I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package { public class PER { [Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
i trying reuse a function many times so i decide to put it inside the timeline and whenever the movieclip move it will call the function, but it dont work. -_-
i have a loop that attaches clips of the picFrame to a holder clip based on the number of childNodes. how do i target the selected picFrame clip and have it call the function resizeFrame to change the width of just the border clip inside the picFrame the onRelease was chosen? i realize under the resize function i have it targeting the holder clip's width. i just don't know what else to do and i've tried many else's.
So say i drag "my_object" to a y-coordinate of 100, how do i make it so it only calls the function once. Then if i drag the object away from y=100, and then back to y=100, i want it to call the function again.
I'm using the onEnterFrame event b/c i need it to constantly look for the object to be at y=100, maybe except when its actually at 100.
I have some movie clips that I want to load by using a text box. The way I want to do it is to have a text box and based on the word typed into it call the respective movieclip. My problem is that I do not know how to call the function based on the event of someone hitting the "enter" key.
I'm playing with the event system and my own custom event class for a project I'm working on. I'm wondering if it's better to use obj.dispatchEvent(new CustomEvent(event)) or if I should just use a regular function call.
It seems to me that in most cases when one object is detecting the event and another is responding to it it is better to use the event system so I'm not passing around objects too much.
I was also wondering what the performance hit of using the event vs. the function call is. I'm sure the event is more cpu intensive but is it negligible?
i'm trying to call a function on a clip, but i want to use a variable that i'm sending to the clip so that when the one function gets done it knows what to do next.
1021: Duplicate function definition function onComplete1(event:Event):void { 1021: Duplicate function definition function stopSound1(event:MouseEvent):void { 1021: Duplicate function definition function backSound1(event:MouseEvent):void {
codes i used:
Code: var thereReq:URLRequest = new URLRequest("SOUNDS/how.mp3"); var there:Sound = new Sound(); var thereControl:SoundChannel = new SoundChannel();
How to create a mouse over event that call a function after 3 second?
I'm trying to create a function where when a mouse go over a sprite, it will count 3 second and call upon another new sprite, when mouse out before 3 second, the new sprite will not be called, how can i do this?
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].....
how to create a mouse over event that call a function after 3 second?
I'm trying to create a function where when a mouse go over a sprite, it will count 3 second and call upon another new sprite, when mouse out before 3 second, the new sprite will not be called, how can i do this?
I want to call the same event handler function with a click and also with a custom event. the problem is the event type that needs to be passed to the function. Is there are generic event type that can be used to call the function from both places?
Code: menuBtn.addEventListener(MouseEvent.CLICK, menuOpen ); function menuOpen(event:MouseEvent){
and none of them work. The function is "onpauseButton" and it is inside of "content" which is inside of "scrollb" which is inside of "datalist." I'm trying to call it from datalist's neighboring movie clip so that it activates along with another function:
manualButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadFile_1); function fl_ClickToLoadFile_1(event:MouseEvent):void{ navigateToURL(new URLRequest("M-23 6263.pdf"), "_blank");// want to add the onpauseButton code here }
I recall that there is a way to do it, I just can't find the right sequence. Everything online is about how to call up to a function outside of the movie clip and not down to a function inside of one.
Does anyone one know if it is possible to call a function from a different movie clip than the one it is in. For example, a function named loadData() which is on the first frame of a movie clip instance named thumbNail which is on level 0 on the stage i was thinking that it should work to call the function from frame one on the stage with..
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.
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]...