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Please Look At My Preload Function. Thanks



Hello,

i created a function which loads a .swf file into a MC and changes the value of the variable _root.downloadStatus acording with the file percentage and bytes loaded. It's not working very well...i don't see it changing and the final bytes size is not the write value of the file...even it says 100%.

the usage is this: content.preload("filetoload.swf");
>> loads filetoload.swf and places it into the MC content.
Can u check what is wrong or what changes u would make?

MovieClip.prototype.preload = function(fileUrl) {
this.loadMovie(fileUrl);
this.onEnterFrame = function() {
var clipPercent = Math.floor(this.getBytesLoaded()/this.getBytesTotal()*100);
var clipBytes = Math.round(this.getBytesLoaded()/1024)*1000)/1000);
_root.downloadStatus = clipPercent + "% " + clipBytes + "Kb";
if (clipPercent == 100) {
delete this.onEnterFrame;
}
}
}

Thanks,
Miguel

P.S: i really need this...my client's web site is just waiting for this to be ready...thanks for any help.



FlashKit > Flash Help > Flash ActionScript
Posted on: 10-26-2002, 11:19 AM


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Preload A Function, Not A Movie
hi,
is there a way or algorithm to preload a function?
(instead of preloading a movie)

Reusable Preload Function
Hello, all

I've got a preloader function, it works fine the first time it loads something, but the second time i call it, it doesn't quite work (see the var dif, it substracts the first time, but then it starts adding after the first time for some reason....)

PHP Code:



///////////////////////////////////////PRELOAD\\\\\\\\\\\\\\\\\\\\\\\
function preloadMe(jpegName:String) {
    loader._width = 0;
    loader._alpha = 100;
    holder.unloadMovie();
    holder.loadMovie(jpegName);
    this.onEnterFrame = function() {
        loadLength = 100;
        var done = holder.getBytesLoaded();
        var total = holder.getBytesTotal();
        var myPer = done/total;
        var dif = (loadLength*(myPer))-loader._width;
        if (dif<1) {
            if (myPer == 1) {
                trace("loaded");
                delete this.onEnterFrame;
                loader._width = loadLength;
                unloadMovie("loader");
                this.per_txt.text = "";
                holder._alpha = true;
                loadComplete();
            }
        } else {
            trace("loading: "+dif);
            holder._alpha = 0;
            this.per_txt.text = Math.round(myPer*100);
            loader._width += (dif/7);
        }
    };





Thanks in advance!
Al

Problem With External Preload Function
I'm calling this function from an on clipEvent (data) handler.

function fLoadExternal (whichLoad) {
if ([whichLoad]Holder.getBytesLoaded ==
([whichLoad]Holder.getBytesTotal()) {
([whichLoad]Holder._visible = true;
_root.faceMenu.mLoadingMC.gotoAndStop("Nothing");

}

}

I am loading several swfs into different MCs in my movie. The first problem
that I have is getting the right syntax for the [whichload] part. For
example is whichLoad = dog, my code would 'look' like
if(dogHolder.getBytesLoaded..... . The second problem is that I want the
swf that is being loaded to be invisible until it is totally loaded.
Normally I would have a blank 1st frame in the swf but I cannot do this
here.

I know that there should be an else statement to set the visibility to false
and to change the mLoadingMC but at the moment the whichLoad problem is my
main concern.
Thanks for your help

Gav

Preload And Fade-in Function Problem
Hi

I created 2 functions:
- 1 for preloading my image
- and another 1 after the image is loaded to fade that iemage in.

But i'm having trouble converting it to a function that is usable for more than 1 image. So I don't have to retype the code every time.

Can some1 help me with it.

Preload And Fade-in Function Problem
Hi

I created 2 functions:
- 1 for preloading my image
- and another 1 after the image is loaded to fade that image in.

But i'm having trouble converting it to a function that is usable for more than 1 image. So I don't have to retype the code every time.

Can some1 help me with it.

Preload Madness - Preload Movies Clip In A Movie?
hey people... a brought up this subject here a while back but it didn't really go anywhere... now that this sections seems to be a bit more lively perhaps some of you flashers can help me out... I am going to break this down very simple... I haven’t even storyboarded this so this is an extremely rough draft of the idea



I am building a photo gallery



this gallery has eight images which range from 30k-75k (roughly) so I don't want the user to wait for a full load of 240k-600k



I want to first load the thumbnails for the images... and then begin to preload the first image directly after that... then display it



and then from that point when the user clicks a thumbnail the corresponding full image will preload and then display


basicially this is about preloading a movieclip in a movie... I jsut can't wrap my head this... so I will ask for help before I get too deep.... any input on the basics of this idea would be appreciated

thanx!

Selectively Preload, Preload Rest While Playing
Hello,

I have updated a pre-bought flash template for a photographer. Long story short, the file is now 4M's -mostly from images- and he wants it to load faster. Right now it is all in one swf, no load movies. So the large jpg's are embedded. (I could make them all movies and load them as needed, but am trying to avoid that.)

I would like to know if it is possible to selectively preload. For instance load everything except the large images mc. This way the movie would play its long intro and the viewer would have to go to the thumbnail gallery before getting to the large images gallery. Meanwhile the large images mc could load in the background?

Any thoughts?

The site is here:
www.crphotography.com

Any help is greatly appreciated.

Preload, Finish Preload Anim, And Then Play
Hello!

I have a preloader with a mc that plays while it loads. I want the movie to preload the whole show, then finish playing the section of animation that it is in, and then play the main movie.

For example:
A ball goes from the right corner to the left (section 1) and then reverses back to the right (section 2). While the show loads the ball just goes back and forth. But once loaded, I want the ball mc to finish going to either corner and then _root.gotoAndPlay(5);

I am thinking of something like this (try not to giggle at me):

if (loaded == total) {
_root.ball_mc.gotoAndPlay(until the next frame label);
then
_root.gotoAndPlay(5);
}



This is my preloader code which works great but cuts of my ball mc abruptly:

onClipEvent (load) {
total = _root.getBytesTotal();
}
onClipEvent (enterFrame) {
loaded = _root.getBytesLoaded();
percent = int(loaded/total*100);
text = percent+"%";
gotoAndStop(percent);
if (loaded == total) {
_root.gotoAndPlay(5);
}
}

Thanks so much!

Preload Code Help - Holding Content During Preload
First off, the current code works fine in terms of function but I want to see if someone has a code fix for me. When the preloader starts, I want the current image to "hold" inplace instead of being unloaded from the "container" MC. I want the bar to load, covering up the current image and then when the preload is complete, load the next image in and display it. Does anyone have an idea on how I might rearrange or change the code? I know I have seen this same technique on several web pages, I just havn't been able to figure out how to execute it.

click on btn1 or btn2 to load an image.

Here's the current SWF

http://josephryannasipak.com/test.html

Here's the code:

stop();

bar._visible = false;


my_mc = new MovieClipLoader();
preload = new Object();
my_mc.addListener(preload);

preload.onLoadStart = function(targetMC) {
trace("started loading "+targetMC);
container._visible = false;
bar._visible = true;

}

preload.onLoadProgress = function(targetMC, lBytes, tBytes) {
bar._width = (lBytes/tBytes)*550;
pText.text = "% "+Math.round((lBytes/tBytes)*100);
};

preload.onLoadComplete = function(targetMC) {
container._visible = true;
bar._visible = false;
trace(targetMC+" finished");
};

my_mc.loadClip("sunset.jpg", "container");

btn1.onPress = function () {
my_mc.loadClip("bluest.jpg", "container");
}

btn2.onPress = function () {
my_mc.loadClip("church.jpg", "container");
}

and the FLA file:

http://josephryannasipak.com/test.fla

Can I Preload A Swf And Also Preload An External Linked Swf With The Same Preloader?
Can i preload a swf and also preload an external linked swf with the same preloader?

i have one swf which is a site!

and one that is the music!!

but i want them both loaded together so they run at the same time??

this possible??

Preload External Swf Movies In One Preload ?
So, I take it there is no way to preload external swf movies in one initial preload?

does anybody have a clue or suggestion?

thanks.

Preload Scene DOESN'T PRELOAD
ok, so i have this file, full of images, it's huge. i have a preload scene, the actionscript is as follows:

setProperty ("loadBar", _xscale, "((_root.getBytesLoaded() /_root.getBytesTotal() )*100)");
ifFrameLoaded ("Scene 1", "End") {
gotoAndPlay ("Scene 1", "Start");
}

so basically, it SHOULD increase the width of the preload bar as the movies progressively loads, and it SHOULN'T start playing the main scene(Scene1)until the whole scene is finished loading.

It doesn't do this!

i haven't done much actionscripting b4, so any help would be appreciated.

you can see the extremely CRAP movie at: http://www.angelfire.com/ca/adamstuff/paragon3.html

Preload Several Swfs With One Preload.swf
how can i preload several swfs with one preload swf?
i just have a main swf and some loadmovie swfs which are loaded in the main swf and i dont want to preload them with scenes.

An Effect Without Preload & With Preload
I created a simple rotating efect:
1) without preload:
a) result: http://www.freewebtown.com/ihtus/fla...er_cursor.html
b) source: http://www.freewebtown.com/ihtus/fla...ter_cursor.fla
c)square.onEnterFrame=function(){
square._rotation=square._rotation+0.2;
_root.square._x = _root._xmouse;
_root.square._y = _root._ymouse;
_root.txt._x = _root._xmouse+2;
_root.txt._y = _root._ymouse-10;
}

2) with preload:
a) result: http://www.freewebtown.com/ihtus/fla...h_preload.html
b) source: http://www.freewebtown.com/ihtus/fla...th_preload.fla

There is a difference of the quality, for the case with preload I only added some layers and code for preload efect, and the quality of the rotating object becomes lower... , the question is: how to create preload efect without making the quality of the rotation lower?

Thanks!

Preload (PAUSE) And Then Preload Some More
Hey Guys,

I am working on a pretty big project and I am trying to work out a way of having some of the movie load then stopping (to allow other things on the page to load) then starting again.

It will have 4 movies (3 external) and what I want to do is load the first one normal then wait like 2 seconds and load the second one.. etc etc

I just cant think of a way to do this?

Any help?

Cheers guys

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

Function Literal Vs Function Calls
Hello,

Can anyone explain to me the difference in using one or the other function methods? Or can shed light if there exists any coding advantages in using one method or the other?

myfunction = function(){
trace(this);
}

function myfunction(){
trace(this);
}

Thank You

[F8] How To Pass Paramters Of A Function To Another Function
THis is what I have:


function assignFunction(mclip, func){
mclip.onRelease = func;
}

function foo(var1, var2){
trace(var1);
trace(var2);
}


assignFunction(button1, ??????????)...



So how do I do this? I tried:
assignFunction(button1, foo(x,y));

and it didn't assign the foo function to the onRelease event.

[F8] How Do You Call A Function In A Function In A Class?
I have this class..

class Bob {
function Bob(){
initiate code
}

function loadImages(){
Load images code...
image.onEnterFrame = function(){
if loaded {
this.nextFunction();
}
}
}

function nextFunction(){
do this
}
}


basically, i have a function that loads images.. and i need to have it automatically do another function in that class once the images are loaded..

how do i wait til they're loaded in the class? cause if i put it in "onEnterFrame" , 'this' no longer refers to the class, it refers to the onEnterFrame..

so how do i refer back to the class?
or how do i determine if the images are loaded all in the one class?

Call Function From A Function In A Class?
i havee..

class testClass
{

function testClass()
{
giveFunctions(mc1);
}

function traceIt(tag)
{
trace(tag);
}

function giveFunctions(mc:MovieClip)
{
mc.onRollOver = function()
{
traceIt("SUP");
}
}

}



How do i make the giveFunctions function access the class?

cause it defines a rollover function for an MC.. but in that rollover function, it has to re-reference a different function in the class..

how does that work?

there'll be more variables and it'll be more complex..



I had like,

function giveFunction(mc:MovieClip,tag)
{
mc.sett = this.traceIt;
mc.mca = mc;
mc.tag = tag;

mc.onRollOver = function()
{
this.sett(this.mca,this.tag);
}
}




that works, but it like.. pulls the traceIt function out of the class so it couldn't reference any other variables if it needed to

Return Function Name (Function => String)
I keep coming across problems where it would be really convenient to get the name of a function in string format - like arguments.callee only a string instead of [Function, Function].

I haven't thought of a way to do this but in my head the keywords 'prototype' and 'override function' keep coming up - albeit that seems like a horrible horrible idea, but Function does extend Object so...thoughts?

Function Returning Function With Delay
Is it possible to create a functionA, which returns another functionB with a delay? I need to check if XML is loaded before functionB is executed.
Here is what I've done:


PHP Code:




private function XYZ():void {
    checkXML(doFc).apply(this);
    function doFc():void {
        info.text = "here Iam";
    }
}

private function checkXML (fce:Function):Function {
    var thisFc:Function;
    if (xmlLoaded) {
        thisFc = fce;
    } else {
        container.addEventListener(Event.ENTER_FRAME, xmlCheck);
    }
    function xmlCheck (e:Event) {
        if (xmlLoaded) {
            container.removeEventListener(Event.ENTER_FRAME, xmlCheck);
            thisFc = fce;
        }
    }
    return thisFc;
}






This works fine when xmlLoaded is true. But in case it's not, there is xmlCheck function which sends the result later. But in the mean-time is returned empty function.
Do you have any suggestions?
Thanks

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