HitTest Through Function
I'm having troubles activating the HitTest, passing the objects name as a parameter through a global function. Let's say there is the following function on the main timeline:
Code:
_global.fallIntoBasket = function (fallingObject) {
if (_root[fallingObject].hitTest(_x, _root.basket_mc._y+(_root.basket_mc._height/2)-7, true)) { trace ("teste"); _root[fallingObject]._alpha=0; }
} I then call this function passing the this._name of the object as a parameter in a onClipEvent (EnterFrame) on each of the falling Objects action box. The whole detection thing doesn't work though... but if I place the hitTest code on each of the object, and change the _root[fallingObject] to this it works.
Any ideas? Can I not pass hitTest through a function? Thanks!!
ghjr
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 06-16-2004, 10:50 AM
View Complete Forum Thread with Replies
See Related Forum Messages: Follow the Links Below to View Complete Thread
HitTest = Function...
Can anyone tell me how I might go about making this work?
code:
for (x = 1; x == _root.globallimit; x++) {
this.hitTest("_root.adite"+x) = function() {
this.die();
}
this.hitTest("_root.food"+x) = function() {
this.health += 100;
}
this.hitTest("_root.xtal"+x) = function() {
this.rep++;
if (this.rep >= _root.repsneeded) {
this.rep = 0;
this.reproduce();
}
}
}
I need a way of having object collisions invoking functions between the colliding objects. It can obviously be done, but I'm having a hard time finding which avenue I should be following, be it functions, listeners, whatever.
HitTest Function
Hi all,
I currently have two balls with a game, one is one screen from the start of the game (lets call this ball A) and one is brought to the stage with the attachMovie function (lets call this ball B). When the ball A hits another movie clip, that movieclip is removed from stage, however when Ball B hits the movieclip it doesnt remove it.
I have similair code for each ball, does anyone have any ideas as to why this doesnt work.
Code for Ball A
if (this.hitTest (ball)){
_root.DXScore +=2;
instanceCounter--;
if(instanceCounter == 0){
gotoAndStop(1);}
this.removeMovieClip();
Code for Ball B
}else{
if (this.hitTest (_root.test)){
_root.DXScore +=2;
instanceCounter--;
if (instanceCounter == 0){
gotoAndStop(1);}
this.removeMovieClip();
}
}
}
}
Note - the second piece of code follows on from the first piece, they have been seperated here to show you which piece is controlling each ball.
Thanks in advance
HitTest Through Function
I'm having troubles activating the HitTest, passing the objects name as a parameter through a global function. Let's say there is the following function on the main timeline:
Code:
_global.fallIntoBasket = function (fallingObject) {
if (_root[fallingObject].hitTest(_x, _root.basket_mc._y+(_root.basket_mc._height/2)-7, true)) {
trace ("teste");
_root[fallingObject]._alpha=0;
}
}
I then call this function passing the this._name of the object as a parameter in a onClipEvent (EnterFrame) on each of the falling Objects action box. The whole detection thing doesn't work though... but if I place the hitTest code on each of the object, and change the _root[fallingObject] to this it works.
Any ideas? Can I not pass hitTest through a function? Thanks!!
ghjr
Running A Function In A Hittest Once
I have a mc that slides in when the mouse is over it, using a hittest. heres the code:
ActionScript Code:
onClipEvent (load) {
this._x = 670;
vel = 10
}
onClipEvent (enterFrame) {
if(this.hitTest(_root._xmouse,_root._ymouse,true))
_root.newy = 412;
else
_root.newy = 630;
fukx += (_root.newy-_x)/vel
_x = Math.round(fukx);
}
the reason im not using rollOver is that there are other rollOvers within the mc and 2 in one mc conflict.
i want to execute a function when hittest is detected, instead of using the
ActionScript Code:
fukx += (_root.newy-_x)/vel
_x = Math.round(fukx);
for the movement. so the code would become:
ActionScript Code:
onClipEvent (enterFrame) {
if(this.hitTest(_root._xmouse,_root._ymouse,true))
runThisFunction();
else
runAnotherFunction();
}
the only problem with this is that the code within the function loops indefinately when used with hittest. How can i tell flash to just run the code within the function once?
Thanks!
How To Stop The HitTest Function
Hi
i am placing the twoclip,
i wrote the hittest Function for Clip1 . if in some condition when i going to place the clip2 movieclip upon then hittest function not to work...
how to solve this issue..
~~Sk
Help Using A Hittest Function On Several Objects
Hi,
I'm making a jigsaw for an assignment and I have to use functions (as that's the whole point of the assignment). I can get the code to work easily for one piece, but I'm getting the syntax wrong when I try changing the hitTest objects from "piece01" and "piece01drop" (the invisible "space" where the piece should be placed) to this and this+drop. Obviously I'd want to do it like this as I have 35 pieces (piece02, piece 02drop, piece15, piece15drop and so on). I know how to use the correct syntax with a dropTarget, but the same code isn't working with hitTest.
This is the (basic) coding I'm using :-
dropTest = function () {
if (this.hitTest(piece01drop)) {
this._x = piece01drop._y;
this._y = piece01drop._y;
}
};
Where "this" would be the piece (piece01) you move around, and piece01drop is the space where it goes. I just need to know how to do the syntax to make this function work for all the pieces, and not just the first one.
Thank you!
HitTest(); Function Problem
I have been working on a school project, I have been having a hard time in getting the hitTest(); to work when the ship fires(space). Here is the file. If someone could help me, that would be awesome.
HitTest Function Question
Hi Kirupa Community my name is themxguy. I have been surfing Kirupa for sometime and have recently started an account in order to learn more about flash gaming design. I have a question regarding the Actionscript hitTest function. At the bottom of this post you will find links to a flash that I made to test the hitTest function. All it is is a gray square that you can move around with the arrow keys and a blue square that acts like a wall. Why is it that when you move the gray square to the blue square and they supposedly "touch" you sometimes have a blank space in between? I'm testing this because I'm making a game that basically revolved around the hitTest and sometimes when it hits a wall it has a little white space in between. Any tips and suggestions are welcome. Thanks in advance!
'Warhell
square is able to go pass the blue square. Is there any way to fix this? Thanks agian.
P.S: One more thing, when you move the gray square against the blue square in the corner sometimes the gray
.swf: <A>http://www.geocities.com/xwarhellx/hit_test.
swf
.fla: <A>http://www.geocities.com/xwarhellx/hit_test.
fla
[AS2] Looping HitTest Function
ActionScript Code:
function hitCheck () { for (var i = 0; i <= enemies.length; i+=1) { if (this.hitTest (_root[enemies [i] + ".mc.attackPoint"]._x, _root[enemies [i] + ".mc.attackPoint"]._y, true)) { attacked = true; } else { attacked = false; } } }
NOTE: The following text is my problem and observations, if you afraid to read it all, my problem is easily guessable within the code go ahead and crack at it without my explanation :-p
I'm having some trouble with using hitTest(); with movieclips within arrays. I wanted to build a function that checks the hitTest of Movieclips in arrays because the array is dynamic and it would run more efficient and faster this way.
As you may notice it doesn't check just the movieClip in the array, but a movieclip 2 scopes within it. I feel that this is my problem. I noticed in my debugger that that mc doesn't show up, but i put an onLoad event on it to trace its existence when loaded and it shows up fine. I wonder what I'm doing wrong.
HitTest Function Problems...
Hi folks - have an odd problem that I just can't get to the bottom of.
I've an app that allows the user to add items (mc's) to a stage (holder mc).
I've a tooltip function that works fine except when I've an item on top of another item - where the tooltip (hitTest) only picks up the bottom-most item.
Say for example I add a large square to myStage - then add a 'table/chair' item onto myStage and move it on top of the square - when the tooltip function is called it only 'finds' the bottom most layer - even tho the 'table/chair' has a higher depth than the square and does appear on top.
Any ideas at all - loosing sleep onver this thing!
Cheers,
Pt
Code:
for (var mc in myStage) {
if (myStage[mc].hitTest(_root._xmouse, _root._ymouse, 1)) {
if myStage[mc].tooltip_text != undefined) {
_global.tooltip_target_mc = myStage[mc];
}
}
return;
}
Help Using A Hittest Function On Several Objects
Hi,
I'm making a jigsaw for an assignment and I have to use functions (as that's the whole point of the assignment). I can get the code to work easily for one piece, but I'm getting the syntax wrong when I try changing the hitTest objects from "piece01" and "piece01drop" (the invisible "space" where the piece should be placed) to this and this+drop. Obviously I'd want to do it like this as I have 35 pieces (piece02, piece 02drop, piece15, piece15drop and so on). I know how to use the correct syntax with a dropTarget, but the same code isn't working with hitTest.
This is the (basic) coding I'm using :-
dropTest = function () {
if (this.hitTest(piece01drop)) {
this._x = piece01drop._y;
this._y = piece01drop._y;
}
};
Where "this" would be the piece (piece01) you move around, and piece01drop is the space where it goes. I just need to know how to do the syntax to make this function work for all the pieces, and not just the first one.
Thank you!
HitTest Function Embedded In Buttons
I have a button. On mouseOver I have this button divided into 4 pieces, so in the OVER state of the button I have placed two movie clips, each supposed to link to a different file when clicked. The link is not working, though.
So the question is how do I properly script these two MC's, placed in the over state of the button, so that when they are clicked they link to the appropriate files. Thanks
1 Hittest Function - Counts Too Many Hits
Hello,
I am wondering where is the problem. I am trying to create a small game where the user should try to hit an object in the game and as a result of the correct hit a specific webpage will be open. It is almost working, however, instead of one page it opens 8-10 pages with the same URL. I assume that the code bellow is not perfect enough. It counts one hit as many.
-----------code----------------------------------------
onClipEvent (enterFrame) {
if (_root.zapper.hitTest(_root.glove)) {
with (_root.glove) {
getURL("http://www.url.com, "_blank");
}
}
-------------------------------------------------------
zapper - is one object in the movie
glove - is another which actually hits the first object.
I am wondering what I have to modify in this code that can define one hit as only one hit-result but not more.
Any ideas are highly appreciated.
Many thanks in advance!
PS.
It would be great if someone can share any example of the punching or boxing game.
[CS3] HitTest And Passing Objects From A Function To It
I've got a dilemma, and I'm too new to actionscript to find the answer. Basically, I have a function that will place a random movieclip on the stage. Which movieclip it chooses is based off another function, which returns a MovieClip to the first function. I need to perform a hitTestObject on that MovieClip that gets returned. The problem I am having is that if I don't have the hitTest inside of the function that creates the movieClip, it won't remember the value and I'll get a "null" error, meaning that there is nothing for hitTest to look for. But if I have it in there, the only time that the hitTest will work is if the movieClip is placed right on top of the clip that is doing the hitTest, not if i move it with my keyboard on top of it.
So basically I think what I need to know is how to pass a variable from inside of a function to another, or make it global somehow? Any help would be appreciated, thanks.
Syntax For HitTest In A Switch Function?
I'm having a little trouble figuring out the way to write this as a switch.
I could do it this way, but it is no more concise then just using if else...
ActionScript Code:
switch (true) {
case (thing.hitTest(mc)):
break ;
case (anotherThing.hitTest(mc)):
break ;
case (yetAnotherThing.hitTest(mc)):
break ;
default:
break;
}
Isn't there a way to do it like:
ActionScript Code:
switch ([???].hitTest(mc))
Adding HitTest To OnEnterFrame = Function()?
Hello there, I'm having trouble with getting hitTest to work with onEnterFrame code... Does anyone know how to get this to work?
ActionScript Code:
this.onEnterFrame = function() {
if (Key.isDown(Key.RIGHT)) {
Guy._x += 5;
Guy._xscale = 100;
} else if (Key.isDown(Key.LEFT)) {
Guy._x -= 5;
Guy._xscale = -100;
How would you incude hitTest in that between the Guy movieclip and a Wall movieclip?
Hittest Calls Easing Function
on frame 1 I am using easing functions to make a menu slide out.
on the menu I have the following code
ActionScript Code:
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { trace("icons hit"); _root.buttonsOUT(); _root.labelsOUT(); }}
for some reason the hittest calls the function. but the slide menu stutters out rather than sliding smoothly.
if I remove the hittest and replace it with a simple on release then it work fine.
I think that the hittest keeps triggering the function over and over as the trace is tracing loads of times in the output window.
HitTest Doesn't Work Properly In A Function
I did a list debug list variables and objects to make sure the path was right but the hitTest doesn't work properly...
Code:
point2dt2check = function () {
if (this.hitTest(_level0.newconnect.DT2p) == true && DT1number.text == DT2number.text) {
trace("you hit the circle");
_level0.newconnect.DT2.backgroundColor = 0x00CC00;
} else if (this.hitTest(_level0.newconnect.DT2p) == true && DT1number.text !== DT2number.text) {
trace("you hit the bad circle");
_level0.newconnect.DT2.backgroundColor = 0xFF6600;
} else {
trace("here");
_level0.newconnect.DT2.backgroundColor = 0xFFFFFF;
}
};
point2.onPress = function() {
startDrag(this);
};
point2.onRelease = function() {
this.stopDrag();
point2dt2check();
};
How To Take Time From HitTest True To HitTest False?
hi
i have 2 MCs one is going through the other
and i want to take the time from the beginning
to the end.my code is this:
onClipEvent(load) {
this._visible = 0;
}
onClipEvent(enterFrame) {
first = new Date;
second = new Date;
indicator = 0;
if(!indicator && this.hitTest(_root.rocket)) {
indicator = 1;
sec = erst.getSeconds;
mil = erst.getMilliseconds;
begining = sec add ":" add mil;
}
if(indicator && !this.hitTest(_root.rocket)) {
indicator = 0;
seco = zweit.getSeconds;
mill = zweit.getMilliseconds;
end = seco add ":" add mill;
xposi = getProperty(_root.rocket, _x);
yposi = getProperty(_root.rocket, _y);
position = xposi add yposi;
}
}
further i want to show begining, end and position in 3 different textfields, but nothing works at all !!!
can it be, that it doesn`t work, because "this" is a symbol
in a symbol?!?
thx
bo
Hittest=false, Trying To Do The Opposite Of Hittest.
This question may have such an easy solution it might be worth for the newbies section...
I need an mc to do an action (go to a certain x point) whenever the mouse ISN'T over a particular box. So basically I would need to revert the typical
if (hitTest( _root._xmouse, _root._ymouse));
Anyone knows how to do this?
Thank you soooo much!
HitTest...creating The Opposite Of A HitTest
When I roll over a mc an enter frame triggers a function that is designed to evaluate when the mouse moves off the mc...how do you test for the opposite of a hitTest? I though in an "!", but didn't work.
PHP Code:
var buttonTarget:String = "targetMarkets_mc";
root[buttonTarget].addEventListener(MouseEvent.MOUSE_OVER, overHandler);
function overHandler (event:MouseEvent){
root[buttonTarget].gotoAndStop ("active");
root[buttonTarget].addEventListener(MouseEvent.MOUSE_MOVE, mouseEval);
};
function mouseEval (event:MouseEvent) {
if (!root[buttonTarget].hitTestPoint (mouseX, mouseY, true)) {
root[buttonTarget].gotoAndStop ("inactive");
root[targetMC].removeEventListener (MouseEvent.MOUSE_MOVE, mouseEval);
}
};
Also, how do you remove the event listener? Is there a need?
[hitTest/Mask] Can A Mask Hide A HitTest Area?
Hi, the subject pretty much says it all. I have the following code:
ActionScript Code:
volume.onEnterFrame = function() {
if (volume.hitTest(_xmouse, _ymouse, true)) {
_root.nextFrame();
} else {
_root.prevFrame();
}
};
...and here is the link. Move your mouse under the bar and move it up slowly under the the speaker next to the number. See what happens? Keep in mind that the look is still being perfected, I was just wanting to know if there were a way I could fix the problem or do I just have to start thinking of a new look for it? Thanks in advance.
(PS: let me know what you think of the look and layout please)
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.
Target A Function In A Function In A Object :)
Uggg, how do I target a function that is in a function that is in an Object...
I am building a componet and when the componet runs though the script and finishes I want to call a genral function that will be replaced with a spacific function that I set in the Componets Properties window.
So my Object function X2 looks something like this...
ScalerClass.prototype.clipEndAction = function(loadHandler) {
loadHandler();
};
ScalerClass.prototype.myOtherFunction = function(){
trace("This function is a function")
}
//now if I target it like this within the object it works fine.
loadHandler=myOtherFunction
this.executeCallBack(loadHandler);
But How do I set up so that if this is in an componet i could target it from the Componets Pro Win.
Passing A Function Ref To A Function With Parameters
Can anyone tell me how to pass a function reference to a function WITH parameters?
I want to do something like this:
genericFunc = function(funcRef, params){
//do something that takes a while
//and when done...
//call my funcRef with params:
funcRef(params)
}
func1 = function(){
//trace("here's funct#1");
}
func2 = function(arg1, arg2){
//trace("here's func#2 with arguments "+arg1+" and "+arg2);
}
Test 1: genericFunc(func1);
Test 2: genericFunc(func2, ...) //this is where I lose it.
So, this works fine if I'm passing in a function call that requires no parameters (test 1). But what I really need to do is keep this flexible so that I can reference different functions with varying numbers of parameters (test 2).
|