List Function Problems
I am trying to implement a list functino that I found in a book into a school project Im working on. Here is the script:
Code: funclist=["January","February","March","April","May","June","July","August","September","October","November","December"]; startingY=display.list._y; bottom=120; tion buildList() { spacing=30; var i=-1; while (++i<list.length) { name="infoBar"+i; y=i*spacing; display.list.attachMovie("infoBar",name,i); display.list[name]._y=y; display.list[name].moonName.text=list[i]; display.list[name].moonNum.text=i+1; } } function scroll(direction) { speed=10; if (direction=="up") { if (display.list._y-speed+display.list._height>(startingY+bottom)) { display.list._y-=speed; } else { display.list._y=(startingY+bottom)-display.list._height; } } else if (direction=="down") { if (display.list._y+speed<startingY) { display.list._y+=speed; } else { display.list._y=startingY; } } } buildList(); I want to make it so that each box is a link to a frame in the MC pictures. That clip is on the root.
Any ideas? I've tried so many things that didnt work!
FlashKit > Flash Help > Flash ActionScript
Posted on: 01-09-2004, 03:34 PM
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Function List
A crude behavior Chain. Just paste in into a blank movie and test the movie.
I posted this on ultrashock, but I thought I would share it here.
function Hello(who) {
trace ("Hello " + who);
}
function ObjFunction (thefunc,thedata) {
this.FuncMethod = thefunc;
this.FuncData = thedata;
}
function FuncList () {
this.List = new Array()
}
FuncList.prototype.AddFunction = function (thefunc,thedata) {
this.List.push(new ObjFunction(thefunc,thedata))
}
FuncList.prototype.DoFunction = function (funcindex) {
eval(this.List[funcindex].FuncMethod)(this.List[funcindex].FuncData)
}
MyFuncs = new FuncList();
MyFuncs.AddFunction("Hello", "Ian");
MyFuncs.AddFunction("Hello", "Ultrashock");
//MyFuncs.DoFunction(1);
for(x in MyFuncs.List) {
MyFuncs.DoFunction(x);
}
[F8] Xml List With Download Function. Please Help
Hi,
I want to create a simple links list with xml. That links would be a files (.txt, .zip, .pdf ...). It's impossible to make a link in xml file and then when press that link it will download some file?
For example, my xml links file should be:
<?xml version="1.0" encoding="UTF-8"?>
<text1>link title1</text1>
<text2>link title2</text2>
<text3>link title3</text3>
Can somebody help me?
List Box W/ Button, Do A Function
I have a list box (userlist) and several buttons such as "view profile", "kick", "ban", etc. I know how to add an event listener to each button to do a function, but I need the data from the list box... the list box has the username and userid. I need the userid in my function so the buttons know which user is selected.
Any ideas?
PHP Code:
profile_btn.addEventListener(MouseEvent.CLICK, viewProfile);
kick_btn.addEventListener(MouseEvent.CLICK, kickUser);
ban_btn.addEventListener(MouseEvent.CLICK, banUser);
function viewProfile(userid:String) {
// do some stuff
}
function kickUser(userid:String) {
// do some stuff
}
function banUser(userid:String) {
// do some stuff
}
This is my userlist code... I need to change
userList.addItem({label:usersTitle});
to
userList.addItem({label:usersTitle;data:usersId});
but I don't know how to get it from the XML (which the attribute is "id")
PHP Code:
<?xml version="1.0"?>
<userlist>
<user name="someone" id="1" />
<user name="testaccount" id="429" />
<user name="johndoe" id="912" />
</userlist>
PHP Code:
function getUserList() {
var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML = new XML();
xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
xmlLoader.load(new URLRequest("http://www.mysite.com/getuserlist.php?usr="+x_username+"&nocache=" + (Math.random())));
function LoadXML(e:Event):void {
xmlData=new XML(e.target.data);
ParseUsers(xmlData);
}
function ParseUsers(UsersXML:XML):void {
var UsersList:XMLList=UsersXML.user.@name;
userList.removeAll();
for each (var usersTitle:XML in UsersList) {
userList.addItem({label:usersTitle});
}
}
}
getUserList();// to populate the info initially
setInterval(getUserList, 30000);
List Component Or Function?
I am new to AS3 and I am trying to find out if there exists some kind of component where you can add MovieClips which then it stacks them in a list beneath or beside each other. Changing the size of one MovieClip would then make the other MovieClips conform, without having to manually move them.
For example if you had a menu for several items (MovieClips) and you wanted to expand on of the items with sub-items when the user clicked the main item. The MovieClips below would then have to move down without you having to manually move them.
Similarly you could stack MoveClips beside each other and expanding the size of one MovieClip, for example to the right, would move all MoveClips with it to allow the change of size.
So far I have had to move them manually which is rather tedious and prone to error.
Thank you in advance.
- Morten
List Component Or Function?
I am new to AS3 and I am trying to find out if there exists some kind of component where you can add MovieClips which then it stacks them in a list beneath or beside each other. Changing the size of one MovieClip would then make the other MovieClips conform, without having to manually move them.
For example if you had a menu for several items (MovieClips) and you wanted to expand on of the items with sub-items when the user clicked the main item. The MovieClips below would then have to move down without you having to manually move them.
Similarly you could stack MoveClips beside each other and expanding the size of one MovieClip, for example to the right, would move all MoveClips with it to allow the change of size.
So far I have had to move them manually which is rather tedious and prone to error.
Thank you in advance.
- Morten
Itune Search & List Function
Howdy boys & girls!
I've gotta question / I'm seeking inspiration. For my study I've to build a prototype for big, huge grocery shop, with new "idioms" to buy the products (using direct manipulation etc, not using the conventional hierarchy structure f.i) Because the shop has over more than 10000 products I was looking for a good way to buy them. Looking at the way Apple developed the Itunes search option gave me real good inspiration.
What I (and the rest of my project group) want to do is this.... We want to develop a real time search function: Type in the word (or a part of it) and get instantly feedback. So when typing "me" the results "meat, meatballs, etc" are projected instantly in a list. Just the way Itunes does it.
Does anyone has ideas how to do this? Or could some one help me by tossing over an interesting link? It only has to be a prototype.
thanks !
Function MergeStyles(...list:Array):Object {
UIComponents.as contains the function mergeStyles that is also shown below. Anyone could tell a few words about the three dots shown in the declaration's parameter list?
public static function mergeStyles(...list:Array):Object {
var styles:Object = {};
var l:uint = list.length;
for (var i:uint=0; i<l; i++) {
var styleList:Object = list;
for (var n:String in styleList) {
if (styles[n] != null) { continue; }
styles[n] = list[n];
}
}
return styles;
}
Newbie Asking About "Join Mail List" Function
Hi all!
I been trying to make a "Join Mail List" function on my all-Flash-made site... till now without luck.
I got a text field and a "submit" button, and I would like it to send the data (email address) entered in the text field via php, either to me as an email or to be entered in a txt file in the directory from where I can copy/paste it.
I been searching the net for tutorials, but I can't quite find any I can use. Either they are too complicated with multiple text fields and advanced extra details, or I am just too stupid. Who knows?
If anyone can give me a link to a tutorial, or explain a solution here (maybe another solution than the ones described above), I would greatly appreciate it.
Load Xml Data(list Of Names), Use List As Buttons In Flash Possible?
Hi, basically I have a quiz game that I made, the quiz is done but I want to keep track of how many times a person has failed the quiz. I have an XML file that has a list of names. I want to take those names, put them in a quiz game (at the beginning) as a "list" of some sort and let the user be able to choose their own name (which is of course already in the XML file). This name will be used to keep track of how many times they have tried the quiz.
I have successfully loaded the XML file (names) into an ARRAY in Flash but how can I output them to the screen AND let the user be able to choose those from the list? as a button? This will add the count after they clicked their name to +1 and then save it to somewhere(where is best?). I will attach the zipped files (there are 4, the fla,swf,2 XML files[quiz/names]). If anyone can help me ASAP it would be awesome.
Chnage The Font Of Selected Item Color In A List Mx:List
Hi,am Trying to change the font (bold and color) of a selcted item in List..But it is changing the complete list's font..
Here it is my code..
<mx:List id="businessFunctions" left="10" right="10" bottom="10" top="208"
dataProvider="{processList}"
itemClick="select();"
horizontalScrollPolicy="auto"
labelField="@name"/>
ActionScript COde:
private function select():void
{
businessFunctions.setStyle("textSelectedColor","#D 3E9F5");
businessFunctions.setStyle("fontWeight","bold");
var page:XML = businessFunctions.selectedItem.page[0];
var pageID:String = page.@id;
var processID:String = businessFunctions.selectedItem.@id;
server.submit(pageID, processID, RequestMessage.BEGIN);
}
Here i need toc hange the selected item color only..
Separate The List Items With The Separator And List Is Dynamic
Hi,
I am getting the list items dynamically ,and hv to draw a separator after the every group of list items.For this I have to embed a script function after every group.How can i do this Actionscrip 3.0 Any help?
Ex:
Group 1:
ABC
DEF
GHI
TODO-----Here we need to draw a line
Group 2:
123
456
789
TODO-----Here we need to draw a line
Group 3:
abc
def
ghi
Here I have da code:
for each(var group:XML in event.responseMessage.rawXML.group)
{
var pageSection:PageSection = new PageSection();
pageSection.text = group.@name;
pageContents.addChild(pageSection);
trace("***********Group Name: "+group.@name);
// once the section has been added, iterate through it's children and render each field.
// for each(var field:XML in server.currentPage..field)
for each(var field:XML in group.field)
{
var formElement:FormElement = AppCode.FieldRenderer.renderField(field, pageSection);
/* check for null, if for some reason we encounter an unknown control type
* the formElement will not be instantiated so we should skip over it.
*/
if(formElement != null)
{
/* formElement.field = field;
pageSection.addChild(formElement); */
formElement.setRuleDetails = this;
formElement.communicator = this.communicator;
if(event.responseMessage.pageType == PageType.UPDATE || event.responseMessage.pageType == PageType.ADD )
formElement.readOnly = false;
fieldList.push(formElement);
}
}
//Add Separator b/n groups
TODO...Here we need to call a function which draws a line.....}
Plz help me if u have any idea?
Debug > List Objects + List Variables ...
I am testing my flash movie within the flash application. I go up to the toolbar while testing and select 'Debug > List Variables' and then 'Debug > List Objects'. This displays all the variables and all the objects in the trace window. Fairly straight forward!
What I want to do is access these variables and objects at runtime while viewing my flash movie within the browser. So I can make a text field in my movie and populate it with these variables and objects BUT how do I access these from the flash movie ? There must be a way to get the output from 'Debug > List Variables' and 'Debug > List Objects' at runtime and dump it all into a text field on screen.
Can anyone assist please,
Thanks,
Stephen.
Converting Bulleted List To Numbered List
I'm trying to put out a list of questions for a test. I'm also using a stylesheet to format the way the text is displayed. This is the way the list should look like:
1. question#1 text.............................................. ......
2. question#2 text.............................................. ......
If more than one line of text per question, it continue on the next line indented. The text for each question needs to be looking like a block of text. The same way a bulleted list displays.
This format can be created by using the <ol>, <li> tags in HTML. But Flash doesn't recognize any style formats for the <li> tag. Only a bulleted list is printed out. How can I format that list into a numbered list? or if not how can I create the same output, keeping in mind that I have to use a stylesheet? Thanks.
Debug > List Objects + List Variables ...
I am testing my flash movie within the flash application. I go up to the toolbar while testing and select 'Debug > List Variables' and then 'Debug > List Objects'. This displays all the variables and all the objects in the trace window. Fairly straight forward!
What I want to do is access these variables and objects at runtime while viewing my flash movie within the browser. So I can make a text field in my movie and populate it with these variables and objects BUT how do I access these from the flash movie ? There must be a way to get the output from 'Debug > List Variables' and 'Debug > List Objects' at runtime and dump it all into a text field on screen.
Can anyone assist please,
Thanks,
Stephen.
(Flash MX Or 8) List/List Component Issues
Hello all.
I recently completed Kirupa's "Creating a Listbox" tutorial, (http://www.kirupa.com/developer/mx/listbox.htm) but have been having a difficult time modifying the event attributes of each list item. Basically, I want to click on an item and have an object on the stage move to a unique xy coordinate. I can get the object to move already (object._x = object._x +10, but unfortunately ALL items on the list execute this script command. I've tried fooling around with the code to get each item to do a unique movement but...well, clearly I haven't succeeded yet.
I'm a Flash nooby and help in the form of specifics would be greatly appreciated. If you can provided modified code from the tutorial to move an object to a unique positions that's even better.
Thanks.
David
List Component. Help. Looked Everywhere. Button And List.
Trying to use a list component and a button. When user selects something from list component and clicks button it takes them to new page, if user doesnt select something from list and hits button, (this is where my question lies) I want it to do nothing and setFocus to list component.
Here is how I am going about it now: New if statement (however it still transfers user if nothing is selected from list component) How can I get it to not transfer? I have tried rewritting this many ways, searched all over the nets, and Nada.
Code:
var arUrl:Array=["/browsecategory.aspx?cat=1","/browsecategory.aspx?cat=2","/browsecategory.aspx?cat=3","/browsecategory.aspx?cat=4"];
var provider:Array=[{label:"Option 1",data:0},{label:"Option 2",data:1},{label:"Option 3",data:2},{label:"Option 4",data:3} ];
mcList.dataProvider=provider;
var obj:Object={};
obj.click=function(eo:Object)
{
var count:Number=mcList.selectedItem.data;
getURL(arUrl[count],"_blank");
trace("count="+arUrl[count]);
}
but.mcSubmit.addEventListener("click",obj);/////here is where I am sending off
if(mcList.selectedIndex == undefined) {
setFocus.mcList;
}
So this thing works perfectly, however if user hasnt selected anything how can I get it to not transfer and setFocus?
I have tried setting if to check it for - 1 (since starts at 0) set to 0? Any ideas please help. Thanks in advance MT
'list' Event Of List Component
oops i mean 'change' event of list component
Hi guys/gals. Ive made an xml/list component driven mp3 player as can be viewed at http://www.flashmatics.co.uk/blog/sa...mp3player.html
When someone selects a new song from the list that songs starts to play. Everything is working fine.
I now want to add an extra bit of functionality i.e When one song finishes i want the next song to start playing. But this means I have to tell the list component that a change has occured as well (even though there has been no user interaction to cause this 'change'). How would I go about this. Here is a snippet of relevant code.
Code:
mySound.onSoundComplete = function():Void{
//from here i need to tell the component a change has occured and to move it
//to the next song in the menu
}
//create a listener for the list component
var compListener:Object = new Object();
list_comp.addEventListener("change", compListener);
compListener.change = function(info:Object):Void{
//how do i get this to move to the next track?
}
Thanks for any help in advance. I dont actually need the whole code or anything but rather a point in the right direction..cheers
HELP Symbols List To Text List?
Is there a way to get a list of all the symbols in the library into a text file quickly and easily?
Thanks in advance!
-Ted
Loading XML List Into RMP List Component
I have several XML lists to load into a RMP List Component List Box.
I was told the code should be like:
myButton.onRelease=function(){
myList.load(String(search.text));
}
So I made a button and named the instance "myButton"
Add the list component called "myList"
The XML files are named test1.xml, test2.xml etc.
I tried variations of:
myButton.onRelease=function(){
myList.load(String(test1.xml));
}
Result....
Nota
I think I may need a Listener or I am not sure...
Can anybody please advise me what I am doing incorrectly?
List's "CellRenderer_upSkin" Displays In List Items (BUG?)
Hi Everyone,
I'm having a huge issue with with the CellRenderer_upSkin displaying on the a list component's items:
http://www.davestewart.co.uk/temp/combobox.gif
It's supposed to display a border round the entire list, but bizarrely, it's also used for each of the list elements... so effective end result is that the up state has a huge border.
I'm sure this shouldn't be happening. Has anyone else seen this behaviour?
This is my first production job using AS3, and I'm falling at the first hurdle which is very annoying.
Cheers for any help,
Dave
List Box To Control A List Box
hi guys and gals...here is my doubt...
// Sets the change handler for the Component named 'dropDown'.
listBox.setChangeHandler("SelectItem");
}
// This is the Change handler it tells the the movie what to do when someone clicks on an item.
function SelectItem(){
DataBox= listBox.getSelectedItem().data;
}
the above code is for the listbox change handler to display the code of an item whose clicked in the listbox.....heres what i want to do ....i want this item which is clicked to again query the msaccess database and return results from another table into a second listbox......
for eg...when blue is clikced in a listbox1..it should return types of blue in a second listbox2....pls help me to achieve this ......
thanx in advance
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).
Regular Function? Prototype Function?
I have a bunch of mc's on the stage. Currently, the actionscript making them rotate is the same for each one exept 3 numbers. I was wondering. If I made each of those parts (times to loop, rotaion amount, counter amount) variables, couldn't I just set them for each one, then run a function usinig the updated info? Where do I declare it? In every mc, one mc, or the frame? Last time I put it in the frame and used "this" the whole movie rotated! If you need a better look, here is the file:
[F8] Calling A Function Froma Function
Please excuse my ignorance, but can i call a function from a different function. I'm not sure how to do it.
eg:
myBut.onPress = function ()
{
_root.currentimage=1;
_root.crumb.titles="/fashion&lifestyle";
_root.loadLeft._visible=0;
FashStrip.mc01._alpha = 60;
}
how do i integrate this into the above function?:
function fadeOut()
{
extendTween = new TweenExtended(_root.loadLeft.fashThumb,["_alpha"],
easingType4,[_root.loadLeft.fashThumb._alpha],[0],1,true);
}
i know i could put it straight in the button function but i want to reuse the fadeOut function again many times!!! (just learning to keep my code nice and neat)
Rat
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