Controlling A MC With Function
I have a function that is trying to make a MC play.
If I put the MC name in manually, it works, but when trying to use a variable, it doesn't work.
Here is my code on the main time line
Code: function raiseNav(newNav) { var currentNav = _global.sideNav; currentNav.play(); _global.newLoc = newNav; } currentNav replaced with the name works, but it doesn't work like this.
What do I need to do to make it work properly?
The function on the button is:
Code: on(release) { _root.raiseNav("marineLand"); } I had to put in _root because the button is 2 MC's deep.
ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 10-19-2008, 09:34 PM
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Help With Controlling A Function
Greetings all:
I found this script here on FK to simulate flipping an object over. It works great and I have assigned it to activate as shown below. Problem is I can't get it to only run one time, in other words what I want to do is have the user click the button and have the object 'flip over'. As it is now it just continues to 'flip'. I am using MX and any help or suggestions would be greatly appreicated.
Here is the script:
square.onPress = function() {
_root.onEnterFrame = function() {
_root.square._xscale -= speed;
if (_root.square._xscale<=-100) {
speed = -speed;
} else if (_root.square._xscale>=100) {
speed = -speed;
}
if (_root.square._xscale<0) {
_root.square.gotoAndStop(2);
} else {
_root.square.gotoAndStop(1);
}
}
};
Cheers!
Controlling [Tab] Function
Greetings! I've read the many posts in this newsgroup pertaining to methods for controlling tab functions. Unfortunately, I'm still struggling with getting (maintaining?) tab control from frame to frame within my movie. It seems that as soon as a new frame is loaded, the user must click into (or tab to) the first input field on the page.
Any ideas on how I can force the first text field on a frame to have instant focus and be immediately ready to receive data from the user? I'm developing a software sim and the background images change as the user enters specific information via textbox variables. Therefore, I am basing my frames on the background image for the task at hand.
Is the problem that my textboxes are embedded within movie objects that judge success/failure of the data entry? (These were created via the Captivate "export" routine).
Could stop(); and/or pause(); commands be causing problems (I'm using them as methods for waiting for the data before proceeding)?
I'm trying to make the screen transitions appear seamless to the end-user, but I just keep running into this seemingly simple issue. Has anyone had success trying to force focus on the first textbox without the user having to click on it first?
I've tested simple textboxes (not embedded in movie objects) using Selection.setFocus("textboxinstance"); to get a sense of what I am doing wrong, however this does not work either (argh!).
Any guidance would be greatly appreciated.
Thanks!
Linda
Controlling A MC From Within A Function
I dont really know if I can put this into words correcly so I'm including enough code(AS3) to show what I mean. I can see the results from my trace statement so I know my function is ok, but I'm seeing an error once I try to make my MC disappear. Need something inplace of "this.lowerThird_mc.visible = false;". Also, I should note that this code is in a MC that is on the stage where the other MC is.
function onCuePoint(infoObject:Object):void
{
if (infoObject.name == 'CuePoint5')
{
trace("infoObject.name == CuePoint5")
this.lowerThird_mc.visible = false;
}
}
Controlling The Right-Click Function
Hello all-
Can Flash MX control the right-click function? Right now, in a Flash movie, when the user Right-clicks the movie, anywhere on the movie, it brings up the default flash plug in dialog box (play, stop, about flash 6 player, etc). I've heard you can turn that off, but I was wondering if there was a way I could control that action, like pop up my own Flash movie clip with my own buttons in it. Like on a thumbnail image on a website that leads to a bigger image, the user can right click the thumbnail and select "Save Target As..." to save the bigger image to their disk. Can MX do this?
MC Buttons Controlling A Function... How Do I?
This problem is very much a case of me wanting to have my cake and eat it.
I'm loading in external .swf's to a main movie via the code below based in a root keyframe:
Code:
fscommand("allowscale", false);
stop();
but1.onRelease = function() {
nextMovie = "sub_about_02.swf";
cover.gotoAndPlay("close");
};
This, working in conjunction with an MC instanced as 'cover', allows the movie to be stored whilst there is a small transition over the top of the existing movie.
I have normal buttons instanced as 'but1' etc. and everything works a treat.
However, whilst it all works properly, I would very much like to add an extra element of eye candy by adding in the old classic MC buttons (using the old invis button with rollover/rollout/goto script assigned to it). Unfortunately, I can't seem get this to work - I am guessing it is something to do with multiple instance names causing confusion.
So my question is:
Is it possible to control the above function using an MC Button? If so, any suggestions on how it could be done?
If anyone could find the time to help me out, I would be most grateful.
Cheers
Controlling Movieclips With An IF Function
Hi all i got a slight problem
I have created 3 movieclip buttons which have a total of 3 states each
UP, OVER and Pressed.
What i am wanting to do is create a fuction that will change the state of an already pressed button back to its UP state. For example
Button one is press and will stay in its state untill button 2 or 3 are presses then it will revert back to its up state.
My way of tackling the problem was to target a frame in the movie clip that I wanted to change such as this:
on (rollOut) {
gotoAndPlay("ee");
}
on (press) {
gotoAndPlay("dd");
}
on (press) {
_root.jill.gotoAndPlay(52);
}
as you can see nothing to it. but I then released that when I had more than two buttons using this fuction it then became obsolete due to the fact that the button would play a portion of the frame that I did not want to appear on screen.
I am a newbie to flash so complex scripting was not an option for me. Im not sure on how to approch this. I think an if statement is what i am looking for but how would you apply to this.
I want a statement that basically says for e.g
If button 1 is on the pressed state then when button 2 or 3 are pressed revert back to your up state (Im guessing i would have to apply this to all 3 buttons).
Ok thats it, If any one as any idea to how I can solve this pain in the neck or if anyone could point to any online tutorials that relate to my problem that would be great.
Thanks
w9914420
P.s i have also included a example of what i am working on but with 4 buttons instaead of 3
Controlling A Function From A Button
Here's my problem, I have a scrollpane and I am wanting to load .jpg files into it. Right now I'm loading a .txt file into a variable to assign the file names that I want. Then the function runs and assigns the approperiate image to the scrollpane. What I can't get to work quite right is when I click on the next or previous button, I want it to increment the counter for the function by 1. Therefor it will load and display the next picture in the list. Any help would be appreciated. I am using MX2002 and AS 1.
Controlling MC Function - No Luck
I created a flash movie using a script to move a red circle randomly around a stage and for a user to click on the circle, drag it around and when unclicking (mouseup), the circle goes back to its random movements.
I was able to use a script to have a circle move around randomly with a function within the Circle MC. I also used a variable (k) to try to control the script within the function by using if, else if statements to invoke a return statement on mouse down (on the Scene1 MC instance) to prevent the function from completing its programming. This would allow the user to stop the random movement and drag the mouse around when on mousedown (k = 1). On mouse up (k=0), this should by pass the return statement invoked within the function and allow the function to resume its programming and for the circle to begin moving randomly again.
The problem is when I script the variable and return statements within the function statements, it seems to ignore the value of the variable and the if else if statements, only using return and paralyzing the script.
I do not understand what I am doing wrong, the syntax seems right, is the logic wrong? Can anyone please help, it would really be appreciated.
Thanks
Ben
In the process of learning AS.
Here is a copy of the script for the function - I am assuming that I can change the variable within the function by onClipEvents on the main timeline regarding the MC that the function is manipulating.
__________________________________
var k // Here I declare a variable k
function movingBall () {
k = 0; // Here I am assigning a value of 0 to var k to initialize a value
if (k = 1) {//Here I say if k = 1 - which it is assigned by the onClipEvent (mouseDown) on the Scene1 level to the circle mc, then invoke the return statement to end the function. When this happens I am hoping that the MC can respond to the "Startdrag this command to allow the user to drag the MC around the stage.
//trace (k);
return;
// I have an else if statement to invoke the decision for ending or continuing the function. The variable k changes from 1 to 0, if (k = 1), return stop the function. On moue up k = 0 and the ball moves around randomly as it is supposed to again. I do not understand why when I added the statements it stopped. It seems as if the return; statement is being invoked without paying attention to the variable or if, else if statements.
}else if (x_new>this._x) {
sign_x = 1;
//trace (k);
} else {
sign_x = -1;
}
dx = Math.abs(x_new-this._x);
if ((dx>speed) || (dx<-speed)) {
this._x += sign_x*speed;
} else {
x_new = Math.random()*width;
}
//y movement
if (y_new>this._y) {
sign_y = 1;
} else {
sign_y = -1;
}
dy = Math.abs(y_new-this._y);
if ((dy>speed) || (dy<-speed)) {
this._y += sign_y*speed;
} else {
y_new = Math.random()*height;
}
}
__________________________________________________ _
Mouse Down and mouseup scrips located on main timeline.
__________________________________________________ __
}
onClipEvent (enterFrame) {
movingBall();
}
onClipEvent (mouseDown) {
k = 1; //This should communicate with the var k within function "movingBall()". On passing on 1 to var k within the function, the return statement should be invoked, stoping the function. This should pass control of the MC to the startDrag statement below so the can start draggng the red ball around the stage.
startDrag(this);//so the user can drag the red circle around on mouse down.
trace (k); // to let me know the contents of var k on mouse down.
}
onClipEvent (mouseUp) {
k = 0; //This is supposed to stop the drag and invoke the full function for the ball to start wandering the stage randomly.
stopDrag();
trace (k); // to let me know the contents of var k on mouse up
}
Controlling Multiple Mcs With A Function
Ive simplified the code to this:
function alfMinus() {
if (this._alpha<55) {
/*this.unloadMovie();
delete this.onEnterFrame;*/
this._alpha=50
}else{
this._alpha -= 5;
}
};
function alfPlus() {
if (this._alpha>85) {
/*this.unloadMovie();
delete this.onEnterFrame;*/
this._alpha=90
}else{
this._alpha += 5;
}
};
function myAlf (){
this.onLoad = set(myVar,false)
this.onRollOver = function (){
myVar = true
trace("s")
}
this.onRollOut = function (){
myVar = false
trace("out")
}
if(myVar==true){
alfPlus()
}else{
alfMinus()
}
}
//This bit is wrong!! Does anyone know why??????
for(i;i<3;i++){
myBtn = "btn"+i
myBtn.onEnterFrame = myAlf
}
I'm not sure how to get the code above to repeat for all of the other mc's.
Controlling A Parent Function
I have been all over looking at other peoples solutions and can't seem to get it right. Basically, I need child swfs to be able to call functions in other swfs, parent and other childs. Is there a standard method for getting them to work together, like a function belonging to a menu in main.swf being called or getting passed a variable from an event happening in a loaded swf?
Any help would be must appreciated.
Thanks,
TheJones
Animation And Function, Controlling _x And _y
Hi Kirupaneers,
Have been struggeling for days now , I have in the _root a function called elastic and then on the stage a movieclip containing 9 smaller clips called t1 --> t9, these movieclips are each at a different y-axis and when this function is called they appear (slide) in, but now I want to slide in t1-->t4 at _x = 200 and t6-->t9 at _x=400, how can i do this within this function/code??
Thanks
Code:
mc = ["t1", "t2", "t3", "t4", "t5", "t6", "t7", "t8", "t9"];
var i = 0;
while (i < mc.length)
{
eval(mc[i])._x = -200;
++i;
} // end while
j = 0;
id = setInterval(function ()
{
if (j < mc.length)
{
_root.Elastic(eval(mc[j++]), "_x", 200, 6.000000E-001, 4.500000E-001, 0);
}
else
{
clearInterval(id);
} // end else if
}, 100);
Elastic function =
Code:
function Elastic(_mc, _prop, _end, _spring, _damp, _veloc)
{
_mc._veloc = _veloc;
_mc._end = _end;
_mc._spring = _spring;
_mc._damp = _damp;
_mc[_prop] = Math.round(_mc[_prop]);
_mc.finished = false;
_mc.onEnterFrame = function ()
{
this._ax = (this._end - this[_prop]) * this._spring;
this._veloc = this._veloc + this._ax;
this._veloc = this._veloc * this._damp;
this[_prop] = this[_prop] + this._veloc;
epsilon = _prop != "_alpha" ? (5.000000E-002) : (4.000000E-001);
if (Math.abs(this._veloc) < epsilon)
{
this[_prop] = _end;
delete this.onEnterFrame;
_mc.finished = true;
_mc.onComplete(_prop);
} // end if
};
} // End of the function
Controlling Movieclips With An IF Function
Hi all i got a slight problem
I have created 3 movieclip buttons which have a total of 3 states each
UP, OVER and Pressed.
What i am wanting to do is create a fuction that will change the state of an already pressed button back to its UP state. For example
Button one is press and will stay in its state untill button 2 or 3 are presses then it will revert back to its up state.
My way of tackling the problem was to target a frame in the movie clip that I wanted to change such as this:
on (rollOut) {
gotoAndPlay("ee");
}
on (press) {
gotoAndPlay("dd");
}
on (press) {
_root.jill.gotoAndPlay(52);
}
as you can see nothing to it. but I then released that when I had more than two buttons using this fuction it then became obsolete due to the fact that the button would play a portion of the frame that I did not want to appear on screen.
I am a newbie to flash so complex scripting was not an option for me. Im not sure on how to approch this. I think an if statement is what i am looking for but how would you apply to this.
I want a statement that basically says for e.g
If button 1 is on the pressed state then when button 2 or 3 are pressed revert back to your up state (Im guessing i would have to apply this to all 3 buttons).
Ok thats it, If any one as any idea to how I can solve this pain in the neck or if anyone could point to any online tutorials that relate to my problem that would be great.
Thanks
w9914420:D
Controlling Movieclips With An IF Function
Last edited by w9914420 : 2003-12-06 at 13:49.
Hi all i got a slight problem
I have created 3 movieclip buttons which have a total of 3 states each
UP, OVER and Pressed.
What i am wanting to do is create a fuction that will change the state of an already pressed button back to its UP state. For example
Button one is press and will stay in its state untill button 2 or 3 are presses then it will revert back to its up state.
My way of tackling the problem was to target a frame in the movie clip that I wanted to change such as this:
on (rollOut) {
gotoAndPlay("ee");
}
on (press) {
gotoAndPlay("dd");
}
on (press) {
_root.jill.gotoAndPlay(52);
}
as you can see nothing to it. but I then released that when I had more than two buttons using this fuction it then became obsolete due to the fact that the button would play a portion of the frame that I did not want to appear on screen.
I am a newbie to flash so complex scripting was not an option for me. Im not sure on how to approch this. I think an if statement is what i am looking for but how would you apply to this.
I want a statement that basically says for e.g
If button 1 is on the pressed state then when button 2 or 3 are pressed revert back to your up state (Im guessing i would have to apply this to all 3 buttons).
Ok thats it, If any one as any idea to how I can solve this pain in the neck or if anyone could point to any online tutorials that relate to my problem that would be great.
Thanks
w9914420
Controlling MC From Within Function In Main Movie...
I can't seem to get this to work and can't figure out why. I've created a function called 'pause' in the main timeline that takes two parameters, the movie clip object to stop and the milliseconds to wait before starting it again. It looks like this:
function pause(obj, ms) {
startTime = getTime();
do {
currentTime = getTimer ();
obj.stop ();
} while (currentTime < ms + startTime);
obj.play();
}
Calling this function seems to stop the entire movie (the main movie as well as all movie clips), then start them all after the wait time ellapses. Evidently, the 'obj' variable is not targeting the correct object. So, oddly enough the stop() method stops everything.
I have checked the status of the 'obj' variable when the script is running and it contains a string with the proper objects name. In fact, if I call the pause function like this:
pause(myMovie2, 5000)
the 'obj' variable contains not only the name of the movie clip object but also it's level, i.e. 'level0_myMovie2'. Flash seems to know that the variable is refering to a movie clip. But it just doesn't work.
Any ideas? No doubt I'm missing something really simple. Maybe it has something to do with the obj string datatype?
Thanks for any help,
Bradnana
Button-function Controlling Fade...
I've been searching the forums but everything I found deals with alpha's and MC. Anyway...
I have a scroller with a few pic as well as blurred (photoshop) versions of them. When I set my xpos for my scoller I want to call a function(?) to make the Mc containing the blurred images fade to 0 everytime I call the function.
any ideas?
Controlling Multiple Movie Clips With One Function
ok i could write this script for each clip, but that would be hard wiring, and i hate that, but im not sure how to make it dynamic.
BTW im using flash MX actionscript 1.
the clip/s just go back and forth,
the script i wrote works, i made an array, cause i figured i would place all the names for the clips in the array and the function would extract them, but that failed .
my scirpt is below.
Code:
speedx = 10
speedy = 10
x=1
badGuys = new Array(baddie_1,baddie_2)
trace (badGuys[x])
_root.clip.onEnterFrame = function() {
if(_root.badGuys[x]._x >= 500 || _root.badGuys[x]._x <= 0){
speedx = speedx * -1
}
_root.badGuys[x]._x = _root.badGuys[x]._x + speedx
}
Controlling Multiple Movie Clip Location Using Single Function
I need to write a function which should fix the location of the movie clip on the stage.
public function setCoOrdinates(xpos:Number,ypos:Number,movieName:S tring):Void
{
eval(movieName)._x=xpos;
eval(movieName)._y=ypos;
}
My function is as above. While I use this function in flash I only see the last movieclip on the stage which was passed. Movieclips passed earlier seem to have disappeared from the screen.
setCoOrdinates(20,200,"bButton_mc");
setCoOrdinates(530,100,"fButton_mc");
I see only "fButton_mc" on the stage. Even though I set different xpos and yposs for the movie clip.
Function In A Function In A Function, A Scope Problem
Is this basic or what.. I have a nested functions, and I'm having a hell of a time getting all my variable through.
ActionScript Code:
var canyouseemee;
public function move()
{
for(var i:Number = 0; i < blah; i++)
{
zing, and then zang
if (zing==0)
{
guts
}
if (zang ==0)
{
something else
}
}
}
Now, I had always thought that since var canyouseemee is declared at the topmost layer, that I'd be able to see it from anywhere below it. Well, it turns out that I can only see it from within the move()function, and not anything below it. is this normal? I thought you couldn't see a local variable of a lower (deeper) function, but could see higher (shallower) variables...
Call A Function In A Duplicated Movie Clip Form Another Function : (
i have a movie clip on my root name "pl".
on command, it duplicates with instance name as "y0","y1", etc.
here is the method :
function callPL(transmit,receive,addy,level) {
var newName = "y"+_root.x;
duplicateMovieClip("_root.pl",newName,101);
_root[newName]._x = 400;
_root[newName]._y = 400;
_root.[newName].start(transmit,receive,addy,level); //look here
}
there i attempt to call a function of the newly duplicated clip call "start()".
Start() function is written on the first frame of the movieclip like this :
function start(a,b,address,level) {
a.sendAndLoad(address,b,"Post");
this.path = b;
b.onLoad=function(success) {
gotoAndPlay("start");
}
}
however it seems like the function callPL() could not invoke function start() of the new movieClip.I have no idea how is it so.
Even when i trigger it with a onLoad handler it still doesnt work
pls shed some light.
Calling Constructor In Condition: A Function Call On A Non-function Was Attempted.
Hi guys,
Please help me somebody with this cos I have really no idea. I have made a simply condition calling a constructor of a class. Today I had to add an "else if", what caused the compilator to show me "A function call on a non-function was attempted."...
ActionScript Code:
function loadIt() { if (var1 == "1") { var a:SomeClass = new SomeClass(true); } else if(var2 == "1"){ var a:SomeClass = new SomeClass(false); //<- if this is not here, everything works fine } else { var b:SomeOtherClass = new SomeOtherClass(); b.init(); }}
Any ideas? Thanks for any help!
Poco
Filling Function Arguments With Array Items, Function.call()
HI!
I have this code but I cannot work out how to fill in function parameters based on an array and it's length, see line 7
ActionScript Code:
import com.robertpenner.easing.Cubic;MovieClip.prototype.framesTimeout = function(func:Function, frames:Number, args:Array) { var t:Number = 0; var mc:MovieClip = this.createEmptyMovieClip(String(new Date().getTime()), this.getNextHighestDepth()); mc.onEnterFrame = function() { if (t == frames) { func.call(this._parent,args); delete this.onEnterFrame; this.removeMovieClip(); } else { t++; } };};MovieClip.prototype.movex = function(x:Number, frames:Number) { trace(x+" "+frames) delete this.movex.onEnterFrame; this.movex.removeMovieClip(); if (!frames) { frames = 20; } var t:Number = 0; var sx:Number = this._x; var ax:Number = x-this._x; var mc:MovieClip = this.createEmptyMovieClip("movex", this.getNextHighestDepth()); mc.onEnterFrame = function() { if (t == frames) { delete this.onEnterFrame; this.removeMovieClip(); } else { t++; this._parent._x = Cubic.easeOut(t, sx, ax, frames); } };};MovieClip.prototype.otherfunction = function(param1, param2, param3, param4){ trace(param1+" "+param2+" "+param3+" "+param4)}mc.framesTimeout(movex, 50, [100, 50]) mc.framesTimeout(otherfunction, 200, ["asd", 1, 2, 55])
Is it possible to call a function and fill in the parameters based on an array and it's lenth?
My Function Isn't Functioning/Actionscript To Call A Function Flash MX 2004
Hello,
Well in theory I know how to create a function but for some reason I am unable to call it.
Can someone take a look at it and tell me what went wrong. Basically when I go to "a certain page" I want to click on a button and have it go to another page known as "pics" it then will load a jpeg there known as jpeg loader. Now I know it works properly without a functin, but because I am lazy I do not want to write more code than I have to, there are like 300 differnt jpegs I have to load. Thus I need to create a function.
here is my AS
ActionScript Code:
//this is on frame one of my root timeline
//I am trying to call the function "display" on release of my button
omnihotelButton.onRelease = display ("J010 Omni Hotel.jpg");
//this is my function that I set up it is also on my root, but on a different frame
//this function is named display and it goes to the "pics" page and stops
where it then loads a jpeg which is et up as my variable.
//the xscale and the yscale are just setting up my size of the jpeg.
function display(jpeg){
_root.gotoAndStop("pics");
jpegLoad_mc.loadMovie(jpeg);
jpegLoad_mc._xscale=90;
jpegLoad_mc._yscale=90;
}
Function Calling From The _root But Call A Function Within A Instance
I have created a new instance 'Check_1' to work as a checkbox with a set of propertys and functions.
All ive done is created the functions in a script in the first frame of the instance-movie these are...
Simple......
================================================== =======
selected = -1;
function select_frame (FrameNum) {
gotoAndPlay (FrameNum);
}
function change_select () {
select_frame(2);
trace (selected);
}
function change_unselect () {
select_frame(1);
selected = -1;
}
================================================== =======
now from the _root i wish to call the above functions to change the instance propertys, it all works fine from within the instance but i also need to use the functions for that instance from the _root...
iv'e tried the follow with no joy...
_level0.Check_1.change_select()
Any light would be greatly appreciated.
Parsing Data To A Function And Altering It Inside The Function
Hi all
I need to parse variables to a function and let the values of the variables be changed inside the function. But in a way that the data are actually changed, not only a reference to the data! It is not possible using primitive data but should be possible with composite data.
But I cant get it right - any suggestions?
code:
test = new Object();
test = false;
aFunction = function(control){
control = true;
trace(test);
other code here...
}
How can I make the trace(test) output true when I call the aFunction(test) with test as parameter?
Hope anyone have the answer!
Ciao ciao
T
Define The OnMouseDown Function To Point To A Member Function
Hi,
I have a class called CField that contains a MovieClip. And I like to be able to call a member function inside my class, when the mouse click on the MovieClip. If I use the callback function onMouseDown = function() from inside the class, the function is overwritten by the last created instance of the class (see the the Main Program). How do I define the onMouseDown function to point to a member function?
// Main Program
.
// Create and draw 10 fields
for (i=0;i<10;i++)
{
var field:CField = new CField(i*50, 50);
field.Draw(i);
}
.
My class is looking more or less like this:
// Field Class
class CField
{
// Properties
var m_nPosX:Number;
var m_nPosY:Number;
var m_mcField;
// Constructor
function CField(nPosX:Number, nPosY:Number)
{
this.m_nPosX = nPosX;
this.m_nPosY = nPosY;
}
public function Draw(nCount:Number)
{
var sInstance:String = new String(nCount.toString(10));
this.m_mcField = _root.createEmptyMovieClip (sInstance, nCount);
with (this.m_mcField)
{
_x = this.m_nPosX;
_y = this.m_nPosY;
loadMovie("Field.swf", nCount);
onMouseDown = function ()
{
trace("Mouse Clicked");
}
}
}
}
Inside XmlOnload Function Can Not Call Other Function Directly
I have a question, why the test function can not be called ?
Thanks.
Code:
class testClass {
public function testClass() {
var XMLData:XML = new XML();
XMLData.load("coonfig.xml");
XMLData.onLoad = this.xmlOnLoad;
}
public function xmlOnLoad(success:Boolean) {
if (success) {
// this.test();
test();
}
}
public function test () {
trace("test success");
}
}
Actionscript Function Similar To PHPs Explode Function?
Hello everyone, first off, I'd like to say hi to everyone as this is my first post and I have joined very recently! So yeah, I'm glad to be here and yeah, hope I find what I need.
Right, well for those of you who know PHP there is a function known as explode(), which basically splits a string apart by a certain character and throws it into an array.
For example, in PHP.
PHP Code:
$string = "lol,text,omfg,wow,hi";
I can explode that string by the , character and it would split up everything and throw each little "section" into an array.
PHP Code:
$bits = explode( ',', $string );
I can now access access the bits by $bits[0], $bits[1], $bits[2], $bits[3], and $bits[4].
Now, is there anyway you can do this in Actionscript? Say I have a string in actionscript and I've datatyped it to a string.
PHP Code:
var myString:String = "text1|text2|text3|text4";
How can I explode, or break apart, the string by the | character and get the "text1", "text2", etc, strings?
Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:
Code:
package
{
import flash.events.*;
import flash.net.*;
public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
// var loader:URLLoader = URLLoader( event.target );
// trace( "Par: " + loader.data.par );
// trace( "Message: " + loader.data.msg );
//}
private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}
And is running the following code in my flash:
Code:
import SendAndLoad;
import flash.net.URLVariables;
function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );
//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}
var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();
sal.sendData( url, vars, loadUsername );
As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.
As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?
Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:
Code:
package
{
import flash.events.*;
import flash.net.*;
public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
// var loader:URLLoader = URLLoader( event.target );
// trace( "Par: " + loader.data.par );
// trace( "Message: " + loader.data.msg );
//}
private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}
And is running the following code in my flash:
Code:
import SendAndLoad;
import flash.net.URLVariables;
function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );
//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}
var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();
sal.sendData( url, vars, loadUsername );
As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.
As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?
Functions Inside A Function Returning To Previous Function
This is a kind of long post so for your benifit here's some story Tags, if you don't want to read my sobbing story, then just look for the /story tag
<story>
Hello there, I'm trying to build a semi-combat system for a small RPG that I am making. I'm to the part where I am trying to make a combat system based upon AD&D 2nd Edition Rules, that's Dungeons and Dragons. It involves rolling for initiative, rolling Thaco(Deciding whether or not you hit), and then deciding on how much damage is inflicted.
So as I was trying to automate the task of choosing who goes first(Initiative), the long process of writing the code came about and I realized that I will have to write the same code twice. Once for the monster going first and again for the character going first.
</story>
What I want to do is to write a function that goes into another function if the parameters are met and then that function will test some more variables and if the variables don't agree, the function will resume from whence it broke off into the new function.
ActionScript Code:
function attackAction(){
//Roll d10 for each party
cr=Math.round(Math.random()*9)+1;
this.cr_txt.text=cr;
er=Math.round(Math.random()*9)+1;
this.er_txt.text=er;
//If the enemies roll is greater, then have him attack first
if(er>=cr){
That's where a new function would come in. It would be something like
ActionScript Code:
function monsterTurn(){
//Test Thaco
if(Math.round(Math.random()*19)+1>=_root.monsterThaco){
//Roll for damage amount
damage=Math.round(Math.random()*_root.monsterAttack);
//Display message of Damage and takes damage from you
this.actions_txt.text="The Monster hits you for "+damage;
this.Health-=damage
//sees if the character is dead
if(this.Health<=0){
this.actions_txt.text="Oh no! You died";
}
else{
//Go back to the previous function and resume from there
Then of course there would be a playerTurn() that would do everything similar except test the player's variables.
<story>
If you're going to say that I should just have it list the commands, I tried that. It was far too long and complex to keep track of even with notes.
</story>
So can anyone help me out with Going through a function, hitting an if statement, going to a function based upon the statement, then testing a statement inside of the second function, then returning to the first function if the statement is false and doing the other part of the if statement in the first function.
It's difficult for me to explain this, but I hope you go the general jist. Thanks in advance.
Mysql->PHP->FLASH Function. (Passing Function To A Package)
I've just started with ActionScript3.0, and is currently working on a flash that is to communicate with a mysql database and have found a great deal of example code online that I've started to work with.
Currently I have the following package added to my project:
quote:package
{
import flash.events.*;
import flash.net.*;
public class SendAndLoad
{
public function SendAndLoad()
{}
public function sendData( url:String, _vars:URLVariables, completeFunc:Function ):void
{
var request:URLRequest = new URLRequest( url );
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.VARIABLES;
request.data = _vars;
request.method = URLRequestMethod.POST;
loader.addEventListener( Event.COMPLETE, completeFunc );
loader.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
loader.load(request);
}
//private function handleComplete( event:Event ):void
//{
//var loader:URLLoader = URLLoader( event.target );
//trace( "Par: " + loader.data.par );
//trace( "Message: " + loader.data.msg );
//}
private function onIOError(event:IOErrorEvent):void
{
trace("Error loading URL.");
}
}
}
And is running the following code in my flash:
quote:import SendAndLoad;
import flash.net.URLVariables;
function loadUsername( event:Event ):void
{
var loader:URLLoader = URLLoader( event.target );
//userNameText.text = "ffff";
userNameText.text = loader.data.user;
}
var url:String = "pages/test.php";
var vars:URLVariables = new URLVariables();
var sal:SendAndLoad = new SendAndLoad();
sal.sendData( url, vars, loadUsername );
As you can see I am trying to seperate the function to be called when the return value of the page I am accessing returns with a value, so I wont need to pass all different actions to be called on different pages I will be requesting throughout my flash program.
But as it is now, the function loadUsername, never even gets called, which I assume is because the package can't call the function outside it.
As I said, I am just starting out with ActionScript 3.0, and is kind of stuck at this.
Any thoughts?
Edited: 10/09/2008 at 08:46:50 AM by _TT_
Function That Wait's 5 Seconds And Runs Anothr Function
hy...I want to make a function that waits 5 seconds, after that to run another function that changes the content (changeContent) to the next label
this is all i managed to do...I hope it's wright
function autorun() {
if (button_label = 0) {
changeContent(1);
} else if (button_label = 1) {
changeContent(2);
} else if (button_label = 2 ) {
changeContent(3);
} else if (button_label = 3) {
changeContent(4);
} else if (button_label = 4) {
changeContent(5);
} else if (button_label = 5) {
changeContent(0);
}
}
I need this in AS2.0....
Can someone help me? Thanks!
[F8] [AS2] Access An Instance Variable From Within A Function Within Another Function
So here is the scenario that has completely stumped me. I have a class, within the class a function and within that function an xml onload handler. So herein lies the problem, I need to store the array of values that I receive from the XML into an instance variable belonging to the class. How can this be achieved?
To illustrate:
Class A {private var values:Array;public function getValues():Void{Xml sendandload code here.xmlReply.onLoad = function(){iterate through xml code and generate array of values.Store this array back into values belonging to class A}}}
using the variable straight up doesn't work.
if I use "this" it refers to the onload function, not the class.
i tried creating another class method called setValue and calling this.setValue(arr) and setValue(arr), but neither of those work.
i even tried combinations of _parent and this, still no go.
The only way I can get it to work is to make reference to _root.class.value, but this is not solid code and is very impracticale, especially if what calls the class doesn't happen to be in the root of the file.
Any ideas would be appreciated.
How Can You Make Sure One Function Completes Before Second Function Runs?
Hi guys:
I apologize if it's a really obvious answer, but I can't even think of the right terms to search on right now!
I have two functions. One is an xml connector trigger, that calls a PHP program to get xml data that includes content and formatting information. It will read the formatting information into hidden text fields.
The second function reads the hidden text fields, and applies the data from them to the style for the content fields:
Here's the prototype (pooh just being a "foo" name), contained in the root of the application:
Code:
// Initial poll for the XML data (this also runs the PHP that updates the movie)
var f_xml_trigger:Function = function(){
xml_community_board_connector.trigger();
}
_global.f_xml_trigger = f_xml_trigger;
// Function to apply styles:
var f_format:Function = function(){
Dashboard_Message_TextArea.setStyle("backgroundColor",Pooh.text);
}
_global.f_format = f_format;
_global.f_xml_trigger();
_global.f_format();
What's happening is _global.f_format is running before _global.f_xml_trigger has completed populating the fields.
I made these Global so a movie clip that's running a clock can periodically check for and apply updated content & formatting.
Code:
function getTime() {
var time = new Date();
<snip>
var second = time.getSeconds();
<snip>
if (second == 30 && _global.t30flag == 1)
{
// The _global.t30flag is used to make sure this only runs once
// otherwise it would run at the frame per second rate (i.e. 12fps = 12 times
// during the 30th second
_global.f_xml_trigger();
_global.t30flag++;
}
if (second == 31 && _global.t30flag == 2)
{
// Apply the formatting brought down by the xml trigger.
// Can't be done at the same time, because it runs before the values are updated.
_global.f_format();
_global.t30flag++;
}
<snip>
But rather than depending on frame numbers or seconds (especially since a 1 second delay between when text changes and formatting changes is annoying to say the least!)...I would think there must be a way that as soon as we can get a success returned from _global.f_xml_trigger we can run _global.f_format.
Any suggestions?
Thanks,
Matt
Using Variables Created Inside A Function Outside The Function?
I am trying to use a variable I am creating inside of a function, outside of that function, but I seem to have a scope issue when I do this.
My code is:
Code:
function drawlines(centerx, centery, radius, radians){
var radiansSoFar:Number = 0
var piechart:MovieClip = new MovieClip();
piechart.name = "piechart"
piechart.x = stage.stageWidth/2;
piechart.y = stage.stageWidth/2;
stage.addChild(piechart);
}
but I want to make a function outside of this which removes the variable piechart, but because im so unfamiliar with how flash names instances now I have no idea how to do this.
It works if I define var piechart:MovieClip = new MovieClip() outside of the function, but this isnt very useful as I eventually need to create multiple movieclips dynamically and name them dynamically.
So basically how would make it so I would be able to use the code
Code:
function removeChart(chartname){
stage.removeChild(chartname)
}
to dynamically remove a movieclip I created in a function?
Cannot Call Button Function Within Another Event Function
Hopefully someone can help me out with this one. I'm importing XML in order to draw images into an animated scrollbar, and would like to nest a button function within the function urlLoaded as listed below:
import caurina.transitions.*;
var urlCall:URLRequest = new URLRequest("pics/hotel_dreams/hotel_dreams.xml");
var urlLoader:URLLoader = new URLLoader();
var xml:XML;
var xmlList:XMLList;
urlLoader.load(urlCall);
urlLoader.addEventListener(Event.COMPLETE,urlLoade d);
var arrayThumb:Array = new Array();
var photoContainer:Sprite = new Sprite();
addChild(photoContainer);
photoContainer.mask=thumb_holder;
function urlLoaded(event:Event):void {
xml = XML(event.target.data);
xmlList = xml.children();
trace(xmlList.length())
for (var i:int=0; i<xmlList.length(); i++) {
var thumb:Thumbnail = new Thumbnail(xmlList[i].url);
arrayThumb.push(thumb);
arrayThumb[i].y = 67.5;
arrayThumb[i].x = xml.children().x_position[i];
photoContainer.addChild(thumb);
arrayThumb[i].gallery = xml.children().gallery[i];
trace(arrayThumb[i].gallery);
}
}
my hope is to create a button that looks something similar to the following in order to execute an if then statement within the function controlling the visibility of images from the XML based on their gallery property value.
btn_gallery_2.addEventListener(MouseEvent.CLICK, open_gallery_2);
function open_gallery_2(event:MouseEvent) {
if (arrayThumb[i].gallery == 2) {
arrayThumb[i].visible = true
}
}
I have been trying to nest within the urlLoaded function to no avail. By running trace statements I can see that [i] is inaccessible when nested within another function within urlLoaded and when completely outside of the urlLoaded function.
The Thumbnail class referenced is in an .as file that looks like this:
package {
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
public class Thumbnail extends Sprite {
private var url:String;
private var loader:Loader;
private var urlRequest:URLRequest;
public var gallery:Number
function Thumbnail(source:String):void {
gallery = 0
url=source;
drawLoader();
}
{
private function drawLoader():void {
urlRequest=new URLRequest(url);
loader=new Loader ;
loader.mouseEnabled=false;
loader.load(urlRequest);
loader.x=-0;
loader.y=-68
;
addChild(loader);
}}}}
I have the suspicion that I am missing something very basic. If anyone out there might be able to give me some insight, then I would be appreciative.
thanks very much
Is There A Limit To How Many Function Calls Are Made In A Function?
Hi,
I have a question on what is the limitation of the number of functions that can be called in Actionscript in a single "function." I use Flex to run all of my Actionscript listed beow.
Is there a certain number of if statements nesting only allowed in a single private function? I have a function call as in the following, and I wanted to add some other Alert statements to show users if there is an error in the process, but it appears that the file writing process is so long that I never see the Alert.show pop up.
Could anyone here please tell me what I might have done wrong here, since I could not get any Alert.show statements show up after scenario_save(1) or in scenario_save() function itself.
Question, if there is a limit to how many functions I can insert due to "time issues," is there a way I can get around it?
Thanks for your help.
Main Event Handler:
private function clickHandler3(event:ItemClickEvent):void {
if (String(event.index) == '0') {
currentState="";
}
if (String(event.index) == '1') {
scenario_find.send();
currentState="Scenario Show";
}
if (String(event.index) == '2') {
scenario_save(0); //The user would only save the scenario
}
if (String(event.index) == '3') {
//The user would save and run the scenario
scenario_name.send();
filename1.text= scenario_name.lastResult.scenarios.filename;
scenario_save(1); //Save record and output the file to filename1.text
//Execute the exe file and input entries back to the database
}
}
Child Function of Scenario Save:
private function scenario_save(x:int):void{
var pop:int= scenario_load.lastResult.scenarios.number_entries;
var pop2:int=scenario_load.lastResult.scenarios.number _entries-1;
number1.text= pop.toString();
if (pop2 == 0) { //if there is only one item, no index produced
i1.text= i.toString();
population1.text=scenario_load.lastResult.scenario s.scenario.population;
region_id1.text=scenario_load.lastResult.scenarios .scenario.region_id;
query1.text= "UPDATE My_Scenario SET Population='" + population1.text + "' WHERE Region_id='" + region_id1.text + "' AND ID='" + id1.text + "'";
hello1.text=region_id1.text + " " + population1.text;
update_record.send();
if (x==0) {
//Don't do anything, since there is nothing to run
} else if (x==1) {
execute_scenario.send();
}
}
else {
for (var i:int=0;i<=pop;i++) { //if there are more than one item, indices would be produced
i1.text= i.toString();
population1.text=scenario_load.lastResult.scenario s.scenario.population;
region_id1.text=scenario_load.lastResult.scenarios .scenario.region_id;
query1.text= "UPDATE My_Scenario SET Population='" + population1.text + "' WHERE Region_id='" + region_id1.text + "' AND ID='" + id1.text + "'";
hello1.text=region_id1.text + " " + population1.text;
update_record.send();
if (x==0) {
//Don't do anything, since there is nothing to run
} else if (x==1) {
execute_scenario.send();
//I want to add some other alert statements here, but they are not working
}
}
}
}
OOP In Flash: Calling A Function W/in A Function Class?
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.
I am trying to get through this code:
ActionScript Code:
House = function(){ this.floors = 4; this.siding = "Red"; this.outputSiding = function(){ trace(this.siding); }; }; // create an instance of the House class myHouse = new House(); myHouse.outputSiding(); // traces "Red"
Now as it seems to me, I have nearly the same thing (I will condense this to save space):
ActionScript Code:
//set new character function()character = function (depth, x, y, charType, name, HP, MP) { //sets stats used; this works fine :) //attachMovie and set x/y _root.attachMovie(this.name+"_mc", this.name+"MC", this.depth, {_x:this.x,_y:this.y}); /*this is where I am having trouble; it won't do anything!I have tried tracing to no availalso, can I set the x and y coords somehow with thealready made object x and y? I am tired right now andcan't think of a way but what I have done, which doesnothing as this function won't go!*/ statsBox = function(depth) { this.depth = depth; trace(this.depth+newline+'hello'); this.x = enemy._x+130; this.y = enemy._y-50; _root.attachMovie("stats_mc", statsNameMC, this.depth, {_x:this.x,_y:this.y}); };};enemy = new character(30, 350, 200, 'enemy', 'genericName', _root.EHP, _root.EMP);enemy.statsBox(50);
that's it, pretty much. So what's wrong? Maybe I'm too tired for this right now...
thanks.
Cant Remove Event Listener (function In A Function)
I have this function, that when given a movie clip and a destination, it moves it to there, and eases out.
I have buttons that control where it moves to. This all works great.
But I want it so that if it is moving, and a new destination is clicked, it stops and moves to the new destination.
When I remove the event listener, nothing happens. But the event listener removes properly when it stops. (just wont when it is moving)
So the tricky part is this. I have a function in a function, It is there so the moving event:enter_frame parrt can see the same variables passed to it from the click.
If I move this function out of the other function, I can remove it. But it can not access the variables and does not move.
Part that does not work
if (isMoving == true) {// are we moving?
trace('is moving:'+isMoving);
removeEventListener(Event.ENTER_FRAME, mover);// stop moving
PHP Code:
function easeTo(toMove:MovieClip, dest:Number):void {
trace(toMove +' is being moved to: '+ dest);
if ( toMove.x != dest ) {//are we already there? If so, do nothing
if (isMoving == true) {// are we moving?
trace('is moving:'+isMoving);
removeEventListener(Event.ENTER_FRAME, mover);// stop moving
} else {// not moving, set dest and go.
trace('is moving:'+isMoving);// reads faluse
isMoving = true;// now set to true
addEventListener(Event.ENTER_FRAME, mover);// start moving
}
} else {
trace('we are already there');// do nothing
}
function mover(event:Event) {// move. Function here because it needs to access internal varibles
if (Math.abs(dest - toMove.x) < 1) { // are we there? yes? stop event listener
removeEventListener(Event.ENTER_FRAME, mover);
isMoving = false;
wDirection = '';
} else {
toMove.x += (dest - toMove.x) * speed;
}
}
}
OOP In Flash: Calling A Function W/in A Function Class?
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.
I am trying to get through this code:
ActionScript Code:
House = function(){ this.floors = 4; this.siding = "Red"; this.outputSiding = function(){ trace(this.siding); }; }; // create an instance of the House class myHouse = new House(); myHouse.outputSiding(); // traces "Red"
Now as it seems to me, I have nearly the same thing (I will condense this to save space):
ActionScript Code:
//set new character function()character = function (depth, x, y, charType, name, HP, MP) { //sets stats used; this works fine :) //attachMovie and set x/y _root.attachMovie(this.name+"_mc", this.name+"MC", this.depth, {_x:this.x,_y:this.y}); /*this is where I am having trouble; it won't do anything!I have tried tracing to no availalso, can I set the x and y coords somehow with thealready made object x and y? I am tired right now andcan't think of a way but what I have done, which doesnothing as this function won't go!*/ statsBox = function(depth) { this.depth = depth; trace(this.depth+newline+'hello'); this.x = enemy._x+130; this.y = enemy._y-50; _root.attachMovie("stats_mc", statsNameMC, this.depth, {_x:this.x,_y:this.y}); };};enemy = new character(30, 350, 200, 'enemy', 'genericName', _root.EHP, _root.EMP);enemy.statsBox(50);
that's it, pretty much. So what's wrong? Maybe I'm too tired for this right now...
thanks.
Pausemovie Function Inside Fadein Function
Last edited by pusherman : 2007-06-21 at 10:26.
I am trying to merge two functions together. The result is however, pausemovie function does not work (perhaps overriden by onEnterFrame) and mypic's alpha reaches 100 by increments of 7.
ActionScript Code:
//MC:mypic1 appears.
createEmptyMovieClip("fadein", 222);
fadein.onEnterFrame = function() {
pauseMovie(4);
if (mypic1._alpha<100) {
mypic1._alpha += 7;
} else {
removeMovieClip("fadein");
}
};
My pausemovie function is on my 1st frame and is as follows:
ActionScript Code:
function pauseMovie(seconds) {
stop();
var startTime = getTimer();
var endTime = seconds * 1000;
this.onEnterFrame = function(){
currentTime = getTimer();
if(currentTime - startTime > endTime){
//this is where your action goes
play();
delete this.onEnterFrame
};
};
};
I would appreciate any help.
Thank you.
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
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