# Sprite / DisplayObject Container limits?

**URL:** https://forum.kirupa.com/t/sprite-displayobject-container-limits/278712
**Category:** flash
**Created:** [January 4, 2009, 10:07am UTC](https://forum.kirupa.com/t/sprite-displayobject-container-limits/278712 "2009-01-04T10:07:31Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![Arcod](https://avatars.discourse-cdn.com/v4/letter/a/e79b87/32.png) [@Arcod](https://forum.kirupa.com/u/Arcod)
#### Post date: [January 4, 2009, 10:07am UTC](https://forum.kirupa.com/t/sprite-displayobject-container-limits/278712/1 "2009-01-04T10:07:31Z")

</div>

I’m trying to mirror a Sprite after loading a bunch of images on it. If I do not mirror it, there is no problem at all, but if I do mirror it using the following code, it will mirror the 20 latest images added to the Sprite and drop all the rest.

```auto

spr.scaleX = -1;
spr.x = 120;    

```

Again, it will display all the images past 20 if I do not try to flip the Sprite, but once I add the above code, any amount more than 20 get removed (the last 20 added stay). The ones getting removed actually do seem to appear correctly for only a fraction of a second before vanishing. I’ve tried splitting the sprite into multiple sprites each containing \< 16 images, but the result is the same strangely enough.

Can someone help? Or confirm by trying to add 20+ png images to a Sprite and flipping it?

EDIT: After more googling I decided to try a Matrix. This also does NOT work:

```auto

var m:Matrix = spr.transform.matrix;
m.a = -1 * m.a;
m.tx = 120;
spr.transform.matrix = m;

```

Still stops after 20 images.

EDIT 2: It also does NOT work if I just try to flip them while they are still Loaders instead of in a Sprite. It only shows the last 20.
