Great links, Olivier!

One of the additional oddities called out in the second link:

"if i trace the number of children i get 1 still, but if i do getChildAt(0),
it traces null on the first frame"
That is something I noticed myself but forgot to include in my link. Really
amazing!

I am going to give the CustomWait static helper a shot.
Can anyone confirm for me that it's fixed (sorry "changed") in FP10?
-jonathan


On Thu, Nov 13, 2008 at 11:14 AM, Olivier Besson <[EMAIL PROTECTED]> wrote:

> hi,
> this old as3 "feature" has upset so many people that, as far as I remember,
> this has been fixed in flash player 10.
> Meanwhile, you have to resort to tricks, sorry I don't know which one is
> the best.
>
> This one seems to be what you suggested:
>
> http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue
>
> Here senocular suggests listening "ADDED" event from a parent node:
> (because ADDED bubbles ;))
> http://www.kirupa.com/forum/showthread.php?t=247040
>
>  Olivier
>
> jonathan howe a écrit :
>
> Hello,
>>
>> I've got a situation where animators hand me a clip that has a bunch of
>> frame labels, each representing an animation sequence.  At each frame
>> label,
>> I've got labelled MovieClips inside the clip. So, for example, on each
>> frame
>> I have a clip called "character_mc", "talkbubble_mc", "hitarea_mc". The
>> reason for the setup like this is that the animators position the key
>> clips
>> in different ways depending on the state of the character (walking,
>> running,
>> etc.). They like it all in one clip so they can make sure the transitions
>> between the states are smooth.
>>
>> So, the problem I have is that in AS3, I'll tell the parent clip to go to
>> a
>> frame, and the value of character_mc will return null ... sometimes. This
>> never used to happen in AS2; it always seemed that as soon as I executed
>> gotoAndStop on a parent clip, the stage instances of that parent clip were
>> available to me on the very next line of code. [OR, perhaps I was fooled
>> into thinking this because of AS2's permissive ways (i.e. I was actually
>> calling operations on a null instance)?] What I find strange is that
>> character_mc is not null the line before the gotoAndStop execution. Almost
>> as if the parent clip is in a halfway state ...
>>
>> So my question is, how can I make sure that the instances on the stage are
>> initialized, defined and ready to access?  Is there a way to force this?
>> Do
>> I have to create a deferred part of the code and add an ENTER_FRAME event
>> every time I want to access the clip? Or to get away from this, do I
>> really
>> have to convert all of the animators' clips into a structure that doesn't
>> rely on the parent clip's timeline?
>>
>> -jonathan
>>
>>
>>
>>
>
> --
> Olivier Besson (gludion) - (33 1) 44 64 78 99
> http://wwww.gludion.com
> http://blog.gludion.com
>
> _______________________________________________
> Flashcoders mailing list
> [email protected]
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



-- 
-jonathan howe
_______________________________________________
Flashcoders mailing list
[email protected]
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

Reply via email to