What is the equivalent to removeMovieClip() in AS3?
Apparently many have the same question:
StackOverflow:
How to completely remove a movieclip in as3
Remove movie clip as3
How to remove childmovieclip and add to new parent movieclip
Others:
removeMovieClip(this) in AS3?
Destroy/Delete a Movieclip???
Remove movie clip
But none of their solutions seem to work, for me:
Im working on flash CS4 with AS3:
I have a very simple movie with a single button called click. On pressing the button, a new instance of coin is created:
this.click.addEventListener(MouseEvent.CLICK,justclick);
function justclick(e:MouseEvent){
var money=new coin
this.addChild(money)
money.x=e.stageX
money.y=e.stageY
}
It might not be the best code, but it works fine. Now, the coin MovieClip is supposed to show a small animation and remove itself. In good old AS2 I would have added:
this.removeMovieClip()
in the last frame of the animation. But this doesn't exist in AS3.
I have tried, without success:
this.parent.removeChild(this) // 'Cannot access a property or method of nullobject reference'...
this.removeMovieClip() // 'removeMovieClip is not a function'
removeMovieClip(this) //'call to possibly undefined method removeMovieClip'
unloadMovie(this)//'call to possibly undefined method removeMovieClip'
Solutions?
Thanks,
this.parent.removeChild(this);
This one should be working; it's what I use. One problem I had when I switched to AS3 is that sometimes it wouldn't be added as a child right, so you might want to check that. You also have to import flash.display via putting this at the top if you're not already:
import flash.display.*
You should also remove the event listener on it before removing it.
If your animation is ending on frame 20.
note: using 19 because flash count frames from zero(0) similar to array index.
class animatedCloud
{
public function animatedCloud(){
addFrameScript(19, frame20);
}
private function frame20(){
parent.removeChild(this);
}
}
Always ensure that those self removing movieclips can get garbage collected.
This solution wiped away all my instances from a loaded swf's library symbol:
var mc:MovieClip = new definition() as MovieClip;
addChild(mc);
mc.x = 1000 * Math.random();
mc.y = 1000 * Math.random();
mc.addFrameScript(mc.totalFrames - 1, function onLastFrame():void
{
mc.stop();
mc.parent.removeChild(mc);
mc = null;
});
public static function removeDisplayObject(displayObject:DisplayObject):void {
/* normal code
if(displayObject && displayObject.parent){
displayObject.parent.removeChild(displayObject);
}
*/
displayObject ? displayObject.parent ? displayObject.parent.removeChild(displayObject) : null : null;
}
I use, in an extra blank keyframe at the end of the MovieClip which should remove itself:
stop();
MovieClip(parent).removeChild(this);
Found it to be the proper and best solution.
Related
Application Type: mobile
Titanium SDK: 3.1.0.GA
Platform & version: iOS 6.1
Device: iOS Simulator
Host Operating System: OSX 10.8.3
Titanium Studio: 3.1.0.201304151600
I'd like to conditionally show/hide a textfield in a TableViewRow. In order to do this I need to expand the height of the row. The following code doesn't work, though. The TableViewRow is actually an Alloy controller. I first tried animating it before I realized that it can't be animated. Now I'm just trying to change the height and that isn't even working. I've tried using the setHeight method along with just setting the height property directly to no avail.
Any ideas?
var notesVisible = false;
function notes_click() {
if(notesVisible == false) {
Ti.API.info('expanding');
$.row.height = 200;
// $.notes_container.setHeight(124);
notesVisible = true;
} else {
Ti.API.info('contracting');
$.row.height = 75;
$.notes_container.setHeight(0);
notesVisible = false;
}
};
There are two good ways of doing this, both should be done from the click event listener.
Method 1) One way is to directly change the "height" variable of the row
Method 2) The second is to create a new row and replace the current row with the new row
Method 1 is more straightforward but I found it to be glitchy depending on what version of the SDK you are using, but with 3.1.0 it should work. Both methods should be called from the 'click' eventListener as its easier to tell Titanium which row to act on based on the click
So here is an example
currentTableview.addEventListener('click',function(e)
{
// DO whatever your row is supposed to do when clicked
// Now lets change the height of the row to a new height, 200 in this example
e.row.height = 200
}
With Method two, it involves creating a new row and then replacing the current row with this call
currentTableview.updateRow(e.index,newlyCreatedUpdatedRow);
I know its an old question asked by some one but the solution provided will not work and i think best solution for this is by making a recursive function and changes the height of your row and need to play with the visibility of views inside that row hopefully will help someone :)
I'm following a tutorial on making a top down/isometric camera and have run into a bit of a snag. See, the following comes up when I compile.
BGCGamePawn.uc(15) : Error, Type mismatch in '='
Now, I've managed to get this far so I understand that the problem lies in the following bit of code. Line 15 is bold.
//override to make player mesh visible by default
simulated event BecomeViewTarget( PlayerController PC )
{
local UTPlayerController UTPC;
Super.BecomeViewTarget(PC);
if (LocalPlayer(PC.Player) != None)
{
**UTPC = BGCGamePlayerController (PC);**
if (UTPC != None)
{
//set player ctrl to behind view and make mesh visible
UTPC.SetBehindView(true);
SetMeshVisibility(True);
UTPC.bNoCrosshair = true;
}
}
}
Does BGCGamePlayerController extend from UTPlayerController? If not, that would be the problem: you're trying to cast your PlayerController parameter into a BGCGamePlayerController but then store it in a local UTPlayerController variable. You'll need to change the type for your local variable or change the hierarchy for your BGCGamePlayerController.
can anyone please explain, with an example if possible, how to load dynamic content inside an iscroll div and assign a new height to it?
I can get it to work but I can't control the height of the scroll for the new content.
I'm new to all this and have no clue were to start.
here's what I'm working on:
http://homepage.mac.com/jjco/test/index7.html
when the page is loaded you see the scroll bar where there's no content...
clicking on print/damm (shows the height I originally set for this content)
clicking on print/fcbarcelona (maintains the same height and position of the scroll you used before) as you see it's not working as it should.
obviously, I don't want the scroll to be there when it's not necessary.
any help would be greatly appreciated.
It's better to use the refresh() method in iScroll, which will recalculate the height.
myScroll.refresh();
I had a similar problem, and just refresh() didn't help, so didn't help destroying and recreating iScroll. In my case I was loading a lot of elements into iScroll div. What did solve the problem is setTimeout(). As MASTERING THE REFRESH() METHOD said adding even 0ms to a setTimeout() would solve a lot of problems. In my case it was 500ms. =
here is code sample:
var myScroll;
function createIScroll(){
myScroll = new iScroll('wrapper');
}
function iScrollRefresh(){
setTimeout(function(){
myScroll.refresh();
}, 500);
}
$ajax(){
//receiving data
}
function someFunction(){
//dynamic content is created
iScrollRefresh();
}
My problem was that refresh() function was executed before content was inserted into DOM, so increasing timeout helped. I hope it helps to beginners like me.
try this, when you insert your new data into iScroll do these steps
//myScroll is a global variable you initialize iScroll on
myScroll.destroy();
myScroll = null;
loaded();//this is a functions where you have have your iScroll initializer
To watch height changes:
setInterval(function () {
var newScrollerHeight = $scroller.innerHeight();
if (newScrollerHeight !== prevScrollerHeight) {
prevScrollerHeight = newScrollerHeight;
myScroll.refresh();
}
}, 500);
Take a look at iScroll4
In iscroll.js, I see experimental option: checkDOMChanges: false,// Experimental You can enable and use it.
Hey guys, I'm trying to make a 2D Platform style game similar to this game below:
http://www.gameshed.com/Puzzle-Games/Blockdude/play.html
I have finished making most of the graphic, and areas, and collision, but our character is still not able to carry things. I'm confused as to what code to use so that my character can carry the blocks. I need help as to how to make our character carry blocks that are in front of him, provided that the blocks that don't have anything on top of it. This has been confusing me for a week now, and any help would be highly appreciated. :D
I fondly remember my first AS2 game. The best approach is probably an object oriented approach, as I will explain.
In AS2, there is a hittest method automatically built into objects. There is a good tutorial on Kirupa here:
http://www.kirupa.com/developer/actionscript/hittest.htm
also
http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=00001314.html
First you'll want to generate your boxes using a Box class. Your class would need to look something like the following:
//Box.as pseudo-code
class Box {
var x_pos:Number;
var y_pos:Number;
var attachedToPlayer:Boolean;
function Box(_x:Number, _y:Number) {
this.x_pos = _x;
this.y_pos = _y;
}
//other code here
}
See this tutorial on how to attach a class to an object in the library:
http://www.articlesbase.com/videos/5min/86620312
To create a new Box, you'd then use something like
box1 = new Box(100,200);
// creates a box at position 100x,200y
However, you'll also want to store the blocks you want to pickup into some sort of array so you can loop through them. See http://www.tech-recipes.com/rx/1383/flash-actionscript-create-an-array-of-objects-from-a-unique-class/
Example:
//somewhere near the top of your main method, or whereever your main game loop is running from - note Box.as would need to be in the same folder
import Box;
//...then, somewhere before your game loop
//create an array to hold the objects
var boxArray:Array = new Array();
//create loop with i as the counter
for (var i=0; i<4; i++)
{
var _x:Number = 100 + i;
var _y:Number = 100 + i;
//create Box object
var box:Box = new Box();
//assign text to the first variable.
//push the object into the array
boxArray.push(box);
}
Similarly, you would need a class for your player, and to create a new Player object at the start of your game, e.g.
var player = new Player(0,0);
You could then run a hittest method for your player against the blocks in your array for the main game loop (i.e. the loop that updates your player's position and other game properties). There are probably more efficient ways of doing this, e.g. only looping for the blocks that are currently on the screen.
Once your array has been created, use a foreach loop to run a hittest against your player in your game's main loop, e.g.
//assuming you have an array called 'boxArray' and player object called 'player'
for(var box in boxArray){
if (player.hittest(box)) {
player.attachObjectMethod(box);
}
}
This is basically pseudo-code for "for every box that we have entered into the array, check if the player is touching the box. If the box is touching, use the box as the argument for a method in the player class (which I have arbitrarily called attachObjectMethod)".
In attachObjectMethod, you could then define some sort of behavior for attaching the box to the player. For example, you could create a get and set method(s) for the x and y position of your boxes inside the box class, along with a boolean called something useful like attachedToPlayer. When attachObjectMethod was called, it would set the box's boolean, e.g. in the Player class
//include Box.as at the top of the file
import Box;
//other methods, e.g. constructor
//somewhere is the Player.as class/file
public function attachObjectMethod (box:Box) {
box.setattachedToPlayer(true);
//you could also update fields on the player, but for now this is all we need
}
Now the attachedToPlayer boolean of the box the player has collided with would be true. Back in our game loop, we would then modify our loop to update the position of the boxes:
//assuming you have an array called 'boxArray' and player object called 'player'
for(var box in boxArray){
if (player.hittest(box)) {
player.attachObjectMethod(box);
}
box.updatePosition(player.get_Xpos, player.get_Ypos);
}
In our Box class, we now need to define 'updatePosition':
//Box.as pseudo-code
class Box {
var x_pos:Number;
var y_pos:Number;
var attachedToPlayer:Boolean;
function Box(box_x:Number, box_y:Number) {
this.x_pos = box_x;
this.y_pos = box_y;
}
public function updatePosition(_x:Number, _y:Number) {
if (this.attachedToPlayer) {
this.x_pos = _x;
this.y_pos = _y;
}
}
//other code here
}
As you can see we can pass the player's position, and update the box's position if the attachedToPlayer boolean has been set. Finally, we add a move method to the box:
public function move() {
if (this.attachedToPlayer) {
this._x = x_pos;
this._y = y_pos;
}
}
Examples of updating position:
http://www.swinburne.edu.au/design/tutorials/P-flash/T-How-to-smoothly-slide-objects-around-in-Flash/ID-17/
Finally, to make it all work we need to call the move method in the game loop:
//assuming you have an array called 'boxArray' and player object called 'player'
for(var box in boxArray){
if (player.hittest(box)) {
player.attachObjectMethod(box);
}
box.updatePosition(player.get_Xpos, player.get_Ypos);
box.move();
}
You have also specified that the blocks should only move with the player if they have nothing on top of them. When you call your attachedToPlayer method, you would also need to run a foreach loop inside the method between the box and the objects that might sit on top of the box. You should now have a fair idea from the above code how to do this.
I appreciate that this is quite a lengthy answer, and I haven't had an opportunity to test all the code (in fact I'm fairly positive I made a mistake somewhere) - don't hesitate to ask questions. My other advice is to understand the concepts thoroughly, and then write your own code one bit at a time.
Good luck!
The way I would do this is to design an individual hit test for each block he will be picking up, then code for the hit test to play a frame within the sprite's timeline of him carrying a block, and to play a frame within the block to be picked up's timeline of the block no longer at rest (disappeared?).
Good Luck if you're confused about what I've said just ask a little more about it and I'll try to help you if I can.
I'm a complete newbie at Dojo, and Adobe AIR, which is my target. I'm
trying to put some panes into an AccordionContainer like so:
var mainview = dijit.byId("mainview");
var rand = randomString();
var widg = gtd_create_entry_widget(rand)
air.trace(mainview);
air.trace(widg);
mainview.addChild(widg);
"mainview" is my AccordionContainer, and gtd_create_entry_widget() is:
function gtd_create_entry_widget(id) {
var entry = new dijit.layout.ContentPane();
entry.attr("id",id);
entry.attr("title","title "+id);
return entry;
}
The pane shows up in the container, with the correct id and title, and
no errors, however, if I try to add another pane, the next one shows
up too, but I get the error:
TypeError: Result of expression '_7' [undefined] is not an object.
I get the same error if I run
var mainview = dijit.byId("mainview");
mainview.destroyDescendants();
and also, only one pane is destroyed at a time, and I understand this
method should destroy all the children.
I can include full project code if required.
Thanks a lot
Garry
I'm not exactly sure if this is going to fix your problem, but you're supposed to use dijit.layout.AccordianPane (http://www.dojotoolkit.org/api/dijit/layout/AccordionPane.html) with the AccordianContainer.