Simple deletion of memory MC
Hey guys, I have what seems like should be a simple way to add/remove a MovieClip memory. My game has an intro animation MovieClip, the export value of the library. I can't get this MC GC intro would be and I don't know why. It adds only about 40 MBs to my use of the total memory.
I have therefore 2 instances of Document class level:
Curtain: curtains of var = new Curtains(); my MC Transition, moving between screens
var currentScreen:MovieClip; records everything that is the current screen. Gets swapped when the user changes screens.
When the user clicks a button in my main menu, I call a function in my Document class that adds a MovieClip (called "Curtain") transition to the screen. I pass this function the name of a function to call when the transition is complete animation. For example, when the user clicks on the button of my new game, one I call: "addTransition (loadIntro);" Passing it the function to call when its done
public void addTransition(callThisFunction:Function):void {}
curtain.addEventListener ("closed", callThisFunction, false, 0, true);
position and add curtains
Curtain.x = stage.stageWidth *. 5;
Curtain.y = stage.stageHeight *. 5;
addChild (curtain);
curtain.gotoAndPlay (2);
}
AddTransition function then sets up an event listener on the transition from 'curtain '. This will call the loadIntro function when my MC curtain delivers the custom event 'closed' in his chronology.
Done loadIntro what he would say, creates an instance of the Intro class (linked to the library) and adds to the screen. Can I make a reference to the instance of class Intro ('currentScreen") to store in the world on the level of class.
public void loadIntro(e:Event):void {}
removeChild (currentScreen);
Intro: Intro to var = new Intro();
Intro.x = stage.stageWidth *. 5;
Intro.y = stage.stageHeight *. 5;
addChild (intro);
curtain.removeEventListener ("closed", loadIntro);
removeChild (curtain);
currentScreen = intro;
Intro = null;
currentScreen.gotoAndPlay (2);
currentScreen.addEventListener ("done intro", startTutorial, false, 0, true);
}
Now, when the user is watching (or jump) the introduction movie, the startTutorial function is called. This function is SUPPOSED to remove the (stored in currentScreen) intro screen and memory. Does not work.
public void startTutorial(e:Event):void {}
If (this.contains (currentScreen)) {}
trace ("remove intro listener.");
currentScreen.removeEventListener ("intro is", startTutorial);
currentScreen.stop ();
removeChild (currentScreen);
currentScreen = null;
trace (currentScreen);
}
curtain.removeEventListener ("closed", startTutorial);
Add on top of all the other elements
addChild (curtain);
curtain.gotoAndPlay ("open");
}
I know it's a lot to take, so I'm very grateful for any help. This is really a project that I paid 300 hours in.
Thanks in advance
As I said, it's all hearsay to me, but the fourth result in that search, I mentioned might have something to do with what you see. The intro is might be big enough for the GC decides that it should not be discarded
Tags: Adobe Animate
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