RE: [Flashcoders] Flashing Flash

2010-05-21 Thread Keith Reinfeld
John, 

I built a simplified version that works just fine (see below). 

HTH

// Button component 
next_btn.addEventListener(MouseEvent.CLICK, doNext);
var big_container:Sprite = new Sprite();
big_container.x = big_container.y = 100;
addChild(big_container);
var container_left:Sprite = new Sprite();
big_container.addChild(container_left);
var imageArr:Array = [images/01.jpg, images/02.jpg, images/03.jpg,
images/04.jpg, images/05.jpg, images/06.jpg, images/07.jpg,
images/08.jpg, images/09.jpg, images/10.jpg, images/11.jpg,
images/12.jpg, images/13.jpg];
var index:uint = 0;

function doNext(e:MouseEvent = null):void{
trace(\ndoNext():: index =,index);
var path:String = imageArr[index];
var req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.addEventListener(IOErrorEvent.IO_ERROR,
function(e:IOErrorEvent):void{ trace(e) });
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
nextLoaded);
loader.load(req);
// manage the index 
if(index  imageArr.length - 1){ 
// increment index by one 
index++; 
}else{ 
// set index back to zero 
index = 0; 
} 

}

function nextLoaded(evt:Event):void{
trace(\nnextLoaded());
var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var displayObject:DisplayObject = loaderInfo.content;
container_left.addChildAt(displayObject, 0);
trace(   - container_left.numChildren
=,container_left.numChildren);
if(container_left.numChildren  1){
container_left.removeChildAt(1);
}
trace(   - container_left.numChildren
=,container_left.numChildren);
}

// load the first image
doNext();


Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of John Singleton
 Sent: Thursday, May 20, 2010 7:03 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Flashing Flash
 
 - Original Message 
 
  From: Keith Reinfeld keithreinf...@comcast.net
  To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Sent: Wed, May 19, 2010 1:53:06 PM
  Subject: RE: [Flashcoders] Flashing Flash
 
  Don't remove container_middle at all. Instead add/remove its
  children:
 
  container_middle.addChildAt(newImage,
  0);
  container_middle.removeChildAt(1);
 
 Well I thought that was a pretty slick idea, and cleaner code all the
 way around. However, no cigar. I had to place the new code further
 down. Here's what I ended up with:
 
 function LoadLeft():void
 {
 if(start_flag == true)
 {
 container_left = new Sprite();
 big_container.addChild(container_left)
 } else {
 big_container.removeChild(container_left2);
 }
 var path:String = images/left + i + .png;
 var req:URLRequest = new URLRequest(path);
 var loader:Loader = new Loader();
 loader.load(req);
 loader.addEventListener(IOErrorEvent.IO_ERROR,
 function(e:IOErrorEvent):void{ trace(e) });
 loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
 LoadLeftLoaded);
 }
 
 function LoadLeftLoaded(evt:Event):void
 {
 var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
 var displayObject:DisplayObject = loaderInfo.content;
 displayObject.width = 319;
 displayObject.height = 502;
 container_left.addChildAt(displayObject, 0);
 if(start_flag == false)
 {
 container_left.addChildAt(displayObject, 0);
 try
 {
 container_left.removeChildAt(1);
 } catch(error: Error) {
 trace('Error in removwChildAt(1)');
 }
 } else {
 container_left.addChild(displayObject);
 }
 if(start_flag2 == true)
 {
 container_left.x = 1000;
 container_left.y = 20;
 } else {
 container_left.x = 30;
 container_left.y = 20;
 }
 var timeline:TimelineLite = new
 TimelineLite({onComplete:SpinLeft});
 timeline.append(new TweenLite(container_left, 1, {x:30,
 y:20}));
 }
 
 Nonetheless, it still blinks at me as before :(
 TIA,
 John
 
 
 
 
 
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Re: [Flashcoders] Flashing Flash

2010-05-20 Thread John Singleton
- Original Message 

 From: Keith Reinfeld keithreinf...@comcast.net
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wed, May 19, 2010 1:53:06 PM
 Subject: RE: [Flashcoders] Flashing Flash
 
 Don't remove container_middle at all. Instead add/remove its 
 children:

 container_middle.addChildAt(newImage, 
 0);
 container_middle.removeChildAt(1);

Well I thought that was a pretty slick idea, and cleaner code all the way 
around. However, no cigar. I had to place the new code further down. Here's 
what I ended up with:

function LoadLeft():void 
{
if(start_flag == true)
{
container_left = new Sprite();
big_container.addChild(container_left)
} else {
big_container.removeChild(container_left2);
}
var path:String = images/left + i + .png;
var req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.load(req);
loader.addEventListener(IOErrorEvent.IO_ERROR, 
function(e:IOErrorEvent):void{ trace(e) });
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, 
LoadLeftLoaded);
}

function LoadLeftLoaded(evt:Event):void
{
var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var displayObject:DisplayObject = loaderInfo.content;
displayObject.width = 319;
displayObject.height = 502;
container_left.addChildAt(displayObject, 0);
if(start_flag == false)
{
container_left.addChildAt(displayObject, 0);
try
{
container_left.removeChildAt(1);
} catch(error: Error) {
trace('Error in removwChildAt(1)');
}
} else {
container_left.addChild(displayObject);
}
if(start_flag2 == true)
{
container_left.x = 1000;
container_left.y = 20;
} else {
container_left.x = 30;
container_left.y = 20;
}
var timeline:TimelineLite = new TimelineLite({onComplete:SpinLeft});
timeline.append(new TweenLite(container_left, 1, {x:30, y:20}));
}

Nonetheless, it still blinks at me as before :(
TIA,
John



  

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[Flashcoders] Flashing Flash

2010-05-19 Thread John Singleton
Hi;
I have this code:

big_container.removeChild(container_middle);
big_container.removeChild(container_middle2);
container_middle = new Sprite();
big_container.addChild(container_middle)

It loops and is called in each iteration except the first. The problem is, when 
it runs, the image in the container momentarily disappears then reappears, 
which doesn't look good. How work around this?
TIA,
John


  

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Re: [Flashcoders] Flashing Flash

2010-05-19 Thread Bob Wohl
W/O seeing what is exactly going on... maybe set the alpha to 0 till it's
been added?

On Wed, May 19, 2010 at 9:19 AM, John Singleton
johnsingleton...@yahoo.comwrote:

 Hi;
 I have this code:

big_container.removeChild(container_middle);
big_container.removeChild(container_middle2);
container_middle = new Sprite();
big_container.addChild(container_middle)

 It loops and is called in each iteration except the first. The problem is,
 when it runs, the image in the container momentarily disappears then
 reappears, which doesn't look good. How work around this?
 TIA,
 John




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 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Re: [Flashcoders] Flashing Flash

2010-05-19 Thread jonathan howe
Looping in frame code, looping in ENTER_FRAME event or looping via a timer?

On Wed, May 19, 2010 at 1:16 PM, Bob Wohl bob.w...@gmail.com wrote:

 W/O seeing what is exactly going on... maybe set the alpha to 0 till it's
 been added?

 On Wed, May 19, 2010 at 9:19 AM, John Singleton
 johnsingleton...@yahoo.comwrote:

  Hi;
  I have this code:
 
 big_container.removeChild(container_middle);
 big_container.removeChild(container_middle2);
 container_middle = new Sprite();
 big_container.addChild(container_middle)
 
  It loops and is called in each iteration except the first. The problem
 is,
  when it runs, the image in the container momentarily disappears then
  reappears, which doesn't look good. How work around this?
  TIA,
  John
 
 
 
 
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  Flashcoders@chattyfig.figleaf.com
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
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-- 
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RE: [Flashcoders] Flashing Flash

2010-05-19 Thread Keith Reinfeld
Don't remove container_middle at all. Instead add/remove its children:

container_middle.addChildAt(newImage, 0);
container_middle.removeChildAt(1);
 
Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe
 Sent: Wednesday, May 19, 2010 12:23 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Flashing Flash
 
 Looping in frame code, looping in ENTER_FRAME event or looping via a
 timer?
 
 On Wed, May 19, 2010 at 1:16 PM, Bob Wohl bob.w...@gmail.com wrote:
 
  W/O seeing what is exactly going on... maybe set the alpha to 0 till
 it's
  been added?
 
  On Wed, May 19, 2010 at 9:19 AM, John Singleton
  johnsingleton...@yahoo.comwrote:
 
   Hi;
   I have this code:
  
  big_container.removeChild(container_middle);
  big_container.removeChild(container_middle2);
  container_middle = new Sprite();
  big_container.addChild(container_middle)
  
   It loops and is called in each iteration except the first. The
 problem
  is,
   when it runs, the image in the container momentarily disappears
 then
   reappears, which doesn't look good. How work around this?
   TIA,
   John
  
  
  
  
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 --
 -jonathan howe
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