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AS3 Import Function



I have a debug function I always use when trying to debug my code in firefox. What i am trying to accomplish is calling that function without declaring the function for every flash file i use. So I want to import the function. I know I could put this in a class and call it that way but i am trying to use it like the trace() function. I have pasted the function below. I just want to include this function...any ideas?Thanks,Adamfunction debug(str){if(root.loaderInfo.parameters.debug == true){ExternalInterface.call("console.log", "FLASH DEBUG: "+str);}trace("FLASH DEBUG:"+str);}



Adobe > ActionScript 3
Posted on: 06/10/2008 12:10:42 PM


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Bulk Import Statments Vs. Specific Import Statements...any Performance Difference?
Lets say I have 20 classes located at nl/amsterdam/simulation/model/. Now I'm writing another class that is going to use some of those 20 classes. Is there any performance difference in the compiled swf if I import them all using a wildcard:

Code:
package nl.amsterdam.simulation.view
{
import nl.amsterdam.simulation.*
...
versus importing each specific one that I need?:


Code:
package nl.amsterdam.simulation.view
{
import nl.amsterdam.simulation.model.Tulip;
import nl.amsterdam.simulation.model.Canal;
import nl.amsterdam.simulation.model.Prostitute;
import nl.amsterdam.simulation.model.StonedTourist;
import nl.amsterdam.simulation.model.BuisnessMan;
import nl.amsterdam.simulation.model.Windmill;
import nl.amsterdam.simulation.model.CoffeeShop;
import nl.amsterdam.simulation.model.SkinnyBuilding;
...
Or is there only a difference in the time it takes to compile, not the time it takes to execute?

When Is Necessary To Use Import Statements To Import Classes?
Hi,

I'm sure that it must be necessary to use import statements in some situations, I'm finding that my code often works fine without them. For example, some instructions will say it is necessary to use import.flash.events.MouseEvent; before MouseEvent.CLICK will work, or that I must import the loader class before loading an SWF, but I'm finding that I can skip timporting and it works fine. Could anyone please explain why this it, and give me some idea of how to knew when to import and when I don't have to?

Thank you in advance!

Can't Import Import Fl.controls.ComboBox
Hi all!

I am starting learning AS 3.0 (used to use AS 2, that was sweet times ) and actually can't understand simple thing - why I can't include that package from action script?

I actually start new Action Script 3 file, and put single line in first frame


Code:
import fl.controls.ComboBox
and got errors

Code:
1172: Definition fl.controls:ComboBox could not be found.
1172: Definition fl.controls:ComboBox could not be found.
Actually thats part from the code listed at the manual and I don't have any idea, why it doesn't work.

Also when I open components window and drag combobox to scene error is not showed any more.

Any ideas how can I solve this problem without adding combobox to the library?

[Flash 8] Import, Import, Import
Last edited by Nutrox : 2005-09-18 at 06:24.
























 
Ahh!! I'm already getting a bit tired of having to continuously import classes into Flash for things like BitmapData, Rectangle, and Point etc. Is there a way I can set things up so that these classes don't need to be manually imported all of the time?

I've tried a few things including : (a) Creating extension classes, but Flash moans about class paths when I try to import something like flash.display.BitmapData into my own class. (b) Setting a class path so that it points at the class directory .. $(LocalData)/Classes/FP8/flash/display/ .. but that doesn't work either (I know why, but it was worth a shot). (c) Importing the entire class package .. import FP8.* .. but that causes errors with a tonne of other classes. import FP8.geom.* etc works though, but that doesn't really help.

Am I just missing something obvious here, or is there no way around this?


Si ++

Import Via "import To Stage"
I opened a new AS2 document in Flash CS3

I designed a clip which I saved as an fla and exported to an swf file.

Now I imported the swf onto the stage but all that has happened is that the seperate swf componens are on the stage and not the complete clip?

Function In A Function In A Function, A Scope Problem
Is this basic or what.. I have a nested functions, and I'm having a hell of a time getting all my variable through.

ActionScript Code:
var canyouseemee;
public function move()
   {
      for(var i:Number = 0; i < blah; i++)
      {
         zing, and then zang
         if (zing==0)
         {
             guts
         }
         if (zang ==0)
         {
             something else
         }
      }
   }

Now, I had always thought that since var canyouseemee is declared at the topmost layer, that I'd be able to see it from anywhere below it. Well, it turns out that I can only see it from within the move()function, and not anything below it. is this normal? I thought you couldn't see a local variable of a lower (deeper) function, but could see higher (shallower) variables...

Call A Function In A Duplicated Movie Clip Form Another Function : (
i have a movie clip on my root name "pl".
on command, it duplicates with instance name as "y0","y1", etc.

here is the method :

function callPL(transmit,receive,addy,level) {

var newName = "y"+_root.x;
duplicateMovieClip("_root.pl",newName,101);
_root[newName]._x = 400;
_root[newName]._y = 400;

_root.[newName].start(transmit,receive,addy,level); //look here
}


there i attempt to call a function of the newly duplicated clip call "start()".
Start() function is written on the first frame of the movieclip like this :


function start(a,b,address,level) {
a.sendAndLoad(address,b,"Post");

this.path = b;

b.onLoad=function(success) {
gotoAndPlay("start");
}
}


however it seems like the function callPL() could not invoke function start() of the new movieClip.I have no idea how is it so.
Even when i trigger it with a onLoad handler it still doesnt work
pls shed some light.

Calling Constructor In Condition: A Function Call On A Non-function Was Attempted.
Hi guys,

Please help me somebody with this cos I have really no idea. I have made a simply condition calling a constructor of a class. Today I had to add an "else if", what caused the compilator to show me "A function call on a non-function was attempted."...

ActionScript Code:
function loadIt() {    if (var1 == "1") {        var a:SomeClass = new SomeClass(true);    } else if(var2 == "1"){         var a:SomeClass = new SomeClass(false); //<- if this is not here, everything works fine    } else {        var b:SomeOtherClass = new SomeOtherClass();        b.init();    }}

Any ideas? Thanks for any help!

Poco

Filling Function Arguments With Array Items, Function.call()
HI!

I have this code but I cannot work out how to fill in function parameters based on an array and it's length, see line 7

ActionScript Code:
import com.robertpenner.easing.Cubic;MovieClip.prototype.framesTimeout = function(func:Function, frames:Number, args:Array) {    var t:Number = 0;    var mc:MovieClip = this.createEmptyMovieClip(String(new Date().getTime()), this.getNextHighestDepth());    mc.onEnterFrame = function() {        if (t == frames) {            func.call(this._parent,args);            delete this.onEnterFrame;            this.removeMovieClip();        } else {            t++;        }    };};MovieClip.prototype.movex = function(x:Number, frames:Number) {    trace(x+" "+frames)    delete this.movex.onEnterFrame;    this.movex.removeMovieClip();    if (!frames) {        frames = 20;    }    var t:Number = 0;    var sx:Number = this._x;    var ax:Number = x-this._x;    var mc:MovieClip = this.createEmptyMovieClip("movex", this.getNextHighestDepth());    mc.onEnterFrame = function() {        if (t == frames) {            delete this.onEnterFrame;            this.removeMovieClip();        } else {            t++;            this._parent._x = Cubic.easeOut(t, sx, ax, frames);        }    };};MovieClip.prototype.otherfunction = function(param1, param2, param3, param4){    trace(param1+" "+param2+" "+param3+" "+param4)}mc.framesTimeout(movex, 50, [100, 50]) mc.framesTimeout(otherfunction, 200, ["asd", 1, 2, 55])

Is it possible to call a function and fill in the parameters based on an array and it's lenth?

My Function Isn't Functioning/Actionscript To Call A Function Flash MX 2004
Hello,

Well in theory I know how to create a function but for some reason I am unable to call it.

Can someone take a look at it and tell me what went wrong. Basically when I go to "a certain page" I want to click on a button and have it go to another page known as "pics" it then will load a jpeg there known as jpeg loader. Now I know it works properly without a functin, but because I am lazy I do not want to write more code than I have to, there are like 300 differnt jpegs I have to load. Thus I need to create a function.

here is my AS


ActionScript Code:
//this is on frame one of my root timeline
//I am trying to call the function "display" on release of my button
 
omnihotelButton.onRelease = display ("J010 Omni Hotel.jpg");
 
 
//this is my function that I set up it is also on my root, but on a different frame
//this function is named display and it goes to the "pics" page and stops
where it then loads a jpeg which is et up as my variable.
//the xscale and the yscale are just setting up my size of the jpeg.
 
function display(jpeg){
    _root.gotoAndStop("pics");
    jpegLoad_mc.loadMovie(jpeg);
    jpegLoad_mc._xscale=90;
    jpegLoad_mc._yscale=90;
}

Function Calling From The _root But Call A Function Within A Instance
I have created a new instance 'Check_1' to work as a checkbox with a set of propertys and functions.

All ive done is created the functions in a script in the first frame of the instance-movie these are...

Simple......
================================================== =======

selected = -1;
function select_frame (FrameNum) {
gotoAndPlay (FrameNum);
}
function change_select () {
select_frame(2);
trace (selected);
}
function change_unselect () {
select_frame(1);
selected = -1;
}

================================================== =======

now from the _root i wish to call the above functions to change the instance propertys, it all works fine from within the instance but i also need to use the functions for that instance from the _root...

iv'e tried the follow with no joy...


_level0.Check_1.change_select()


Any light would be greatly appreciated.

Parsing Data To A Function And Altering It Inside The Function
Hi all

I need to parse variables to a function and let the values of the variables be changed inside the function. But in a way that the data are actually changed, not only a reference to the data! It is not possible using primitive data but should be possible with composite data.
But I cant get it right - any suggestions?

code:
test = new Object();
test = false;

aFunction = function(control){
control = true;
trace(test);
other code here...
}


How can I make the trace(test) output true when I call the aFunction(test) with test as parameter?

Hope anyone have the answer!

Ciao ciao

T

Define The OnMouseDown Function To Point To A Member Function
Hi,

I have a class called CField that contains a MovieClip. And I like to be able to call a member function inside my class, when the mouse click on the MovieClip. If I use the callback function onMouseDown = function() from inside the class, the function is overwritten by the last created instance of the class (see the the Main Program). How do I define the onMouseDown function to point to a member function?


// Main Program
.
// Create and draw 10 fields
for (i=0;i<10;i++)
{
var field:CField = new CField(i*50, 50);
field.Draw(i);
}
.

My class is looking more or less like this:

// Field Class
class CField
{
// Properties
var m_nPosX:Number;
var m_nPosY:Number;
var m_mcField;

// Constructor
function CField(nPosX:Number, nPosY:Number)
{
this.m_nPosX = nPosX;
this.m_nPosY = nPosY;
}

public function Draw(nCount:Number)
{
var sInstance:String = new String(nCount.toString(10));
this.m_mcField = _root.createEmptyMovieClip (sInstance, nCount);
with (this.m_mcField)
{
_x = this.m_nPosX;
_y = this.m_nPosY;
loadMovie("Field.swf", nCount);

onMouseDown = function ()
{
trace("Mouse Clicked");
}
}
}
}

Inside XmlOnload Function Can Not Call Other Function Directly
I have a question, why the test function can not be called ?
Thanks.

Code:
class testClass {
public function testClass() {
var XMLData:XML = new XML();
XMLData.load("coonfig.xml");
XMLData.onLoad = this.xmlOnLoad;
}
public function xmlOnLoad(success:Boolean) {
if (success) {
// this.test();
test();
}
}
public function test () {
trace("test success");
}
}

Actionscript Function Similar To PHPs Explode Function?
Hello everyone, first off, I'd like to say hi to everyone as this is my first post and I have joined very recently! So yeah, I'm glad to be here and yeah, hope I find what I need.

Right, well for those of you who know PHP there is a function known as explode(), which basically splits a string apart by a certain character and throws it into an array.

For example, in PHP.


PHP Code:



$string = "lol,text,omfg,wow,hi";




I can explode that string by the , character and it would split up everything and throw each little "section" into an array.


PHP Code:



$bits = explode( ',', $string );




I can now access access the bits by $bits[0], $bits[1], $bits[2], $bits[3], and $bits[4].

Now, is there anyway you can do this in Actionscript? Say I have a string in actionscript and I've datatyped it to a string.


PHP Code:



var myString:String = "text1|text2|text3|text4";




How can I explode, or break apart, the string by the | character and get the "text1", "text2", etc, strings?

Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:


Code:
package
{
import flash.events.*;
import flash.net.*;

public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
// var loader:URLLoader = URLLoader( event.target );
// trace( "Par: " + loader.data.par );
// trace( "Message: " + loader.data.msg );
//}

private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}



And is running the following code in my flash:


Code:
import SendAndLoad;
import flash.net.URLVariables;

function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );

//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}

var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();

sal.sendData( url, vars, loadUsername );



As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.

As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?

Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:

Code:
package
{
import flash.events.*;
import flash.net.*;

public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
// var loader:URLLoader = URLLoader( event.target );
// trace( "Par: " + loader.data.par );
// trace( "Message: " + loader.data.msg );
//}

private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}


And is running the following code in my flash:

Code:
import SendAndLoad;
import flash.net.URLVariables;

function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );

//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}

var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();

sal.sendData( url, vars, loadUsername );


As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.

As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?

Functions Inside A Function Returning To Previous Function
This is a kind of long post so for your benifit here's some story Tags, if you don't want to read my sobbing story, then just look for the /story tag
<story>
Hello there, I'm trying to build a semi-combat system for a small RPG that I am making. I'm to the part where I am trying to make a combat system based upon AD&D 2nd Edition Rules, that's Dungeons and Dragons. It involves rolling for initiative, rolling Thaco(Deciding whether or not you hit), and then deciding on how much damage is inflicted.

So as I was trying to automate the task of choosing who goes first(Initiative), the long process of writing the code came about and I realized that I will have to write the same code twice. Once for the monster going first and again for the character going first.
</story>
What I want to do is to write a function that goes into another function if the parameters are met and then that function will test some more variables and if the variables don't agree, the function will resume from whence it broke off into the new function.

ActionScript Code:
function attackAction(){
    //Roll d10 for each party
    cr=Math.round(Math.random()*9)+1;
    this.cr_txt.text=cr;
    er=Math.round(Math.random()*9)+1;
    this.er_txt.text=er;
    //If the enemies roll is greater, then have him attack first
    if(er>=cr){
That's where a new function would come in. It would be something like

ActionScript Code:
function monsterTurn(){
    //Test Thaco
    if(Math.round(Math.random()*19)+1>=_root.monsterThaco){
    //Roll for damage amount
        damage=Math.round(Math.random()*_root.monsterAttack);
        //Display message of Damage and takes damage from you
        this.actions_txt.text="The Monster hits you for "+damage;
        this.Health-=damage
        //sees if the character is dead
        if(this.Health<=0){
        this.actions_txt.text="Oh no!  You died";
        }
        else{
        //Go back to the previous function and resume from there
Then of course there would be a playerTurn() that would do everything similar except test the player's variables.
<story>
If you're going to say that I should just have it list the commands, I tried that. It was far too long and complex to keep track of even with notes.
</story>

So can anyone help me out with Going through a function, hitting an if statement, going to a function based upon the statement, then testing a statement inside of the second function, then returning to the first function if the statement is false and doing the other part of the if statement in the first function.

It's difficult for me to explain this, but I hope you go the general jist. Thanks in advance.

Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:
quote:package
{
import flash.events.*;
import flash.net.*;

public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
//var loader:URLLoader = URLLoader( event.target );
//trace( "Par: " + loader.data.par );
//trace( "Message: " + loader.data.msg );
//}

private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}

And is running the following code in my flash:
quote:import SendAndLoad;
import flash.net.URLVariables;

function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );

//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}

var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();

sal.sendData( url, vars, loadUsername );


As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.

As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?





























Edited: 10/09/2008 at 08:46:50 AM by _TT_

Function That Wait's 5 Seconds And Runs Anothr Function
hy...I want to make a function that waits 5 seconds, after that to run another function that changes the content (changeContent) to the next label

this is all i managed to do...I hope it's wright

function autorun() {
if (button_label = 0) {
changeContent(1);
} else if (button_label = 1) {
changeContent(2);
} else if (button_label = 2 ) {
changeContent(3);
} else if (button_label = 3) {
changeContent(4);
} else if (button_label = 4) {
changeContent(5);
} else if (button_label = 5) {
changeContent(0);
}
}

I need this in AS2.0....
Can someone help me? Thanks!

[F8] [AS2] Access An Instance Variable From Within A Function Within Another Function
So here is the scenario that has completely stumped me. I have a class, within the class a function and within that function an xml onload handler. So herein lies the problem, I need to store the array of values that I receive from the XML into an instance variable belonging to the class. How can this be achieved?

To illustrate:

Class A {private var values:Array;public function getValues():Void{Xml sendandload code here.xmlReply.onLoad = function(){iterate through xml code and generate array of values.Store this array back into values belonging to class A}}}

using the variable straight up doesn't work.
if I use "this" it refers to the onload function, not the class.
i tried creating another class method called setValue and calling this.setValue(arr) and setValue(arr), but neither of those work.
i even tried combinations of _parent and this, still no go.

The only way I can get it to work is to make reference to _root.class.value, but this is not solid code and is very impracticale, especially if what calls the class doesn't happen to be in the root of the file.

Any ideas would be appreciated.

How Can You Make Sure One Function Completes Before Second Function Runs?
Hi guys:

I apologize if it's a really obvious answer, but I can't even think of the right terms to search on right now!

I have two functions. One is an xml connector trigger, that calls a PHP program to get xml data that includes content and formatting information. It will read the formatting information into hidden text fields.

The second function reads the hidden text fields, and applies the data from them to the style for the content fields:

Here's the prototype (pooh just being a "foo" name), contained in the root of the application:

Code:
// Initial poll for the XML data (this also runs the PHP that updates the movie)
var f_xml_trigger:Function = function(){
xml_community_board_connector.trigger();
}
_global.f_xml_trigger = f_xml_trigger;

// Function to apply styles:
var f_format:Function = function(){
Dashboard_Message_TextArea.setStyle("backgroundColor",Pooh.text);
}
_global.f_format = f_format;

_global.f_xml_trigger();
_global.f_format();
What's happening is _global.f_format is running before _global.f_xml_trigger has completed populating the fields.

I made these Global so a movie clip that's running a clock can periodically check for and apply updated content & formatting.


Code:
function getTime() {
var time = new Date();
<snip>
var second = time.getSeconds();
<snip>

if (second == 30 && _global.t30flag == 1)
{
// The _global.t30flag is used to make sure this only runs once
// otherwise it would run at the frame per second rate (i.e. 12fps = 12 times
// during the 30th second

_global.f_xml_trigger();
_global.t30flag++;
}

if (second == 31 && _global.t30flag == 2)
{
// Apply the formatting brought down by the xml trigger.
// Can't be done at the same time, because it runs before the values are updated.
_global.f_format();
_global.t30flag++;
}

<snip>
But rather than depending on frame numbers or seconds (especially since a 1 second delay between when text changes and formatting changes is annoying to say the least!)...I would think there must be a way that as soon as we can get a success returned from _global.f_xml_trigger we can run _global.f_format.

Any suggestions?

Thanks,
Matt

Using Variables Created Inside A Function Outside The Function?
I am trying to use a variable I am creating inside of a function, outside of that function, but I seem to have a scope issue when I do this.

My code is:

Code:
function drawlines(centerx, centery, radius, radians){
var radiansSoFar:Number = 0

var piechart:MovieClip = new MovieClip();
piechart.name = "piechart"
piechart.x = stage.stageWidth/2;
piechart.y = stage.stageWidth/2;


stage.addChild(piechart);
}
but I want to make a function outside of this which removes the variable piechart, but because im so unfamiliar with how flash names instances now I have no idea how to do this.

It works if I define var piechart:MovieClip = new MovieClip() outside of the function, but this isnt very useful as I eventually need to create multiple movieclips dynamically and name them dynamically.

So basically how would make it so I would be able to use the code


Code:
function removeChart(chartname){
stage.removeChild(chartname)
}
to dynamically remove a movieclip I created in a function?

Cannot Call Button Function Within Another Event Function
Hopefully someone can help me out with this one. I'm importing XML in order to draw images into an animated scrollbar, and would like to nest a button function within the function urlLoaded as listed below:

import caurina.transitions.*;

var urlCall:URLRequest = new URLRequest("pics/hotel_dreams/hotel_dreams.xml");
var urlLoader:URLLoader = new URLLoader();
var xml:XML;
var xmlList:XMLList;
urlLoader.load(urlCall);
urlLoader.addEventListener(Event.COMPLETE,urlLoade d);

var arrayThumb:Array = new Array();
var photoContainer:Sprite = new Sprite();
addChild(photoContainer);
photoContainer.mask=thumb_holder;


function urlLoaded(event:Event):void {


xml = XML(event.target.data);
xmlList = xml.children();
trace(xmlList.length())
for (var i:int=0; i<xmlList.length(); i++) {
var thumb:Thumbnail = new Thumbnail(xmlList[i].url);
arrayThumb.push(thumb);
arrayThumb[i].y = 67.5;
arrayThumb[i].x = xml.children().x_position[i];
photoContainer.addChild(thumb);
arrayThumb[i].gallery = xml.children().gallery[i];

trace(arrayThumb[i].gallery);


}


}

my hope is to create a button that looks something similar to the following in order to execute an if then statement within the function controlling the visibility of images from the XML based on their gallery property value.

btn_gallery_2.addEventListener(MouseEvent.CLICK, open_gallery_2);
function open_gallery_2(event:MouseEvent) {

if (arrayThumb[i].gallery == 2) {
arrayThumb[i].visible = true
}

}

I have been trying to nest within the urlLoaded function to no avail. By running trace statements I can see that [i] is inaccessible when nested within another function within urlLoaded and when completely outside of the urlLoaded function.

The Thumbnail class referenced is in an .as file that looks like this:

package {
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;

public class Thumbnail extends Sprite {

private var url:String;
private var loader:Loader;
private var urlRequest:URLRequest;
public var gallery:Number

function Thumbnail(source:String):void {
gallery = 0
url=source;
drawLoader();

}

{
private function drawLoader():void {

urlRequest=new URLRequest(url);
loader=new Loader ;
loader.mouseEnabled=false;
loader.load(urlRequest);
loader.x=-0;
loader.y=-68
;
addChild(loader);

}}}}

I have the suspicion that I am missing something very basic. If anyone out there might be able to give me some insight, then I would be appreciative.

thanks very much

Is There A Limit To How Many Function Calls Are Made In A Function?
Hi,

I have a question on what is the limitation of the number of functions that can be called in Actionscript in a single "function." I use Flex to run all of my Actionscript listed beow.

Is there a certain number of if statements nesting only allowed in a single private function? I have a function call as in the following, and I wanted to add some other Alert statements to show users if there is an error in the process, but it appears that the file writing process is so long that I never see the Alert.show pop up.

Could anyone here please tell me what I might have done wrong here, since I could not get any Alert.show statements show up after scenario_save(1) or in scenario_save() function itself.

Question, if there is a limit to how many functions I can insert due to "time issues," is there a way I can get around it?

Thanks for your help.

Main Event Handler:

private function clickHandler3(event:ItemClickEvent):void {
if (String(event.index) == '0') {
currentState="";
}
if (String(event.index) == '1') {
scenario_find.send();
currentState="Scenario Show";
}
if (String(event.index) == '2') {
scenario_save(0); //The user would only save the scenario
}
if (String(event.index) == '3') {
//The user would save and run the scenario
scenario_name.send();
filename1.text= scenario_name.lastResult.scenarios.filename;
scenario_save(1); //Save record and output the file to filename1.text
//Execute the exe file and input entries back to the database
}
}

Child Function of Scenario Save:
private function scenario_save(x:int):void{

var pop:int= scenario_load.lastResult.scenarios.number_entries;
var pop2:int=scenario_load.lastResult.scenarios.number _entries-1;
number1.text= pop.toString();
if (pop2 == 0) { //if there is only one item, no index produced
i1.text= i.toString();
population1.text=scenario_load.lastResult.scenario s.scenario.population;
region_id1.text=scenario_load.lastResult.scenarios .scenario.region_id;
query1.text= "UPDATE My_Scenario SET Population='" + population1.text + "' WHERE Region_id='" + region_id1.text + "' AND ID='" + id1.text + "'";
hello1.text=region_id1.text + " " + population1.text;
update_record.send();
if (x==0) {
//Don't do anything, since there is nothing to run
} else if (x==1) {
execute_scenario.send();
}
}
else {
for (var i:int=0;i<=pop;i++) { //if there are more than one item, indices would be produced
i1.text= i.toString();
population1.text=scenario_load.lastResult.scenario s.scenario.population;
region_id1.text=scenario_load.lastResult.scenarios .scenario.region_id;
query1.text= "UPDATE My_Scenario SET Population='" + population1.text + "' WHERE Region_id='" + region_id1.text + "' AND ID='" + id1.text + "'";
hello1.text=region_id1.text + " " + population1.text;
update_record.send();
if (x==0) {
//Don't do anything, since there is nothing to run
} else if (x==1) {
execute_scenario.send();
//I want to add some other alert statements here, but they are not working
}
}
}
}

OOP In Flash: Calling A Function W/in A Function Class?
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.
I am trying to get through this code:

ActionScript Code:
House = function(){        this.floors = 4;         this.siding = "Red";         this.outputSiding = function(){            trace(this.siding);         };     };         // create an instance of the House class     myHouse = new House();     myHouse.outputSiding(); // traces "Red"  

Now as it seems to me, I have nearly the same thing (I will condense this to save space):

ActionScript Code:
//set new character function()character = function (depth, x, y, charType, name, HP, MP) {    //sets stats used; this works fine :)        //attachMovie and set x/y     _root.attachMovie(this.name+"_mc", this.name+"MC", this.depth, {_x:this.x,_y:this.y});    /*this is where I am having trouble; it won't do anything!I have tried tracing to no availalso, can I set the x and y coords somehow with thealready made object x and y? I am tired right now andcan't think of a way but what I have done, which doesnothing as this function won't go!*/    statsBox = function(depth)  {        this.depth = depth;        trace(this.depth+newline+'hello');        this.x = enemy._x+130;        this.y = enemy._y-50;        _root.attachMovie("stats_mc", statsNameMC, this.depth, {_x:this.x,_y:this.y});    };};enemy = new character(30, 350, 200, 'enemy', 'genericName', _root.EHP, _root.EMP);enemy.statsBox(50);

that's it, pretty much. So what's wrong? Maybe I'm too tired for this right now...
thanks.

Cant Remove Event Listener (function In A Function)
I have this function, that when given a movie clip and a destination, it moves it to there, and eases out.

I have buttons that control where it moves to. This all works great.
But I want it so that if it is moving, and a new destination is clicked, it stops and moves to the new destination.

When I remove the event listener, nothing happens. But the event listener removes properly when it stops. (just wont when it is moving)

So the tricky part is this. I have a function in a function, It is there so the moving event:enter_frame parrt can see the same variables passed to it from the click.

If I move this function out of the other function, I can remove it. But it can not access the variables and does not move.

Part that does not work
if (isMoving == true) {// are we moving?
trace('is moving:'+isMoving);
removeEventListener(Event.ENTER_FRAME, mover);// stop moving

PHP Code:



function easeTo(toMove:MovieClip, dest:Number):void {

    trace(toMove +' is being moved to: '+ dest);

    if ( toMove.x  != dest ) {//are we already there? If so, do nothing
        if (isMoving == true) {// are we moving?
            trace('is moving:'+isMoving);
            removeEventListener(Event.ENTER_FRAME, mover);// stop moving
        } else {// not moving, set dest and go.
            trace('is moving:'+isMoving);// reads faluse
            isMoving = true;// now set to true

            addEventListener(Event.ENTER_FRAME, mover);// start moving
        }
    } else {
        trace('we are already there');// do nothing
    }

    function mover(event:Event) {// move. Function here because it needs to access internal varibles
        
        if (Math.abs(dest - toMove.x) < 1) { // are we there? yes? stop event listener
            removeEventListener(Event.ENTER_FRAME, mover);
            isMoving = false;
            wDirection = '';
        } else {
            toMove.x += (dest - toMove.x) * speed;
        }

    }


OOP In Flash: Calling A Function W/in A Function Class?
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.
I am trying to get through this code:

ActionScript Code:
House = function(){        this.floors = 4;         this.siding = "Red";         this.outputSiding = function(){            trace(this.siding);         };     };         // create an instance of the House class     myHouse = new House();     myHouse.outputSiding(); // traces "Red"  

Now as it seems to me, I have nearly the same thing (I will condense this to save space):

ActionScript Code:
//set new character function()character = function (depth, x, y, charType, name, HP, MP) {    //sets stats used; this works fine :)        //attachMovie and set x/y     _root.attachMovie(this.name+"_mc", this.name+"MC", this.depth, {_x:this.x,_y:this.y});    /*this is where I am having trouble; it won't do anything!I have tried tracing to no availalso, can I set the x and y coords somehow with thealready made object x and y? I am tired right now andcan't think of a way but what I have done, which doesnothing as this function won't go!*/    statsBox = function(depth)  {        this.depth = depth;        trace(this.depth+newline+'hello');        this.x = enemy._x+130;        this.y = enemy._y-50;        _root.attachMovie("stats_mc", statsNameMC, this.depth, {_x:this.x,_y:this.y});    };};enemy = new character(30, 350, 200, 'enemy', 'genericName', _root.EHP, _root.EMP);enemy.statsBox(50);

that's it, pretty much. So what's wrong? Maybe I'm too tired for this right now...
thanks.

Pausemovie Function Inside Fadein Function
Last edited by pusherman : 2007-06-21 at 10:26.
























I am trying to merge two functions together. The result is however, pausemovie function does not work (perhaps overriden by onEnterFrame) and mypic's alpha reaches 100 by increments of 7.


ActionScript Code:
//MC:mypic1 appears.
createEmptyMovieClip("fadein", 222);
fadein.onEnterFrame = function() {
    pauseMovie(4);
    if (mypic1._alpha<100) {
        mypic1._alpha += 7;
    } else {
        removeMovieClip("fadein");
    }
};


My pausemovie function is on my 1st frame and is as follows:



ActionScript Code:
function pauseMovie(seconds) {
        stop();
        var startTime = getTimer();
        var endTime = seconds * 1000;
        this.onEnterFrame = function(){
                currentTime = getTimer();
                if(currentTime - startTime > endTime){
                        //this is where your action goes
                        play();
                        delete this.onEnterFrame
                };
        };
};


I would appreciate any help.
Thank you.

Import Jpg,bmp Into Swf
Hi
is ther a wey to import jpg's or bmp's into a swf movie?

thanks

CHE

Import ?
I'm trying to make some icon type grafics.
that are like "squarey".
and I tried to make a .bmp file with paint
and then import it in flash, but once imported the pictures becomes blurry.
does anyone know what is the best way to do this?

Import MP3 ?
Hi,

does someone know if it is somehow or other possible to import an external MP3-file into a flash movie, without turning this MP3 first to an swf-file ? (As I'm building an MP-3 player...)

thanx
j

How Do U Import A Jpg?
hey i just got flash mx and i was just wanting to know how u can import and jpg image with out it going blurey?

Dxf-import
Hy,
I have a problem with the import of dxf-files from Autocad. It doesnt work with dxf 12,13,14. Flash abort with unknown error. I moved my drawing to 0,0,0,- no result.
Any solutions??

Leins

Import Swf...
seems like a simple problem, but i cant get it. i loaded an external swf into my main movie. the main movie can change the variables in the external swf or call any functions from it. im sure protect from import is unchecked and my paths are right. any other ideas?

Best Way To Import A Bmp?
I need to make an animation at a really small file size, which contains a c ouple of b&w pictures in it . the pictures won't be moving. they'll just appear on screen for a few seconds.
Do u guys know what the best way is to bring a pic into flash???

regards,
mnky

Import Jpg
Is there any way to import jpg files into an application on the remote server and get them vectorized for use and manipulation within the flash player?

thanks,

Help With AVI Import
how do i import AVIs into flash? I encoded them with winmorph. and can I tween them and pause and resume them?

Import From Web
Need to know how to download a flash file from the web.



Thankyou,

Tracy James tracyjame@aol.com

MP3 Import
Anyone know why Flash has problems reading (and importing) some MP3s and not others? I can import some that I found on Kazaa to the library, but a whole bunch that I ripped myself can't be imported. They're all at 44.1kHz, but the bitrates vary among the ones I try to import. Does Flash prefer a certain bitrate?

.swf Import?
how do I play a .swf in my new flash site

like: I got a logo and converted it to .swf
now, I want to play that same logo in my new .fla
can I just make a frame like in HTML ? sure hope so
thx for advise

www.TheNymf.tk

Import AVI
I've an AVI file from 2 seconds, and would like to convert that to a flash file to offer it on my webpage.
How can that be done in Swish?

Thanks,
Gunivortus
Goos@boudicca.de

3D Import
Hi, How can i import 3d models into flash and manipulat them, like rotate Thanks for you help

Txt Import Etc.....
anyone?
Im trying to get a blog type thing going and am considering using php to write to a txtr file but, was wondering if
1. dynamic text can be rendered as html; and if so does ccs work and does javascript for popups specifically
also with fonts - are embedded fonts usable in those feilds?

but is there a better way to blog
php is one thing i know as well as bringing in txt dynamically
thanks to musicmans help

Import Avi Or Mpg
Is it possible to import avi or mpg into SWISH?

Import Wma
Is there any simple way to import a wma into flash mx? Is there a plug in or an upgrade that someone has developed? If anyone could point me to a good free audio converter I would be grateful. Thanks.

Import Img
is there a way to import an image into flash mx and have it "erasable"? like u can take the eraser tool and erase half of it.

Import Swf
Question.....

Does anybody know how to control a larger swf in a small swf?

For instance. picture.swf (1000 pixels wide) and I wanna import that in a
mainmovie.swf (200 pixels wide) and I wanna scroll that horizontal.

Is it even possible????

if there is a fla in the "movies" section please gimem the link.... and i'll find it out my self...

thanks

Tianshi

Import An Swf
Question.....

Does anybody know how to control a larger swf in a small swf?

For instance. picture.swf (1000 pixels wide) and I wanna import that in a
mainmovie.swf (200 pixels wide) and I wanna scroll that horizontal.

Is it even possible????

if there is a fla in the "movies" section please gimem the link.... and i'll find it out my self...

thanks

Tianshi

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