ActionScript 2.0 :: Identifying And Locating Event Sub Properties?
Mar 13, 2008
how can i find (possibly with flash ) the listing of sub properties for events?i would not know if sub properties even exist for an event if i'd not done a tutorial stating so.for example.
var listenerObject:Object = new Object();
listenObject.cuePoint = function(evtObj){
trace(evtObj.info.name); //how do i find out if such sub properties exists for events?
Where are the resources located? For instance I have checked out a few samples online and the Main.FLA is empty (with maybe a few movie clips).
There are a few .AS files along with the Main.FLA. Where are these .AS files referenced? There is no ActionScript in Main.FLA according to the Movie Explorer.
If I rename the .AS files, the Main.FLA no longer works, so obviously the names are referenced elsewhere.
Can't find the .AS files referenced in the Movie Explorer, and of the Movie Clips, the Library... where am I missing the references to the included .AS class files?
how do you locate where a movie clip resides if you don't see it in the timeline!? I was handed a Flash file in which there is a movie clip of an antimated button (lets call it button A) that I must swap out with another button (button B), but in order to do that I have to find the instance in which button A is used in the banner animation.
Its been difficult since there are multiple layers and scrubbing through the animation doesn't even show when the instances of the button A reside! The only time I see it, is when I export it. Other than that, I have to scrub through and click on every layer and take a shot in the dark by locating the little movie clip circle - which 9 times out of 10 is not the one I was looking for.
when I point my cs5.5 directory to a specific location with my AS files, it doesn't work. When I write code in a AS file it doesn't effect the fla. I've tried to put simple things such as:
var hug:int = 24; trace(hug);
just to make sure. So help? I have everything pointed to my AS source files and stuff. Also my main class works but the other AS files don't affect on the fla.
I am targeting the states of the button ie: ROLL_OVER is tweened a little bigger.Then I want it to go back to its original size.BUT it doesn't recognise the start and reverse methods. Scene 1, Layer 'Layer 2', Frame 1, Line 60 1061: Call to a possibly undefined method start through a reference with static type gs:TweenLite.[code]
I was wondering if it was possible to use a for (or for each) loop to trace the properties of an event to the output window. I know I can trace the event in one go, like this:
I have done this same thing in ActionScript 3, but am not familiar with ActionScript 2, which I am forced to use for this project. I am loading products into a SWF via XML and attempting to add a click event to each dynamically-created movieclip. Simply tracing the text from a node in XML will do for now. I'd like to assign a property called "desc" or "description" to each movieclip and have it trace that property's value when clicked. Here is the relevant portion of my code as it stands:
I'm trying to set up a form that presents a combobox when an ArrayCollection it's bound to has several items, and doesn't present one when it's empty or only has one item. I've tried doing this by creating this class, but unfortunately, the data provider I've bound to is never not empty at the time the setter executes.
public class ComboboxOrFail extends ComboBox { public function ComboboxOrFail() {
I have multiple items in my app that I would like the user to click on.Some items are completely different classes.The classes dispatch events and then when the events are captured, some modifications are done to the transform properties of a loosely coupled display object.I want two separate classes to dispatch the same type of event, since I already have an image class that draws images based on a given url... I want the classes to dispatch the events, but then I think I want the difference to be detected when the event comes along... i.e., I would like to recognize the 'origin' or 'sub-type' of the event. Some sort of if/then logic would suffice.
I have an AS3 application which seems to be leaking memory slowly while running. I've been looking for a profiler for Flex 2 / AS3 and haven't been able to find one yet, in fact I saw posts from people at Adobe saying they were working on it but no release in the short term!
Does anyone have any more news on this, or more usefully have any information on a profiler or other way it is possible to find memory allocation and usage during runtime of an AS3 application? It would really help me to identify what areas of my application are leaking memory.
I have an xml and it has items, you can trace the items in Flash, but how do I call them to allow me to identify that object getting clicked on the stage?
I have 16 layers of movieclips (one in each layer), each has been given the instance name, "line1" through to "line 16". I'm trying to figure out how to hide all of them through actionscript, so far, my code is:
for(x=1; x<17; x++){ line[x]._visible = false; }
but for some reason, it doesn't hide all the instances. I've tried typing it in seperatly, (line1._visible = false; , line2._visible = false; , etc...) and it works, but for some reason, when I use the for loop, it doesn't work..
I've been scouring the web to see how to do this, and now I'm not even sure it's possible. However, it seems there must be way. What I want to do is create a function that will take x,y coordinates and tell me what MovieClip or Sprite is at that location. I want it to happen automatically, without any MouseEvents or anything like that.
I have 16 layers of movieclips (one in each layer), each has been given the instance name, "line1" through to "line 16". I'm trying to figure out how to hide all of them through actionscript, so far, my code is:
for(x=1; x<17; x++){ line[x]._visible = false; }
but for some reason, it doesn't hide all the instances. I've tried typing it in seperatly, (line1._visible = false; , line2._visible = false; , etc...) and it works, but for some reason, when I use the for loop, it doesn't work...what am I doing wrong?
I am creating a selection of checkboxes that are supplied from XML. These checkboxes are to provide additional details to a background picture and therefore they each have a unique name and an eventlistener to add the extra details to the background picture. Depending on other buttons clicked on the stage, the list of checkboxes could change for the same background picture. I have a selection of 5 different background pictures all of which have a different list of checkboxes. I therefore want to load the checkboxes dynamically. When a button is clicked to change the background picture, I want to remove all the checkboxes associated with that picture and display a new set for the new picture.
I want to identify specific strings in a text box from user input to add to a score variable, like so -
[Code]...
The example given adds 1 to the score, but if a user adds a space then a second word the text box views it as a whole and not individual words, resulting in no values added to the score variable.The problem lies with the whole text box being viewed as one entire string. Instead, I want to split it up so word1 will add 1 to the score, word2 will add 1 to the score, etc.
I want to do something where I collect functions to be invoked later when a certain condition is met. E.g.
function doSomething(someArg:Object):void { if (conditionIsFalse){ operationsToDoWhenConditionIsTrue.push(function(){ doSomething(someArg);
[Code]...
Basically if doSomething is called twice, I only want operationsToDoWhenConditionIsTrue to hold the most recent invocation. Obviously since the invocations are wrapped in function(){} all the functions are the same. Is there any way I can accomplish what I want?
How do I determine what objects are underneath a given x or y coordinate on the stage or within a sprite? Preferably, I'd like to be able to do this so that a class that extends Sprite and is a child of the Stage can determine what's underneath a given x coordinate of itself, regardless of position on the stage. This has to be done without user input.
I'm not clear on what methods might make sense for this. The hitTest stuff requires more info than I'm likely to have. Maybe localToGlobal, but to use that, I need to know what the objects are already. There are a finite number of them, so I could have them testing for this all the time, but that doesn't seem right and may not even get me what I'm looking for.
I have several array element each assigned to different symbols on the stage and now I have assigned one function (fcn1) for each element's MOUSE_OVER event as follows:.
for(h = 0; h < fields.length; h++) { fields[h].addEventListener(MouseEvent.MOUSE_OVER, fcn1);
[code]....
Now in fcn1, I have to identify which element the mouse was over it. I could not do this because I can't pass any parameter to fcn1 other than e:MouseEvent. And I tried to look the properties and methods of e:MouseEvent that might give any information about the source element (in this case, array elements).So far, only way out of this was I create function for each array element which in turn call fcn1 with appropriate parameter, but it is cluttery.
I have an html text being brought in from XML to a dynamic text field. The html text has a <br> in it. I need an If statement that can detect if the text has the "<br>" in it or now. How do I do that?
I'm working on a pretty simple game similar to Pingu Throw involving hitting an egg as far as possible. It uses very basics physics and involves a bit of moving some movieclips with bitmaps inside around to simulate a parallax background. For some reason, if you hit the ball at a certain angle, the whole thing slows down horribly (ironically, the slower the ball moves, the bigger the drop in frame rate).
I have no idea why this is occurring and have taken the following steps to rectify the problem with no success:
- tried 'cache as bitmap' both on and off for all the assets.
- disabled all non-necessary objects and methods.
- made sure assets are optimised and of an appropriate size.
I just cant get rid of the slow down without removing the code that is used to scroll the game sideways (pretty essential to the game). I need to get this game done ASAP. Here's a link to a .zip of the files. You'll need TweenMax in your classpath.
Over the past years I have created many different .fla's of aircraft panels( ie. hydraulic panel, electrical panel, pressurization panel, etc.) Each .fla has only one panel in it. Each panel is a movieclip and made up of movieclips, graphics, etc. It has it's own code built in and the idea was to be able to copy the panel from the original .fla to a new .fla, that contained other panels, and together would become part of a training program for the company. No I wasn't smart enough to uniquely name each asset(switch, guage, light, etc.). I did avoid the default names like symbol1, symbol2, etc.
Now I need to take each of the panels from the individual .fla's and put them into one larger .fla to act as a single library for all the panels. This single .fla will become the master Library that I will link all future .fla's to. As you would guess I get the "One or more library items already exist in the document:" message when I try to copy and paste a panel(movieclip) into the new .fla.
Question:Is there an easy way to identify specifically which items are in conflict without having to do a direct comparison between each of the libraries?
how to identify which marker overlay is being clicked.
I've looked up solutions online and the only thing that ever traces back for me is [object Marker] I need a way to identify the marker icon and manipulate the icon.
this is the marker code:
ActionScript Code: function createMarker(latlng:LatLng, number:Number, tip, myTitle, myContent):Marker { trace(this);
i have a question while reading Flex 4 Cookbook i came across the method to dynamically adding control to the container controls but nowhere i came across with how to provide them with the dynamic properties and events like they have created a button dynamically inside a group control but what good a button be if i cannot give it an event dynamically. in the same way i want to add a tree view inside a vbox but what good that be if cannot provide a data provider to it dynamically.actually i am creating an web application where i add the tree view to a vbox and i want to the data provider should also be dynamic depending upon the option i have selected in the combo box.
I don't have a problem with code but a big problem figuring out where to find out the properties and methods for "event.target". I'm working on a project where, naturally, events are essential. I've noticed, while reading some Actionscript code, that people use code such as:
Code: event.target.name event.target.loader
Very useful and interesting but the problem is where can I find out the properties and methods for "event.target"? I'm using Flash Builder 4 and I get the instance's properties and methods when I press the dot (code hinting). However, I don't get e.g. any "name" property after "target". It would be very useful for me to know where to look...
Just been playing around with the tutorials, on the Set properties/Get properties. Everything is all cool, except the "instance name" aspect. I dnt really understand that too well. Is it possible to change an Mc Name dynamically? If you look at my FLA when you hit the top left red button you will get a trace of the mcName as "square". Now if you input a new mc Name on the right hand side, you will see it change on the left hand side. But i want to know why it doesnt remain as the new mc Name, it still goes back to square.