ActionScript 2.0 :: Removing Functions?
Mar 24, 2007Is there a way to remove a function?
View 10 RepliesIs there a way to remove a function?
View 10 RepliesI have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
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I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
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I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
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So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code:
item.onRelease = function() {
myButton.onRelease = function() {
getURL("http://google.com", "_blank");
}
talk = this.txt;
}
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
in this example why the values of (12) and (21,39) are lost at the geo and geo1 functions
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Im adding lot of simple functions to prototypes of top level objects ( Object , Array , String ...) and have 2 questions :
Is possible to add functions to top level's classes in compile-time ?
If not , is there a way to allow this functions to compile ? I dont like to turn off strict mode
ex:
string.removeWhiteSpace();
string.sliceStr("." , "end");
textField.scrollBottom();
this return compile-time error , cause there is no such function , i have to write it in braces :
string["removeWhiteSpace"]();
string["sliceStr"]("." , "end");
textField["scrollBottom"]();
and i like to aviod it )
Is it not possible to call other functions from generic mouse event functions? Surely it is !!??ie....
Code:
_root.myButton.onPress = function(){
hide();
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Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
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Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound
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Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code:
public function doSquareFunction(thisFunction:Function):void{
square1.thisFunction();
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I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
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Would there be a way to use listeners to do this or the AsBroadcaster?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code:
item.onRelease = function() {
myButton.onRelease = function() {[code]....
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time, i think it's just me..
I'm trying to get tables to display using flash. Currently I have two scenes, with a table on each scene. I have buttons that switch back and forth between the scenes and each table loads fine when I run each scene individually. The problem is I have no idea how to REMOVE a table from the scene. Currently when I play the whole movie the first table that loaded stays loaded, and the second table just loads over the top of it.
Also, I get an error #1009 after I switch back and forth from one scene to the other. So first table loads fine, click button, second table loads fine, click button, error #1009. I tried commenting out the table load parts on each scene and just leaving the button code and it worked fine. Then I left the first table load sequence commented out, and it loaded the second fine, click, loaded first page fine, click, loaded second table fine again (over the top), click, error #1009.
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When I click a button "boardButton" at frame 30 it will load my ext. swf pretty fine. But when I click my button "sponsorButton" at frame 50(I've more buttons) I need to remove the external file, but it won't happen. The trace of removing shows up but the ext. swf is still there...... I tried lots of things but no luck at all (two evenings spent already and no hair left)
View 4 Replieshow to remove duplicate values from xml although it successfully done using array but not in xml
here's my xml data looks like (list.xml)
Code:
<?xml version="1.0" ?>
<gallery>
<menu maker="adobe1" software="flash"/>
<menu maker="adobe2" software="photoshop"/>
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What i am trying to do is when i click on a part of an img to delete it.[code]i read on setpixels and getpixels but this did ot help.
View 2 RepliesI have a main. fla with navigation btns activated by GoToFrame actions. Some btns load content and some use the UI loader component.
I have one btn that calls a UI loader "loaderVideoGallery" which loads an external .swf inside that .swf is an flv player "flvPlayer".
This also works fine except after that button is selected and that swf is on stage no matter what button you call next the video stream from the flv does not stop, it continues to play.
The UI loader removes itself as you can see the other loaders come up on button presses but the video's audio still plays.
the UI Loader instance is "loaderVideoGallery" and the .flv player inside the external .swf is flvPlayer
I was told to use
MovieClip(loaderVideoGallery.content).flvPlayer.st op()
I would think that the logical place to put this code would be inside the btns where the EventListeners are, is that correct?
I have been searching all over about removing embedded swf but couldn't find any solution.Here is my scenario
Code:
[Embed(source="hero.swf")]
var Hero:Class;
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URL...when you click on a picture on the home page, a bigger image shows on, when u scroll over it a black box slides out from the side. how do i prevent that from sliding when you scroll over the picture?I am using a pre-made template.
View 8 RepliesIm using the following code to create a mc from a template iv made stored in the library:
var galleryThumbs:MovieClip = new contentTemplate();
galleryThumbs.x = 710;
galleryThumbs.name = "galleryThumbs";[code].........
that all works fine but then im trying to remove it with this, with no success:
if (galleryBox){
removeChild(galleryThumbs);
}
I've loaded a swf into a MovieClip and I want it to be removed when I hit a button. My attempt to do so is like this:
swfContainer.removeChild(swfLoader);
At first it seem to work but since the loaded swf contains sounds and music the music continues to play.
Anyway heres the code for loading the swf:
Is there a way to remove a class linked to a movieclip? For instance, I've got a ball (e.g. ball0_mc) that's placed in a target. The way the ball is dragged and dropped into a target is by using a class called Ball. What I would like to do is remove the Ball class from ball0_mc once it's been placed in a target so that it can't be dragged or dropped anymore.
View 2 Replieshow do i go about removing a post?
View 1 RepliesIt's a simple self-checkout grocery thing and I want to list the items the user is "buying" after typing in the appropriate code, but I can't get it to stay at nine lines only in the dynamic text field. I was told to use array.shift() to get rid of the first value in the two arrays so that I have an easy way by keeping the arrays at nine values, but it doesn't seem to work right.. It'll get rid of the first value, but only once and it'll add a blank value and then continue happily adding to the length of the array. Google has failed me so far so I suspect it's something else in my code.[code]
View 1 RepliesI am having issues with trying to insert a "mailto" link in a flash file. I can create the text no issue, but as soon as I add a link to the text it removed the "dot" and the @ symbol from the url and scrunches all the letter of the email address together, sometimes to the point where some of the letters aremissing. The first image shows the url on the stage, the second image is a test of the scene. It is very frustrating and I don't know how to fix it. I have deleted the entire line and redone it, but still no joy.
View 1 RepliesHere it is:
var ZombieInstanceTimerL:Timer = new Timer(8000,60);
ZombieInstanceTimerL.addEventListener(TimerEvent.TIMER, ZombieTimerLfunction);
ZombieInstanceTimerL.start();
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Basicly im first setting a timer of 8 seconds for a zombie to sprawn then it sets the properties and then using the addChild method it adds the zombie every 8 seconds. then i made the zombie move but as if it hits the character i make it stop and go to the attacking scene which is frame 4 and then when it isnt hitting it, it goes back to frame 2 which is walking,, then i made a Zombie death code which works by in the zombie attack class it has hittests for all the weapons and it reduces a varible in a GlobalVaribles class the varible is called ZombieHP and here it says if ZombieHP is below 1 it should go to 3 which is the death scene and add a point to the score but the hp and gotoAndStop affects all of the zombies so when it hits one they all die how can i make it so only the one its hitting can be affected..
I found some AS2 code for creating a XML dynamic photo gallery, with thumbnails and big selected image. I extended that for more than one gallery, and all worked well except one thing: when I load a gallery with, for example, 6 photos and return to one with 2, the difference of 4 thumbnails of the first gallery remains, so the problem is that I don't know how to remove the mc instances that I've created with createEmptyMovieClip function. The code of the function that creates every thumbnail is:
function thumbnails_fn(k) { thumbnail_mc.createEmptyMovieClip("t"+k, thumbnail_mc.getNextHighestDepth()); tlistener = new Object(); tlistener.onLoadInit = function(target_mc) { target_mc._x = hit_left._x+(target_mc._width+5)*k; target_mc.pictureValue = k; target_mc.onRelease = function() { p = this.pictureValue-1;
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k is the number of the image to create this thumbnail, and thumbnails[cat_actual][k] is the path that contains the thumbnail to show. I've tried to use the removeMovieClip(); function with thumbnail_mc but doesn't work.
i am loading a jsp file, which had some space at the beginning. i want remove the space,then i need ot parse the data, just like ignoreWhiteSpace in xml.
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