ActionScript 2.0 :: Defining MouseUp Functions For Multiple MCs?
Aug 8, 2002
I�m trying to use Listeners to capture the MouseUp event based on Helen Triolo�s sample at [URL]I reused her code and loaded the listener�s array (with MC names that will listen to the MU event) from a textfile.My problem is that I don�t have these MCs on the _root. They�re located deep in the MC hierarchy, this way: MCComponent-->MC1-->MC2-->MCs I want to address for listening (I have about 250 MCs in this level of depth which I want to to address for listening)So, when defining the MouseUp function for each MC to respond to, I couldn�t address the MCs. I tried in different ways without any result.
This is the code:
// set up responders for each listener
// listeners is the Array with MC names which I loaded from
// the textfile
for (var i in listeners) {
[code].....
Is there any way of making this work? Is there something missing in this code ? Note: I cannot put these MCs on the root because of other functionalities that they need to accomplish...By the way..., what about RollOver and RollOut ? Can they be captured too ? I�ve read about capturing MouseUp, Move and Down but not Rollovers...
What I am trying to do is kind of odd, but I am wondering if anyone can come up with a clever way to do what I want to do. Basically, I want to re-define a named function at runtime. I can do this with anonymous functions, but I can't figure out a way to do it for named functions. I want to do this so that I can implement a "spy" functionality on an object for a testing framework (a port of Jasmine to Flex).
Take, for instance, this class:
public class TestClass { public var anonymous:Function = function():void { trace("original anonymous");
[Code].....
Can anyone more clever than I come up with a way to hack this? Can the bytecode be hijacked? Something?
if defining variable types in function parameters gives any speed boost.
e.g
ActionScript Code: function DoIt(param1,param2,param3):void {
[Code]....
is there any performance difference between above functions. in theory compiler should be able to manage memory more efficiently when knowing what data to expect, but is it so in flash
I would like to know if this is actually possible in AS3. I'm not really fluent in Java-style programming, but very used to C++'s .cpp and .h file system. Right now my functions are defined where my class is defined, so as you can imagine, my classes look incredibly untidy and disorganized.
I want to define functions to move a movie clip around the stage, my code works when i define it STRAIGHT to the movie, but when i define it as functions it doesn't.
ive got several movie clips as buttons in a parent movie clip that i hide/show. each button has its own instance name. even when the parent movie clip is invisible the button clips still get onmouseup events. when the parent is visable i dont even need to click on the movie clip to get the event to fire. even though i put the functions on diffrent clips they all fire, here are two of them:
I have multiple buttons with the following script applied which waits a second while a transition animation plays then loads a new image into the container... There seems to be a problem with having this code applied to multiple buttons unless I make the function and interval identifiers unique (i.e. transitiondelay1/waitFunction1,transitiondelay2/waitFunction2, etc.). I don't really want to have to do this to each button.[code]
I am building a Flash site with a boombox animation. I have the below code I am using. I am using just two frames. First frame, is where I put the code in the actions layer, boombox is still. In the second frame, I placed my movie clips on layers (woofers vibrating & tape deck spins). No code in second frame. So, if you hit the play, previous or forward button a song goes on and the animation start. If you press the pause button, animations stop with music. I have created 2 functions per button.
2 questions: 1 - Is this the best way to do it? If I press the buttons quickly, sometimes a song gets stuck and I can't stop, forward, etc. I was wondering if this was the code?
2 - I am tweening in my pages using AS3 - not timeline. I have a music and video page (each a movieclip). Is there a way that once I tween in the new movie clip (non-music of vid page) that the music or video can shut off?
I have used the loader script to load an external swf into current project. I have added a button to unload the external file when wanted, and was wondering if you could have multiple functions for that button, so that when you click it to unload it works as a 'home' button as well, and takes the user back to the mainpage again?Might be wise to mention that im kinda new to adobe flash and as3, and not sure if the way i have used to load the external swf was the easiest. Seems like a few have had some issues with this subject before me as well.
How would I manage to enable a button to perform several operations? I want a button to do the following.
I want it to change colour etc, when it is hovered over, I also want it to activate anther flash file on the page via local connection on release. How do I allow the button to set up different actions? Do I need to make 2 separate invisible buttons? And have action script applied to both of them for the 2 commands? How for example would I be able to extend this so that I can have the button doing several things? Say:
1) On rollover it changes colour 2) On rollover it activates a flash mc on the page 3) On Click it changes colour 4) On release it takes the user to another page
how to make button do multiple things at the same time. i.e when button is pressed it animates object1 and object2 i have a buttons that opens a sliding door (code is:
on (release) { control.gotoAndStop(2); }
so it opens a door where sound control is and i want for the same button at the same time to open lets say another door somewhere in the same stage with a music tracks in ther
I'm trying to fiqure out a way to have multiple SetInterval functions. what I'm trying to do is have text highlight a sentence using the setinterval function than after the number of chars needed are highlighted I want to be able to clear the interval and then start with the next sentence through another setInterval.
The program I'm trying to write is somewhat of a text to speech. I have a audio clip and a static text box. the audio is supposed to sync with the highlight of the text. the only way i could fiqure to generate the sync with a highlight was through setSelection as a loop.
Code: var i:Number = 0; var my_snap:TextSnapshot = test.getTextSnapshot(); var count:Number = my_snap.getCount() my_snap.setSelectColor(0xffff00);
Bug in Firefox if wmode is set to opaque or transparent.mouseUp is not triggered if mouseUp occurs offstage.I have slider code that should stopDrag on mouseUp, but if mouseUp occurs off stage, the slider stays connected to mouse on re-entry, even though the mouse is now up.Bug does not occur in other browsers, and does not occur if wmode is null.I have tried every variable and every fix I can think of, and can't resolve the issue.I have multiple versions now in AS2 and AS3 and I've followed every suggestion I've found online, including html/flash javascript. Nothing works yet.
Is there a way to check the method that has been attached to the stage?I have stage as global.. and need to fire some function in a object on mouseup...Now it fires 2 or 3 depending how many objects i add..I need something like..
I'm trying to implement a very simple way to select a subsection of the screen via mouse. The workflow is the standard one for many apps - click on starting point, move mouse and transparent rectangle updates between first point clicked and current position of the mouse. The basic code looks something like this (minus the graphics, which is simple)
This breaks down when the user moves the mouse outside of the app. Not only _currentPoint stops updating, but also if you let go the mouse button outside of the app you miss the mouseUp event, i.e. when you move the mouse back on the app _currentPoint starts updating again as if you had never let go of the mouse button. Was wondering if there is a way in Flex (for web apps) to get around this by listening to mouseMove and mouseUp events when outside of the app (if that's possible)
I want to let the user control an object, in this case a cartoon character blowing a bubble. I want the user to be able to control the bubble by rapidly clicking their mouse. The faster they click the bigger it gets and when they dont click or click slowly the bubble gets smaller in size.[URL]
I want to let the user control an object, in this case a cartoon character blowing a bubble. I want the user to be able to control the bubble by rapidly clicking their mouse. The faster they click the bigger it gets and when they dont click or click slowly the bubble gets smaller in size.The only tutorial Ive found that is similar is this url..Anyone point me in the right direction of a tutorial closer to what im trying to do? Or can anyone suggest some action scripting to use?
Most flash games and interactive animations that use keyboard events are made to respond in different ways to different keys.I am working on games for toddlers, who basically just bang on the keyboard indiscriminately. The trouble I'm having is setting up keyboard eventlisteners (key_up) that each perform different function.We're talking games like: when key pressed, ducky dances; when key pressed, doggy dances; when key is pressed, ducky and doggy go to sleep. I've attempted removing the listener before adding the next one:
stage.addEventListener(KeyboardEvent.KEY_UP, doSomething); function doSomething(evt:KeyboardEvent):void {make it do something;
I really need a Timer that shoots multiple functions. The Timer Class just handles one function and therefore is not good enough for my project. The Timer should work something like this:
After 1 seconds fire functionOne After 4 seconds fire functionTwo ...and so on...
Time is really crucial in my project (down to milliseconds) so I really can't use the Timer Class and fire "new" Timers all the time because Flash needs some milliseconds to process all the code and in the end it sums up to kind of a lot of time.
can you make a button have multiple functions? as in if i click a button one and imahe will pop up and then click that same button and another different image will pop up??
I'm using the below code to have a button that adds a MC to the stage. The problem is that I have over a dozen of these buttons and I'd rather not have to write out the event listener and function for every single button. Is there a way to use a single function for all the buttons and just change what MC is added based on which button is clicked? So if the user clicks on the draw5 button the function adds the deck5 MC to the stage?[code]
As I've been working with AS I've developed a collection of utility functions. For example:
$ cat utils/curried.as package utils { public function curried(f:Function, ...boundArgs):Function {
[Code]....
And I've found that, some times, I want to keep more than one public function in each file... But ActionScript restricts me to one public definition per file, if that file defines its self as being part of a package.
So, without creating a class with static methods, how could I get more than one public function in a single .as file?
I have been trying to figure out this by myself for a while and needless to say, I have been completely unsuccessful. I have various a loop that creates multiple movie clips called: movie1, movie2, movie3, movie4... (you get the idea...) i want to assign roll over,roll out, press functions to all of theme.g. when you press on one movie, it highlights it.but I am trying to find a summarized way over writing each one out:
movie1.onRollOver=function(){ something happens }
someonne once told me to use chartAt to do this, to reference different mcs, but I cant figure out how to do it.
Sorry if the subject doesn't make much sense but I basically want to perform several if the statement when on movie clip is clicked. an example of an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
In C++/Java you can do this to import a library of functions to your current file.
Code: #include <someFuncitons.h>
Is there a similar command in Actionscript? I want to use some commonly used functions over multiple SWF files and don't want to copy and paste all of them into each file.
I have a rather general question regarding OOP. How do constructor functions execute with multiple class extensions? I'm making an orbital physics simulation, and every spatial body is of the class SpaceObject, which extends Sprite. Then, I have all earth-type planets be of the class Earth, which extends SpaceObject. There are certain parameters that I'd like to set for every single SpaceObject (like position and size) in the constructor function, and certain parameters (like density and mass) that I'd like to set in the constructor of class Earth.But from the main timeline, when I create an instance of class Earth, I can only enter the parameters of the Earth constructor, ie
Code: var planet1:Earth = new Earth(density, mass) Or I can create an instance of SpaceObject: