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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How can i get MovieClip RemoveChild or not
In stage button, MovieClip is there. When i click button remove the Movieclip. first time no errors. but next given below error. Ithink allready movieclip is removed from stage so how can i write code. And i also mentioned my code .
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Untitled_fla::MainTimeline/onClick(
btn.addEventListener("click",onClick)
function onClick (e) {
movie.parent.removeChild(movie)there are a number of solutions but the best would probably be to remove btn because it serves no purpose when it's been clicked once:
btn.addEventListener("click",onClick)
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How to removeChild question.
Hi,
I have a "Tile" in my application.
I also have a linkbutton that loads moduleloaders in
"mx:Tile".
I can load the module several times but my problem is:
If I load several modules, how can I remove a specific one,
let's say the third one that was loaded?
Do I need to add a specific remove button within the module
application? If so, what script can I use???
Thank you.Store a reference to the added child in an array or
associative array(object).
_aChildren["one"] = tiletest.addChild(moduleloader);
then you can do:
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Tracy -
How do you stop a video from playing after you use removechild?
I am new to flash and asc3. I am currently developing a website using cs3. I have the main swf that calls in other swfs using the add child. The swfs that I am calling in, have video using the standard flvplayer. The problem that I am encountering (and is driving me nuts) is when I use the remove child, you can still hear the audio from the video that was just removed. How to I stop it? Please help. If you need more details, let me know. I really need to fix this asap. Thanks.
Try adding this to your code:
SoundMixer.stopAll(); -
How to use multiple removechild
i tried to remove 3 images with different removeChild. it doesnt work. it will only clear 1 image.
stop();
aa1.addEventListener(MouseEvent.CLICK, ona1Click);
bb1.addEventListener(MouseEvent.CLICK, onb1Click);
cc1.addEventListener(MouseEvent.CLICK, onc1Click);
next1.addEventListener(MouseEvent.CLICK, onNext1Click);
home1.addEventListener(MouseEvent.CLICK, onHome1Click);
var Q1a:Loader = new Loader();
var Q1b:Loader = new Loader();
var Q1c:Loader = new Loader();
var Q1next:Loader = new Loader();
var Q1home:Loader = new Loader();
//the name of the function has to match what you're calling from the event listener
function ona1Click(evt:MouseEvent):void {
var myQ1a:URLRequest=new URLRequest("wrong.png");
Q1a.load(myQ1a);
addChild(Q1a);
Q1a.x=320;
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var myQ1b:URLRequest=new URLRequest("tick.png");
Q1b.load(myQ1b);
addChild(Q1b);
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gotoAndPlay(2);
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//the name of the function has to match what you're calling from the event listener
function onHome1Click(evt:MouseEvent):void {
gotoAndPlay(17);i have tried to remove the 3 images, but it didn'twork. if i only remove 2, it works just fine.
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The error of having 3 removeChild :
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at MCQbutton1209d_fla::MainTimeline/onNext1Click() -
How to load multiple swfs to my main flash file??
I am using the following code
In actions for Frame 1:
var myrequest:URLRequest=new URLRequest("A.swf");
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This code works perfectly fine. My only problem is, How do I get multiple swf loaded. When I tried to copy and paste the same code for the other swf, but the following errors appear. I'm pretty sure theres a way to have multiple swfs (btw the multiple swfs will be linked from different frames).
Scene 1, Layer 'PAGES!', Frame 2, Line 7 1021: Duplicate function definition.
Scene 1, Layer 'PAGES!', Frame 2, Line 2 1151: A conflict exists with definition myloader in namespace internal.
Scene 1, Layer 'PAGES!', Frame 2, Line 1 1151: A conflict exists with definition myrequest in namespace internal.
Can someone please help me with this. ThanksYou define the same variable or function names more than once in a file. But you can reuse them in other frames. Try something more like the following in frame 2....
myrequest=new URLRequest("A.swf");
myloader.load(myrequest);
leave all of the rest out for starters... the same function from frame 1 can be re-used without rewriting them. I don't know what the deal is with img1, but if you need to change what it does, then add that back in. -
Problem with the MenuBar and how can i delete a own component out of the storage
Hello,
I opened this thread in the category "Flex Builder 2", but
under this category my questions fit better.
I have a problem with the MenuBar and a question to delete a
component out of storage.
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Sporadically it will appear following fault, if we "mousover"
the root layer.
RangeError: Error #2006: Der angegebene Index liegt
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at flash.display::DisplayObjectContainer/addChildAt()
at mx.managers::SystemManager/
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at mx.managers::SystemManager/addChild()
at mx.managers::PopUpManager$/addPopUp()
at mx.controls::Menu/show()
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<Menuebar>
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<menu label="Artikel anlegen" data="new_article" />
<menu label="Artikel bearbeiten" data="edit_article" />
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<menu label="Verpackung bearbeiten" data="edit_package"
/>
</menu>
<menu label="Materialgruppe">
<menu label="Materialgruppe anlegen"
data="new_materialgroup" />
<menu label="Materialgruppe bearbeiten"
data="edit_materialgroup" />
</menu>
</menu>
</Menuebar>
It is a well-formed XML.
2. Delete a component out of storage
We have some own components (basically forms), which will be
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var myComponent : T_Component = new T_Component ;
this.addChild(myComponent)
Some of our forms will be created in an popup. On every call
of the popup, we lost 5 mb or more, all childs on the windows will
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objects.
Is there a way to show all objects with references (NOT
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I have read in the Flex Help, that
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MatzeIf you mena the "photo Library" then you cannot delete it.
This is how iphone handles photos. There are not two copies. There a re simply two places from which to access the same photos. ALL photos synced to iphone can be accessed via Photo Library. Those same pics can be accessed via their individual folder. -
How to change object background color on java run time
Hi,
I create object loading program. my problem is run time i change object background color using color picker. i select any one color of color picker than submit. The selecting color not assign object background.
pls help me? How to run time change object background color?
here follwing code
import com.sun.j3d.loaders.objectfile.ObjectFile;
import com.sun.j3d.loaders.ParsingErrorException;
import com.sun.j3d.loaders.IncorrectFormatException;
import com.sun.j3d.loaders.Scene;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import java.io.*;
import com.sun.j3d.utils.behaviors.vp.*;
import java.net.URL;
import java.net.MalformedURLException;
import java.awt.Graphics ;
import javax.swing.*;
public class ObjLoad1 extends Applet implements ActionListener
private boolean spin = false;
private boolean noTriangulate = false;
private boolean noStripify = false;
private double creaseAngle = 60.0;
private URL filename = null;
private SimpleUniverse u;
private BoundingSphere bounds;
private Panel cardPanel;
private Button Tit,sub;
private CardLayout ourLayout;
private BorderLayout bl;
Background bgNode;
BranchGroup objRoot;
List thelist;
Label l1;
public BranchGroup createSceneGraph()
BranchGroup objRoot = new BranchGroup();
TransformGroup objScale = new TransformGroup();
Transform3D t3d = new Transform3D();
t3d.setScale(0.7);
objScale.setTransform(t3d);
objRoot.addChild(objScale);
TransformGroup objTrans = new TransformGroup();
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
objScale.addChild(objTrans);
int flags = ObjectFile.RESIZE;
if (!noTriangulate) flags |= ObjectFile.TRIANGULATE;
if (!noStripify) flags |= ObjectFile.STRIPIFY;
ObjectFile f = new ObjectFile(flags,(float)(creaseAngle * Math.PI / 180.0));
Scene s = null;
try {
s = f.load(filename);
catch (FileNotFoundException e) {
System.err.println(e);
System.exit(1);
catch (ParsingErrorException e) {
System.err.println(e);
System.exit(1);
catch (IncorrectFormatException e) {
System.err.println(e);
System.exit(1);
objTrans.addChild(s.getSceneGroup());
bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
if (spin) {
Transform3D yAxis = new Transform3D();
Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE,0,0,4000,0,0,0,0,0);
RotationInterpolator rotator = new RotationInterpolator(rotationAlpha,objTrans,yAxis,0.0f,(float) Math.PI*2.0f);
rotator.setSchedulingBounds(bounds);
objTrans.addChild(rotator);
//Background color setting
Color3f bgColor = new Color3f(100,200,230);
bgNode = new Background(bgColor);
bgNode.setApplicationBounds(bounds);
objRoot.addChild(bgNode);
return objRoot;
private void usage()
System.out.println("Usage: java ObjLoad1 [-s] [-n] [-t] [-c degrees] <.obj file>");
System.out.println("-s Spin (no user interaction)");
System.out.println("-n No triangulation");
System.out.println("-t No stripification");
System.out.println("-c Set crease angle for normal generation (default is 60 without");
System.out.println("smoothing group info, otherwise 180 within smoothing groups)");
System.exit(0);
} // End of usage
public void init() {
if (filename == null) {
try {
URL path = getCodeBase();
filename = new URL(path.toString() + "./galleon.obj");
catch (MalformedURLException e) {
System.err.println(e);
System.exit(1);
//setLayout(new BorderLayout());
//setLayout(new GridLayout(5,0));
//setLayout(new CardLayout());
//setLayout(new FlowLayout(FlowLayout.LEFT, 5, 5));
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
Canvas3D c = new Canvas3D(config);
add(c);
BranchGroup scene = createSceneGraph();
u = new SimpleUniverse(c);
ViewingPlatform viewingPlatform = u.getViewingPlatform();
PlatformGeometry pg = new PlatformGeometry();
Color3f ambientColor = new Color3f(45,27,15);
AmbientLight ambientLightNode = new AmbientLight(ambientColor);
ambientLightNode.setInfluencingBounds(bounds);
pg.addChild(ambientLightNode);
Color3f light1Color = new Color3f(111,222,222);
Vector3f light1Direction = new Vector3f(1.0f, 1.0f, 1.0f);
Color3f light2Color = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f light2Direction = new Vector3f(-1.0f, -1.0f, -1.0f);
DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction);
light1.setInfluencingBounds(bounds);
pg.addChild(light1);
DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction);
light2.setInfluencingBounds(bounds);
pg.addChild(light2);
viewingPlatform.setPlatformGeometry(pg);
viewingPlatform.setNominalViewingTransform();
if (!spin) {
OrbitBehavior orbit = new OrbitBehavior(c,OrbitBehavior.REVERSE_ALL);
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
orbit.setSchedulingBounds(bounds);
viewingPlatform.setViewPlatformBehavior(orbit);
u.addBranchGraph(scene);
public ObjLoad1(String[] args) {
if (args.length != 0) {
for (int i = 0 ; i < args.length ; i++) {
if (args.startsWith("-")) {
if (args[i].equals("-s")) {
spin = true;
} else if (args[i].equals("-n")) {
noTriangulate = true;
} else if (args[i].equals("-t")) {
noStripify = true;
} else if (args[i].equals("-c")) {
if (i < args.length - 1) {
creaseAngle = (new Double(args[++i])).doubleValue();
} else usage();
} else {
usage();
} else {
try {
if ((args[i].indexOf("file:") == 0) ||
(args[i].indexOf("http") == 0)) {
filename = new URL(args[i]);
else if (args[i].charAt(0) != '/') {
filename = new URL("file:./" + args[i]);
else {
filename = new URL("file:" + args[i]);
catch (MalformedURLException e) {
System.err.println(e);
System.exit(1);
public void actionPerformed(ActionEvent e)
if (e.getSource() == Tit)
//Color Picker tool
Color c1 = JColorChooser.showDialog(((Component)e.getSource()).getParent(),"Zaxis Color Picker", Color.blue);
cardPanel.setBackground(c1);
objRoot.removeChild(bgNode);
int a = c1.getRed();
int b = c1.getBlue();
int c = c1.getBlue();
System.out.println(a);
System.out.println(b);
System.out.println(c);
Color3f ccc = new Color3f(a,b,c);
bgNode.setApplicationBounds(bounds);
objRoot.addChild(bgNode);
else
System.out.println("mathi");
public ObjLoad1()
Tit = new Button("BG Color");
sub = new Button("Object Color");
cardPanel = new Panel();
cardPanel.add(Tit);
cardPanel.add(sub);
//cardPanel.add(l1);
//cardPanel.add(thelist);
sub.addActionListener(this);
Tit.addActionListener(this);
// thelist.addActionListener(this);
//setLayout for applet to be BorderLayout
this.setLayout(new BorderLayout());
//button Panel goes South, card panels go Center
this.add(cardPanel, BorderLayout.SOUTH);
//this.add(cardPanel, BorderLayout.CENTER);
this.setVisible(true);
public void destroy() {
public static void main(String[] args) {
new MainFrame(new ObjLoad1(args),400, 400);hi,
i am using setColor(Color3f color) method
like
if (e.getSource() == Tit)
Color c1 = JColorChooser.showDialog(((Component)e.getSource()).getParent(),"Zaxis Color Picker", Color.blue);
bgColor = new Color3f(c1);
System.out.println(bgColor.get());
bgNode.setColor(bgColor);
bgNode.setApplicationBounds(bounds);
objRoot.addChild(bgNode);
but error will be displayed
like
javax.media.j3d.CapabilityNotSetException: Background: no capability to set color
at javax.media.j3d.Background.setColor(Background.java:307)
at ObjLoad1.actionPerformed(ObjLoad1.java:230)
at java.awt.Button.processActionEvent(Unknown Source)
at java.awt.Button.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
pls help me -
How to add new increase the pool rather then trowing a error.
Im trying to build a game and after many attempts and hours of thinking i did manage to create something that looks like a game.The problem now is that there are so many objects that are constantly creating and removing from the stage. that the game is starting to slow down(it is laggy.).So i have searched the net and understood that i will have to use a "Object pooling Method" rather than creating and removing the objects after i dont have any use of them any more, if i want to make the game more memory friendly.
At first i didnt want to use this method (object pooling) ,but after a while i understood that i dont have a lot of options.So i started to search how and why and how.
Yet in this example im just trying this for the bullets (for now) cause if i can do it for them, i can manage to do it for other objects and projects (it will be simple for me to understand what is happening ., what am i doing , when do i add an existing object from the pool and when im creating a new one(when there are non left, things like this)
i did copy some part of this code from a tutorial that i found in the net but , from then i dont know how to increase the pool rather than throwing this error. I did try to create a new object or to increase the pool length but .... it is not working so im sure that im not doing something the way it must be done.
so i have this so far :
its a "simple" pool that calls a simple shape class (circle dot) and gives that to the main stage when the "SPACE" button is pressed
package
import flash.display.Sprite;
import flash.events.Event;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shape;
public class Bullet extends Sprite{
public var rectangle:Shape = new Shape();
public function Bullet(){
super();
addEventListener(Event.ADDED_TO_STAGE, init);
graphics.beginFill(0xFF0000);
graphics.drawRect(-5, -5, 10,10);
graphics.endFill();
private function init(event:Event):void{
the SpritePool where i cant figure out how to replace the throw new error with some new code that will increase the pool
package {
import flash.display.DisplayObject;
public class SpritePool {
private var pool:Array;
private var counter:int;
public function SpritePool(type:Class, len:int) {
pool = new Array();
counter = len;
var i:int = len;
while (--i > -1) {
pool[i] = new type();
public function getSprite():DisplayObject {
if (counter > 0) {
return pool[--counter];
} else {
throw new Error("You exhausted the pool!");
public function returnSprite(s:DisplayObject):void {
pool[counter++] = s;
and the Game class (the documents class)
package {
import flash.ui.Keyboard;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shape;
public class Game extends Sprite {
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 itTo 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.
- zcxyou 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
JonesyHi 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,
I have 3 files in a doc library that is been referenced by a web part xml viewer in a page. I am referring only the xml file.
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';
// this.name = 'xbMarquee_' + (++xbMarquee._name);
this.name = id;
this.runId = null;
this.html = html;
this.isHorizontal = ('up,down'.indexOf(this.direction) == -1);
if (typeof(height) == 'number')
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" ' +
'height="' + height + '" ' +
'width="' + width + '" ' +
'clip="' + width + ', ' + height + '" ' +
'>' +
'<\/ilayer>';
else if (document.body && typeof(document.body.innerHTML) != 'string')
markup = '<div id="' + this.id + 'container" name="' + this.id + 'container" ' +
'style=" ' +
'height: ' + this.height + this.heightUnit + '; ' +
'width: ' + this.width + this.widthUnit + '; ' +
'clip: rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px); ' +
'">' +
'<div id="' + this.id + '" style="' +
(this.isHorizontal ? 'width:0px;' : '') + // if we scroll horizontally, make the text container as small as possible
'">' +
(this.isHorizontal ? '<nobr>' : '') +
this.html +
(this.isHorizontal ? '<\/nobr>' : '') +
'<\/div>' +
'<\/div>';
else
markup = '<div id="' + this.id + 'container" name="' +
this.id + 'container" ' +
'style=" overflowY: visible; ' +
'height: ' + this.height + this.heightUnit + '; ' +
'width: ' + this.width + this.widthUnit + '; ' +
'clip: rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px); ' +
'">' +
'<\/div>';
document.write(markup);
window[this.name] = this;
// Class Properties/Methods
xbMarquee._name = -1;
xbMarquee._getInnerSize = function(elm, propName)
var val = 0;
if (document.layers)
// navigator 4
val = elm.document[propName];
else if (elm.style && typeof(elm.style[propName]) == 'number')
// opera
// bug in Opera 6 width/offsetWidth. Use clientWidth
if (propName == 'width' && typeof(elm.clientWidth) == 'number')
val = elm.clientWidth;
else
val = elm.style[propName];
else
//mozilla and IE
switch (propName)
case 'height':
if (typeof(elm.offsetHeight) == 'number')
val = elm.offsetHeight;
break;
case 'width':
if (typeof(elm.offsetWidth) == 'number')
val = elm.offsetWidth;
break;
return val;
xbMarquee.getElm = function(id)
var elm = null;
if (document.getElementById)
elm = document.getElementById(id);
else
elm = document.all[id];
return elm;
xbMarquee.dispatchUIEvent = function (event, marqueeName, eventName)
var marquee = window[marqueeName];
var eventAttr = 'on' + eventName;
if (!marquee)
return false;
if (!event && window.event)
event = window.event;
switch (eventName)
case 'mouseover':
case 'mouseout':
case 'click':
if (marquee[eventAttr])
return marquee['on' + eventName](event);
return false;
xbMarquee.createDispatchEventAttr = function (marqueeName, eventName)
return 'on' + eventName + '="xbMarquee.dispatchUIEvent(event, \'' + marqueeName + '\', \'' + eventName + '\')" ';
// Instance properties/methods
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;
// adjust the container size before inner div is filled in
// 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
'" ' +
xbMarquee.createDispatchEventAttr(this.name, 'mouseover') +
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" ' +
xbMarquee.createDispatchEventAttr(this.name, 'mouseover') +
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();
this.div = this.containerDiv.document.layers[this.id];
this.styleObj = this.div;
if (this.isHorizontal && this.height < xbMarquee._getInnerSize(this.div, 'height') )
this.height = xbMarquee._getInnerSize(this.div, 'height')
this.containerDiv.style.height = this.height + this.heightUnit;
this.containerDiv.style.clip = 'rect(0px, ' + this.width + this.widthUnit + ', ' + this.height + this.heightUnit + ', 0px)';
// Start must not run until the page load event has fired
// due to Internet Explorer not setting the height and width of
// the dynamically written content until then
switch (this.direction)
case 'down':
this.dirsign = 1;
this.startAt = -xbMarquee._getInnerSize(this.div, 'height');
this._setTop(this.startAt);
if (this.heightUnit == '%')
this.stopAt = this.height * xbMarquee._getInnerSize(this.containerDiv, 'height') / 100;
else
this.stopAt = this.height;
break;
case 'up':
this.dirsign = -1;
if (this.heightUnit == '%')
this.startAt = this.height * xbMarquee._getInnerSize(this.containerDiv, 'height') / 100;
else
this.startAt = this.height;
this._setTop(this.startAt);
this.stopAt = -xbMarquee._getInnerSize(this.div, 'height');
break;
case 'right':
this.dirsign = 1;
this.startAt = -xbMarquee._getInnerSize(this.div, 'width');
this._setLeft(this.startAt);
if (this.widthUnit == '%')
this.stopAt = this.width * xbMarquee._getInnerSize(this.containerDiv, 'width') / 100;
else
this.stopAt = this.width;
break;
case 'left':
default:
this.dirsign = -1;
if (this.widthUnit == '%')
this.startAt = this.width * xbMarquee._getInnerSize(this.containerDiv, 'width') / 100;
else
this.startAt = this.width
this._setLeft(this.startAt);
// 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
// instead of the new offsetWidth when innerHTML is added or when the div becomes wider. To overcome this a new span element is added to
// the document body to measure the new offsetwidth and then it is removed.
var temp_span = document.createElement('span');
temp_span.id = 'span_' + this.div.id;
temp_span.innerHTML = this.html;
document.body.appendChild(temp_span);
this.stopAt = - temp_span.firstChild.firstChild.offsetWidth;
document.body.removeChild(temp_span);
break;
this.newPosition = this.startAt;
this.styleObj.visibility = 'visible';
this.newPosition += this.dirsign * this.scrollAmount;
if ( (this.dirsign == 1 && this.newPosition > this.stopAt) ||
(this.dirsign == -1 && this.newPosition < this.stopAt) )
if (this.behavior == 'alternate')
if (this.onbounce)
// fire bounce when alternate changes directions
this.onbounce();
this.dirsign = -this.dirsign;
var temp = this.stopAt;
this.stopAt = this.startAt;
this.startAt = temp;
else
// fire start when position is a start
if (this.onstart)
this.onstart();
this.newPosition = this.startAt;
switch(this.direction)
case 'up':
case 'down':
this._setTop(this.newPosition);
break;
case 'left':
case 'right':
default:
this._setLeft(this.newPosition);
break;
this.runId = setTimeout(this.name + '.start()', this.scrollDelay);
xbMarquee.prototype.stop = function ()
if (this.runId)
clearTimeout(this.runId);
this.runId = null;
xbMarquee.prototype.setInnerHTML = function (html)
if (typeof(this.div.innerHTML) != 'string')
return;
var running = false;
if (this.runId)
running = true;
this.stop();
this.html = html;
this.dirsign = null;
if (running)
this.start();
// fixes standards mode in gecko
// since units are required
if (document.layers)
xbMarquee.prototype._setLeft = function (left)
this.styleObj.left = left;
xbMarquee.prototype._setTop = function (top)
this.styleObj.top = top;
else
xbMarquee.prototype._setLeft = function (left)
this.styleObj.left = left + 'px';
xbMarquee.prototype._setTop = function (top)
this.styleObj.top = top + 'px';
I have nothing displaying in the web-part. How can I make this to work?This is how i was able to do it. Edit html source.
<div align="center"><marquee id='scroll_news4' bgcolor=#ff9966 "><font color="#000000" size="+1" ><strong>Outlook is down! IT is working on it! </strong></font></marquee></div>
<input type='Button' value='Stop' id ='b1' onClick='button_click()';>
<SCRIPT LANGUAGE="JavaScript">
<!-- Begin
function button_click()
if(document.getElementById('b1').value=="Start"){
document.getElementById('b1').value="Stop";
document.getElementById('scroll_news4').start();
}else{
document.getElementById('b1').value="Start";
document.getElementById('scroll_news4').stop();
// End -->
</script> -
FAQ: How do I load an external SWF file into a parent SWF file?
A ton of Flash users visit Adobe’s we site every month wondering about how to load an external SWF file from within another SWF.
Adobe's own TechNote on the subject attempts to answer the basic question, along with some common follow-up questions, including:
How do I load more than one SWF?
How do I load a SWF into a specific location in the display list?
How do I resize the loaded SWF?
How do I set its X and Y location?
Here are some additional resources that elaborate on loading content and on working with the display list:
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:
NedWebs
You now seem to want to get rid of the swf once it has loaded
and played itself thru. To do that you would need to have something
in the swf itself that triggers its removal in its last frame. The
following might work...
MovieClip(this.parent).removeChild(this);
Unfortunately I couldn't get this to work. I placed it on the
last frame of the SWF to be called - is that right?
I am not sure I am doing it correctly...
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