I am making component with text field in it and I want to call some function on the onChanged event that trigger another function.
In case I define onChanged event on the following way everything is ok my_TextField.onChanged = function ()
{.....} but if I use listenerObject, function inside another function is not triggered.
I have created different buttons on different movieclip. Then i assigned onPress event on each buttons. But the function of onPress event is not triggered. The arrangement of movieclips is following.
var mainMC:MovieClip = _root.createEmptyMovieClip("mainMC",0); mainMC._alpha = 0; var adImgMC:MovieClip = mainMC.createEmptyMovieClip("adImgMC",0); var offerMC:MovieClip = mainMC.createEmptyMovieClip("offerMC",1); var offerList:MovieClip = offerMC.createEmptyMovieClip("offerList",0); [Code] .....
I have created an event as follows: offerList.onRollOver = function(){ offerList.stopTween(); clearInterval(autoScrlTimer); } offerList.onRollOut = function(){ duration = 0; autoScrlTimer = setInterval(automaticScroll,duration); ovrFlag = true } I doubt that the onPress event is not working because of the above piece of code.
How can I get a function triggered by multiple triggers? For example, a function that is normally triggered by a condition but also needs to be executable independently with a mouse click.
What I want to do is take the basic functionality of this tutorial (card flipping) and trigger that action on the timeline to create an animated movie rather than something that a user with a mouse interacts with.flashandmath {dot} com/flashcs4/flip/index.html(the forum won't let me directly reference the tutorial I'm working with because i'm a new member)The tutorial uses a custom class, I'm guessing that i need to remove the eventListeners for the mouse events and call one of the functions on the timeline specific to the variables on the scene, like "card1.initApp();" ?
The idea is that the function 'startDrawing' only has to execute when I click on the mc 'myMC' which contains a (filled) square, a sort of a drawingboard. However, it also executes when I click anywhere else in my movie.
In _root exists function "path=load_Path()" which is triggered when an button is pressed. The result of this function can be "photos/folder1/image.jpg" or "folder1/textpage/" or any other path. What I'm trying to find out is how to get value of "path" automatically when it's changed or get callback whenever function "load_Path()" is triggered.
I don't have possibility to access this function because it's in _root SWF which I can't edit.reply.
i have actionscripted a movie which plays a function on export. i.e home() in the first frame. in that function i attach a movieclip which contains a background image of about 200kb. How would i preload that once it is attached to the stage in the function?
I am working on a presentation that has multiple scenes each having say 100 frames. Every 10 frames there is content on the stage, i.e. a 'slide'. There are left and right arrow buttons to take the user of the presentation forward and backward - much like a powerpoint presentation.Many of the 'slides' contain another button (instance name infoBTN) that can be rolled-over, and when this happens an info bubble pops up to display some information in the form of a graphic (instance name infoBubble).This operation works fine for one button, but I don't really want to have to call a new function and variable name and have new instance names on each subsequent frame that features a similar button with an identical operation.
how can I call the function just once and re-use it over and over again? There will only ever be one button of this nature on a given frame,This is the working code I have on the timeline for this particular frame:
Code: // INFO BUTTON MOUSE EVENT var fadeIn:Tween = new Tween(infoBubble, 'alpha', Regular.easeOut, 0, 1, 0.75, true);
Ok, I have 2 buttons on the stage. Each button does almost the same thing, so I want to create a single function, and each button calls that same function (we'll name that function "Navigate")... however, the function will need to end up doing something different dependant on which button was clicked.So, previously, in AS2, I would've added some code onto the buttons themselves with on(release) methods, like so:
Code: // Define the Navigate function function Navigate(myLabel){
Trying to migrate my way of thinking from AS2 to CS4/AS3. Ok, I have 2 buttons on the stage. Each button does almost the same thing, so I want to create a single function, and each button calls that same function (we'll name that function "Navigate")... however, the function will need to end up doing something different dependant on which button was clicked. So, previously, in AS2, I would've added some code onto the buttons themselves with on(release) methods (see CODE EXAMPLE 1) So, each button effectively calls the Navigate function, and passes a different frame label to the function. Now, I'm trying to recreate this functionality in AS3. As you all know, on(release) has been done away with (still don't know why), but we now have to use event handlers, so I'm trying to figure out a way to pass a different frame label argument to the Navigate function. Currently I can achieve that by using a switch statement to test which button was clicked, and act accordingly (see CODE EXAMPLE 2).
I have a bunch of event listeners that refer to different movieclips but trigger the same function.I have an if statement within this function that I need to trigger if the function is triggered by a specific movieclip.
I am trying to replace some code which loaded an external image and triggered and function once completed with code that uses and embedded image. The relevant code looks like this.
Code:
[Embed(source='globe.png')] public function Globe() { var imageLoader:Loader = new Loader();
[code]....
The commented out section is where it used to take the loaded image and apply it to a texturemap.I need to replace the lines of code in the first function with something that calls the second function correctly.
I have tried using function imageLoadComplete (e:Event = null)and calling it with imageLoadComplete(); in the first function but although it compile and runs without error, the program does not work properly. I suspect this is to do with the dispatchEvent(); line which I do not understand.
I'm a Flash newbie and I'm trying to get some keyboard action going. I've followed some tutorials, but nothing seems to work. To test it I created a brand new fla file and added the following code in the first frame:
[Code]...
The first trace ("Add listener") shows up in the debug output, but no matter which keys I press I can't get the function to be called. Am I doing it wrong?
NetStatusEvent has only one type of event: NetStatusEvent.NET_STATUS; but it comes with many codes for various cases.
Here they are, listed.
However, a lot of them are not triggered for me. I know some are FMS specific but I'm talking about "NetStream.Play.Stop", "NetStream.Pause.Notify" or "NetStream.Unpause.Notify".
Is there a case when they shouldn't be triggered, even though I'm calling NetStream's control functions (which take effect), or a known issue around this matter?
I am trying to extract the last part (after the last .) of what trace(evtObj.target) shows, but when i try to use the code bellow to do it i get some of the info i get for the traces EventOb=_level0.RightSide.instance435.Ath (or whatever it is that triggered the event) Legth=Undefined
i get Undefined for all the string commands i have tied
example for evtObj.target with _level0.RightSide.instance435.Ath i want to get just Ath
I have a project that has 6 movie clips across the stage that are triggered by mouse click. The trouble I'm having is getting them each to dissapear when the next movie clip is triggered. You can click out w/ an "x" box but I want them to dissapear when the next mc is triggered also.
Code: var mc:handfade; hand_mc.addEventListener(MouseEvent.CLICK, handPage); function handPage(e:MouseEvent):void
I have a file where user chooses xy cordinates which display in text box.... which is workin, but I want to have it only appear inside a box area? ie choose once only inside box area - once outside i want the mouse to behave as normal (no new pointer no xy tracking) not sure what if statement would work ?
onClipEvent (mouseDown) { duplicateMovieClip("../cue", "cue" add n, n); setProperty("../cue" add n, _x, getProperty("_level0",_xmouse));
I created a simple animation that needs to have a button on one segment of the animation. I created a button with a action of getURL in AS3, the problem I am having is that every time the animation loops from the first frame it triggers the button and the new page I requested pops up.
I created a button that looks up the coordinates of the device. There is no errors in the code but for some reason which is eluding me, the event is not being triggered.
Here is my code:
protected function lblCheckIn_clickHandler(event:MouseEvent):void { if (Geolocation.isSupported)
I made this simple movieclip with over and out states. However my function does not work. When moving over the movieclip the mouse out event is called immediately. I don't know why this is happening.
ActionScript Code: home.buttonMode = true; function onOver (e:MouseEvent):void {
What I am wanting to do is move multiple MCs when a MC (acting as a button) is released, the following is the code that i have tried but it doesn't want to work:
I'm a beginner in AS and is trying to build my website entirely on AS2.0. Here's an effect ( I call it "appear effect" ) I wanna create with the tween class:
[Code]...
I would like to have this effect triggered whenever a button needs to appear. In total, I have about 10 btns. I believe I have to store it inside a function. Tat's all I know, can someone pls kindly guide me thru this?
Im going to repost this question but simplify it, I read this post afterwards and it even confused me... have 3 movie clips that are being used like a button, they appear in the middle of the screen, when clicked on the 3 movies move to the left of the screen.the top movie clip is at x: 30 y: 180the middle movie clip is at x: 30 y:345the bottom clip is at x: 30 y: 510if you click on the middle clip, it moves to the postion of the top clip,the top click then movies to the bottom, and the bottom moves to the middleif you click on the bottom clip, it moves to the top, the middle clip moves to the bottom, and the top clip moves to the middle.basicly the 3 clips cycle positions, depending on what clip the user clicks on, the button that was clicked on moves to the top.THE PROBLEM....I want to load an external movie clip. I want the clip to load when the the movie clip that the user cliced on moves to the top postion x: 30 y: 180,
THE CODE..... //************************************************** ********************** //************************************************** **********************
I have a scrolling navigation bar and two buttons on either side to move it left and right. I created functions to handle moving the navigation MC left and right, and they work just fine.
My problem is, I'm trying to set my buttons up using onPress, like this:
function ScrollForward() { // function contents }
[Code]....
The problem is, when I create the .swf, the functions placed in the onPress events automatically run. And neither button triggers the "onPress" events. I have removed the last two lines with the onPress events and the functions do not run, so the way I've set them up is obviously wrong.
The problem is obviously the onPress lines because the functions do not run without those lines, and if I simply put the full function within the onPress event rather than separate, they both run correctly. I want to call these functions elsewhere, so I don't want to simply include them solely within the onPress event.