Adds a child DisplayObject instance to this DisplayObjectContainer
instance. The child is added to the front(top) of all other children in
this DisplayObjectContainer instance.(To add a child to a specific index
position, use the addChildAt()
method.)
If you add a child object that already has a different display object container as a parent, the object is removed from the child list of the other display object container.
Note: The command stage.addChild()
can cause
problems with a published SWF file, including security problems and
conflicts with other loaded SWF files. There is only one Stage within a
Flash runtime instance, no matter how many SWF files you load into the
runtime. So, generally, objects should not be added to the Stage,
directly, at all. The only object the Stage should contain is the root
object. Create a DisplayObjectContainer to contain all of the items on the
display list. Then, if necessary, add that DisplayObjectContainer instance
to the Stage.
The DisplayObject instance to add as a child of this DisplayObjectContainer instance.
The DisplayObject instance that you pass in the child
parameter.
Adds a child DisplayObject instance to this DisplayObjectContainer instance. The child is added at the index position specified. An index of 0 represents the back(bottom) of the display list for this DisplayObjectContainer object.
For example, the following example shows three display objects, labeled a, b, and c, at index positions 0, 2, and 1, respectively:
If you add a child object that already has a different display object container as a parent, the object is removed from the child list of the other display object container.
The DisplayObject instance to add as a child of this DisplayObjectContainer instance.
The index position to which the child is added. If you specify a currently occupied index position, the child object that exists at that position and all higher positions are moved up one position in the child list.
The DisplayObject instance that you pass in the child
parameter.
adapter is used to provide MovieClip to scripts taken from different platforms setter typically managed by factory. getter defaults to AwayJS class
A value from the BlendMode class that specifies which blend mode to use. A
bitmap can be drawn internally in two ways. If you have a blend mode
enabled or an external clipping mask, the bitmap is drawn by adding a
bitmap-filled square shape to the vector render. If you attempt to set
this property to an invalid value, Flash runtimes set the value to
BlendMode.NORMAL
.
The blendMode
property affects each pixel of the display
object. Each pixel is composed of three constituent colors(red, green,
and blue), and each constituent color has a value between 0x00 and 0xFF.
Flash Player or Adobe AIR compares each constituent color of one pixel in
the movie clip with the corresponding color of the pixel in the
background. For example, if blendMode
is set to
BlendMode.LIGHTEN
, Flash Player or Adobe AIR compares the red
value of the display object with the red value of the background, and uses
the lighter of the two as the value for the red component of the displayed
color.
The following table describes the blendMode
settings. The
BlendMode class defines string values you can use. The illustrations in
the table show blendMode
values applied to a circular display
object(2) superimposed on another display object(1).
If set to true
, NME will use the software renderer to cache
an internal bitmap representation of the display object. For native targets,
this is often much slower than the default hardware renderer. When you
are using the Flash target, this caching may increase performance for display
objects that contain complex vector content.
All vector data for a display object that has a cached bitmap is drawn
to the bitmap instead of the main display. If
cacheAsBitmapMatrix
is null or unsupported, the bitmap is
then copied to the main display as unstretched, unrotated pixels snapped
to the nearest pixel boundaries. Pixels are mapped 1 to 1 with the parent
object. If the bounds of the bitmap change, the bitmap is recreated
instead of being stretched.
If cacheAsBitmapMatrix
is non-null and supported, the
object is drawn to the off-screen bitmap using that matrix and the
stretched and/or rotated results of that rendering are used to draw the
object to the main display.
No internal bitmap is created unless the cacheAsBitmap
property is set to true
.
After you set the cacheAsBitmap
property to
true
, the rendering does not change, however the display
object performs pixel snapping automatically. The animation speed can be
significantly faster depending on the complexity of the vector content.
The cacheAsBitmap
property is automatically set to
true
whenever you apply a filter to a display object(when
its filter
array is not empty), and if a display object has a
filter applied to it, cacheAsBitmap
is reported as
true
for that display object, even if you set the property to
false
. If you clear all filters for a display object, the
cacheAsBitmap
setting changes to what it was last set to.
A display object does not use a bitmap even if the
cacheAsBitmap
property is set to true
and
instead renders from vector data in the following cases:
The cacheAsBitmap
property is best used with movie clips
that have mostly static content and that do not scale and rotate
frequently. With such movie clips, cacheAsBitmap
can lead to
performance increases when the movie clip is translated(when its x
and y position is changed).
An object that can contain any extra data.
A unique id for the asset, used to identify assets in an associative array
The calling display object is masked by the specified mask
object. To ensure that masking works when the Stage is scaled, the
mask
display object must be in an active part of the display
list. The mask
object itself is not drawn. Set
mask
to null
to remove the mask.
To be able to scale a mask object, it must be on the display list. To
be able to drag a mask Sprite object(by calling its
startDrag()
method), it must be on the display list. To call
the startDrag()
method for a mask sprite based on a
mouseDown
event being dispatched by the sprite, set the
sprite's buttonMode
property to true
.
When display objects are cached by setting the
cacheAsBitmap
property to true
an the
cacheAsBitmapMatrix
property to a Matrix object, both the
mask and the display object being masked must be part of the same cached
bitmap. Thus, if the display object is cached, then the mask must be a
child of the display object. If an ancestor of the display object on the
display list is cached, then the mask must be a child of that ancestor or
one of its descendents. If more than one ancestor of the masked object is
cached, then the mask must be a descendent of the cached container closest
to the masked object in the display list.
Note: A single mask
object cannot be used to mask
more than one calling display object. When the mask
is
assigned to a second display object, it is removed as the mask of the
first object, and that object's mask
property becomes
null
.
The original name used for this asset in the resource (e.g. file) in which
it was found. This may not be the same as name
, which may
have changed due to of a name conflict.
Indicates the rotation of the DisplayObject instance, in degrees, from its
original orientation. Values from 0 to 180 represent clockwise rotation;
values from 0 to -180 represent counterclockwise rotation. Values outside
this range are added to or subtracted from 360 to obtain a value within
the range. For example, the statement my_video.rotation = 450
is the same as my_video.rotation = 90
.
The current scaling grid that is in effect. If set to null
,
the entire display object is scaled normally when any scale transformation
is applied.
When you define the scale9Grid
property, the display
object is divided into a grid with nine regions based on the
scale9Grid
rectangle, which defines the center region of the
grid. The eight other regions of the grid are the following areas:
You can think of the eight regions outside of the center(defined by the rectangle) as being like a picture frame that has special rules applied to it when scaled.
When the scale9Grid
property is set and a display object
is scaled, all text and gradients are scaled normally; however, for other
types of objects the following rules apply:
If a display object is rotated, all subsequent scaling is normal(and
the scale9Grid
property is ignored).
For example, consider the following display object and a rectangle that
is applied as the display object's scale9Grid
:
A common use for setting scale9Grid
is to set up a display
object to be used as a component, in which edge regions retain the same
width when the component is scaled.
The scroll rectangle bounds of the display object. The display object is
cropped to the size defined by the rectangle, and it scrolls within the
rectangle when you change the x
and y
properties
of the scrollRect
object.
The properties of the scrollRect
Rectangle object use the
display object's coordinate space and are scaled just like the overall
display object. The corner bounds of the cropped window on the scrolling
display object are the origin of the display object(0,0) and the point
defined by the width and height of the rectangle. They are not centered
around the origin, but use the origin to define the upper-left corner of
the area. A scrolled display object always scrolls in whole pixel
increments.
You can scroll an object left and right by setting the x
property of the scrollRect
Rectangle object. You can scroll
an object up and down by setting the y
property of the
scrollRect
Rectangle object. If the display object is rotated
90° and you scroll it left and right, the display object actually scrolls
up and down.
Determines whether the children of the object are tab enabled. Enables or
disables tabbing for the children of the object. The default is
true
.
Note: Do not use the tabChildren
property with
Flex. Instead, use the
mx.core.UIComponent.hasFocusableChildren
property.
Indicates the alpha transparency value of the object specified. Valid values are 0(fully transparent) to 1(fully opaque). The default value is
alpha
set to 0 are active,
even though they are invisible.Indicates the alpha transparency value of the object specified. Valid values are 0(fully transparent) to 1(fully opaque). The default value is
alpha
set to 0 are active,
even though they are invisible.Defines the animator of the display object. Default value is null
.
Defines the animator of the display object. Default value is null
.
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content (such as an empty sprite) has a depth of 0, even if you try to
set depth
to a different value.
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content (such as an empty sprite) has a depth of 0, even if you try to
set depth
to a different value.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
Indicates the height of the display object, in pixels. The height is
calculated based on the bounds of the content of the display object. When
you set the height
property, the scaleY
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content (such as an empty sprite) has a height of 0, even if you try to
set height
to a different value.
Indicates the height of the display object, in pixels. The height is
calculated based on the bounds of the content of the display object. When
you set the height
property, the scaleY
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content (such as an empty sprite) has a height of 0, even if you try to
set height
to a different value.
Indicates the instance container index of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByIndex()
method of the display object
container.
If the DisplayObject has no parent container, index defaults to 0.
Returns a LoaderInfo object containing information about loading the file
to which this display object belongs. The loaderInfo
property
is defined only for the root display object of a SWF file or for a loaded
Bitmap(not for a Bitmap that is drawn with ActionScript). To find the
loaderInfo
object associated with the SWF file that contains
a display object named myDisplayObject
, use
myDisplayObject.root.loaderInfo
.
A large SWF file can monitor its download by calling
this.root.loaderInfo.addEventListener(Event.COMPLETE,
func)
.
Determines whether or not the children of the object are mouse, or user
input device, enabled. If an object is enabled, a user can interact with
it by using a mouse or user input device. The default is
true
.
This property is useful when you create a button with an instance of
the Sprite class(instead of using the SimpleButton class). When you use a
Sprite instance to create a button, you can choose to decorate the button
by using the addChild()
method to add additional Sprite
instances. This process can cause unexpected behavior with mouse events
because the Sprite instances you add as children can become the target
object of a mouse event when you expect the parent instance to be the
target object. To ensure that the parent instance serves as the target
objects for mouse events, you can set the mouseChildren
property of the parent instance to false
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Determines whether or not the children of the object are mouse, or user
input device, enabled. If an object is enabled, a user can interact with
it by using a mouse or user input device. The default is
true
.
This property is useful when you create a button with an instance of
the Sprite class(instead of using the SimpleButton class). When you use a
Sprite instance to create a button, you can choose to decorate the button
by using the addChild()
method to add additional Sprite
instances. This process can cause unexpected behavior with mouse events
because the Sprite instances you add as children can become the target
object of a mouse event when you expect the parent instance to be the
target object. To ensure that the parent instance serves as the target
objects for mouse events, you can set the mouseChildren
property of the parent instance to false
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Specifies whether this object receives mouse, or other user input,
messages. The default value is true
, which means that by
default any InteractiveObject instance that is on the display list
receives mouse events or other user input events. If
mouseEnabled
is set to false
, the instance does
not receive any mouse events(or other user input events like keyboard
events). Any children of this instance on the display list are not
affected. To change the mouseEnabled
behavior for all
children of an object on the display list, use
flash.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Specifies whether this object receives mouse, or other user input,
messages. The default value is true
, which means that by
default any InteractiveObject instance that is on the display list
receives mouse events or other user input events. If
mouseEnabled
is set to false
, the instance does
not receive any mouse events(or other user input events like keyboard
events). Any children of this instance on the display list are not
affected. To change the mouseEnabled
behavior for all
children of an object on the display list, use
flash.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Indicates the x coordinate of the mouse or user input device position, in pixels.
Note: For a DisplayObject that has been rotated, the returned x coordinate will reflect the non-rotated object.
Indicates the y coordinate of the mouse or user input device position, in pixels.
Note: For a DisplayObject that has been rotated, the returned y coordinate will reflect the non-rotated object.
Indicates the instance name of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByName()
method of the display object
container.
Indicates the instance name of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByName()
method of the display object
container.
Returns the number of children of this object.
Indicates the DisplayObjectContainer object that contains this display
object. Use the parent
property to specify a relative path to
display objects that are above the current display object in the display
list hierarchy.
You can use parent
to move up multiple levels in the
display list as in the following:
Defines the local point around which the object rotates.
Defines the local point around which the object rotates.
Defines the local scale.
Defines the local scale.
For a display object in a loaded SWF file, the root
property
is the top-most display object in the portion of the display list's tree
structure represented by that SWF file. For a Bitmap object representing a
loaded image file, the root
property is the Bitmap object
itself. For the instance of the main class of the first SWF file loaded,
the root
property is the display object itself. The
root
property of the Scene object is the Scene object itself.
The root
property is set to null
for any display
object that has not been added to the display list, unless it has been
added to a display object container that is off the display list but that
is a child of the top-most display object in a loaded SWF file.
For example, if you create a new Sprite object by calling the
Sprite()
constructor method, its root
property
is null
until you add it to the display list(or to a display
object container that is off the display list but that is a child of the
top-most display object in a SWF file).
For a loaded SWF file, even though the Loader object used to load the
file may not be on the display list, the top-most display object in the
SWF file has its root
property set to itself. The Loader
object does not have its root
property set until it is added
as a child of a display object for which the root
property is
set.
Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.
Indicates the horizontal scale(percentage) of the object as applied from the registration point. The default registration point is(0,0). 1.0 equals 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
Indicates the horizontal scale(percentage) of the object as applied from the registration point. The default registration point is(0,0). 1.0 equals 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
Indicates the vertical scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
Indicates the vertical scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
Indicates the depth scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.
Scaling the local coordinate system changes the x
,
y
and z
property values, which are defined in
whole pixels.
Indicates the depth scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.
Scaling the local coordinate system changes the x
,
y
and z
property values, which are defined in
whole pixels.
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
An object with properties pertaining to a display object's matrix, color
transform, and pixel bounds. The specific properties - matrix,
colorTransform, and three read-only properties
(concatenatedMatrix
, concatenatedColorTransform
,
and pixelBounds
) - are described in the entry for the
Transform class.
Each of the transform object's properties is itself an object. This concept is important because the only way to set new values for the matrix or colorTransform objects is to create a new object and copy that object into the transform.matrix or transform.colorTransform property.
For example, to increase the tx
value of a display
object's matrix, you must make a copy of the entire matrix object, then
copy the new object into the matrix property of the transform object:
public myMatrix:Matrix =
myDisplayObject.transform.matrix; myMatrix.tx += 10;
myDisplayObject.transform.matrix = myMatrix;
You cannot directly set the tx
property. The following
code has no effect on myDisplayObject
:
myDisplayObject.transform.matrix.tx +=
10;
You can also copy an entire transform object and assign it to another
display object's transform property. For example, the following code
copies the entire transform object from myOldDisplayObj
to
myNewDisplayObj
:
myNewDisplayObj.transform = myOldDisplayObj.transform;
The resulting display object, myNewDisplayObj
, now has the
same values for its matrix, color transform, and pixel bounds as the old
display object, myOldDisplayObj
.
Note that AIR for TV devices use hardware acceleration, if it is available, for color transforms.
Whether or not the display object is visible. Display objects that are not
visible are disabled. For example, if visible=false
for an
InteractiveObject instance, it cannot be clicked.
Whether or not the display object is visible. Display objects that are not
visible are disabled. For example, if visible=false
for an
InteractiveObject instance, it cannot be clicked.
Indicates the width of the display object, in pixels. The width is
calculated based on the bounds of the content of the display object. When
you set the width
property, the scaleX
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content(such as an empty sprite) has a width of 0, even if you try to set
width
to a different value.
Indicates the width of the display object, in pixels. The width is
calculated based on the bounds of the content of the display object. When
you set the width
property, the scaleX
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content(such as an empty sprite) has a width of 0, even if you try to set
width
to a different value.
Indicates the x coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Indicates the x coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Indicates the y coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Indicates the y coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
Determines whether the specified display object is a child of the
DisplayObjectContainer instance or the instance itself. The search
includes the entire display list including this DisplayObjectContainer
instance. Grandchildren, great-grandchildren, and so on each return
true
.
The child object to test.
true
if the child
object is a child of
the DisplayObjectContainer or the container itself; otherwise
false
.
Dispatch an event
Returns a rectangle that defines the area of the display object relative
to the coordinate system of the targetCoordinateSpace
object.
Consider the following code, which shows how the rectangle returned can
vary depending on the targetCoordinateSpace
parameter that
you pass to the method:
Note: Use the localToGlobal()
and
globalToLocal()
methods to convert the display object's local
coordinates to display coordinates, or display coordinates to local
coordinates, respectively.
The getBounds()
method is similar to the
getRect()
method; however, the Rectangle returned by the
getBounds()
method includes any strokes on shapes, whereas
the Rectangle returned by the getRect()
method does not. For
an example, see the description of the getRect()
method.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
to the targetCoordinateSpace
object's coordinate
system.
Returns the child display object instance that exists at the specified index.
The index position of the child object.
The child display object at the specified index position.
Returns the child display object that exists with the specified name. If more that one child display object has the specified name, the method returns the first object in the child list.
The getChildAt()
method is faster than the
getChildByName()
method. The getChildAt()
method
accesses a child from a cached array, whereas the
getChildByName()
method has to traverse a linked list to
access a child.
The name of the child to return.
The child display object with the specified name.
Returns the index position of a child
DisplayObject instance.
The DisplayObject instance to identify.
The index position of the child display object to identify.
Returns an array of objects that lie under the specified point and are
children(or grandchildren, and so on) of this DisplayObjectContainer
instance. Any child objects that are inaccessible for security reasons are
omitted from the returned array. To determine whether this security
restriction affects the returned array, call the
areInaccessibleObjectsUnderPoint()
method.
The point
parameter is in the coordinate space of the
Stage, which may differ from the coordinate space of the display object
container(unless the display object container is the Stage). You can use
the globalToLocal()
and the localToGlobal()
methods to convert points between these coordinate spaces.
The point under which to look.
An array of objects that lie under the specified point and are children(or grandchildren, and so on) of this DisplayObjectContainer instance.
Returns a rectangle that defines the boundary of the display object, based
on the coordinate system defined by the targetCoordinateSpace
parameter, excluding any strokes on shapes. The values that the
getRect()
method returns are the same or smaller than those
returned by the getBounds()
method.
Note: Use localToGlobal()
and
globalToLocal()
methods to convert the display object's local
coordinates to Scene coordinates, or Scene coordinates to local
coordinates, respectively.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
to the targetCoordinateSpace
object's coordinate
system.
Converts the point
object from the Scene(global) coordinates
to the display object's(local) coordinates.
To use this method, first create an instance of the Point class. The
x and y values that you assign represent global coordinates
because they relate to the origin(0,0) of the main display area. Then
pass the Point instance as the parameter to the
globalToLocal()
method. The method returns a new Point object
with x and y values that relate to the origin of the display
object instead of the origin of the Scene.
An object created with the Point class. The Point object specifies the x and y coordinates as properties.
A Point object with coordinates relative to the display object.
Converts a two-dimensional point from the Scene(global) coordinates to a three-dimensional display object's(local) coordinates.
To use this method, first create an instance of the Vector3D class. The x,
y and z values that you assign to the Vector3D object represent global
coordinates because they are relative to the origin(0,0,0) of the scene. Then
pass the Vector3D object to the globalToLocal3D()
method as the
position
parameter.
The method returns three-dimensional coordinates as a Vector3D object
containing x
, y
, and z
values that
are relative to the origin of the three-dimensional display object.
A Vector3D object with coordinates relative to the three-dimensional display object.
check if an object has an event listener assigned to it
Evaluates the bounding box of the display object to see if it overlaps or
intersects with the bounding box of the obj
display object.
The display object to test against.
true
if the bounding boxes of the display objects
intersect; false
if not.
Evaluates the display object to see if it overlaps or intersects with the
point specified by the x
and y
parameters. The
x
and y
parameters specify a point in the
coordinate space of the Scene, not the display object container that
contains the display object(unless that display object container is the
Scene).
The x coordinate to test against this object.
The y coordinate to test against this object.
Whether to check against the actual pixels of the object
(true
) or the bounding box
(false
).
true
if the display object overlaps or intersects
with the specified point; false
otherwise.
Converts the point
object from the display object's(local)
coordinates to the Scene(global) coordinates.
This method allows you to convert any given x and y coordinates from values that are relative to the origin(0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Scene(global coordinates).
To use this method, first create an instance of the Point class. The x and y values that you assign represent local coordinates because they relate to the origin of the display object.
You then pass the Point instance that you created as the parameter to
the localToGlobal()
method. The method returns a new Point
object with x and y values that relate to the origin of the
Scene instead of the origin of the display object.
The name or identifier of a point created with the Point class, specifying the x and y coordinates as properties.
A Point object with coordinates relative to the Scene.
Converts a three-dimensional point of the three-dimensional display object's(local) coordinates to a three-dimensional point in the Scene (global) coordinates.
This method allows you to convert any given x, y and z coordinates from values that are relative to the origin(0,0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Scene(global coordinates).
To use this method, first create an instance of the Point class. The x and y values that you assign represent local coordinates because they relate to the origin of the display object.
You then pass the Vector3D instance that you created as the parameter to
the localToGlobal3D()
method. The method returns a new
Vector3D object with x, y and z values that relate to
the origin of the Scene instead of the origin of the display object.
A Vector3D object containing either a three-dimensional position or the coordinates of the three-dimensional display object.
A Vector3D object representing a three-dimensional position in the Scene.
Rotates the 3d object around to face a point defined relative to the local coordinates of the parent ObjectContainer3D
.
An optional vector used to define the desired up orientation of the 3d object after rotation has occurred
Moves the local point around which the object rotates.
The amount of movement along the local x axis.
The amount of movement along the local y axis.
The amount of movement along the local z axis.
Removes the specified child
DisplayObject instance from the
child list of the DisplayObjectContainer instance. The parent
property of the removed child is set to null
, and the object
is garbage collected if no other references to the child exist. The index
positions of any display objects above the child in the
DisplayObjectContainer are decreased by 1.
The garbage collector reallocates unused memory space. When a variable or object is no longer actively referenced or stored somewhere, the garbage collector sweeps through and wipes out the memory space it used to occupy if no other references to it exist.
The DisplayObject instance to remove.
The DisplayObject instance that you pass in the child
parameter.
Removes a child DisplayObject from the specified index
position in the child list of the DisplayObjectContainer. The
parent
property of the removed child is set to
null
, and the object is garbage collected if no other
references to the child exist. The index positions of any display objects
above the child in the DisplayObjectContainer are decreased by 1.
The garbage collector reallocates unused memory space. When a variable or object is no longer actively referenced or stored somewhere, the garbage collector sweeps through and wipes out the memory space it used to occupy if no other references to it exist.
The child index of the DisplayObject to remove.
The DisplayObject instance that was removed.
Removes all child
DisplayObject instances from the child list
of the DisplayObjectContainer instance. The parent
property
of the removed children is set to null
, and the objects are
garbage collected if no other references to the children exist.
The garbage collector reallocates unused memory space. When a variable or object is no longer actively referenced or stored somewhere, the garbage collector sweeps through and wipes out the memory space it used to occupy if no other references to it exist.
The beginning position. A value smaller than 0 throws a RangeError.
The ending position. A value smaller than 0 throws a RangeError.
Changes the position of an existing child in the display object container. This affects the layering of child objects. For example, the following example shows three display objects, labeled a, b, and c, at index positions 0, 1, and 2, respectively:
When you use the setChildIndex()
method and specify an
index position that is already occupied, the only positions that change
are those in between the display object's former and new position. All
others will stay the same. If a child is moved to an index LOWER than its
current index, all children in between will INCREASE by 1 for their index
reference. If a child is moved to an index HIGHER than its current index,
all children in between will DECREASE by 1 for their index reference. For
example, if the display object container in the previous example is named
container
, you can swap the position of the display objects
labeled a and b by calling the following code:
This code results in the following arrangement of objects:
The child DisplayObject instance for which you want to change the index number.
The resulting index number for the child
display
object.
Swaps the z-order (front-to-back order) of the two specified child objects. All other child objects in the display object container remain in the same index positions.
The first child object.
The second child object.
Swaps the z-order(front-to-back order) of the child objects at the two specified index positions in the child list. All other child objects in the display object container remain in the same index positions.
The index position of the first child object.
The index position of the second child object.
Generated using TypeDoc
The Billboard class represents display objects that represent bitmap images. These can be images that you load with the
flash.Assets
orflash.display.Loader
classes, or they can be images that you create with theBillboard()
constructor.The
Billboard()
constructor allows you to create a Billboard object that contains a reference to a Image2D object. After you create a Billboard object, use theaddChild()
oraddChildAt()
method of the parent DisplayObjectContainer instance to place the bitmap on the display list.A Billboard object can share its Image2D reference among several Billboard objects, independent of translation or rotation properties. Because you can create multiple Billboard objects that reference the same Image2D object, multiple display objects can use the same complex Image2D object without incurring the memory overhead of a Image2D object for each display object instance.
A Image2D object can be drawn to the screen by a Billboard object in one of two ways: by using the default hardware renderer with a single hardware surface, or by using the slower software renderer when 3D acceleration is not available.
If you would prefer to perform a batch rendering command, rather than using a single surface for each Billboard object, you can also draw to the screen using the
drawTiles()
ordrawTriangles()
methods which are available toflash.display.Tilesheet
andflash.display.Graphics objects.
Note: The Billboard class is not a subclass of the InteractiveObject class, so it cannot dispatch mouse events. However, you can use the
addEventListener()
method of the display object container that contains the Billboard object.