Re: [Flashcoders] Stage instances, nested clips frames (AS3)
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://.gludion.com http://blog.gludion.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Stage instances, nested clips frames (AS3)
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://.gludion.com http://blog.gludion.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- -jonathan howe ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Stage instances, nested clips frames (AS3)
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 -- -jonathan howe ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders