How do I make it so that when the mouse button is released it makes it so the object can't be picked up any more (basically it removes the on(press) part)?
I have an application that uses Remote SharedObjects and I am seeing some strange behaviour. I am writing an ActionScript application in AS3 using Flash Builder and connecting to Wowza Media Server 2. My application is working just fine but I am now trying to write unit tests for it using FlexUnit. My unit tests involve creating multiple connections to the same remote SharedObject and making sure that I am getting updates correctly. Everything seems to be working well except that I am not getting any of the SyncEvent.SYNC events with an info.code of "delete".
When I run my applications independently in separate tabs or even separate swfs embedded in the same page it works fine. For some reason though it does not work when inside a unit test. I have also found that if I load the swfs using a Loader inside the same SWF then I get the same behaviour. It seems to me to be something strange about the way multiples of the same SharedObject behave within the same SWF. I have had to work around other strange behaviour in the unit tests such as oldValues not being set properly in the onSync events too.
I have been firing a few onEnterFrame functions depending on the users interaction. ie. animations/loading bars etc. Now I have been trying to streamline my code practice, so it's nice and efficient, and most importantly - I get to delete those onEnterFrame functions when they are complete. The way I call my functions doesn't neccessarily delete my onEnterFrames when they have completed their task. Sometimes it does, sometimes it don't.[code]Is there a more efficient way to get this dialogue to work? As if I start using this method to call a progress bar % and it is concerned with 'loading' something, then this onEnterFrame doesn't seem to work properly. For simple animations, it's ok.
I'm working on a project for school which is requiring me to make a game using Flash and ActionScript 3.0. One of the tasks I have to do is load an external XML file that will be displaying questions and answers. I've looked at google to find simple scripts for loading XML, one example being below:
Code: var myXML:XML; var myLoader:URLLoader = new URLLoader();
I'm working with an application which was originally designed to make heavy use of static-variables and functions to impose singleton-style access to objects. I've been utilizing Parsley to break apart some of the coupling in this project, and I'd like to start chiseling away at the use of static functions. I will explain the basic architecture first, and then I'll ask my questions. Within this application exists a static utility which sends/receives HTTP requests. When a component wishes to request data via HTTP, it invokes a static function in this class: Utility.fetchUrl(url, parameters, successHandler, errorHandler); This function calls another static function in a tracking component which monitors how long requests take, how many are sent, etc. The invocation looks very similar in the utility class:
I have built a movie which has some nested movies within. I have created a class called ButtonMc in a .as file and used linkage to connect the symbol in the .FLA file with the class code in the ButtonMc.as file . This is the code for ButtonMc class:
Imagine I have Class A that is listening to an Event on Class B. This listener will call Method X in the Class A. Inside Method X, "this" refers to the Instance of Class B, I'm not in the context of Class A. Isn't this a bit awkward, or am I getting everything wrong? Is there a way to make the listener call my method in the context of A?
I build a game that is working great on its own.Using keyboard events enter frame.When i load it in another movie, i cant trigger functions that are mapped on keyboard events.The listener is executed, but doesnt listen.On its own fine, loaded into another movie: no keyb events and from time to time enter frame event errors.I can access the keybard functions AFTER clickin on the movieclip that contains my loaded swf.
I am building a flash site in AS3 using AMFPHP. I could really use some help in the Event department...The structure of the site is as follows:
Documentclass, adds PageConveyer (which holds all Pages) - adds addEventListener( Event.COMPLETE, onPageConveyerComplete ), onPageConveyerComplete: - startAnimation (loop through pages and components in arrays to animate into screen)[code].....
The problem lies in the Event listeners.I want to make sure everything (pages/components) is loaded before I start animating. My guess was that Flash listens to the underlying objects until they are done running, then fires the Event.COMPLETE event to the parent object, which in turn fires it's own COMPLETE event. These events never seem to get fired (since i traced the onComplete functions). Im lost here. How can I best listen to this many objects within objects, to know for sure whether they are finished and ready to be animated in?
I am in the process of writing a scrolling image viewer that dynamically updates from an xml file. I have written the scroll function (with a lot of help from Kirupa and other sources), and the pictures are updating beautifully, but when it comes to adding the function for the buttons I am encountering an unusual error.
Using the following code:
Code: initButtons=function(){ for (var i in btnArray) { var btn:MovieClip = btnArray[i];
[code]....
from this site results in the doClick function being called for each of the buttons in the btn array at runtime, and then not working afterwards.
I'm working on a web app built in Flash AS3. At a high level - the app has a main screen, and several "modal dialog"-type screens that pop-up to manage various user interactions. (This is a similar pattern I use in most of the apps I develop...) Typically - when the user clicks a UI control on the dialog screen (e.g., button, text box, slider bar, etc.) - the main screen needs to react, or manage the consequences. It seems like there are two general ways to handle this: Have the dialog screen dispatch events that the main screen listens for Allow the dialog screen to call functions in the main screen when those controls are clicked (which requires that the dialog screen maintain a reference to the main screen, and that the functions in the main screen are public)
In general - I understand that one of the key benefits of the first method is that the dialog screen isn't so tightly coupled; it's only responsibility is to broadcast the event. This would allow me to more easily use the dialog class in other contexts, or applications. But for many RIAs I develop - a particular screen is SO SPECIFIC to the the application that there's no chance I'd ever reuse it in another application. So, the "easy re-use" benefit is minimal. So - if you eliminate that benefit - which method is actually better? (More performant, less resource-intensive?) For example - if I use events, then Flash needs to manage many listeners for events that may never occur. So - it might be more efficient if the dialog window could call a function in the main screen directly, instead of dispatching an event.
I got these four errors when I tried to create a button on the stage that would delete the text I inputted in the inputtext(ti). Based on the scripts I have and the errors, what should I write to create the delete button?
I am implementing a flex auto-suggest combobox - as the user types in each character: Consider the string 'Stackoverflow' and user input = 'st'
1) the data provider is filtered to show all items starting with 'st' 2) text is set to auto-suggest string such that the un-typed part is highlighted.
So for instance, the combobox text may contain st'ackoverflow', where 'ackoverflow' is highlighted using setSelectedIndex()When I hit back-space or delete, and check the 'this.text' value, I expect that the last un-highlighted character ('t' in the above case) gets deleted and the data provider is filtered to show all items starting with 's'. However the text property contains 'st', as before
I'm trying to use the delete keyword to remove nodes from an xml file and it just plain won't work.Here's a stripped down example of what I'm working with. Every node has a child named "deleteme". If its value is equal to 1 I want to remove it from the xml file. If its anything else I want to leave it be. The delete method is deffinately gettig call but it's having no effect.
Just wanted to ask if there is any advantage for either using mouse click event or touch tap events, when writing apps for mobiles or tablets (for the iphone especially)?
I know that both of them should work fine, but in term of performance, is anyone better? Are there any things I should be aware of when choosing either?
By the way am using actionscript3 to implement the app.
I have an animation that I want to start when clicking on the flash window. However, I've also have some buttons on the stage. If I add an event listener for MouseEvent.CLICK on the stage, then it 'eats up' the events and the buttons don't work.
I've tried some tricks, by adding some invisible buttons on top of the real ones, and use the MOUSE_OVER event to selectively enable/disable the mouseEnabled flag for the stage, but didn't work because it complains that the property or method doesn't exist (which I find odd).
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code: item.onRelease = function() { myButton.onRelease = function() { getURL("http://google.com", "_blank"); } talk = this.txt; } the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
I have noticed that using the "addEventListener" and coming back into a frame, I get multiple events tied to the same component.The design I am using jumps to an "I" frame (intermediate) and then back to the "M" frame (main) when the user performs an action.I add event listeners to several components when I enter that M frame. What I notice is that the events seem to stack up for a particular component.
For instance, if I enter M frame, N number of times and addEventListener("click", handleEvent) to a radio button, I get N calls to handleEvent when the user clicks on the radio button. I guess this kinda makes sense but is not what I want. I just want one event of a particular type (in this case "click") to be associated with the a particular component. I get around this issue by removing the event(s) in the I frame. Then they get reinstalled in the M frame. Only one at a time.
So, just wondering about this behaviour. Is there a way to check for the number of events that are currently active on a particular component? Better way to handle adding events?
I am designing a music player using JavaScript (jQuery) and HTML5, with Flash AS3 to fall back. Basically what I want to do is to be able to click HTML control elements and have them interact with the flash in order to play/pause and skip tracks in the playlist (playlist JSON file read by JavaScript, passes file ID to AS3, AS3 reads another JSON file to get URL, then plays audio)
This enables me to only use the Flash to play the audio, thus creating the same user experience regardless of HTML5 browser support. I'm assuming I will have to 'listen' for events in AS3, however any pointers in how to engage these events in JS and react to the events in AS3
Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound