ActionScript 3.0 :: A Function For A Mouse Event And A Keyboard Event
Jul 4, 2009
I have a question about making a function for two different kinds of event. It's not critical but I would like to reduce my lines of code and just be more efficient. Basically I have a button on the stage called "Enter". I also want the user to have the option of hitting the enter button. I don't have a problem making these two separate handlers for these events (i.e. one handler for the KeyboardEvent and one handler for the MouseEvent):
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
I've decided to add keyboard capabilities to my program. All my functions I have written require a mouse event to be passed to them. I'm just wondering if there is a better way to run these mouse event functions rather than to take out the contents of these functions and create a new function that is called within a mouse event function OR a keyboard event function. What I mean is I am starting to change the mouse event functions I have to only have one line inside of them which will run a separate function. This same separate function I will run using a keyboard input as well.
When game starts, the car runs automatically. Then we click the SPACE button, movement of car stops. And the door of structure near car is available to CLICK.
But in coding I got this error code:
TypeError: Error #2007: Parameter listener must be non-null. at flash.events::EventDispatcher/addEventListener() at shfg_fla::MainTimeline/key_pressed()
This is some part of my game code...
case Keyboard.SPACE : removeEventListener(Event.ENTER_FRAME,car_movement); --street_mc.bluehome_mc.door_btn.addEventListener(MouseEvent.MOUSE_DOWN,door_ready)
how can you switch the mouse event with keyboard event in the folowing example:
Code: var qno=0;var rnd1; var rnd2; tick.visible=false;cross.visible=false; var right_answers=0;var wrong_answers=0;
[Code]....
i know that u have too define key up and down functions and in the beginnig give the keys we are using the false value, but how to make it that after i pess of a key you cant press in again unless you go to the next question that is the enable_disable in the following code. How would that function looked in case of keyboard event
so today my question is how can we have 1 function triggered by both a Timer event and a Mouse event? 'm trying to avoid having to re-write/re-name a function just because I also have a Mouse event that triggers it and not just a Timer event.
Issue:
I have a addThis bubble fade in with icons on a button rollover, the addThis bubble will fade out after the timer is finished, but I also have a close button in that bubble which needs to use the same function that the timer uses. (want to avoid writing 2 exactly alike functions)
I'm hoping this there is an easy workaround for this like event:null or something.[code]./...
i have a question to ask about asynchronous key controls This was what i did
[Code]...
and i checked with [URL]...?newspage=6249 and it looked more or less the same, so why is it that when i move my character and when i hold down a key, it just keeps on listerning to that keypress event listener, instead of just executing the other event. So say, i tap left and after which i tap right, it will work just fine, but if i hold left and tap right, the event listerner will still be listening to the left key. So, i was wondering could anyone point me in a direction as to how should i make my code stop listening to an event as soon as another event has been dispatched?
I created a button that has a movieclip in the rollover state. When you rollover the mouse, the movieclip will animate to appear as if the button will scale from a small to a large button even though it is the movieclip that is playing and not the button itself. But I also want to add a keyboard code to play the rollover instead of the mouse. I learned to write actionscript to play different scenes with the code below, but I'm not sure if I can play a button rollover with the same code.
stage.addEventListener(KeyboardEvent.KEY_DOWN, key_pressed); function key_pressed(event:KeyboardEvent):void { if (event.charCode==49) { gotoAndPlay(1,"scene"); }
I am doing this inside a module containing viewstacks and their childs.Calling onInit() on creationComplete of module.When I am inside one of the childs of a viewstack of this module and press Enter, it doesnt not invoke the listener function at all (bp inside this does not get hit).
private function onInit():void{ this.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); }[code]..........
I'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
I'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
how to construct a dispatch event in the wrapper that reaches into the loaded swf?
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]...
If I plan to implement 100 objects on stage to be listen to mouse and keyboard input, is using "function" call responsive enough? How good does eventlistner work?
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();
i have a password game where users need to select the correct 3 buttons to progress to the next stage. The 3 buttons that need to be selected are: pwd_btn1, pwd_btn2,pwd_btn3. After, the user must click on "submit_btn" to verify if they have chosen the correct buttons. So far everything works fine. So what i would like to happen is that once the 3 buttons are selected, and before the submit_btn is clicked, a function is triggered that will apply a glow effect to the submit_btn, indicating to the user to click on it.[code]
My stage has about 25 buttons on it. Each button when pressed to tweens the background to some random x/y coordinates and then loads an external swf file.This is all working, but the timing is off. How can I wait for the initial background tween to end before I make the loader call to the .swf file.Currently each button's behavior is called on the MouseEvent.CLICK event which calls a function that knows its unique filename.swf. I know you can add the MOTION_FINISH even to the tween event but then I would have to call a new function and lose track of the button that initially called it.
I have inserted two keyframes in the timeline, then i included scripts on each keyframe. The script in first keyframe is following:
stop();var mc:MovieClip = new MovieClip();mc.graphics.beginFill(0xFF0000);mc.graphics.drawRect(0,0,300,20);mc.graphics.endFill();addChild(mc);[code]....
The error which was reported while compiling is defined as follows: When i click on the movieclip 'mc' created in the first frame, an error like "ArgumentError: Error #1063: Argument count mismatch on gallery_fla::MainTimeline/clicked(). Expected 0, got 1." is showing. Actually i need to go to the second frame while clicking on the movieclip on first keyframe.
This is a very basic question but I can't seem to find an answer. I have a mouse over event and have created the buttons with the mouse overs which is working great. I created the actionscript to go to a specific web page when a user clicks the button. Now, I need to add a label to the mouse over so when someone mouse's over any area of the button, it will show them a particular name for the button.
I am sure that this can be done using actionscript in a mouse event roll over command but I can't figure out what I need to show the text. Here is where I am:
what should i do to get chart's data on the click of respective data Legend. suppose i have array [{id:123, label:sales, year:2010},{id:124, label:refunds, year:2010}]for a column chart which has year in x-axis and sales iny-axis.two legend showing labels sales and refund.What i want is to get the whole data (id:123, label:sales, year:2010) on clicking of the legend 'sales'.What should i do? I tried listening mouse click event and itemClick event.
I have a parent sprite that contains several child sprites. I have attached mouse click and mouse down event amongst others to the parent sprite. And in the listeners I check which child has been targeted using the "event.target" property. However It seems that the mouse click event does not trigger for some reason. Is it possible that the mouse down event is eating up the click event. Is this a know issue in as3 and is there a possible workaround?
I am writing a program that needs to go to a random frame after clicking a button. However, the program also needs to start on a random frame. When I call the function at the start of the program it gives me an 1120: Access of undefined property event error. The function is originally written as followed:
function randomMatchedTrial(event:MouseEvent) { ... lots of code that probably doesnt matter, but let me know if it does... }
the program starts by calling the function as followed:
randomMatchedTrial(event)
Can event handler functions be called outside of the event listeners they are handling?
I used to actuate the painter function by using a MouseEvent although I'm prefering to do it this way, but I'm having issues with an error "1120: Access of undefined property thisMouse." Error in Bold I've attempted to pass the Mouse Event to the painter function but had no luck. A simple solution (even potentially dangerous and WRONG) would be fine here, as this is part of University Coursework and I haven't been taught Classes etc. Its basically an introduction to scripting but im trying to do things slightly out of my depth
I am working with code where the variable "k" is a counter. I stripped out the extraneous stuff from the code below - so essentially when the function onExamPlusClick is called, the counter "k" and the minutes of an activity in an array both increment (as well as other things not shown). I'd like to return "k" as well as "activity[0].minutes" to the main program. Since the function is a MouseEvent, I'm unable to change "void" to "number"... and not sure how to return (pass) those variables back to the ain program.