RemoveMovieClip or removeChild - how?

I have an external swf that is loaded at frame 2 of the main timeline. The external swf has code that plays an flv, i've pasted the code below for the button that navigates the play head to the fram label 'frame2'.
I want to know, how can i unload the external swf after each button click? Does the code for unloading have to go to in the button code or the main timeline?
anim_mc.stop();
anim_mc.addEventListener(MouseEvent.MOUSE_OVER, onMouseOver);
anim_mc.addEventListener(MouseEvent.MOUSE_OUT, onMouseOut);
anim_mc.addEventListener(MouseEvent.CLICK, onClick);
anim_mc.buttonMode = true;
anim_mc.mouseChildren = false;
function onClick(e:MouseEvent):void
MovieClip(root).gotoAndStop("frame2");
function onMouseOver(e:MouseEvent):void
var mc:MovieClip = MovieClip(e.currentTarget);
mc.removeEventListener(Event.ENTER_FRAME, rewind);
mc.play();
mc.addEventListener(Event.ENTER_FRAME, advance);
function onMouseOut(e:MouseEvent):void
var mc:MovieClip = MovieClip(e.currentTarget);
mc.removeEventListener(Event.ENTER_FRAME, advance);
mc.prevFrame();
mc.addEventListener(Event.ENTER_FRAME, rewind);
function advance(e:Event):void
var mc:MovieClip = MovieClip(e.currentTarget);
if (mc.currentFrame == mc.totalFrames)
  mc.stop();
  mc.removeEventListener(Event.ENTER_FRAME, advance);
function rewind(e:Event):void
var mc:MovieClip = MovieClip(e.currentTarget);
if (mc.currentFrame == 1)
  mc.stop();
  mc.removeEventListener(Event.ENTER_FRAME, rewind);
else
  mc.prevFrame();
//my exteranl swf code.
var myLoader:Loader = new Loader();
addChild(myLoader);
var url:URLRequest = new URLRequest("external.swf");
myLoader.load(url);

I promise i'm doing what you told me and it still does not work.
I am doing what you tell me but there is something not right. (part of it is me, i know)
I placed this code into my physical movie clip that was created and is in my library. I gave this clip and instance name of 'night'
double click the 'night' clip and the following code resides on frame 1
////////////////////// now I'm assuming that the code below will create another movie clip within 'night' called 'myLoader3' , correct? So frame 1 of 'night' has
var myLoader3:Loader = new Loader();
addChild(myLoader3);
var url:URLRequest = new URLRequest("nightsky.swf");
myLoader3.Loader(url);
///////////////// i placed this code right below the code above, still in 'night' clip at frame 1
var src:String="daysky.swf"
daysky.addEventListener(Event.REMOVED_FROM_STAGE,f);
function f(e:Event):void{
MovieClip(e.target).loader.unloadAndStop();
//////////////////  now i'm a little confused by the above....does var src need to be the actual source of the swf? like var daysky.swf:String="daysky.swf"
///////////////// another question, i tried starting from scratch but no luck........sorry if i'm fustrating you.
I'm still getting "Access of undefined property daysky"

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                        private var ship:Shape;
                        private var bullets:Array;
                        private var pool:SpritePool;
                        public function Game() {
                                  Assets.init();
                                  addEventListener(Event.ADDED_TO_STAGE, init);
                        private function init(event:Event):void {
                                  pool = new SpritePool(Bullet,10);
                                  bullets = new Array();
                                  ship = new Shape();
                                  ship.graphics.beginFill(0xFF00FF);
                                  ship.graphics.drawRect(0,0, 60, 60);
                                  ship.graphics.endFill();
                                  ship.x = stage.stageWidth / 2 - ship.width / 2;
                                  ship.y = stage.stageHeight - ship.height;
                                  addChild(ship);
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN, onDown);
                                  addEventListener(Event.ENTER_FRAME, loop);
                        private function onDown(event:KeyboardEvent):void {
                                  if (event.keyCode == Keyboard.SPACE) {
                                            var b:Bullet = pool.getSprite() as Bullet;
                                            b.x = ship.x + ship.width / 2;
                                            b.y = ship.y;
                                            addChild(b);
                                            bullets.push(b);
                                            trace("Bullet fired");
                        private function loop(event:Event):void {
                                  for (var i:int=bullets.length-1; i>=0; i--) {
                                            var b:Bullet = bullets[i];
                                            b.y -=  10;
                                            if (b.y < 0) {
                                                      bullets.splice(i, 1);
                                                      removeChild(b);
                                                      pool.returnSprite(b);
                                                      trace("Bullet disposed");
    any suggestions/help how to do it

    To put you on the path (the errors/events needs formalization), here would be a quick example. Your pool class:
    package
              import flash.display.DisplayObject;
              public class SpritePool
                        private var pool:Array;
                        private var counter:int;
                        private var classRef:Class;
                        // public get to know what's left in the pool
                        public function get availableObjects():int
                                  return counter;
                        public function SpritePool(type:Class, len:int)
                                  classRef = type;
                                  pool = new Array();
                                  counter = len;
                                  var i:int = len;
                                  while (--i > -1)
                                            pool[i] = new classRef();
                        public function getSprite():DisplayObject
                                  if (counter > 0)
                                            return pool[--counter];
                                  else
                                            throw new Error("PoolExhausted");
                        public function returnSprite(s:DisplayObject):void
                                  pool[counter++] = s;
                        public function increasePool(amount:int):void
                                  counter += amount;
                                  while (--amount > -1)
                                            pool.push(new classRef());
                        public function decreasePool(amount:int):void
                                  if (counter >= amount)
                                            counter -= amount;
                                            pool.splice(counter - amount,amount);
                                  else
                                            throw new Error("PoolDecreaseFail");
    Now you'd need to be catching those errors. Again, the errors should be formalized or you could use events by extending IEventDispatcher. I kept it simple.
    Here would be the simple Bullet class I'm using:
    package
              import flash.display.Sprite;
              public class Bullet extends Sprite
                        private var bullet:Sprite;
                        public function Bullet():void
                                  var bullet:Sprite = new Sprite();
                                  bullet.graphics.beginFill(0xFF0000,1);
                                  bullet.graphics.drawCircle(-5,-5,10);
                                  bullet.graphics.endFill();
                                  addChild(bullet);
    Just draws a red circle just to visualize it..
    Here would be a full example of using it. It will import both of these classes (saved as SpritePool.as and Bullet.as in the same folder). Paste this in the actions panel on frame 1:
    import SpritePool;
    import Bullet; // a simple red 10px circle
    import flash.display.Sprite;
    import flash.utils.setTimeout;
    // fill the pool, swim trunks optional
    var pool:SpritePool = new SpritePool(Bullet, 10);
    // grab some objects from the pool
    // array of currently held objects
    var myBullets:Array = new Array();
    while (pool.availableObjects > 0)
              myBullets.push(pool.getSprite());
    // display in random positions
    for (var i:int = 0; i < myBullets.length; i++)
              addChild(myBullets[i]);
              // position
              myBullets[i].x = int(Math.random()*stage.stageWidth);
              myBullets[i].y = int(Math.random()*stage.stageHeight);
    trace("myBullets has " + myBullets.length + " bullets! pool has " + pool.availableObjects + " left.");
    // now I want one more, but I should check for errors
    try
              // fail, none left!
              myBullets.push(pool.getSprite());
    catch (e:*)
              // this should be a custom event, but for speed, quick and dirty
              if (e == 'Error: PoolExhausted')
                        trace("D'oh no more bullets! I need more!");
                        pool.increasePool(10);
                        trace("Added 10 more, now available in pool " + pool.availableObjects);
    // try to reduce the pool by 15, which should error
    try
              pool.decreasePool(15);
    catch (e:*)
              // again should be a formal error
              if (e == 'Error: PoolDecreaseFail')
                        trace("Oops, can't reduce pool by 15! Let's trim all extras, available is " + pool.availableObjects);
                        // we know it'll work, no error checking
                        pool.decreasePool(pool.availableObjects);
                        trace("Left in pool: " + pool.availableObjects);
    // now lets wait 5 seconds and remove it all back to the pool
    setTimeout(ReturnToPool,5000);
    function ReturnToPool():void
              // now let's just return all the objects to the pool
              while (myBullets.length > 0)
                        removeChild(myBullets[myBullets.length - 1]);
                        pool.returnSprite(myBullets.pop());
              // now check the pool, should have 10
              trace("Amount of bullets in use " + myBullets.length + ", in pool " + pool.availableObjects);
    For ease you can just download my example source (saved down to CS5).
    Anything from here is just symantics. For example instead of throwing an error because the pool is too small you could simply increase the pool by a fixed amount yourself and return the objects requested.
    To keep objects as low as possible you could use a timer to measure the amount of objects in use over a duration and reduce the pool appropriately, knowing the pool will grow as it needs.
    All of this is just to avoid unnecessary object creation.
    BTW here's my trace which should match yours:
    myBullets has 10 bullets! pool has 0 left.
    D'oh no more bullets! I need more!
    Added 10 more, now available in pool 10
    Oops, can't reduce pool by 15! Let's trim all extras, available is 10
    Left in pool: 0
    (after 5 seconds)
    Amount of bullets in use 0, in pool 10

  • Urgent help: How to remove the accumaltion when show movies step by step with buttons

    I want to show the movie step by step by clicking the next
    button. Inside each frame, many movie clips are generated
    dynamically at runtime, and they can be played interactively.
    I achieves the step-by-step display of those frames by adding
    another layer with the action stop(). But I got one trouble: all
    the movie clips from previous frames are accumalted. How to remove
    the accumulation from previous frames?
    For the continuous display of the movie, I tried to use
    onEnterFrame() and change the _visible property of all the movie
    clips to false in this function. But it doesn't work for the
    step-by-step display. Once I click the next button, the movie clips
    at the current frame just show very quickly, then disappear. What
    should I do?
    I need to fix this immediately.
    Your help would be greatly appreciated.
    - zcx

    you can use the removeMovieClip() method for those movieclips
    added dynamically.

  • Spry menu hover: How to get rid of white box with "false"?

    Hi--
    I'm encountering an IE issue with a Spry vertical menu bar. When the user hovers over the submenu, white frames appear behind the submenu with the word "false" in them. Of course this doesn't happen in Safari or Firefox.
    I was able to fix other similar problems with the menu by following tips posted on another forum. Namely, in the CSS, I disabled an IE hack that caused a white background to appear (menu background has to be transparent on this site). And in the JS, I disabled the following: this.removeIframeLayer(menu);
    Here's the URL: http://www.qic-ec.org
    Below are the css (1) and js (2).
    Any help would be DEEPLY appreciated.
    Thank you
    Jackie
    CSS:
    @charset "UTF-8";
    /* SpryMenuBarVertical.css - Revision: Spry Preview Release 1.4 */
    /* Copyright (c) 2006. Adobe Systems Incorporated. All rights reserved. */
    LAYOUT INFORMATION: describes box model, positioning, z-order
    /* The outermost container of the Menu Bar, a fixed width box with no margin or padding */
    ul.MenuBarVertical
    margin: 0;
    padding: 0;
    list-style-type: none;
    font-size: 100%;
    cursor: default;
    width: 6.2em;
    /* Set the active Menu Bar with this class, currently setting z-index to accomodate IE rendering bug: http://therealcrisp.xs4all.nl/meuk/IE-zindexbug.html */
    ul.MenuBarActive
    z-index: 1000;
    /* Menu item containers, position children relative to this container and are same fixed width as parent */
    ul.MenuBarVertical li
    margin: 0;
    padding: 0;
    list-style-type: none;
    font-size: 100%;
    position: relative;
    text-align: left;
    cursor: pointer;
    width: 6.2em;
    /* Submenus should appear slightly overlapping to the right (95%) and up (-5%) with a higher z-index, but they are initially off the left side of the screen (-1000em) */
    ul.MenuBarVertical ul
    margin: -5% 0 0 95%;
    padding: 0;
    list-style-type: none;
    font-size: 100%;
    position: absolute;
    z-index: 1020;
    cursor: default;
    width: 6.2em;
    left: -1000em;
    top: 0;
    /* Submenu that is showing with class designation MenuBarSubmenuVisible, we set left to 0 so it comes onto the screen */
    ul.MenuBarVertical ul.MenuBarSubmenuVisible
    left: 0;
    /* Menu item containers are same fixed width as parent */
    ul.MenuBarVertical ul li
    width: 3em;
    DESIGN INFORMATION: describes color scheme, borders, fonts
    /* Outermost menu container has borders on all sides */
    ul.MenuBarVertical
    border: 0px solid #CCC;
    /* Submenu containers have borders on all sides */
    ul.MenuBarVertical ul
    border: 0px solid #CCC;
    /* Menu items are a transparent block with padding and no text decoration */
    ul.MenuBarVertical a
    display: block;
    cursor: pointer;
    padding: 0.5em 0.75em;
    color: #502977;
    text-decoration: none;
    border-bottom: 1px dotted #A88FC7;
    /* Menu items that have mouse over or focus have a transparent background and light purple text */
    ul.MenuBarVertical a:hover, ul.MenuBarVertical a:focus
    color: #A88FC7;
    /* Menu items that are open with submenus are set to MenuBarItemHover with a transparent background and light purple text */
    ul.MenuBarVertical a.MenuBarItemHover, ul.MenuBarVertical a.MenuBarItemSubmenuHover, ul.MenuBarVertical a.MenuBarSubmenuVisible
        color: #A88FC7;
    ul.MenuBarVertical ul li a
    border: 0px;
    color: #006600;
      SUBMENU INDICATION: styles if there is a submenu under a given menu item
    /* Menu items that have a submenu have the class designation MenuBarItemSubmenu and are set to use a background image positioned on the far left (95%) and centered vertically (50%) */
    ul.MenuBarVertical a.MenuBarItemSubmenu
    background-image: url(SpryMenuBarRight.gif);
    background-repeat: no-repeat;
    background-position: 95% 50%;
    /* Menu items that have a submenu have the class designation MenuBarItemSubmenu and are set to use a background image positioned on the far left (95%) and centered vertically (50%) */
    ul.MenuBarVertical ul a.MenuBarItemSubmenu
    background-image: url(SpryMenuBarRight.gif);
    background-repeat: no-repeat;
    background-position: 95% 50%;
    /* Menu items that are open with submenus have the class designation MenuBarItemSubmenuHover and are set to use a "hover" background image positioned on the far left (95%) and centered vertically (50%) */
    ul.MenuBarVertical a.MenuBarItemSubmenuHover
    background-image: url(SpryMenuBarRightHover.gif);
    background-repeat: no-repeat;
    background-position: 95% 50%;
    /* Menu items that are open with submenus have the class designation MenuBarItemSubmenuHover and are set to use a "hover" background image positioned on the far left (95%) and centered vertically (50%) */
    ul.MenuBarVertical ul a.MenuBarItemSubmenuHover
    background-image: url(SpryMenuBarRightHover.gif);
    background-repeat: no-repeat;
    background-position: 95% 50%;
    BROWSER HACKS: the hacks below should not be changed unless you are an expert
    /* HACK FOR IE: to make sure the sub menus show above form controls, we underlay each submenu with an iframe */
    /*ul.MenuBarVertical iframe
    position: absolute;
    z-index: 1010;
    /* HACK FOR IE: to stabilize appearance of menu items; the slash in float is to keep IE 5.0 from parsing */
    @media screen, projection
    /* ul.MenuBarVertical li.MenuBarItemIE
    display: inline;
    f\loat: left;
            background: #fff;
    JS:
    /* SpryMenuBar.js - Revision: Spry Preview Release 1.4 */
    // Copyright (c) 2006. Adobe Systems Incorporated.
    // All rights reserved.
    // Redistribution and use in source and binary forms, with or without
    // modification, are permitted provided that the following conditions are met:
    //   * Redistributions of source code must retain the above copyright notice,
    //     this list of conditions and the following disclaimer.
    //   * Redistributions in binary form must reproduce the above copyright notice,
    //     this list of conditions and the following disclaimer in the documentation
    //     and/or other materials provided with the distribution.
    //   * Neither the name of Adobe Systems Incorporated nor the names of its
    //     contributors may be used to endorse or promote products derived from this
    //     software without specific prior written permission.
    // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
    // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    // POSSIBILITY OF SUCH DAMAGE.
    SpryMenuBar.js
    This file handles the JavaScript for Spry Menu Bar.  You should have no need
    to edit this file.  Some highlights of the MenuBar object is that timers are
    used to keep submenus from showing up until the user has hovered over the parent
    menu item for some time, as well as a timer for when they leave a submenu to keep
    showing that submenu until the timer fires.
    var Spry;
    if(!Spry)
    Spry = {};
    if(!Spry.Widget)
    Spry.Widget = {};
    // Constructor for Menu Bar
    // element should be an ID of an unordered list (<ul> tag)
    // preloadImage1 and preloadImage2 are images for the rollover state of a menu
    Spry.Widget.MenuBar = function(element, opts)
    this.init(element, opts);
    Spry.Widget.MenuBar.prototype.init = function(element, opts)
    this.element = this.getElement(element);
    // represents the current (sub)menu we are operating on
    this.currMenu = null;
    var isie = (typeof document.all != 'undefined' && typeof window.opera == 'undefined' && navigator.vendor != 'KDE');
    if(typeof document.getElementById == 'undefined' || (navigator.vendor == 'Apple Computer, Inc.' && typeof window.XMLHttpRequest == 'undefined') || (isie && typeof document.uniqueID == 'undefined'))
    // bail on older unsupported browsers
    return;
    // load hover images now
    if(opts)
    for(var k in opts)
    var rollover = new Image;
    rollover.src = opts[k];
    if(this.element)
    this.currMenu = this.element;
    var items = this.element.getElementsByTagName('li');
    for(var i=0; i<items.length; i++)
    this.initialize(items[i], element, isie);
    if(isie)
    this.addClassName(items[i], "MenuBarItemIE");
    items[i].style.position = "static";
    if(isie)
    if(this.hasClassName(this.element, "MenuBarVertical"))
    this.element.style.position = "relative";
    var linkitems = this.element.getElementsByTagName('a');
    for(var i=0; i<linkitems.length; i++)
    linkitems[i].style.position = "relative";
    Spry.Widget.MenuBar.prototype.getElement = function(ele)
    if (ele && typeof ele == "string")
    return document.getElementById(ele);
    return ele;
    Spry.Widget.MenuBar.prototype.hasClassName = function(ele, className)
    if (!ele || !className || !ele.className || ele.className.search(new RegExp("\\b" + className + "\\b")) == -1)
    return false;
    return true;
    Spry.Widget.MenuBar.prototype.addClassName = function(ele, className)
    if (!ele || !className || this.hasClassName(ele, className))
    return;
    ele.className += (ele.className ? " " : "") + className;
    Spry.Widget.MenuBar.prototype.removeClassName = function(ele, className)
    if (!ele || !className || !this.hasClassName(ele, className))
    return;
    ele.className = ele.className.replace(new RegExp("\\s*\\b" + className + "\\b", "g"), "");
    // addEventListener for Menu Bar
    // attach an event to a tag without creating obtrusive HTML code
    Spry.Widget.MenuBar.prototype.addEventListener = function(element, eventType, handler, capture)
    try
    if (element.addEventListener)
    element.addEventListener(eventType, handler, capture);
    else if (element.attachEvent)
    element.attachEvent('on' + eventType, handler);
    catch (e) {}
    // createIframeLayer for Menu Bar
    // creates an IFRAME underneath a menu so that it will show above form controls and ActiveX
    Spry.Widget.MenuBar.prototype.createIframeLayer = function(menu)
    var layer = document.createElement('iframe');
    layer.tabIndex = '-1';
    layer.src = 'javascript:false;';
    menu.parentNode.appendChild(layer);
    layer.style.left = menu.offsetLeft + 'px';
    layer.style.top = menu.offsetTop + 'px';
    layer.style.width = menu.offsetWidth + 'px';
    layer.style.height = menu.offsetHeight + 'px';
    // removeIframeLayer for Menu Bar
    // removes an IFRAME underneath a menu to reveal any form controls and ActiveX
    Spry.Widget.MenuBar.prototype.removeIframeLayer =  function(menu)
    var layers = menu.parentNode.getElementsByTagName('iframe');
    while(layers.length > 0)
    layers[0].parentNode.removeChild(layers[0]);
    // clearMenus for Menu Bar
    // root is the top level unordered list (<ul> tag)
    Spry.Widget.MenuBar.prototype.clearMenus = function(root)
    var menus = root.getElementsByTagName('ul');
    for(var i=0; i<menus.length; i++)
    this.hideSubmenu(menus[i]);
    this.removeClassName(this.element, "MenuBarActive");
    // bubbledTextEvent for Menu Bar
    // identify bubbled up text events in Safari so we can ignore them
    Spry.Widget.MenuBar.prototype.bubbledTextEvent = function()
    return (navigator.vendor == 'Apple Computer, Inc.' && (event.target == event.relatedTarget.parentNode || (event.eventPhase == 3 && event.target.parentNode == event.relatedTarget)));
    // showSubmenu for Menu Bar
    // set the proper CSS class on this menu to show it
    Spry.Widget.MenuBar.prototype.showSubmenu = function(menu)
    if(this.currMenu)
    this.clearMenus(this.currMenu);
    this.currMenu = null;
    if(menu)
    this.addClassName(menu, "MenuBarSubmenuVisible");
    if(typeof document.all != 'undefined' && typeof window.opera == 'undefined' && navigator.vendor != 'KDE')
    if(!this.hasClassName(this.element, "MenuBarHorizontal") || menu.parentNode.parentNode != this.element)
    menu.style.top = menu.parentNode.offsetTop + 'px';
    if(typeof document.uniqueID != "undefined")
    this.createIframeLayer(menu);
    this.addClassName(this.element, "MenuBarActive");
    // hideSubmenu for Menu Bar
    // remove the proper CSS class on this menu to hide it
    Spry.Widget.MenuBar.prototype.hideSubmenu = function(menu)
    if(menu)
    this.removeClassName(menu, "MenuBarSubmenuVisible");
    if(typeof document.all != 'undefined' && typeof window.opera == 'undefined' && navigator.vendor != 'KDE')
    menu.style.top = '';
    menu.style.left = '';
    // this.removeIframeLayer(menu);
    // initialize for Menu Bar
    // create event listeners for the Menu Bar widget so we can properly
    // show and hide submenus
    Spry.Widget.MenuBar.prototype.initialize = function(listitem, element, isie)
    var opentime, closetime;
    var link = listitem.getElementsByTagName('a')[0];
    var submenus = listitem.getElementsByTagName('ul');
    var menu = (submenus.length > 0 ? submenus[0] : null);
    var hasSubMenu = false;
    if(menu)
    this.addClassName(link, "MenuBarItemSubmenu");
    hasSubMenu = true;
    if(!isie)
    // define a simple function that comes standard in IE to determine
    // if a node is within another node
    listitem.contains = function(testNode)
    // this refers to the list item
    if(testNode == null)
    return false;
    if(testNode == this)
    return true;
    else
    return this.contains(testNode.parentNode);
    // need to save this for scope further down
    var self = this;
    this.addEventListener(listitem, 'mouseover', function(e)
    if(self.bubbledTextEvent())
    // ignore bubbled text events
    return;
    clearTimeout(closetime);
    if(self.currMenu == listitem)
    self.currMenu = null;
    // show menu highlighting
    self.addClassName(link, hasSubMenu ? "MenuBarItemSubmenuHover" : "MenuBarItemHover");
    if(menu && !self.hasClassName(menu, "MenuBarSubmenuVisible"))
    opentime = window.setTimeout(function(){self.showSubmenu(menu);}, 250);
    }, false);
    this.addEventListener(listitem, 'mouseout', function(e)
    if(self.bubbledTextEvent())
    // ignore bubbled text events
    return;
    var related = (typeof e.relatedTarget != 'undefined' ? e.relatedTarget : e.toElement);
    if(!listitem.contains(related))
    clearTimeout(opentime);
    self.currMenu = listitem;
    // remove menu highlighting
    self.removeClassName(link, hasSubMenu ? "MenuBarItemSubmenuHover" : "MenuBarItemHover");
    if(menu)
    closetime = window.setTimeout(function(){self.hideSubmenu(menu);}, 600);
    }, false);

    Do you have any suggestions for how to adjust the JS so that the menu functions properly in IE? As I said, I upgraded to Spry 1.6.1 and uploaded the new CSS and JS and the problem is still there. The CSS is the same as in the previous version. The new JS is:
    // SpryMenuBar.js - version 0.12 - Spry Pre-Release 1.6.1
    var Spry; if (!Spry) Spry = {}; if (!Spry.Widget) Spry.Widget = {};
    Spry.BrowserSniff = function()
    var b = navigator.appName.toString();
    var up = navigator.platform.toString();
    var ua = navigator.userAgent.toString();
    this.mozilla = this.ie = this.opera = this.safari = false;
    var re_opera = /Opera.([0-9\.]*)/i;
    var re_msie = /MSIE.([0-9\.]*)/i;
    var re_gecko = /gecko/i;
    var re_safari = /(applewebkit|safari)\/([\d\.]*)/i;
    var r = false;
    if ( (r = ua.match(re_opera))) {
    this.opera = true;
    this.version = parseFloat(r[1]);
    } else if ( (r = ua.match(re_msie))) {
    this.ie = true;
    this.version = parseFloat(r[1]);
    } else if ( (r = ua.match(re_safari))) {
    this.safari = true;
    this.version = parseFloat(r[2]);
    } else if (ua.match(re_gecko)) {
    var re_gecko_version = /rv:\s*([0-9\.]+)/i;
    r = ua.match(re_gecko_version);
    this.mozilla = true;
    this.version = parseFloat(r[1]);
    this.windows = this.mac = this.linux = false;
    this.Platform = ua.match(/windows/i) ? "windows" :
    (ua.match(/linux/i) ? "linux" :
    (ua.match(/mac/i) ? "mac" :
    ua.match(/unix/i)? "unix" : "unknown"));
    this[this.Platform] = true;
    this.v = this.version;
    if (this.safari && this.mac && this.mozilla) {
    this.mozilla = false;
    Spry.is = new Spry.BrowserSniff();
    // Constructor for Menu Bar
    // element should be an ID of an unordered list (<ul> tag)
    // preloadImage1 and preloadImage2 are images for the rollover state of a menu
    Spry.Widget.MenuBar = function(element, opts)
    this.init(element, opts);
    Spry.Widget.MenuBar.prototype.init = function(element, opts)
    this.element = this.getElement(element);
    // represents the current (sub)menu we are operating on
    this.currMenu = null;
    this.showDelay = 250;
    this.hideDelay = 600;
    if(typeof document.getElementById == 'undefined' || (navigator.vendor == 'Apple Computer, Inc.' && typeof window.XMLHttpRequest == 'undefined') || (Spry.is.ie && typeof document.uniqueID == 'undefined'))
    // bail on older unsupported browsers
    return;
    // Fix IE6 CSS images flicker
    if (Spry.is.ie && Spry.is.version < 7){
    try {
    document.execCommand("BackgroundImageCache", false, true);
    } catch(err) {}
    this.upKeyCode = Spry.Widget.MenuBar.KEY_UP;
    this.downKeyCode = Spry.Widget.MenuBar.KEY_DOWN;
    this.leftKeyCode = Spry.Widget.MenuBar.KEY_LEFT;
    this.rightKeyCode = Spry.Widget.MenuBar.KEY_RIGHT;
    this.escKeyCode = Spry.Widget.MenuBar.KEY_ESC;
    this.hoverClass = 'MenuBarItemHover';
    this.subHoverClass = 'MenuBarItemSubmenuHover';
    this.subVisibleClass ='MenuBarSubmenuVisible';
    this.hasSubClass = 'MenuBarItemSubmenu';
    this.activeClass = 'MenuBarActive';
    this.isieClass = 'MenuBarItemIE';
    this.verticalClass = 'MenuBarVertical';
    this.horizontalClass = 'MenuBarHorizontal';
    this.enableKeyboardNavigation = true;
    this.hasFocus = false;
    // load hover images now
    if(opts)
    for(var k in opts)
    if (typeof this[k] == 'undefined')
    var rollover = new Image;
    rollover.src = opts[k];
    Spry.Widget.MenuBar.setOptions(this, opts);
    // safari doesn't support tabindex
    if (Spry.is.safari)
    this.enableKeyboardNavigation = false;
    if(this.element)
    this.currMenu = this.element;
    var items = this.element.getElementsByTagName('li');
    for(var i=0; i<items.length; i++)
    if (i > 0 && this.enableKeyboardNavigation)
    items[i].getElementsByTagName('a')[0].tabIndex='-1';
    this.initialize(items[i], element);
    if(Spry.is.ie)
    this.addClassName(items[i], this.isieClass);
    items[i].style.position = "static";
    if (this.enableKeyboardNavigation)
    var self = this;
    this.addEventListener(document, 'keydown', function(e){self.keyDown(e); }, false);
    if(Spry.is.ie)
    if(this.hasClassName(this.element, this.verticalClass))
    this.element.style.position = "relative";
    var linkitems = this.element.getElementsByTagName('a');
    for(var i=0; i<linkitems.length; i++)
    linkitems[i].style.position = "relative";
    Spry.Widget.MenuBar.KEY_ESC = 27;
    Spry.Widget.MenuBar.KEY_UP = 38;
    Spry.Widget.MenuBar.KEY_DOWN = 40;
    Spry.Widget.MenuBar.KEY_LEFT = 37;
    Spry.Widget.MenuBar.KEY_RIGHT = 39;
    Spry.Widget.MenuBar.prototype.getElement = function(ele)
    if (ele && typeof ele == "string")
    return document.getElementById(ele);
    return ele;
    Spry.Widget.MenuBar.prototype.hasClassName = function(ele, className)
    if (!ele || !className || !ele.className || ele.className.search(new RegExp("\\b" + className + "\\b")) == -1)
    return false;
    return true;
    Spry.Widget.MenuBar.prototype.addClassName = function(ele, className)
    if (!ele || !className || this.hasClassName(ele, className))
    return;
    ele.className += (ele.className ? " " : "") + className;
    Spry.Widget.MenuBar.prototype.removeClassName = function(ele, className)
    if (!ele || !className || !this.hasClassName(ele, className))
    return;
    ele.className = ele.className.replace(new RegExp("\\s*\\b" + className + "\\b", "g"), "");
    // addEventListener for Menu Bar
    // attach an event to a tag without creating obtrusive HTML code
    Spry.Widget.MenuBar.prototype.addEventListener = function(element, eventType, handler, capture)
    try
    if (element.addEventListener)
    element.addEventListener(eventType, handler, capture);
    else if (element.attachEvent)
    element.attachEvent('on' + eventType, handler);
    catch (e) {}
    // createIframeLayer for Menu Bar
    // creates an IFRAME underneath a menu so that it will show above form controls and ActiveX
    Spry.Widget.MenuBar.prototype.createIframeLayer = function(menu)
    var layer = document.createElement('iframe');
    layer.tabIndex = '-1';
    layer.src = 'javascript:""';
    layer.frameBorder = '0';
    layer.scrolling = 'no';
    menu.parentNode.appendChild(layer);
    layer.style.left = menu.offsetLeft + 'px';
    layer.style.top = menu.offsetTop + 'px';
    layer.style.width = menu.offsetWidth + 'px';
    layer.style.height = menu.offsetHeight + 'px';
    // removeIframeLayer for Menu Bar
    // removes an IFRAME underneath a menu to reveal any form controls and ActiveX
    Spry.Widget.MenuBar.prototype.removeIframeLayer =  function(menu)
    var layers = ((menu == this.element) ? menu : menu.parentNode).getElementsByTagName('iframe');
    while(layers.length > 0)
    layers[0].parentNode.removeChild(layers[0]);
    // clearMenus for Menu Bar
    // root is the top level unordered list (<ul> tag)
    Spry.Widget.MenuBar.prototype.clearMenus = function(root)
    var menus = root.getElementsByTagName('ul');
    for(var i=0; i<menus.length; i++)
    this.hideSubmenu(menus[i]);
    this.removeClassName(this.element, this.activeClass);
    // bubbledTextEvent for Menu Bar
    // identify bubbled up text events in Safari so we can ignore them
    Spry.Widget.MenuBar.prototype.bubbledTextEvent = function()
    return Spry.is.safari && (event.target == event.relatedTarget.parentNode || (event.eventPhase == 3 && event.target.parentNode == event.relatedTarget));
    // showSubmenu for Menu Bar
    // set the proper CSS class on this menu to show it
    Spry.Widget.MenuBar.prototype.showSubmenu = function(menu)
    if(this.currMenu)
    this.clearMenus(this.currMenu);
    this.currMenu = null;
    if(menu)
    this.addClassName(menu, this.subVisibleClass);
    if(typeof document.all != 'undefined' && !Spry.is.opera && navigator.vendor != 'KDE')
    if(!this.hasClassName(this.element, this.horizontalClass) || menu.parentNode.parentNode != this.element)
    menu.style.top = menu.parentNode.offsetTop + 'px';
    if(Spry.is.ie && Spry.is.version < 7)
    this.createIframeLayer(menu);
    this.addClassName(this.element, this.activeClass);
    // hideSubmenu for Menu Bar
    // remove the proper CSS class on this menu to hide it
    Spry.Widget.MenuBar.prototype.hideSubmenu = function(menu)
    if(menu)
    this.removeClassName(menu, this.subVisibleClass);
    if(typeof document.all != 'undefined' && !Spry.is.opera && navigator.vendor != 'KDE')
    menu.style.top = '';
    menu.style.left = '';
    if(Spry.is.ie && Spry.is.version < 7)
    this.removeIframeLayer(menu);
    // initialize for Menu Bar
    // create event listeners for the Menu Bar widget so we can properly
    // show and hide submenus
    Spry.Widget.MenuBar.prototype.initialize = function(listitem, element)
    var opentime, closetime;
    var link = listitem.getElementsByTagName('a')[0];
    var submenus = listitem.getElementsByTagName('ul');
    var menu = (submenus.length > 0 ? submenus[0] : null);
    if(menu)
    this.addClassName(link, this.hasSubClass);
    if(!Spry.is.ie)
    // define a simple function that comes standard in IE to determine
    // if a node is within another node
    listitem.contains = function(testNode)
    // this refers to the list item
    if(testNode == null)
    return false;
    if(testNode == this)
    return true;
    else
    return this.contains(testNode.parentNode);
    // need to save this for scope further down
    var self = this;
    this.addEventListener(listitem, 'mouseover', function(e){self.mouseOver(listitem, e);}, false);
    this.addEventListener(listitem, 'mouseout', function(e){if (self.enableKeyboardNavigation) self.clearSelection(); self.mouseOut(listitem, e);}, false);
    if (this.enableKeyboardNavigation)
    this.addEventListener(link, 'blur', function(e){self.onBlur(listitem);}, false);
    this.addEventListener(link, 'focus', function(e){self.keyFocus(listitem, e);}, false);
    Spry.Widget.MenuBar.prototype.keyFocus = function (listitem, e)
    this.lastOpen = listitem.getElementsByTagName('a')[0];
    this.addClassName(this.lastOpen, listitem.getElementsByTagName('ul').length > 0 ? this.subHoverClass : this.hoverClass);
    this.hasFocus = true;
    Spry.Widget.MenuBar.prototype.onBlur = function (listitem)
    this.clearSelection(listitem);
    Spry.Widget.MenuBar.prototype.clearSelection = function(el){
    //search any intersection with the current open element
    if (!this.lastOpen)
    return;
    if (el)
    el = el.getElementsByTagName('a')[0];
    // check children
    var item = this.lastOpen;
    while (item != this.element)
    var tmp = el;
    while (tmp != this.element)
    if (tmp == item)
    return;
    try{
    tmp = tmp.parentNode;
    }catch(err){break;}
    item = item.parentNode;
    var item = this.lastOpen;
    while (item != this.element)
    this.hideSubmenu(item.parentNode);
    var link = item.getElementsByTagName('a')[0];
    this.removeClassName(link, this.hoverClass);
    this.removeClassName(link, this.subHoverClass);
    item = item.parentNode;
    this.lastOpen = false;
    Spry.Widget.MenuBar.prototype.keyDown = function (e)
    if (!this.hasFocus)
    return;
    if (!this.lastOpen)
    this.hasFocus = false;
    return;
    var e = e|| event;
    var listitem = this.lastOpen.parentNode;
    var link = this.lastOpen;
    var submenus = listitem.getElementsByTagName('ul');
    var menu = (submenus.length > 0 ? submenus[0] : null);
    var hasSubMenu = (menu) ? true : false;
    var opts = [listitem, menu, null, this.getSibling(listitem, 'previousSibling'), this.getSibling(listitem, 'nextSibling')];
    if (!opts[3])
    opts[2] = (listitem.parentNode.parentNode.nodeName.toLowerCase() == 'li')?listitem.parentNode.parentNode:null;
    var found = 0;
    switch (e.keyCode){
    case this.upKeyCode:
    found = this.getElementForKey(opts, 'y', 1);
    break;
    case this.downKeyCode:
    found = this.getElementForKey(opts, 'y', -1);
    break;
    case this.leftKeyCode:
    found = this.getElementForKey(opts, 'x', 1);
    break;
    case this.rightKeyCode:
    found = this.getElementForKey(opts, 'x', -1);
    break;
    case this.escKeyCode:
    case 9:
    this.clearSelection();
    this.hasFocus = false;
    default: return;
    switch (found)
    case 0: return;
    case 1:
    //subopts
    this.mouseOver(listitem, e);
    break;
    case 2:
    //parent
    this.mouseOut(opts[2], e);
    break;
    case 3:
    case 4:
    // left - right
    this.removeClassName(link, hasSubMenu ? this.subHoverClass : this.hoverClass);
    break;
    var link = opts[found].getElementsByTagName('a')[0];
    if (opts[found].nodeName.toLowerCase() == 'ul')
    opts[found] = opts[found].getElementsByTagName('li')[0];
    this.addClassName(link, opts[found].getElementsByTagName('ul').length > 0 ? this.subHoverClass : this.hoverClass);
    this.lastOpen = link;
    opts[found].getElementsByTagName('a')[0].focus();
            //stop further event handling by the browser
    return Spry.Widget.MenuBar.stopPropagation(e);
    Spry.Widget.MenuBar.prototype.mouseOver = function (listitem, e)
    var link = listitem.getElementsByTagName('a')[0];
    var submenus = listitem.getElementsByTagName('ul');
    var menu = (submenus.length > 0 ? submenus[0] : null);
    var hasSubMenu = (menu) ? true : false;
    if (this.enableKeyboardNavigation)
    this.clearSelection(listitem);
    if(this.bubbledTextEvent())
    // ignore bubbled text events
    return;
    if (listitem.closetime)
    clearTimeout(listitem.closetime);
    if(this.currMenu == listitem)
    this.currMenu = null;
    // move the focus too
    if (this.hasFocus)
    link.focus();
    // show menu highlighting
    this.addClassName(link, hasSubMenu ? this.subHoverClass : this.hoverClass);
    this.lastOpen = link;
    if(menu && !this.hasClassName(menu, this.subHoverClass))
    var self = this;
    listitem.opentime = window.setTimeout(function(){self.showSubmenu(menu);}, this.showDelay);
    Spry.Widget.MenuBar.prototype.mouseOut = function (listitem, e)
    var link = listitem.getElementsByTagName('a')[0];
    var submenus = listitem.getElementsByTagName('ul');
    var menu = (submenus.length > 0 ? submenus[0] : null);
    var hasSubMenu = (menu) ? true : false;
    if(this.bubbledTextEvent())
    // ignore bubbled text events
    return;
    var related = (typeof e.relatedTarget != 'undefined' ? e.relatedTarget : e.toElement);
    if(!listitem.contains(related))
    if (listitem.opentime)
    clearTimeout(listitem.opentime);
    this.currMenu = listitem;
    // remove menu highlighting
    this.removeClassName(link, hasSubMenu ? this.subHoverClass : this.hoverClass);
    if(menu)
    var self = this;
    listitem.closetime = window.setTimeout(function(){self.hideSubmenu(menu);}, this.hideDelay);
    if (this.hasFocus)
    link.blur();
    Spry.Widget.MenuBar.prototype.getSibling = function(element, sibling)
    var child = element[sibling];
    while (child && child.nodeName.toLowerCase() !='li')
    child = child[sibling];
    return child;
    Spry.Widget.MenuBar.prototype.getElementForKey = function(els, prop, dir)
    var found = 0;
    var rect = Spry.Widget.MenuBar.getPosition;
    var ref = rect(els[found]);
    var hideSubmenu = false;
    //make the subelement visible to compute the position
    if (els[1] && !this.hasClassName(els[1], this.MenuBarSubmenuVisible))
    els[1].style.visibility = 'hidden';
    this.showSubmenu(els[1]);
    hideSubmenu = true;
    var isVert = this.hasClassName(this.element, this.verticalClass);
    var hasParent = els[0].parentNode.parentNode.nodeName.toLowerCase() == 'li' ? true : false;
    for (var i = 1; i < els.length; i++){
    //when navigating on the y axis in vertical menus, ignore children and parents
    if(prop=='y' && isVert && (i==1 || i==2))
    continue;
    //when navigationg on the x axis in the FIRST LEVEL of horizontal menus, ignore children and parents
    if(prop=='x' && !isVert && !hasParent && (i==1 || i==2))
    continue;
    if (els[i])
    var tmp = rect(els[i]);
    if ( (dir * tmp[prop]) < (dir * ref[prop]))
    ref = tmp;
    found = i;
    // hide back the submenu
    if (els[1] && hideSubmenu){
    this.hideSubmenu(els[1]);
    els[1].style.visibility =  '';
    return found;
    Spry.Widget.MenuBar.camelize = function(str)
    if (str.indexOf('-') == -1){
    return str;
    var oStringList = str.split('-');
    var isFirstEntry = true;
    var camelizedString = '';
    for(var i=0; i < oStringList.length; i++)
    if(oStringList[i].length>0)
    if(isFirstEntry)
    camelizedString = oStringList[i];
    isFirstEntry = false;
    else
    var s = oStringList[i];
    camelizedString += s.charAt(0).toUpperCase() + s.substring(1);
    return camelizedString;
    Spry.Widget.MenuBar.getStyleProp = function(element, prop)
    var value;
    try
    if (element.style)
    value = element.style[Spry.Widget.MenuBar.camelize(prop)];
    if (!value)
    if (document.defaultView && document.defaultView.getComputedStyle)
    var css = document.defaultView.getComputedStyle(element, null);
    value = css ? css.getPropertyValue(prop) : null;
    else if (element.currentStyle)
    value = element.currentStyle[Spry.Widget.MenuBar.camelize(prop)];
    catch (e) {}
    return value == 'auto' ? null : value;
    Spry.Widget.MenuBar.getIntProp = function(element, prop)
    var a = parseInt(Spry.Widget.MenuBar.getStyleProp(element, prop),10);
    if (isNaN(a))
    return 0;
    return a;
    Spry.Widget.MenuBar.getPosition = function(el, doc)
    doc = doc || document;
    if (typeof(el) == 'string') {
    el = doc.getElementById(el);
    if (!el) {
    return false;
    if (el.parentNode === null || Spry.Widget.MenuBar.getStyleProp(el, 'display') == 'none') {
    //element must be visible to have a box
    return false;
    var ret = {x:0, y:0};
    var parent = null;
    var box;
    if (el.getBoundingClientRect) { // IE
    box = el.getBoundingClientRect();
    var scrollTop = doc.documentElement.scrollTop || doc.body.scrollTop;
    var scrollLeft = doc.documentElement.scrollLeft || doc.body.scrollLeft;
    ret.x = box.left + scrollLeft;
    ret.y = box.top + scrollTop;
    } else if (doc.getBoxObjectFor) { // gecko
    box = doc.getBoxObjectFor(el);
    ret.x = box.x;
    ret.y = box.y;
    } else { // safari/opera
    ret.x = el.offsetLeft;
    ret.y = el.offsetTop;
    parent = el.offsetParent;
    if (parent != el) {
    while (parent) {
    ret.x += parent.offsetLeft;
    ret.y += parent.offsetTop;
    parent = parent.offsetParent;
    // opera & (safari absolute) incorrectly account for body offsetTop
    if (Spry.is.opera || Spry.is.safari && Spry.Widget.MenuBar.getStyleProp(el, 'position') == 'absolute')
    ret.y -= doc.body.offsetTop;
    if (el.parentNode)
    parent = el.parentNode;
    else
    parent = null;
    if (parent.nodeName){
    var cas = parent.nodeName.toUpperCase();
    while (parent && cas != 'BODY' && cas != 'HTML') {
    cas = parent.nodeName.toUpperCase();
    ret.x -= parent.scrollLeft;
    ret.y -= parent.scrollTop;
    if (parent.parentNode)
    parent = parent.parentNode;
    else
    parent = null;
    return ret;
    Spry.Widget.MenuBar.stopPropagation = function(ev)
    if (ev.stopPropagation)
    ev.stopPropagation();
    else
    ev.cancelBubble = true;
    if (ev.preventDefault)
    ev.preventDefault();
    else
    ev.returnValue = false;
    Spry.Widget.MenuBar.setOptions = function(obj, optionsObj, ignoreUndefinedProps)
    if (!optionsObj)
    return;
    for (var optionName in optionsObj)
    if (ignoreUndefinedProps && optionsObj[optionName] == undefined)
    continue;
    obj[optionName] = optionsObj[optionName];

  • How do you share size properies from one object to another?

    Hi guys,
    I've currently coding my own shoot 'em up game where if enemy is killed,  enemy turns to a block. I want to set it up so the size properies will  pass over to the block (same object size - height and scale) but also  changing the collision properies so the player will be enable push the  block around the screen but I'm not sure how to implement such  functionality/feature. I've experimented with two ways so far;
    1.) The enemy changes to a frame of a block when he dies (illusion of a  different object but the same object with a different frame on the  timeline) using the same size properies but I can't seem to the change  the collision properies from it's prior setting of causing damage and  re-bound/bounce to the player.
    2.) The enemy is removed completely from the game and a new block object  is added in the same position where enemy died but I can't share/code  the same size properies to this new block object making obvious that is a  different object.
    Here is a code I've what I've done so far (which is attempting to do first approach);
    Code:
    function onEnterFrame(event:Event):void
    Collision.block(player, enemy);
    function checkCollisionWithEnemies(bullet:MovieClip)
    if (enemy.hitTestPoint(bullet.x, bullet.y,true))
         if (player.char_type == 1)
           enemy.meter.width -= 10;/// Damaging enemy
           enemy.gotoAndStop(2);
           removeChild(bullet);
           bullet = null;
            if (enemy.meter.width < 1)  //// Dead enemy
         enemy.stop();
         enemy.gotoAndStop(3); /// enemy goes to block frame
         enemy.enemy_char_type = 3; /// enemy becomes block
             if (enemy.enemy_char_type == 3)
             trace ("Hello");
             Collision.block(enemy, player); /// Trying to change collision settings
    Any suggestions/help would be greatly appreciated.
    Thanks
    Jonesy

    Hi kglad again,
    thanks for all your input and support so far, you're been very helpful. Using your code as reference, I either occur a 1046 error - "Type was not found or was not a compile-time constant: DisplayObject" or the new code added doesn't seem to function at all.  I've been puzzling over this all day, seeking for a solution, I was wondering if you point me in the right direction but anyhow here below are my two attempts -
    This 1st code attempt below leads to: a 1046 error - "Type was not found or was not a compile-time constant: DisplayObject"
    <code>
    function checkCollisionWithEnemies(bullet:MovieClip)
                 var block:Block = new Block();
                 block.x = enemy.x;
                   block.y = enemy.y;
             if (enemy.meter.width < 1)
                            enemy.stop();
                            swapProperies(enemy,block);
                            removeChild(enemy);
                            enemy = null;
                            addChild(block);
                           _tweenX.removeEventListener(TweenEvent.MOTION_FINISH, onMotionFinishX);
                           _tweenY.removeEventListener(TweenEvent.MOTION_FINISH, onMotionFinishY);   
    function swapProperies(dobj1:DisplayObject, dobj2:DisplayObject):void
               var propertyA:Array=["x","y","width","height","rotation"]
                for(var i:int = 0; 1>propertyA.length;i++)
                dobj2[propertyA[i]] = obj1[propertyA[i]];
    </code>
    I imported a new class "import flash.display.Object;" to the package to confirm/declare the DisplayObject, but remains to display the same error message.
    2nd attempt - This is where I thought I would directly apply the code to the enemy and block: MovieClips like other objects in the rest of the code, but this attempt leads this new code not to function at all but able to compile/play the game without any errors, I only changed the function swapProperies (the rest of the code is the same) -
    <code>
    function swapProperies(enemy:MovieClip, block:MovieClip):void
               var propertyA:Array=["x","y","width","height","rotation"]
                for(var i:int = 0; 1>propertyA.length;i++)
                enemy[propertyA[i]] = block[propertyA[i]];
    </code>
    Any suggestions?
    Thanks
    Jonesy 

  • How do I assign images to grid cells based on their random number value?

    Hello everyone!
         I need a good point (or shove) in the correct direction.
    Background
         I've created (with previous help from this forum) a 12 x 9 random number grid which cycles through the numbers 1 to 9 a total of twelve times each. I've then created a button which shuffles the current grid's cells each time it is clicked. I now want to use 9 images that I have imported as individual symbols into the library (I have given them each their own class titled "skin1," "skin2," ... "skin9") as cell labels or the equivalent. I have also set the images up as individual movie clips (using the .Sprite class as the extended base class but keeping the actual image class names in line with their object name, i.e. the "skin1" image is the "skin1.as" class).
    Question
         How do I assign these images to the grid cells based on their respective values (ranging from 1 to 9) and have them populate the grid each time I click the "shuffle" button? So for example, in my grid the numbers 1 through 9 randomly appear 12 times each. Every time the number 4 appears in a cell, I want it to be assigned to the image "skin4" (which is just a graphic that looks like a button and has a fancy number "4" printed on it). Below is a chunk of the code I am using to draw the grid cells with:
    // Creates a grid cell when called by generateGrid().
    private funciton drawCell(_numeral:int):Sprite
              This is the code I am currently implementing to populate the grids with (although I
              don't want to use text labels as I want to fill each grid with an image according
              to its numerical value (1 to 9).
         var _label:TextField = new TextField();
         _label.multiline = _label.wordWrap = false;
         _label.autoSize = "center";
         _label.text = String(_numeral);
         // Add numerical label to cell array.
         cellLabels.push(_label);
         var _s:Sprite = new Sprite();
         _s.graphics.lineStyle(2, 0x019000);
         _s.graphics.drawRect(30, 0, cellW, CellH);
         _s.addChild(_label);
         return _s;
         While the following isn't working code, it will hopefully demonstrate what I want to achieve inside this function so I don't have to use the above snippet for text labels:
         //This will "hopefully" create an array of all 9 images by calling their classes.      var _imageArray:Array = [skin1, skin2, skin3, skin4, skin5 , skin6, skin7, skin8, skin9];      // This is what I want to happen for each cell using the above image array:      for (i = 0; i < cells; i++)      {           if (_numeral == 1)           {                // Insert skin1 image for each instance of #1 in the grid.           }           if (_numeral == 2)           {                // Insert skin2 image for each instance of #2 in the grid.           }           ...           if (_numeral == 9)           {                // Insert skin9 image for each instance of #9 in the grid.           }      } 
         Again, I don't want to use text labels. I have a custom skin graphic that I want to go over each number on the grid based on its numerical value (1 to 9). Any help with this is much appreciated!

    kglad,
         Thank you for your help with this one. Using the code below, I have successfully populated my grid cells with the desired corresponding graphics. I noticed one thing though regarding my use of the shuffle button with this particular implementation: even though the numerical values residing in each cell get shuffled, the original images remain in the grid rather than being replaced by new ones. The first code snippet below is the revised cell drawing function including your help; the second snippet shows you my simple shuffle button function (where the problem lies, I think).
    Snippet #1:
         // Creates a grid cell when called by generateGrid().
         private function drawCell(_numeral:int):Sprite
              var _label:TextField = new TextField();
              _label.multiline = _label.wordWrap = false;
              _label.autoSize = "center";
              // Creates a label that represents the numerical value of the cell.
              cellLabels.push(_label);
              var _s:Sprite = new Sprite();
              _s.graphics.lineStyle(2, 0x019000);
              _s.graphics.drawRect(30, 0, cellW, cellH);
              // Physically adds the labels to the grid.
              _s.addChild(_label);
              // Assigns a graphic class to a cell based on its numerical value.
              var _classRef:Class = Class(getDefinitionByName("skin" + _numeral));
              // Undefined variable for holding graphic classes.
              var _image:* = new _classRef();
              // Lines the images up with the grid cells.
              _image.x = 30;
              // Physically adds a graphic on top of a cell label.
              _s.addChild(_image);
              return _s;
         So far so good (although I question needing text labels at all if they are just going to remain invisible underneath the images, but enough about that for now). This next part is the reason that the images won't shuffle with the cell values, I think.
    Snippet #2:
         // When shuffleButton is clicked, this event shuffles
         // the number array and fills the cellLabels with the new values.
         private function onButtonShuffleClick(e:MouseEvent):void
              // Shuffles the number array.
              shuffle(numbers);
              // Verifies the array has been shuffled.
              trace("After shuffle:", numbers);
              // Loop replaces old cellLabels with new number array values.
              for (var i:int = 0; i < cells; i++)
                   cellLabels[i].text = String(numbers[i]);
         As you can see, it never replaces the original images that populate the grid. I tried using the _s.removeChild(image) function but that didn't work, nor would copying/pasting some of the code from snippet #1 directly into this function as it would cause another instance of the images to be placed over top of the existing ones rather than actually swapping them out. Any continued help here is greatly appreciated!
         PS Is there a quicker method for posting code into these forums without having to type it all out by hand again (i.e. copy/paste or drag/drop from my .fla or Notepad file directly into this thread)?

  • How to add a scrolling text to display in a web part?

    Hi,
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    WarningMessage.xml
    <script type="text/javascript" src="http://icare/sites/IT/tst/XmlWebParts/WarningMessage/WarningMessage.js"></script>
    WarningMessage.js
    <script type="text/javascript">
    <
    //set the marquee parameters
    function init() { rtl_marquee.start(); }
    var rtl_marquee_Text = 'JavaScript scrolling text';
    var rtl_marquee_Direction = 'left';
    var rtl_marquee_Contents='<span style="font-family:Comic Sans MS;font-size:12pt;white-space:nowrap;">' + rtl_marquee_Text + '</span>';
    rtl_marquee = new xbMarquee('rtl_marquee', '19px', '90%', 6, 100, rtl_marquee_Direction, 'scroll', rtl_marquee_Contents);
    window.setTimeout( init, 200);
    </script>
    and
    xbMarquee.js
    document.writeln('<style type="text/css">');
    document.writeln(' div.marqueecenter1 { text-align: center; }');
    document.writeln(' div.marqueecenter2 { margin- margin-right: auto; }');
    document.writeln(' div.marqueeleft1 { text-align: left; }');
    document.writeln(' div.marqueeleft2 { margin- margin-right: auto; }');
    document.writeln(' div.marqueeright1 { text-align: right; }');
    document.writeln(' div.marqueeright2 { margin- margin-right: 0; }');
    document.writeln('</style>');
    function xbMarquee(id, height, width, scrollAmount, scrollDelay, direction, behavior, html)
      this.id            = id;
      this.scrollAmount  = scrollAmount ? scrollAmount : 6;
      this.scrollDelay   = scrollDelay ? scrollDelay : 85;
      this.direction     = direction ? direction.toLowerCase() : 'left';  
      this.behavior      = behavior ? behavior.toLowerCase() : 'scroll';  
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      this.runId         = null;
      this.html          = html;
      this.isHorizontal = ('up,down'.indexOf(this.direction) == -1);
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        this.height = height;
        this.heightUnit = 'px';
      else if (typeof(height) == 'string')
        this.height = parseInt('0' + height, 10);
        this.heightUnit = height.toLowerCase().replace(/^[0-9]+/, '');
      else
        this.height = 100;
        this.heightUnit = 'px';
      if (typeof(width) == 'number')
        this.width = width;
        this.widthUnit = 'px';
      else if (typeof(width) == 'string')
        this.width = parseInt('0' + width, 10);
        this.widthUnit = width.toLowerCase().replace(/^[0-9]+/, '');
      else
        this.width = 100;
        this.widthUnit = 'px';
      // xbMarquee UI events
      this.onmouseover   = null;
      this.onmouseout    = null;
      this.onclick       = null;
      // xbMarquee state events
      this.onstart       = null;
      this.onbounce      = null;
      var markup = '';
      if (document.layers)
        markup = '<ilayer id="' + this.id + 'container" name="' + this.id + 'container" ' +
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                 'width="' + width + '"  ' +
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                 '>' + 
                 '<\/ilayer>';            
      else if (document.body && typeof(document.body.innerHTML) != 'string')
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                 'height: ' + this.height + this.heightUnit + '; ' +
                 'width: ' + this.width + this.widthUnit + '; ' +
                 'clip: rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px); ' +
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        markup = '<div id="' + this.id + 'container" name="' + 
                 this.id + 'container" ' +
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                 'height: ' + this.height + this.heightUnit + '; ' +
                 'width: ' + this.width + this.widthUnit + '; ' +
                 'clip: rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px); ' +
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    xbMarquee._name = -1;
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      if (document.layers)
        // navigator 4
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        // opera
        // bug in Opera 6 width/offsetWidth. Use clientWidth
        if (propName == 'width' && typeof(elm.clientWidth) == 'number')
          val = elm.clientWidth;
        else
          val =  elm.style[propName];
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        //mozilla and IE
        switch (propName)
        case 'height':
           if (typeof(elm.offsetHeight) == 'number')
             val =  elm.offsetHeight;
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        case 'width':
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      var elm = null;
      if (document.getElementById)
        elm = document.getElementById(id);
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      return elm;
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      var marquee = window[marqueeName];
      var eventAttr = 'on' + eventName;
      if (!marquee)
        return false;
      if (!event && window.event)
        event = window.event;
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      case 'mouseover':
      case 'mouseout':
      case 'click':
        if (marquee[eventAttr])
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      return false;
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    xbMarquee.prototype.start = function ()
      var markup = '';
      this.stop();
      if (!this.dirsign)
        if (!document.layers)
          this.containerDiv = xbMarquee.getElm(this.id + 'container')
          if (typeof(this.containerDiv.innerHTML) != 'string')
            return;
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          // so IE will not hork the size of percentage units 
          var parentNode    = null;
          if (this.containerDiv.parentNode)
            parentNode = this.containerDiv.parentNode;
          else if (this.containerDiv.parentElement)
            parentNode = this.containerDiv.parentElement;
          if (parentNode && 
              typeof(parentNode.offsetHeight) == 'number' && 
              typeof(parentNode.offsetWidth) == 'number')
            if (this.heightUnit == '%')
              this.containerDiv.style.height = 
              parentNode.offsetHeight * (this.height/100) + 'px';
            if (this.widthUnit == '%')
              this.containerDiv.style.width = 
              parentNode.offsetWidth * (this.width/100) + 'px';
          markup += '<div id="' + this.id + '" name="' + this.id + '" ' +
            'style=" ' +
            //(this.isHorizontal ? 'width:0px;' : '') + // if we scroll horizontally, make the text container as small as possible
            '" ' +
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            xbMarquee.createDispatchEventAttr(this.name, 'mouseout') +
            xbMarquee.createDispatchEventAttr(this.name, 'click') +
            '>' +
            (this.isHorizontal ? '<nobr>' : '') +
            this.html +
            (this.isHorizontal ? '<\/nobr>' : '') +
            '<\/div>';
          this.containerDiv.innerHTML = markup;
          this.div                    = xbMarquee.getElm(this.id);
          this.styleObj     = this.div.style;      
        else /* if (document.layers) */
          this.containerDiv = document.layers[this.id + 'container'];
          markup = 
            '<layer id="' + this.id + '" name="' + this.id + '" top="0" left="0" ' +
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            xbMarquee.createDispatchEventAttr(this.name, 'mouseout') +
            xbMarquee.createDispatchEventAttr(this.name, 'click') +
            '>' +
            (this.isHorizontal ? '<nobr>' : '') + 
            this.html +
            (this.isHorizontal ? '<\/nobr>' : '') +
            '<\/layer>';
          this.containerDiv.document.write(markup);
          this.containerDiv.document.close();
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          this.styleObj     = this.div;
        if (this.isHorizontal && this.height < xbMarquee._getInnerSize(this.div, 'height') )
          this.height = xbMarquee._getInnerSize(this.div, 'height')
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          this.containerDiv.style.clip = 'rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px)';
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        // due to Internet Explorer not setting the height and width of 
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        switch (this.direction)
        case 'down':
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          this.dirsign = -1;
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            this.startAt = this.height * xbMarquee._getInnerSize(this.containerDiv, 'height') / 100;
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            this.startAt = this.height;
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        case 'right':
          this.dirsign = 1;
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            this.stopAt = this.width * xbMarquee._getInnerSize(this.containerDiv, 'width') / 100;
          else    
            this.stopAt  = this.width;
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        case 'left':
        default:
          this.dirsign = -1;
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    this.startAt = this.width * xbMarquee._getInnerSize(this.containerDiv, 'width') / 100;
    else  
    this.startAt = this.width        
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    // this.stopAt  = -xbMarquee._getInnerSize(this.div,'width')*2;
    // this method does not work very well with FireFox.  offsetWidth property used in this function returns the absolute width of the div container
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    var temp_span = document.createElement('span');     
    temp_span.id = 'span_' + this.div.id;
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    document.body.appendChild(temp_span);                
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        this.styleObj.visibility = 'visible'; 
      this.newPosition += this.dirsign * this.scrollAmount;
      if ( (this.dirsign == 1  && this.newPosition > this.stopAt) ||
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          if (this.onbounce)
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            this.onbounce();
          this.dirsign = -this.dirsign;
          var temp     = this.stopAt;
          this.stopAt  = this.startAt;
          this.startAt = temp;
        else
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          if (this.onstart)
            this.onstart();
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      switch(this.direction)
        case 'up': 
        case 'down':
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        case 'left': 
        case 'right':
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        clearTimeout(this.runId);
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    This is how i was able to do it. Edit html source.
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    Sample files for the above TechNote. A set of 3 FLA and 3 corresponding SWF files, including a parent SWF and 2 SWFs that the parent loads.
    Help > AS3 Developer’s Guide > Loading an external SWF file
    Help > AS3 Developer’s Guide > Loading display content dynamically
    Loading multiple external SWFs within a main SWF – CreativeCow.net forums
    Video tutorial: ActionScript 101 – Episode 6: Adding named objects to the Stage. By Doug Winnie. An example of how to add the loaded external asset to the Stage and modify its location or other properties.
    Video tutorial: Preloading in ActionScript 3.0.  By Lee Brimelow. A slightly more complicated example, showing how to  make the parent SWF display information about the progress of loading  the external SWF.
    Tutorial: Loading and unloading SWFs - FlashAndMath.com
    This article provides several examples of how to communicate between a parent SWF file and the loaded SWF:
    SWF to SWF Communcation via ActionScript 3.0 (by kglad)

    quote:
    Originally posted by:
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