On 14/11/2011 09:19, Karl DeSaulniers wrote:
Any luck with children?

Well currently I'm restructuring the game to reduce the nesting and that solves the problem. There are twelve drag and drop targets and I've done two of them and for those, problem solved.

I'm putting it down to being one of those things.


Try this code on your container MC. The first level (not the three deep). It may help you see the target it and possibly control it.

for (var i:uint = 0; i < target_mc.numChildren; i++){
trace ('\t|\t ' +i+'.\t name:' + target_mc.getChildAt(i).name + '\t type:' + typeof (target_mc.getChildAt(i))+ '\t' + target_mc.getChildAt(i));
}

grabbed it from here: http://www.matthijskamstra.nl/blog/index.php/2008/04/30/as2-to-as3-get-all-objects-in-a-movieclip/
Or is this something you've tried already?
Thanks for the suggestion Karl. The mc contained components on seperate frames - the code above would let me access all children, but only of the current frame. My problem was an inability to change frame.

Paul

HTH,

Best,
Karl


On Nov 14, 2011, at 3:08 AM, Paul Andrews wrote:

On 14/11/2011 09:00, Karl DeSaulniers wrote:
Hi Paul,
Can you tell it instead of nextFrame to advance currentFrame+1?
Yes, this was the original way of doing it.

I have used currentFrame+1, specific frame number, frame label, inside enterframe event, outside enterframe event.

The first drag and drop in the app and the code works.
The second drag and drop and the frame won't advance. Apart from the frame not advancing the traces are exactly the same. The MC is nested three deep.

I am currently changing this stuff to reduce the nesting.


Paul


IE:
My AS3 is very rusty, so I may be corrected..

targetMC.addEventListener(Event.ENTER_FRAME, frameNumber); // or Event.DRAG ?? (Guessing on that one)
function frameNumber(evt:Event):void {
   targetMC.gotoAndStop(this.currentFrame+1); // or gotoAndPlay(
}

Or, maybe throw in a targetMC.stop(); before calling targetMC.nextFrame(); as an alternate option. Might create a pseudo reset that will allow the nextFrame() to function in the whole dynamics of your dilemma.

JAT

HTH,
Karl

On Nov 13, 2011, at 9:15 PM, Paul Andrews wrote:

Well, of course nextFrame works, but only the first time around in an app I've been asked to look at (not my app).

In this AS3 app targetting FP9, we have a bunch of nested movieclips. Interaction with the app involves dragging and dropping a movieclip to the right target then paging through a number of frames, one at a time, in a nested movieclip using gotoAndStop().

Essentially it's a quiz kind of thing - drag the movieclip over the correct target selects the correct movieclip to display and then a button is used to page through the frames of the chosen movieclip.

It works beautifully for the first choice. After the next drag and drop, the chosen movieclip is left showing frame 1. Perfect. Click on the button, advance to frame 2, that's all that's required, but it won't move to frame 2.

I have investigated targeting the wrong MC in some way and using enterframe events to move the movieclip along, but it won't budge. totalFrames for the movieclip is greater than 1. There are no errors. Code works fine until the second drag and drop. As far as I can tell I'm just trying to tell a movieclip that has two frames to move to frame 2. Traces tell me it's on frame 1 and following a call to gotoAndStop(2) it reports being in frame 1, but never traces being in Frame 2.

It sounds absolutely crazy, I know. I can't share the code, nor make an example.

Any thoughts before I change the way this thing has been written to simplify what it's doing? changing the target to FP10 made no difference.
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Karl DeSaulniers
Design Drumm
http://designdrumm.com

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http://designdrumm.com

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