ActionScript 2.0 :: Create Custom Function Called "turnOn" With (name) As Variable?
May 20, 2005
I'm trying to create a custom function called "turnOn" with (name) as the function variable(?is that how I should refer to it?). This function is an if/else statement that will be called through an on(release) button event.
The if has a bunch of && conditions, if true gotoAndStop on frame two of specified movie clip. But I'm trying to write it put it in a function so that I don't have to put all this code on every single button. So i'm using the "name" function variable to specify the movieclip that should be affected by button action, but it won't work.[code]...
I want to have 2 static functions called turnOn() and turnOff(). Say objectA calls turnOn(), then objectB calls turnOn(). Then objectA calls turnOff(), it should not turn off because objectB turned it on as well. Also say objectA calls turnOn(), then objectB calls turnOn(). Then objectB calls turnOff(), it should not turn off because objectA hasn't turned it off yet. Finally, if objectA and objectB turn it on, it turns off when they both turn it off. I was thinking keeping track of how many turnOn and TurnOff's are called and make sure it matches, but thats not truly accurate because objectA can call turnOff() twice.
create and send a variable called "return." But that conflicts with a word used in actionscript.[code]is there anyway to work around this naming conflict?
I have an MC object called with linkage to be treated as a class in the library,part of the code is what follows (what is relevant to this problem):[code]If I drag and drop the object from the library onto the stage to instantiate it and call the function from within the object, then there is no problem, and the code is executed with no problem. In the main movie clip, I want to create an instance of this class with code, add it to stage and call this function with the following code:[code]
Through the use of flags I have confirmed that we in fact enter the function setTable, and that this error is produced once I try to reference the cardArray.I do not declare the array outside that function because I need other functions in that MC to be able to see it. Relocating the declaration does not solve the problem, because then the interpreter advances to the lines where I reference other functions declared in the MC (which I want in there), and the same problem arise: it has not yet seen the declaration of functions like the custom shuffle function for arrays
I have a function inside of a class which is called by an event Listener I need access to a variable inside the function after the eventListener has been called. The variable name i need is stream and the function it lives in is called NetStreamxx. I tried to return stream but i don't know how to access the returned value here is the code
I am trying to make a simple mp3 player using flash. The songs are loaded using an XML file which contains the song list. The following code is inserted into a new keyframe.
The problem over here is in the nextSong() function. I am unable to preserve the value of currentIndex. Although I am incrementing currentIndex every time the function is called, but the value remains unchanged.
Is it possible to create variables with a function? I don't mean create my own variable in a function but actually have the function create a unique variable name (eg. exam1, exam2 and so on) they would all have the same data type.
I have created a function that creates a pop-up text box: I have named instanceName as a String but sadly it doesn't work. The only way I can get it to work is to name the instance within the function. Is there any way of creating a variable for the instance name? [code]...
This is hard to describe in a sentence, so i'll write some false code: (with incorrect syntax, of course)[code]...
Is it possible to do something like this, where I pass the name of the data Type that I want it to create and it does it within the function? And I know that with this simple example it isn't necessary to do it this way, but in the full program this would save some time and make the code more efficient.
I have a primary function that calls upon other functions, which call upon other functions, etc, each one creating different objects. I need to delete everything eventually and was thinking the easiest way to do this would be to have a global array to push() each object into. It would be easy to just put garbageArray.push(thisCreatedObject); into the for() loops of every function to grab all the objects so a deleteFunction() could just cycle through garbageArray to remove and null everything cleanly.
What I want to do:I could easily just create a global array to do this (code example 1), but I would prefer to be able to recreate this global array and delete it every time this primary function is called (code example 3) since it will be called upon a lot. It would be cleaner code to have it created from within the function as opposed to outside of it because I will have a lot of primary functions doing similar things that would require a global array like this.
I also know I could create one and simply pass it as an argument to every function (code example 2), but I would have to pass it to every single function. There are a lot of functions and a lot of calls to them, so this would require rewriting a lot of code and would be more work than it's worth. Making a global array outside of the function would be easier than doing this if it came down to it.
ActionScript Code: //example 1 of global array. No passing as argument from //primary to secondary functions. Multiple global arrays //required for multiple primary functions in the future.
I'm wondering how I can create a reference to a function/variable by using strings. Sorry if I'm not explaining the problem well, but let me show you what I mean in an example:You can create a reference to a class using strings by using the getDefinitionByName as follows:var classRef:Class = getDefinitionByName("myClass") as Class;var myClass1:classRef = new classRef();Similarly, how do you refer to functions and variables? The reason why I want to know is because I'm trying to implement a function which takes in the event handler name as the parameter, and what the function essentially does is that it adds an event listener with the associated handler (based on the parameter) to an object, something like this:
public function addListener(handler:String):void { mc.addEventListener(Event.ENTER_FRAME, "on" + handler); }
I want to call a function from another function's parameter but I don't know how and don't know if it is possible.I've considered this as a solution but it didn't worked.
Use Flash CS5 (and AIR, though this does not seem like it would be AIR related) in Win XP 64 I have a MovieClip symbol in my library with the identifier 'Puzzle10Piece10' with the following actionscript attached to frame 1 of the only layer with the following actionscript:
[Code]...
This runs contrary to my understanding of the pre-compiler and code execution order. In my way of thinking, any reference creation and related memory allocation is made when the object is instantiated, and indeed that allocation, unlike C depends not on code order (declaration before use), though this is an order that would satisfy even the C pre-compiler. If I understand the Flash compiler at all, it's not even a question of 'code order'... the symbol is pre-compiled such that for it to exist... for it to be instantiated, the variable would exist before the function would even be 'available' to be called internally or externally. Is my thinking way off, or is this a bug?
I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package { public class PER { [Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
I'm using an AMF service that was built by someone else. Basically what happens is that some info is passed to the AMF service and it returns true or false.I want to be able to pass in various info to the a function that calls the AMF service(submitTracking) and then get the true or false value returned in onResultSubmit to be passed back to submitTracking.
var screen:String; var buttonnumber:String; function submitTracking(screen:String, buttonnumber:String) {
I recently used fl.controls.List to implement a list with custom CellRenderer.I did it by implementing ICellRenderer:[code]Inside MyRenderer I added a fl.controls.Button, then set its label. However, when the List is rendered (by dynamically adding item into its dataProvider), the button body is not rendered, only the label is rendered. When I move my mouse over it, the button is then properly rendered.I found this strange, then tried use myButton.drawNow() in constructor. The problem seem to be solved. Now the button is rendered, but the label is not at the very center of the button (it's a bit towards right). Then, when I move my mouse over it again, the label move to the center, and everything's ok.This may be a minor problem, but I just wonder why this is happening. Why must drawNow() to be called? Why the label is not properly placed even when drawNow() is called?
I have a base class for buttons which handles button basics like mouse listeners etc.Now I'm trying to extend it to also have the possibility to store an event (yes event, not event type) that is supposed to be dispatched on click.So I have my CustomEvent (extending Event) that I pass into the base class and store it with type Event.Outside, in the event listener I have an event argument typed as CustomEvent.First time I click it works fine and event is CustomEvent traces true in the event handler.But the second time I click, event is CustomEvent traces false and I get the "type coercion failed" error (cannot convert Event to CustomEvent):
Code: TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::Event@29d3b7e1 to com.package.events.CustomEvent. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.package.display.buttons::ButtonBase/onClick()
If I trace event is CustomEvent in the base class before the event is dispatched it always traces true.So it seems something happens to the event in the dispatcher functions, but what boggles me is that the base class always sees the event as CustomEvent while the event listener thinks it is CustomEvent first time only.
k i have an flv video that is called into an mc through a variable ... and its workin just fine ... anyways... does any one knows how can i assign a preloader for this flv?
A while ago Orange Gold fixed me up with some code to navigate buttons by using a key pad I altered the code so I could get it to load an xml picture with each change of button. It works where when the down key is pressed the 'down' state of the next button is activated and the next xml image (in this case 'firstImage') is activated. *However the problem is that whenever the mouse is clicked outside of the button the image reloads. This would probably be an easy fix, however it is only leading me to frustration.
i have a for loop which increments a variable 'i' and then adds this variable to a string called 'test' like so..[code]however this does not work, it wont seem to add the variable 'i' when i trace (test). All i get is undefined?
i'm trying to run a loop, so a sequence of movie clips, one after the other, should "blink" as a wave.Tried the code below, without success. nothing happens. What could be wrong? The movie clips are named "menu1" thru "menu11".
Code: function ondaMenu (){ for (var i:Number = 1; i < 12; i++) {[code].....
I've been banging my head against the wall with this one. I have the following set function in Flex. [code]If I set the periodChangeAmount to -1 or 1 the set method gets fired. If I set it to zero it doesn't get fired. What's the deal? Does anyone know why it wouldn't get called when setting it to zero. If I change the object type to a number or even an object it still doesn't work as expected.
I have this script for random letter cycling below. I want to call this function to happen at a certain click or frame label, but when I call it with tweenmax, I get a runtime error. Can anyone explain to me how to call this function at certain events. I know this is definitely not best practice but have to try somewhere and here is what I did:
var targetWord:String = 'home'; var wordSoFar:String = '';[code]....
I am loading one xml file and onload (or onData) of this file I am calling another function but, this function is not getting called. What can be the issue? Can delegates be used here and how?
Here is the code for reference
Code: //path for _global.bookXML is defined already. _global.book_xml = new XML(); _global.book_xml.ignoreWhite = true;
I'm trying to write code so that when the variable p_bw is greater than 0, an event is called. I've read that I need to use dispatchEvent but I can't seem to get it working .Here is my code....
I have 2 functions. Each one is being called by a different event listener. Both event listeners work because I am able to trace strings in both of them.. my problem is that i am trying to create a variable that is local to both functions. The first function "working" adds a number to the variable and when the second event listener triggers function "notworking" which retrieves this same variable called "counting" both functions are called automatically by event listeners.. how do I do this? i am stomped!