Save Function
I have an application with a save button in it. When user clicks on the save button, user will be prompted a save popup where user need to enter a filename. So What I would like to do for my application is make the save function same concept as in the Microsoft word. For example, I give a filename as "Document1" and save it. Then I save the file with the same filename again but is in small case "document1". Then when I click a button to save it, it should be only have one file named "Document1". So what should I do to make this happen? Hope someone could give me some idea.
Any help is appreciated. Thanks in advance.
KirupaForum > Flash > Flash 8 (and earlier) > Flash MX 2004
Posted on: 07-05-2005, 03:11 AM
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Print Function Or Save Function
i was wonderin what was easier for print funcions in flash, i havent done any flash remoting so i guess printing a jpg is better.
http://www.rit.edu/~ast7707/bricks.swf
basically the clips are called from a movieclip already on the stage but is it hidden , is it easier to print from a square like the grey one in the middle?
Function Save As (mx)
is it possible to create a function "save as" in bmp or jpg ?
i want save a clip to the harddisk (in local with a projection) during the animation.
i ve tried with javascript and vb6 with fscommand and it does't work.
if someone has an idea or a tutorial ...
thanks
Save MC To JPG Function ?
Is there a function that will allow me to do this? The only way to save an mc as a jpeg i've found so far is to printAsBitmap() and then instead of choosing an actual printer, choose the adobe acrobat pdf printer and it will save it as a pdf. any ideas?
Add Save Function
I would like to know how to save the drawings made in this app I made, Just like to variables, or even better if someone could somehow send it to a text file were people can select and view it Any saving of the d movieclip's drawing would be great
Save Function
I have an application with a save button in it. When user clicks on the save button, user will be prompted a save popup where user need to enter a filename. So What I would like to do for my application is make the save function same concept as in the Microsoft word. For example, I give a filename as "Document1" and save it. Then I save the file with the same filename again but is in small case "document1". Then when I click a button to save it, it should be only have one file named "Document1". So what should I do to make this happen? Hope someone could give me some idea.
Any help is appreciated.
Thanks in advance.
Block The Save Function?
Hi.
Usually on the web, when you right click on a picture you can save it by clicking "save picture as". But on some sites this function is disabled, and you cannot save a picture. How did they do that?
Thanks.
Nate
Paint Program With Save Function
Anyone know a way to make a paint program in flash 8 with save function?
The paint area should be quite large so the current jpg saving methods don't seem to work.
Any solutions for this?
Browser Open / Save As Function
Hey,
How can I create a open/ save text file dialog for my program. I am going to eventually compile it using swish, and I want the user to be able to load files off of their hard drive. I'd like to make it so the user can browse their hard drive for the files. As an extra option, I'd like to make it so they can download files from the internet. Once I have the filename and path, how do I assign to a variable? sorry for the length...
Browser Open / Save As Function
Hey,
How can I create a open/ save text file dialog for my program. I am going to eventually compile it using swish, and I want the user to be able to load files off of their hard drive. I'd like to make it so the user can browse their hard drive for the files. As an extra option, I'd like to make it so they can download files from the internet. Once I have the filename and path, how do I assign to a variable? sorry for the length...
Save Picture Function From With In Flash Slideshow...
I'm using Flash 8 as a slideshow to view a picture gallery. It works great except the user community want to be able to 'right click' and save their favorite picture. I know how to enable Contect Menu feature but can't seem to get it to work.
Any help/direction would be greatly appreciated.
Nead A Function To Save Time A Code
is there a way ao doing that automatically whit a function
in frame 2 I have
_root.menu.bt1.gotoAndStop("out");
_root.menu.bt3.gotoAndStop("out");
_root.menu.bt4.gotoAndStop("out");
_root.menu.bt5.gotoAndStop("out");
_root.menu.bt6.gotoAndStop("out");
_root.menu.bt7.gotoAndStop("out");
...
in this particular case excluding the bt2 option
but virying the option that is excluded in diferente frames
In frma 3 I will need somthing like:
_root.menu.bt1.gotoAndStop("out");
_root.menu.bt2.gotoAndStop("out");
_root.menu.bt4.gotoAndStop("out");
_root.menu.bt5.gotoAndStop("out");
_root.menu.bt6.gotoAndStop("out");
_root.menu.bt7.gotoAndStop("out");
...
I weel need to repeat this 10 or 12 times in 10 or 12 diferente frames.
Save Picture Function Using Flash To View.....
I am using Flash 8 & SlideShowPro to create a slide show gallery - it works very well. However, I need the ability to right click on a picture from the gallery and save it / download it to the local machine. I know I can enable ContextMenu feature but can't seem to get anything to save or prompt me for save location.
Any help as I am a 'newbie' would be great!
Thank you!
Force Save Target As With GetURL Function
Is it possible to force save target as with getURL function? I'm trying to link people to an avi file without zipping it and it opens the default media player to stream it.
Thanks
Making Save Game Function With Action Script
I have a problem. Please help! I`ve just made a game. I want the game to have the `save game` function. But I don`t know how to use Action Script to write information to a txt file to somewhere in c:. So I wrote a Pascal program to write the txt file. And then I use `fscommand` to `exec` the Pascal program. This method is very tedious, right?
So, would you please tell me if there are any simplier methods to write a txt file to the secondary storage by Action Script? Can `fscommand` do that?
A Good Challenge... Creating A "save" Function
Wondering if anyone knows how to create a "save" function in flash?
I'm trying to build a small and simple audio creation application similar to this:
www.stopwhaling.org/site/c.hhLTK0PDLqF/b.1389073/k.FC4D/WELCOME_TO_IFAWS_WHALE_REMIX_MUSIC_MASHER.htm
You can create audio - no problem. you can play it back... a little trickier, but on my way to figuring that out, but you can also "save" your creation and send it to people or add it to the database of "creations"...
Anyone know anything about "saving" what you've created? Even if it's not audio.. something like a drawing application where you can "save" and email what you've drawn on the stage would be helpful.
Thanks very much in advance for any feedback!! Truly appreciated!
FMX: Save User-drawn Objects And Save/load DXF/DWG?
Hey everyone. Sorry to seem like a leech, but I could really use the guidance. Usually I'm pretty good for finding the solution on my own without having to trouble people, but this time I seem to be coming up short. So thanks in advance for taking the time to read this.
I'm developing an auto-cad esque flash application (going good so far too). I have no problem storing object information in a database (xy coordinates, rotation, scale etc), but now my problem is converting that data to another format; specifically DXF or DWG. Now I know the flash environment itself can import/export DXF's, but I don't know how to load the user-made data into the environment. Is it possible to have the environment run actionscripts to build these user-made objects and then manually save that to a DXF? (or even better would be a save/load DXF from the flash player)
Essentially I'd need to know if it's possible for the flash environment to read from my database (probably from reading a PHP built XML file), execute actionscript to reconstruct any objects created, and then let me go and manually (or automatically!) export a DXF of that.
Any comments or help would be greatly appreciated =]
EDIT:
The other very viable alternative is if you guys know of an XML to/from DXF/DWG converter.
Activating "save As" Function
how does one activate the "save as" function from flash 5.
eg. user pushes button in flash movie and "save as" box appears so users can save non-flash documents to their hard disc ???
P O O O
R T C L
THANKS
How To Make A "save" Function?
Hi everybody
I am a novice and this is my first time to ask here
I have seen a RPG flash game which have a "save" function although it is offline
Could anyone tell me how can it do that please
"Save As" Function Or Similar
HI there -
I'm working on a website where people can download audio files from the site. These are hyperlinks in a dynamic text file which is loaded externally.
Now it works fine when you click on the hyperlink to download. However - Depeneding on the way the persons machine is set up, it could either give you the option to save (if winamp is installed) or just start streaming like quicktime does if it is assciated with the MP3 File.
Is there anyway, to visitor the abilty to do a right click "save as" as with html ? or another method that will download the exact file, without being un predictable depeneding on what setup they are using to associate MP3's with.
(by the way Mp3's is just an example, I would just like the option to save a file that is linked in flash)
Thanks so much !
Johnnybaby
[F8] Im Going Gray By The Secound Save Me Somone, Save Me :(
Thanks for taking the time to have a look
This problem is driving me mad so i hope you can help, i will try and ex plane to problem as best i can.
programme :flash 8
i'm trying to load a external swf in a main motive use a movie clip holder, useing
loadMovie("name.swf", "_root.Mc_holder"); the move loads but the coding don't work( i.e. animation) the effect within the swf was made in action script 1 using Absolute and the motive is 2 using relative also the player setting on the swf are for player 6 unlike the movie which is 8
it does work if i use levels but overlaps on to the main movie which does'nt look great
and not what i need.
this is very hard to ex plane so any help would be great.
i will post some links if it helps please let me know
thanks
AS 2 Save Image With Open / Save Dialogue
I am wanting to use fileReference to open an OS save dialogue so my users can save jpgs to their hard disks.
I been trying to get this working but I can't can any one please give me some code or some idea how to get this working.
I just want to be able to click a button and the save dialogue appear asking where to save the file.
Thanks
Save Image With Open / Save Dialogue
Hi
I currently have a button that when click opens a new browser window so a user can right click on an image and save it to their PC using getURL.
Is it possible to have a button open the save dialogue box of the users operating system?
So as soon as the button is click the OS save dialogue box appears.
I'm using Flash CS3 but with AS2.
Thanks
Richard
E-card Save Capture And Save
I have created a drawing palette, now when the end user draws there picture I want them to beable to email it as an ecard.
any ideas
thanks
How To Save X-y Coords In One Array And Save'n'such
Hello evryone.
just fighting with those array functions in flash.
well, i have a mouserecorder "Paintthingy" which records the mouse coordinates into 2 array's, after that the arraydata will be saved over a php script into 2 textfiles.
works fine, but i have to open 2 url's for that and 2 seperate phpscripts to write x and y seperated in 2 files.
is there a way to save both x and y over 2 own identifiers in an array ? that would help alot, because i have to load that textfile after that, to put the textfiledata in the array again.
easily said it's a very simple paintprogram with save function so that after a refresh the last painting won't get lost.
check the attached file!
Save Button To Save Dynamic Mc's?
If anyone could help, I would really appreciate it.
Problem in short :
Working on interactive kiosk - have button that creates dynamic copies of my parent movieclip (picture of lion) The user would click on button to create copies and using "drag" move the lion to where she saw it on the map.
Once the lion "sightings" have been visally logged on the map, and need to be able to give them a "save" button to save what you see on screen.
Because this is created dynamically by the user, I need a way for the user to save it at runtime.
How would one go about this?
p.s I need to be able to show the new saved file from a remote pc.
Any help - you are my hero
Can't Save File And Can't Save As Either
Sometimes, usually after I've been working with Flash for a while, it won't let me save my work. I get an error dialog saying the file is opened read-only, or another user has the file open. What is most disturbing is that I can't even do a "Save As"--I get the same message. What's even worse, if I quit without saving, it deletes the file on disk! This happens with XP x64 as well as XP Pro.
Any suggestions?
Save File In Server And Save File In Clients Hd
i dont know how to do that using actionscript 5
i need 2 codes
one to write to the server a txt file
and other to write to clients hd
someone told me that you can do that, but i cant find it
if anyone can help, thank you!!
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.
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