movie clips into a frame the size of the stage and I have to switch through a button between those pages.
So if I press button, should all the other frames removeChild and the one where he is called to go addChild.
Edit: I have the actionscript placed in the timeline of the movieClip so the button is not on the stage but I put in the movie clip using action script.
So what DodgerThud showed here is not possible because the button has changed since that is in the movieClip('s).
I think I need to place the same code in every movieClip.
Put all of your MovieClips into a Vector or Array.
When you click the button, you should cycle through the Vector/Array and check if the MovieClip is currently on stage with contains(DisplayObject). If the Movieclip IS currently on the stage, remove it and add another one to the stage, for example, the next one in the Vector/Array.
var vec:Vector.<MovieClip> = new Vector.<MovieClip>
vec[0] = new MovieClip();
vec[1] = new MovieClip(); //example with MovieClips
vec[2] = new MovieClip();
addChild(vec[0]); //add one of the MovieClips to stage
button.addEventListener(MouseEvent.CLICK, onClick);
function onClick(e:MouseEvent):void
{
for(var i:int = 0; i < vec.length; i++) //go through the Vector one by one
{
if(contains(vec[i]) //if the Object at position i in the Vector is on stage
{
removeChild(vec[i]); //remove the Object
var next:int = i; //create a temporary holder
if(next == vec.length) //check if the displayed Object was the last in the list
{
next = 0; //if so, set to 0
}else{
next++; //otherwise, only add 1
}
addChild(vec[next]); //add the next Object to the stage. If the removed Object was the last in the Vector, it'll add the first Object in the Vector to the list
break; //escape the for loop, otherwise it'll always only show the last Object
}
}
}
Something like ...
function tueHandler(e:MouseEvent):void
{
while(numChildren > 0)
removeChildAt(0);
addChild(whatever);
}
I have somme mc's on the stage an I want thatto change on mc with antoher by clicking on them. For example if I click on mc1 and than on mc2 than they schould change the positions.
any ideea how o do that?
thank you for your time
You need to have a click event for the movieclip, and record it on a variable which movieclip was clicked, and then when the 2nd one is clicked, you just swap their positions. I'll give you a snippet of code that should work and should be enough to teach you how it's done.
import flash.events.MouseEvent;
// Variable that will be used to store the 1st clicked MC
var lastClickedSwapMC;
//First we define the function to be called
function clickEventSwapMcs(evt : MouseEvent) {
// Verify if a mc wasn't previously clicked
if(lastClickedSwapMC == null) {
// If it wasn't, it's the 1st time, so store the MC that was clicked
lastClickedSwapMC = evt.currentTarget;
} else {
// If it was, we just need to swap the positions of the stored one with the one just clicked
var savedX : Number = evt.currentTarget.x;
var savedY : Number = evt.currentTarget.y;
evt.currentTarget.x = lastClickedSwapMC.x;
evt.currentTarget.y = lastClickedSwapMC.y;
lastClickedSwapMC.x = savedX;
lastClickedSwapMC.y = savedY;
//After swaping their position, we clear the last clicked MC
lastClickedSwapMC = null;
}
}
//Now we register the click event on them so it calls the function
mc1.addEventListener(MouseEvent.CLICK, clickEventSwapMcs);
mc2.addEventListener(MouseEvent.CLICK, clickEventSwapMcs);