ActionScript 2.0 :: Call Other Functions From Generic Mouse Event Functions?
Nov 25, 2010Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
Is it not possible to call other functions from generic mouse event functions? Surely it is !!??ie....
Code:
_root.myButton.onPress = function(){
hide();
[code]........
isit possible to call two functions from one button event listener?
or is it even possible to write two seperate listeners for one button that listen for the same thing an example is shown in the code;
also, i have string variable, that i want to use to call a certain funtion depending on the variable, for example the vairables name is phase_no can i do next_btn.addEventListener(MouseEvent.CLICK,nextPhase,beginSubmit+phas e_no)??
I have a function that is called on a keydown event. Inside the function I do this:
function keyDownHandler(event : KeyboardEvent) : void {
if(cursorMoveCnt < 5 && event.keyCode != Keyboard.ENTER) {
trace(i);
trace(cursorMoveCnt);
stage.focus = arrayOfBoxes[i+cursorMoveCnt];
cursorMoveCnt++;
}
I want to call the same function after every 20 seconds even if enter key is not pressed by the User. Can I create the same effect as pressing the Enter key through code in some way so that the code within the if condition inside the function gets executed?
Is it possible to launch two functions with one mouse event CLICK?
if so, what is the syntax?
Is there no way to extend the vector class or write functions for a generic vector without specifying the class? There are a few basic reusable functions I want to use and I'd prefer to stick with vectors rather than arrays.
View 6 RepliesI have these images that will load when I input a certain string of text but I don't know how to combine functions to make a generic one that will work for all of the images. These are just two and they're basically the same thing except I have to make each function (something)1 and then (something)2 for the next image.
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Can I use a generic Event listener for both mouse and keyboard ?Something like this ?
Code:
private function controlAction(e:Event):void {
if (e is KeyboardEvent) {
[code].....
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.
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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?
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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:
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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,
in this example why the values of (12) and (21,39) are lost at the geo and geo1 functions
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Im adding lot of simple functions to prototypes of top level objects ( Object , Array , String ...) and have 2 questions :
Is possible to add functions to top level's classes in compile-time ?
If not , is there a way to allow this functions to compile ? I dont like to turn off strict mode
ex:
string.removeWhiteSpace();
string.sliceStr("." , "end");
textField.scrollBottom();
this return compile-time error , cause there is no such function , i have to write it in braces :
string["removeWhiteSpace"]();
string["sliceStr"]("." , "end");
textField["scrollBottom"]();
and i like to aviod it )
I am trying to figure out how to call a function in one swf from another swf both of which are loaded into the same master swf.This is my function in workPhoto.swf which is loaded into level 5 of the master.swf:
Code:
function killThumbs() {
image_mcl.unloadClip(thumbnail_mc);
[code]....
I am trying to call a C++ function from actionScript3. using Programming ActionScript 3.0 > Using the external API > Using the ExternalInterface class > Calling external code from ActionScript, I could call function from JavaScript .
it will be good if i could call C++ functions directly from Action Script.
I am using ExtrernalInterface.call(javascript_function, args); to call javascript functions from Flex. But this fails in case of browsers that have javascript disabled. Is there any other way to call javascript functions from flex?
View 3 RepliesI need to call a function that sits in a class called MainClass.The function call is made inside a class called Rooms.
I have an event that is supposed to call the function, but when I do I get[code]...
I am having problems calling functions in a SWF (B.swf) which I load into my first SWF (A.swf).
Nothing seem to happen when I call the functions, values that are supposed to be returned from the function call are undefined.[code]...
I have written two arrays for two separate functions and trying to have a button call both. How is this done properly? The function calls, collection() and left() are conflicting.[code]...
View 1 RepliesWhat Im trying to do is to call a function called e.g start(); from a class that extends sound. Iwe been trying for hours now. How can I make this work?
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is there a way to call on my functions for one button..for example my home btn on CLICK event does 5 different functions. Is there a way to put those functions in some sort of an array and just call on that...
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I have placed a movie clip on the stage, with the variable name mcThumbnail. The following code in entered in the first frame (the only frame of the timeline..).[code]...
View 1 RepliesHow to call a javascript method from flash ?? am having a simple javascript code ie
<script type="text/javascript">
function helloWorld() {
alert('Hello World');
}
</script>
Now how to call the method helloWorld() from flash ?Similarly how to call a php method also ?? am having the php code as,
<html>
<body>
<?php
function writeName()
[code]....
now i want to call writeName() from flash ?? how to achieve these things from flash ?
in my Main class, i try to call a function from another class, but when i compile i get this error:1136: Incorrect number of arguments. Expected 1.i have seen some fixes involving an event in the OtherClass and (null) when i call it, but it dosent seem tohere is a code that describes my problem, what do i have to do to make this kind of code work?m i doing it wrong, or do i have to do something else?OtherClass
Code:
package{
import flash.display.*;
[code].....
Im doing something wrong.I have written two arrays for two separate functions and trying to have a button call both. How is this done properly? The function calls, collection() and left() are conflicting.Currently left() isnt working, but with collection() commented out it does.
Code:
collection_btn.onPress = function(){
_root.introscroller.gotoAndStop(1);
collection_btn.gotoAndStop(2);[code].....
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):
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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
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Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code:
public function doSquareFunction(thisFunction:Function):void{
square1.thisFunction();
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I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
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Would there be a way to use listeners to do this or the AsBroadcaster?