I need to return to my original function after capturing an event (downloading something) with another function. The original function needs to return a value, which depends on the downloaded data. So, I'd like to pause original function for the time needed for the download and the eventhandler function to complete it's work, and resume it afterwards.
The obvious way is to set a flag value (both the original function and the eventhandler are within the same class) and make the original function check it until the eventhandler function changes the flag. But that would be wasteful, and my AS is slow enough already:) [other parts of the application utilise some heavy graphics]. Is there another way? Like an event that gets captured "in the middle" of the function? Or some other form of flow control?
Is there a way to get the handler(s) function(s) of an event listener?
I'm trying to find a way to remove them without knowing what they are.
For example:
ActionScript Code: if (mc.hasEventListener(MouseEvent.CLICK)){ // this object has a MouseEvent.CLICK listener mc.removeEventListener(MouseEvent.CLICK, null ); }
Instead of null, I was hoping to find some function that retrieves the handler function.
If I run add('movie123'). How do I get the string 'movie123' in the enter_frame_handler function? UPDATE This forum post (Click Here) describes the issues I am having but doesn't provide the solution I am looking for. Luckily @kapep provided a simple solution that solved the issue.
I want to call the same event handler function with a click and also with a custom event. the problem is the event type that needs to be passed to the function. Is there are generic event type that can be used to call the function from both places?
Code: menuBtn.addEventListener(MouseEvent.CLICK, menuOpen ); function menuOpen(event:MouseEvent){
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 created an array with movie clips now how can i target one movie clip with event handler function . so that when i clicked on one movie clip a message should be displayed
I have an action listener :myText.addEventListener(TextEvent.LINK,linkClickHandler); As according to this, i need to write an event handler function seperate to handle the text link event.Now my requirement is i need to write that function in the same line isntead of giving its name.ie, something like mytext.addEventListenet(TextEvent.LINK, function(event: TextEvent) {....code comes here....});
can i do like this in AS3.What will the syntax for this if possible.Also i want to know, wether i can pass one more extra param to the event handler other than event which is the default parameter.
I have an event listener for a custom event type. This custom event overrides the clone method as required.In this event listener I want to dispatch an instance of a different type of event... a different custom event instance altogether. It also overrides the clone method as required.The problem is I'm getting a type coercion error: TypeError: Error #1034: Type Coercion failed: ...I do not know what is trying to do the casting. My code is:
/* elsewhere in a method */ addEventListener(GestureEvent.GESTURE_SCALE, handlePinched); /* the event handler */
I am writing a program that needs to go to a random frame after clicking a button. However, the program also needs to start on a random frame. When I call the function at the start of the program it gives me an 1120: Access of undefined property event error. The function is originally written as followed:
function randomMatchedTrial(event:MouseEvent) { ... lots of code that probably doesnt matter, but let me know if it does... }
the program starts by calling the function as followed:
randomMatchedTrial(event)
Can event handler functions be called outside of the event listeners they are handling?
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 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;
We (AS3 coders) all know that one of the great things about the AS3 event model is that handlers are scoped to their containing objects. I'm writing an EventDispatcher for JavaScript, and trying to achieve the same effect.My question could be answered in a couple different ways:A: How does ActionScript 3 set scope within an event handler to the handler's container object, rather than to the event handler's caller (the IEventDispatcher on whom dispatchEvent() was invoked)?
I'm loading some images from a database using a PHP script through CodeIgniter, but when I try to add an event handler to do some stuff with these images, Flex compiler is showing me an error:1180: Call to a possibly undefined method cloneCar.Why I can not add an event handler in this context?
I'm using a progress bar component in a movie clip and this progress bar works loading an external movie clip. However, once the external clip is loaded, it seems the "complete" event is not registering with the object listener. This is what I have:
ActionScript Code: this.createEmptyMovieClip("FOB", _root.getNextHighestDepth()); var progressBarListener:Object = new Object();[code].......
The code a little more complicated than this in that there is an array that stores some information and a setInterval command that calls the loadContent function loading each external movie clip. I can past the entire code if necessary.Also the progress bar component is set up as thus: in the main movie (root) there is a movie clip called progressBar. Within progressBar the component resides with a variant name of PB.For some reason, when the external clip is finished loaded, the progressBarListener doesn't seem to be called.
I'm trying to find a way that I can control how a flash movie handles the click event from the HTML page outside the movie.
I run a website where we have advertising space for Flash Ads provided by our customers which, when clicked, open their own website in a new browser window (i.e. target='_blank') - however this causes us a few issues:
1.) We want to track the success of their ads, so we give them a custom URL that their ad should link to instead of linking directly to their site. This URL logs the click before redirecting the browser to the customer's website.
2.) Often the flash files we get use GetUrl() which seams to trigger the popup blockers in IE 7 & 8.
These two points mean we have to provide them with the custom URL for them to include in their flash ad, and/or tell them how to set up the movie to handle the clicks in a way that doesn't trigger the IE popup blocker, and this doesn't make it as seamless as it should be to place an ad on our site.
So, what I'm trying to do is find a way that I can reference the Flash movie object with JavaScript (or similar), and set the click event to open up a specified URL - so if the customer's flash movie doesn't have the right URL set in it, or is triggering IE's popup blocker it doesn't matter because when we display it, we can modify the event handler to use the correct URL and to open up their website without tripping any popup blockers.
I'm editing an xml gallery.you can see how it works now here (thumbnails are different than images, cause it's just for the sake of testing now)[code]...
oki. this all works via for each loop which creates thumbnails dynamically. the event handler for the click on the thumbnail is inside the - also dynamically created via this for each loop - button over each thumbnail. more or less like this[code]...
and now: i'd like to add "next" and "back" buttons,so that the user doesn't always have to click the closing cross and go back to the thumbnails, but that he can also -once he selected an image - simply loop through the gallery image by image.
oki. so first i tried to get the name of the button clicked previously and store it in a variable, a thus this would tell which image should be loaded via loader (say, name instance56 means Image00002 was loaded, so if now user clicks next, Image00003 should follow) . but i'm simplytoo simple to get the variable out of the event handler and for each loop scope. i also tried to do it inside the event handler,but then it gets terrbily messy, and i can never force loader to load the right image.
So I am trying to essentially have one class dispatch an event into the flow when it is added to the stage, and have another class catch the event, but I'm having problems. I set up a little test to simplify/display the problem I'm having. There are 2 classes, and then just some init code on the timeline.
I have classes that need to communicate with each other, but are instantiated at different times.Therefore I feel I need to create a universal Event Handler that my classes can add event listeners to,and can receive dispatched events from.
I'm creating a button to play an movie clip using onClipEvent() but I couldn't get it works. It contains a button (text) and a cube (movie clip). On that movie clip I have a button.I want the animation of movie clip play while my mouse is rollOver on my text. Does anyone know how to make that works??[code]
In a kiosk application (with NO mouse action) I try to mimic the action of buttons...with movie clips.I was wondering if that would be possible to create new event handler for MC?So that, by script, I could tell something like:
my_mc.selected = true my_mc.focused = true then have an event handler function like:
And by the way, what's the main differences between addEventListeners and addListener?I have a FLVPlayback component from which i wanna play 4 different flv clips referenced in a xml file.The xml part works fine.So I have my 4 buttons (components) here. When i click the button 1, i want to either send the variable 1 to a function that is build to load the desired flv in the player. The variable would determine which of the flv to play.either that or when i click a button, i want to set directly the .contentPath of my flv player, load it and play it via a simple function that would be referenced to in the addEventListener call hope everything is clear enough.I'm having trouble just making the buttons send different variables to a particular function, according to which of my 4 buttons are pressed.button 1 sends 0button 2 sends 1button 3 sends 2button 4 sends 3that looks pretty simple but seems like i cant even do that by myself.
1021: Duplicate function definition function onComplete1(event:Event):void { 1021: Duplicate function definition function stopSound1(event:MouseEvent):void { 1021: Duplicate function definition function backSound1(event:MouseEvent):void {
codes i used:
Code: var thereReq:URLRequest = new URLRequest("SOUNDS/how.mp3"); var there:Sound = new Sound(); var thereControl:SoundChannel = new SoundChannel();