ActionScript 2.0 :: Key Handler Can't See Global Objects
Mar 9, 2010
I'm making mobile aplication in Flash Lite 3.0. I've wanted to add key event handling, when some problem occured. Below is my class, which controls main menu with three buttons. Function onKey() is an event handler, but unfortunently it does not detect any global objects (e.g. currentButton or Butons). Only trace() and local code are working.[code]...
I'm making mobile aplication in Flash Lite 3.0. I've wanted to add key event handling, when some problem occured. Below is my class, which controls main menu with three buttons. Function onKey() is an event handler, but unfortunently it does not detect any global objects (e.g. currentButton or Butons). Only trace() and local code are working. How can I deal with it?
Code: class MainMenuInit { var i:Number; var Buttons:Array; var currentButton:Number;
Trying to implement the new FP 10.1 Global error handler into my projects but no matter what I do any uncaught error will still show up the Exception window (both in debug and release versions of the SWF). All I want to do is to prevent these popups but instead send a message to my logger. Here's my code ...
EDIT: I simplified the code now. Could somebody do me a favor and test the following class and see if it's works for him? Because it's doesn't for me! ...
I would be grateful if anyone could point me in the right direction for this question: I have an event handler that is called by multiple objects onClick - ie, I have several objects which I want to respond in the same way onClick. I was wondering if there was a way of amalgamating all the calls to this event handler into one call: at the moment I have:
I came to the point where I need to communicate between 2 objects (let's say Tank and the Cannon). It is tile game, and when the Tank approach specific tile I need my Cannon to shot the Tank. When Tank gets that specific tile I want to dispatch some custom event and have listener in Cannon class body to make the shot happen. Other way I would have to check in ENTER_FRAME loop (inside Cannon body class) if the Tank touched tile that runs the Cannon shooting - but this is not elegant and efficient. The issue is complicated by the fact that the Cannon and Tank are added to the Engine (document class) and can't simply hear for each other, because they seat on the same level in display list.
Initially I could addEventListener to the Engine, but this way my document class would enlarge to the XXL size (all listeners functionality, all methods for game etc). What I would accomplish is to have event listener in every Cannon object (defined in body class) listening for Tank's dispatching the event. I saw some 'Centralized Event Manager' article in the net, but can't download full classes [url]...
I'm having troubles activating the HitTest, passing the objects name as a parameter through a global function. Let's say there is the following function on the main timeline:
I have some filters set up, and have assigned some global vars to them, which I then use in my Filters code to display the filters: myText:Filters [globals.data.glow1, globals.data.stroke1, globals.data.shad1] Works perfectly. Now I want to assign a global var to each global filter var to determine if it should be shown or not. So...
i defined the global variable in the first frame of my file, and i can access it on other frames, however i am trying to access it within a movieclip, and flash is telling me that it is undefined. does anyone know why this could be?
Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
I'm using Zend AMF to send my remote objects to Flex. I've defined a Constant class and created getASClassName() method. Then I've created Action script class in flex.
Objects are send successfully, but they are deserialized to generic Objects in Flex instead of specific ones. EDIT: On network monitor in Flex I can see that AMF value is set to com.my.project.valueobjects.Constant. Although array from event.result contains Objects.
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I'm using an SWF handler to load my pages(MovieClips) into the Main Movie. I'm using Actionscript 2.0. My problem is when I click the button the swf is loaded into the handler but my actionscript is not executing its _x axis move.(graphics should slide in from the right), Here is the code I have applied to the sliding graphic:
I have been asked by a local web development company to code some flash banners for use with there banner ad site they are doing. I have been sent a banner to add the actionscript and also the actionscript as well. What I have is a fla doc with a button that covers the whole banner. Then on the banner I have this actionscript:-
I am now using FancyUpload (flash upload) to allow user to upload files in a small project. I use Generic Handler to handler in server when user uploads his file, but I'm getting error: Can't get session in Generic Handler (.ashx) when using Firefox or Chrome etc except IE I read so many solution and finally found out that Flash has some bug that can't send cookie in Firefox or Chrome except IE. Maybe I can check the session in Flash before it's start to send the file to the server or check session in Generic Handler before save it, How to do it?
What I have is a game with a Level object, inside the Level is a Player object, and they don't have instance names given, what I'm trying to figure out is how to do is make it so that the player can change the x or y properties of the Level object.
To be more precise, I'm making it so that when the player moves in a certain direction, he either moves accross the stage, or he starts moving the Level object around the stage, it'd be in an Event kind of function, now I can easily make the Player move, but I don't know how to make the Level object move which the player is inside of.
I have a service which returns an Array of ObjectProxy objects. I would like to cast this to a custom object (a value object) and create an ArrayCollection. How can I do this?ited:I am using Django and PyAMF for the backend. I had to write a custom SQL query and I am wrapping the resulting records in ObjectProxy and sending the whole result as an ArrayCollection.Here is my client side code:
[ArrayElementType("SessionVO")] [Bindable] private var _list:ArrayCollection;
I will try to give as much detail as I can. I am creating an CRM application using Flex(Cairngorm 2)/Java/Hibernate. The basic problem I am having is this: I have a Customer class in Java that has an ArrayList of Address classes. I have a Customer class in Flex that has an ArrayCollection of Address classes. When I make the remote object call for a Customer I get back a Customer object in Flex, but the ArrayCollecion objects have a data type of Object instead of Address. If I try to call for a List of Address classes I get the same result. If I try to call for a List of Customer classes I get a list of Customer classes in Flex. Using tomcat 6 with the following jars:
How do I align a movieclip, which width and height is user-defined, inside another object (this one is static, though). Top-left alignment is easy, x=0 and y=0, but what about center, center left, bottom left, etc? Math(.round) i suppose, but how?I want an object (static) inside the movieclip (user-defined) to stay aligned to, for instance, the top right corner, similiar to the minimize, maximize and close buttons at the top right of your browser.. The height and width data is pre-defined by the user in another file.But that does probably not make any difference...
I am trying to make a liquid gui layout (i think this is what it's called).Anyway, I have done part of this, but I'm having trouble figuring out how to position movieclips that aren't on the stage.These movieclips have linkage ID's and are being called when you click on a button.
I'm adding event handlers to dynamically created movies. The event handler is not active and the cursor does not change to a finger over the clip Here is the applicable code.
Code: function loadSubNav():void{ //Load Thumbnails
I would like to use System.showSettings(0) up front and trapwhen the user chooses Deny instead of Allow in an onStatus eventhandler as I show in attached code.
I'm failing repeatedly when trying to get a navigation system to work. Breaking the code into more chewable chunks is my latest idea, but there is still a ticklish problem: I need to activate a handler in an swf I load with the loader class. I get a compiler error that says: Scene 1, Layer 'Layer 1', Frame 1, Line 63 1061: Call to a possibly undefined method MakeIt through a reference with static type flash.display:DisplayObject.
I would like to use variables in my flash app. The app is quite simple, has many buttons, and on each of those buttons I have a simple script: on-rollover and on-release. For both actions I use the same value, which I want to put in a variable. The following script results in an error message: Statement must appear within on handler. When I have to declare the variable inside the on-handler, I have to declare it twice, which makes it useless as I have to enter the value twice. How can I get this working?
country = "uk" on (rollOver){ gotoAndPlay(country)} on (release){ getURL("/"+country+"/", "_self");}
I want to extend my function to a better design to where I can pass a canvas object into so I don't have to write N functions.. I'm not sure as how to do this properly I've come up with a naive design with a switch but even then if I add another canvas I still need to write new code for the new canvas.
function fadeCanvasOut(event:TimerEvent):void { canvas1.alpha -= 0.1;