I'm creating a onscreen keypad and so far Ive got this code which only outputs single values - Im looking to get it so each time you click the button ,it adds the value to the previous value like entereing a password.[code]I was thinking it might be easier creating a string variable and updating the string with every click of each value.
I'm creating a keypad which uses buttons to enter numbers into an input textfield.I can get the buttons to enter numbers into the field but can't figure out how it knows the code is correct.I've attached the fla to explain what I mean.Code used so far:
I need to create a simple keypad. When using an embedded font in a dymanic text field I'm getting a strange result. I'm using .appendText in a function like this for each of the numbers:
function button1Press(event:MouseEvent):void { MySolution.appendText("1"); }
[Code]....
In most cased when I press a second button, both numbers change to the second button that was pressed. Press the two and "2" is displayed. Then press four and it changes to "44". When using system fonts this doesn't occurr. This behavior only happens on the iPad. It's fine in the test window on my computer.
I have a project that involves taking user input from a keyboard/numeric keypad. The script I wrote detects when the user actually enters a numeral in the text area, and replaces it with step-by-step with a series of letters and numbers in a similar fashion to keypad input on a phone. Everyone else's solution assumes that the user is A.) On an actual mobile device, and B.) That the LAST character is the one that should be replaced in the series.
Whereas, in my case, the user can use standard keyboard/numeric keypad input. Moreover, the caret should be able to move to any arbitrary position within a given string of text, and not just to the end of that string. My script works for the most part, except for some reason, the caret advances on its own without me/the user telling it to, and from what I can see, there's nothing in the code to allow for this:
Code: var _1:String = "1@._-"; var _2:String = "2abc"; var _3:String = "3def"; var _4:String = "4ghi"; var _5:String = "5jkl"; [Code] .....
Lastly; my code does not account for when a user presses a DIFFERENT number than the one that they are currently pressing--in which case the caret should naturally advance automatically to allow for a new numeral to be inserted. My example is attached.
I'm interested in creating number/telephone keypad, but I can get multiple numbers to append to each other. I creating a simple little app where the user "punches in" an amount from an on-screen number keypad. When the user presses 5-0-0, I'd like it to set the variable to "500".
The only method I'v tried (or know how to do) is: on(press){set("varNumber1",1)} - But this only allows me one number at a time.
Is there any exisiting code out there - how to append the numbers to each other.
I'm building a website that has the option of using the keypad to navigate the menu. If I test in flash I can use the keypad right at the beginning (if I press the right arrow it expands the first menu). However once I upload the sight, I have to click on the screen before I can activate the event listener. I use a seperate swf to preload it but even that when I test in flash works off the bat when the right arrow key is pressed.
I just recently purchased this template: [URL] and I'm having difficulty with the scrolling text areas. The finished .swf file has different scroll areas for each of the pages, just like the online preview, but when I go into flash to try and edit them, I can only find the "Little About Us" scrollarea from the "About" page. There is a layer in the flash file called "page," the content of which changes on mouseclick, but that same "Little About Us" scrollarea stays constant in that layer, only moving location. I can't even find any of the other scrollareas in the Library. New to Flash, as I said, but even so this seems odd to me (aside from the fact that I need to edit those text areas).
I've gotten code that would circle through this with menu without an array, but I have been looking trying to complete it for the sake of better learning about arrays.
I have 3 buttons and I want to use the up, down, arrow keys to cycle through the buttons. So far I have the code to switch the up state once they are clicked on but I am unsure how to incorporate the navigational aspect into the array and have it cycle through.
Below I have posted my file with actionscript. Here is the actionscript set up right now:
I am pretty new to Flash and XML and I am having a problem mapping to the correct nodes. I have built a vertical menu using one of Senoculors tutorials, which I have had to adapt a bit to make it fit in with my xml. The problem is I need to be able to map to a different set of nodes to the ones in the tutorial. I have posted my menu so that you can see what I mean.
I've perfected my collision detection by setting a square in the middle of the stage and circling around it, trying to penetrate its foresty interior until I could no more. [image below]
Obviously, I want more than one block to create my levels, but making one huge level in the same layer under the name "floor" (the name I gave the movie clip) will stop my player from moving because the boundries of the object "floor" surround my entire player, immobilizing it. [image below]Is there any way to fix this? I want to be able to move around and collide with the *blocks*, not the outline of the entire clip.
i've been trying - with absolutely no success - to pass a variable from an SWF on an index page to an SWF on the next page (in this case home.asp). i am using the following method: in the index page when a menu button is clicked i pass the value in the string
I am working on my first AS3 project, working on an upload routine for images. Simply, I upload an image and place it on the stage. Piece of cake. Now, what I can't figure out, is how to apply a filter to it. For some reason, I have a big ol brain fart about accessing my clip. I've positioned a clip on the timeline and can apply my filter to it, so it is definitely a reference issue.
Code: /* displayImage imports the uploaded image onto the stage,
I have created a swf player using the flvplayback component to display flv files. The document in flash is 275 pixels wide by 130px pixels long. I also have my video component (flyPlayBack) set at 275px by 100px to display the playback controls. My flash code is my simple like the following
import fl.video.*; var myflashvars:Object = new Object(); myflashvars = this.loaderInfo.parameters;
[URL]..the animated glowing effect on the buttons. One, I can't get any mouse events to respond in the skin. I can't seem to find others with this problem. In the below code, startAnimation is never getting called when a mouse over occurs, but the event is apparently getting registered. To test this code, simply add skinClass="ButtonSkin" to a button declaration in your main application, the code below being the ButtonSkin.mxml file.
[Code]...
EDIT I found out why mouse events weren't firing. The button apparently has mouseChildren false by default, which specifically prevents events from firing lower than itself. Using parent.mouseChildren = true; in the constructor fixes this issue. On to the next part of the question: continuous animation.
I am working on a information visualization project that involves visualizing json data from online forums. The problem that I'm having is that I'm not able to access all of the values of elements the json. Here is my Schema:
[{"course": "compsci 101", "forums": { "forum": { "forum_title": "Week 11 - Cable and the Specialization of Television", "forum_word_count": "1000", [Code] .....
I tested and the json is valid but when I run it with this code it only is able to pull the last value (Week 2 Discussion 1 - Cable and Broadcast Television). for (key in tuples) { trace("forum title: "+ tuples[key].forums.forum.forum_title); } So, my question is, why isn't it tracing all of the values for the forum title? and what do I need to change to access those values?
When my document class attempts to instantiate a class in a separate package I get the error:1137: Incorrect number of arguments. Expected no more than 0.This is in reference to the following line:[code]As you can see, I have imported the package:[code]And here is the class that expects 0 arguments:[code]As you can see I properly labeled the Level1 class as part of the Levels package:[code]
I have been working on my first site which is my personal blog and I am having trouble getting my external text files to load in my dynamic text field. I would like to have my buttons when clicked to load my text files. This is the swf file that I have been working with: SWF FILE and these are my current dynamic text settings:
I'm trying to build a flash keypad that fills in input text boxes when you press a button.I have two input text fields. I can assign each button a number and tell it to display that number in the text field when pressed. for example:
I am developing a flash game(2 players)that require the use of 2 similar wireless keypads.In 2 player mode, player 1 is only able to use keypad 1 while player 2 can only use keypad 2.Is there any software or tool that can help to identify the keypress of each keypad so that i can pass the data into flash?
i am a beginner in action script / flex framework and i am facing a problem: i would like to have like a menu bar always anchor the bottom of the screen in normal and full screen mode... i try to set my component with bottom = "1" (so it should alway be at 1 pixel from the bottom of the stage ... But .. NO :)
The problem that I'm facing is in regards to the width of a sliding menu that I've created. The menu slides based on mouse x position and width of the movie. I would like the menu to fit to the entire screen regardless of the users resolution. I wanted to know if there's a way to detect a users screen width and then adjust the variable for screen width within my actionscript .fla if necessary.
How can I make a action script controlled print screen that will save a part of a screen And can I filter a color out of it (so that only that one color will NOT be visible on the saved img) with AS
I want to make a box come from off screen then bounce back and forth and then come settled down in the middle of the screen. It can be random bouning intervels or a set amount.
I'm new to Adobe Flash CS4. I'm making an animation of some fish underwater. I have 2 small fish motion tweened to follow a large fish from left to right. When I view the animation in full screen the small fish seem to be wiped off the screen at a certain point. The tween box continues to follow it's path but the symbol disappears. This only seems to happen with larger objects.
I'm making a side-scrolling game, with a (theoretically) infinite background. I have a block engine that places the blocks on the bitmap canvas. Now here's the catch. I'm using the bitmapData.scroll() function. Now unless I clear the screen each time the character moves, it's going to leave ghost images of the border of the screen, like this picture: zanzlanz. tumblr. com/post/18857712784 If I clear the screen each time, then it generates a lot of lag (because it has to repaint the objects again). I'm a bit lost on how I can scroll without leaving streaks of the side of the screen and without repainting the entire screen.
im making an application on the chicago bulls, its nearly finished but ive hit a problem i cant fix, when i try and move from the roster screen to any of the other screens the items on the roster screen stay visible and the script on the new screen doesnt work.URL...