ActionScript 2.0 :: Sending Function Name Via Parameter
Dec 16, 2006
I am sending a name of a function via parameters to another function. This allows more usage of a single function. However, the button commands work every-so-often. The message appears everytime with no problem.
Code:
_root.msgReveal("This is just a random message. Click the ok button to close.", false, true, false, false, _level0.msgHide(), false);
Code:
function msgReveal(msgString:String, btn1B:Boolean, btn2B:Boolean, btn3B:Boolean, command1:Function, command2:Function, command3:Function) {
msg.messageBox._visible = true;
msg.messageBox.textF.htmlText = msgString;
msg.messageBox.btn1._visible = false;
[Code] .....
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May 23, 2009
In my code there's a function that shows an image on the screen (or loads the image and shows a progress bar). This function is called by clicking on a thumbnail, and it uses a parameter [e.target.name] refering to the property "name" of the thumbnail clicked, which is an integer (or I believe so). The thumbnails are placed inside the cointaner_mc MovieClip.
Code:
container_mc.addEventListener(MouseEvent.CLICK, clickThumb);
function clickThumb(e:MouseEvent):void{
if (my_full_images[e.target.name] == undefined){[code]...
but I want to call this function by clicking on a button, which would need to pass another type of parameter, in this case, a variable which refers to the number of the image displayed on the screen plus one.I tried this:
Code:
clickThumb(image_num + 1);
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1067: Implicit coercion of a value of type Number to an unrelated type flash.events:MouseEvent.
How could I call the function clickThumb and make it use "image_num + 1" instead of "e.target.name" ?
Could I dispatch the event (MouseEvent.CLICK, clickThumb), passing this value "image_num + 1" ?
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Aug 14, 2009
Forgive me for this stupid noob question but I want to call a function (loadList) that originally gets triggered after a mouseevent from another function (addToXML) that does not have an event.
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The addToXML function when called adds elements to the XML var after which I want to call the first function with the event parameter so it refreshes the items in the tile list.
I know it can do this by creating a new array and loading that into the tile list in the addToXML function, but it be much simpler to just recall the function.
I have tried things like
Code:
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May 22, 2009
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[Code]...
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Sep 3, 2010
I'm having some trouble passing parameters with a function that is itself being passed as a parameter.In my application code I'm instancing that class five times:they are buttons in a menu.In that class, I've got an onRelease handler that does a number of things when a button is released, one of which is to invoke a function that is defined in the application level of the code.My problem is that I don't know how to send the function parameters.In my StandardButton class I have:
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Dec 23, 2009
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Jan 1, 2010
I'm designing a game that uses this function;
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Jan 28, 2010
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ActionScript Code:
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ActionScript Code:
[code].....
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Mar 10, 2008
why this doesn't work:
Code:
listContainer.next.onRelease = advance(1);
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function advance(d)
[code]....
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I'm trying to do something like this and it doesn't work, but I get no errors.
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[code]........
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[code].....
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Code:
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Oct 22, 2009
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CODE:
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[code].....
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Oct 18, 2008
I want to be able to send a second (or 3rd) parameter to a function that is called by an event listener, but I can't seem to get it to recognize the parameter - it gives me an error 1067 (implicit coercion of value) when I try the below code.
[Code]...
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I have a frame based HTML file in which my SWF is displayed in the left frame.My SWF file has a button that simply,when clicked,displays a HTML file in the "rbottom" frame. Following is the code I used:
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how to pass parameter to eventListener function.[code]
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Mar 3, 2011
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HereŽs example:
[CODE]
package { import flash.utils.Timer import flash.display.DisplayObject public class ChangeColorTimer extends Timer { public static const CHANGE_COLOR:String = "changeColor"; public var obj:DisplayObject public function ChangeColorTimer(delay:Number, repeatCount:int, obj:DisplayObject ) { super(delay, repeatCount) this.obj = obj } } }
[/CODE]
That was the ChangeColorTimer that extends Timer.Now, IŽd want to know how would I use ChangeColorTimer.I thought it was the same as using Timer.IŽve tried this:
[CODE]
public function changeColor(mc:MovieClip):void { var colorTransform:ColorTransform = new ColorTransform() colorTransform.color = 0xEE0000 mc.transform.colorTransform = colorTransform var changeColorTimer:ChangeColorTimer = new ChangeColorTimer(400, 1, mc) changeColorTimer.addEventListener(ChangeColorTimer.CHANGE_COLOR, setNormalColorListener) changeColorTimer.start() } private function setNormalColorListener(e:Event):void{ trace("called") }
[/CODE]
I called changeColor, but, I donŽt get "called" in the output from the setNormalColorListener listener.
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[Code]....
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[code]........
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