ActionScript 2.0 :: Listener - Can't Call The Function In Prototype?
Apr 28, 2006if have a prototype like this
[Code]...
if have a prototype like this
[Code]...
How can I pass more than one argument with a listener ?
ActionScript Code:
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, myMethodName);
I would like to have
myMethodName(my parameter);
How do I call the slideShow function without an event listener?[code]...
View 1 RepliesSo I have an event listener, and I call a function from it.. but I want to pass some variables along with it as well.Is that possible?
View 10 RepliesSay I have the following function
Code:
function myVideoFunction(event:VideoEvent):void {
do some stuff....
}
but i want to call it from the event listener
Code: button.addEventListener(MouseEvent.CLICK,myVideoFunction);
I cant because it runs off a VideoEvent, not a MouseEvent.The obvious work around is to copy and paste the function and rename this part, or alternativly just make a function such as:
Code:
button.addEventListener(MouseEvent.CLICK,callMyVideoFunction);
function callMyVideoFunction (event:MouseEvent) {
myVideoFunction(null);[code].....
The keyBoard event listeners call on the rotate and unrotate functions and based on the key inputs(A and D) will implement either of the functions and rotate the image or return it to the original upright position. However, I haven't been able to get the function to work. When I press the A or D keys on the keyboard nothing happens. I even put trace() in one of the functions to see if the function will even be implemented but I don't get anything. I put in my Scripts below. Why are the functions not working? Do the eventlisteners fire or are there conflicts? I'm not getting any error messages.
ti.border = true
ti.addEventListener(TextEvent.TEXT_INPUT, onInput);
function onInput(event:TextEvent):void {
if(ti.text.search('a')!=-1) load_image("http://i54.tinypic.com/anom5d.png", "ottefct");
[code]....
The keyBoard event listeners call on the rotate and unrotate functions and based on the key inputs(A and D) will implement either of the functions and rotate the image or return it to the original upright position. However, I haven't been able to get the function to work. When I press the A or D keys on the keyboard nothing happens. I even put trace() in one of the functions to see if the function will even be implemented but I don't get anything. I put in my Scripts below. Why are the functions not working? Do the eventlisteners fire or are there conflicts?[code]...
View 1 RepliesHere is the code to call function using event listener:
var listListener:Object = new Object();
istListener.change = function() { changeImage(); }
thelist.addEventListener("change", listListener);
[code]......
I am loading 5 images using "for loop" and I have created the listener and if the images completes the loading, the function is called. Now, I need is the name of the "image" which is loaded on each five images gets completed.
[Code]...
in the output it is throwing as "[object LoaderInfo]". Now i need is the name of the "Image", inside the thumbnail_load function, that means, which image loading is completed.
I need to Automate the Page flip where the user has no control. Make it into an animation per say. I know it can be done. But I can't seem to figure out how. I can make just the first page. But I can't make it keep going. You guys know what I'm talking about right?[URL] Here's the code and notes...
[Code]...
Is there any way to let a button call the prototype?
View 1 RepliesI have a document class called Main.as In the class constructor I have the following listener:
enter code here
var listeningFORModeChangeToStudent:Sprite = new Sprite;
listeningFORModeChangeToStudent.addEventListener(TellAllModeChangeToStudent.STUDENT,exp);
addChild(listeningFORModeChangeToStudent);
[code]....
In a third class I make a call to the despatcher in the previous class:
enter code here
var ThisTellAllModeChangeToStudent:TellAllModeChangeToStudent = new TellAllModeChangeToStudent;
ThisTellAllModeChangeToStudent.tellAllModeChangeToStudent();
I have trace statements in eveything and from this I know the despatcher in TellAllModeChangeToStudent is being called.The problem is that the listener in the main.as is not calling the function exp.I cant see why and I dont know how to check if the listener is actually seeing the dispatch event?
I'm trying to reference an instance through the use of a variable in my call to a prototype. The variable is myVar and contains the instance name to which I want to apply the resizeTo prototype. My syntax is incorrect.
Code:
on(release){
//disregard this line
this.swapDepths(this._parent.getNextHighestDepth());
//this is calling a prototype named resizeTo
this.resizeTo(150, -100, -100);
//Setting instance name of another movie
myVar = "green";
//Trying to drop that instance name into my next prototype call
this._parent.myVar.resizeTo(100, _parent.old_X, _parent.old_Y);
}
The function is called on release of a movieclip. I'm making a drag a drop navigation and there are two content windows .. "h1" and "h3".
I don't think there's anything(much) wrong with my code itself, I'm just having trouble with calling anything within h_ins.onEnterFrame. Is there a fundamental issue that I'm not aware of? Below are all the details if you're interested.
[Code]....
[code]causes this error with mtasc compiler:type error String has no field myFunction it must be possible to add new functions to a class via prototype.is there any configuration i can do for mtasc to be able to compile this code?
View 1 RepliesCode: Select allMovieClip.prototype.play2 = function(direction, playback, begin, end, callback, clips) {
var o = this;
playback = (playback == undefined) ? (1000/24) : playback;
[Code].....
I have tried the same commands for onClipEvent (mouseUp) aswell!
Do I need to add something in the MovieClip.prototype.play2 = function???, or what is the correct approach.
I have this prototype function:
[AS]
MovieClip.prototype.moveRight = function() {
// when it enters the frame
this.onEnterFrame = function() {
oldx = newx;
// if timelineMC._x less than or equal to howFarRight
if (timeline._x<=howFarRight) {
[Code] .....
Which works great except that it scrolls the whole thing all at once. Is it possible to put some kind of increment in there so that on a key press it only moves a certain amount of pixels?
I found a cool prototype function here in the forums that plays a movieclip backwards:[code]I have the protoype defined on the main timeline of my main file. I call the function on press of a button from an external movieclip after it's loaded into main.When testing it in flash it works beautifully. When I test it online it doesn't work at all. Other code on the button being called at the same time does work (like unloading a movieclip on the main timeline).
View 6 RepliesI'm trying to create a function that will help me fade in sounds with the help of setInterval. I'm almost there! Here is the code so far:
// Begin
melodyhalf1 = new Sound("melodyhalf1_mc");
melodyhalf1.attachSound("melodyhalf1");
melodyhalf1.start(0, 99);
[Code]....
I placed a comment in the Sound.prototype.fadeIn to test if it was being called, as well as to see if the melodyhalf1 variable (object?) was being passed.
The results are that the fadeIn function *is* being called, but the trace(this) comes back with 'undefined'.
I'm having issues with something wanted to accomplish involving qued amations that i can reuse in various situations throughout an application...
Basically, what I'm trying to get is a prototype or function that will allows for multiple instances on that stage that start at a specific x/y and size, animate to a specific x/y size and end at a specific x/y and size... the x/y and size information is defined for each of the instances in the function.
A good place for this would be with buttons... check the sloppy diagram attached.
Like the title says, I found a cool prototype function here in the forums that plays a movieclip backwards:
Code:
MovieClip.prototype.backwards = function() {
this.onEnterFrame = function() {[code]...
I have the protoype defined on the main timeline of my main file. I call the function on press of a button from an external movieclip after it's loaded into main.When testing it in flash it works beautifully. When I test it online it doesn't work at all. Other code on the button being called at the same time does work (like unloading a movieclip on the main timeline).
[Code]....
I have created a listener. I want to call this listener on click on the button. As like my_btn.onRelease = function(){//call this listener on click on the button.}
I'm trying to use ExternalInterface.Call to call a JavaScript function to launch a lightbox window. So far I have this:
AS3:
flash.external.ExternalInterface.call("launchLB", "" + aUrl + "");
JavaScript:
function launchLB(url) {
alert(url);
[Code]....
I get the alert but I can't get the lightbox window to display. When my as code makes the ExternalInterface call I get what looks like a page refresh and a blank browser window.
I have an enterFrame action that I use on a graphic:
[Code]....
Because I want to use the above code more than a few times, I tried to make it a function.
[Code]....
But for some reason the function call does not work when I call it via an action on a graphic where initially the code worked when it was explicitly written and not called as a function.
Code:
onClipEvent (enterFrame) {
fadeOut();
}
why this is not working.I have an application with a new class I just created. The class loads, but will not call it's own internal function.
package com.parkerandkent.components.classic.photogallery {
import caurina.transitions.Tweener;
import flash.display.MovieClip;[code]....
"Test 2" will not fire here.And I get this error message:
CallTag.as , Line 10 1180: Call to a possibly undefined method init.
I need to get a javascript var in my Flash application. I like to be able to just set a variable in the javascript (client constraints) rather than define a function.
Can this be done? I am trying to use the ExternalInterface.call()
AS:
ExternalInterface.call("function(){return window.someVar}", null);
JS:
var someVar = "Test";
This does not work and I suspect it is because the ExternalInterface.call() does not like the anonymous function.
I have a function defined in JavaScript like so:
function fadeBack() {
alert("fadeBack called");
};
I call that function from my Flash file like so:
import flash.external.*;
flash.external.ExternalInterface.call("fadeBack");
This works in both Safari and Chrome, but for some reason Firefox won't ever call the function. Still, I can't figure this out. How can I fix it?
Does anyone know if there is a way to call a dispatchEvent call from inside of a static function?
View 2 Replieshave a node that has an asfunction embedded - won't work. if I change the a href to a web page- it works fine. If I try to call a custom function it doesn't call it at all.
View 1 RepliesI have a movie clip being dynamically added to the stage via an AS3 linkage call:
gameOver_mc = new GameOver();
stage.addChild(gameOver_mc);
The movie loads as required.But when the movie has been added I want the user to be able to press spacebar and a function to run.So in the GameOver.as class I wrote the following:
Code:
package
{
import flash.ui.Keyboard;
[code]...
But as soon as the movie clip tries to load I get the error message: TypeError: Error #1009: Cannot access a property or method of a null object reference.I would have thought this would work fine. When I trace the statement in the Constructor function is works. Its only when I try to add an event listener that I get the problems. So am I not allowed to add event listeners from a dynamically loaded class?