ActionScript 2.0 :: Trigger Functions According To A Set Condition?
Nov 20, 2004
Apologies if this has been posted b4, but I cannot find anything in the search...
I want to trigger functions according to a set condition... what I am trying to say is.....
if ( the value is more than 6 but less than 18) {
do this()// everything between and including 6 and 18 , i want to trigger 1 function......
} else {
do this()
//everything else 1,2,3,4,5,19,20,21 etc I would like to trigger another function
}
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Similar Posts:
Jul 21, 2008
i am trying this withou succes
Code:
curr_item.onRelease = DelegateFD.create(this, generateSubMenu, curr_menu, "submenu_mc", curr_item._x, 225, 1000, curr_item.node_xml);
curr_item.onRelease = DelegateFD.create(this, releaseMenu, curr_item, curr_item.gotoURL, curr_item.pageTitle);
But only the last function releaseMenu is being executed
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Jan 18, 2004
Sorry if the subject doesn't make much sense but I basically want to perform several if the statement when on movie clip is clicked. an example of an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
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Jan 18, 2004
I basically want to perform several if the statement when on movie clip is clicked.
an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
View 11 Replies
Oct 10, 2009
[Code]....
When I run the above, it doesn't seem to trigger the imgDisplay or imgLoading functions(imgLoading was supposed to be progress event, but I changed it for testing).....it seems, the eventListeners are not working
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Sep 24, 2009
I build a game that is working great on its own.Using keyboard events enter frame.When i load it in another movie, i cant trigger functions that are mapped on keyboard events.The listener is executed, but doesnt listen.On its own fine, loaded into another movie: no keyb events and from time to time enter frame event errors.I can access the keybard functions AFTER clickin on the movieclip that contains my loaded swf.
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May 25, 2011
After about a week of arduous debugging and restructuring I've finally got my game engine to compile and run without any errors or wierd output. However, my control code, which I've moved almost untouched into it's own class, is failing to function due to events not triggering. It can be found at the bottom of this post, but I had to delete the contents of a few functions to make it fit in the char limit. The functions that are empty, aren't like that in the actual code, they didn't seem relevant to the problem.The important part to note in it is my block of addEventListener lines, flanked on either side by a trace message. Both of those traces fire successfully, so that would seem to indicate that the event listeners are being added fine.
The problem is that no events fire. At all. None of them. Keyboard and mouse input does not trigger the appropriate functions, I've tried traces just inside each of them, and they are never triggered.ctually, one event does fire correctly. The one that runs every frame. That goes perfectly, but the others do not.Is there any obvious flaw in my code that could cause it? Other than this, the entire application runs perfectly, without a single compile error and nothing in the output box except my traces.
Code:
package {
import flash.events.*;
[code].....
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Sep 12, 2009
I have a BD return by PHP without problem : I have "all_good" and "no_good" If the variable change my condition don't change ..... why
[Code]....
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Aug 23, 2005
I have an application done in flash- on the main Scene Level, everything has only one frame but I have MCs and the like that are triggered by actionscript.There are quite a few nested functions on the main actions layer as well as an "onEnterFrame" function that reloads XML data in the background, etc... but that is not the problem.
The problem is, that at one point, I am calling a few MCs that kind of close up a section of the page like blinds- and then I want a text to appear ontop of that now closed area... but if I just write...
Code:
_root.TimelineFader.BlendeT1.gotoAndPlay(2);
_root.TimelineFader.BlendeT2.gotoAndPlay(2);
_root.TextAboveTimeline.theMessage_txt._visible = true;
...it all happens simultaneously, of course.I guess I could check for "BlendeT1"'s (or T2's) current frame (since it's an MC)... but how do I wait while that MC runs / until it reached a certain frame? How can I keep the rest of the actionscript in the main function from continuing?
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Oct 6, 2011
I 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.
[Code]...
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Jun 6, 2010
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?
[Code]....
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Nov 4, 2009
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:
[Code]...
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?
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Nov 25, 2010
Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
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Jun 17, 2004
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,
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Dec 2, 2004
in this example why the values of (12) and (21,39) are lost at the geo and geo1 functions
[code]...
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Oct 25, 2011
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 )
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Mar 16, 2003
Is it not possible to call other functions from generic mouse event functions? Surely it is !!??ie....
Code:
_root.myButton.onPress = function(){
hide();
[code]........
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Sep 23, 2009
I'm working under as2 with variables in a web site navigation, i want to create a condition, a simple condition, for frame controling but i'm not sure how to code it.I have the content_fade_out variable, whenever a user clicks a navigation button, the variable should be checked to see wich movie clip to play. I know i can do it with an if but, if i do it with a "if" I would need add 5 ifs to each button, while i think somethin like this can be done:
variable value = Y
y = 0
_root.home_mc.gotoandplay
y = 1
_root.galery_mc.gotoandplay....
and so on, I'm just not sure how to set the variable value condition.
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Sep 29, 2010
I'm making a simple animation in flash, but I need to make an OR statement:
if (xxxxx or yyyyy){
}
this is my code, but an error appears because of the "or", I had the same problem with "AND", but it was fixed by replacing it with .
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Jan 14, 2011
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):
[Code]....
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Mar 19, 2010
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
[Code]...
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Dec 27, 2009
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();
[code]......
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Nov 9, 2005
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...
[Code].....
Would there be a way to use listeners to do this or the AsBroadcaster?
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May 18, 2002
Is it possible to have more than one condition on an if statement?eg. if something is black and if it is 40cm then do the following..both conditions must be fulfilled before the action can occur.
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Nov 28, 2011
ive tried with this script (as2)
on (press) {
if (triggermc._visible == true) {
if (d1.hitTest(_root.d2.hit)) {
[code].....
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Sep 16, 2010
I need to specify more than one condition for visibiltyvisible="{data.allow && data.open}"However, this gives the error "The entity name must immediately follow the '&' in the entity reference."I could use a function, but I'd like to know if it is possible to do this directly with different syntax.
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May 17, 2005
for i know that i often fail when it comes to syntax, i thought i might ask how the syntax would be if i'd want to ask if two variables are set. say i'd want to let things happen if the variables _root.move==1 and at the same time _root.window==0.
in this piece of code:
onClipEvent (enterFrame) {
if (_root.move == 1) {
if (_root.mainVarX == 0) {
[Code].....
my problem is, that i let something scroll in front of a button on mouse release, and flash now thinks that i left the button and thinks it should fire up stuff that should happen on rollout, which shouldn't when i mouse release on the button.
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Oct 26, 2011
Just I want to write a condition in a Function stating If condition. The following is the situation.
If myButtons_mc.alpha=0 then
myButtons_mc.alpha=1
Else myButtons_mc.alpha=0
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Apr 13, 2012
I have 5 movie clips on stage made invisible. Each time only 1 movie clip appear randomly. The next movie clip appear on condition that the previous movie clip must disappear by pressing of a button. Example: mc - A,B,C,D,E
If B appear, a button must be pressed to make B disppear in order for the next button to appear randomly.
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Aug 25, 2010
So, what I'm trying to do can't really be that hard, I still can't get it to work properly...
So, I have two textfields and one button. Whenever I type a set message into one of the textfields and then press the button, I want the other textfield to return another set message. Probably the trickier part: this should work both ways.
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