Here's some code I created as an answer to another question. It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
var currentImage:int = 1;
var MAX_IMAGES:int = 3;
MC_prevButton.addEventListener(MouseEvent.CLICK, goBack);
MC_nextButton.addEventListener(MouseEvent.CLICK, goForward);
var imageClip:MovieClip = new Image_1();
var thumbClip:MovieClip = new Thumb_1();
imageClip.x = thumbClip.x = stage.stageWidth/2;
imageClip.y = thumbClip.y = stage.stageHeight/2;
addChildAt(thumbClip, 0);
addChildAt(imageClip, 1);
setImages(currentImage);
function goBack(event:MouseEvent):void {
if (currentImage) currentImage--;
setImages(currentImage);
}
function goForward(event:MouseEvent):void {
if (currentImage < MAX_IMAGES) currentImage++;
setImages(currentImage);
}
function setImages(imageNumber){
trace("Setting image number: " + imageNumber);
var LibraryImage:Class = getDefinitionByName("Image_" + imageNumber) as Class;
if (LibraryImage){
开发者_如何转开发 removeChild(imageClip);
imageClip = new LibraryImage();
addChildAt(imageClip, 1);
}
var LibraryThumb:Class = getDefinitionByName("Thumb_" + imageNumber) as Class;
if (LibraryThumb){
removeChild(thumbClip);
thumbClip = new LibraryThumb();
addChildAt(thumbClip, 0);
}
imageClip.x = thumbClip.x = stage.stageWidth/2;
imageClip.y = thumbClip.y = stage.stageHeight/2;
}
Note that in this example, this code is on frame 1 of the timeline, and that it's a 1-frame FLA file
Try calling updateAfterEvent() at the end of your forward and back methods:
function goForward(event:MouseEvent):void {
if (currentImage < MAX_IMAGES) currentImage++;
setImages(currentImage);
event.updateAfterEvent();
}
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