ActionScript 3.0 :: Access Button From Outside Function?
Nov 18, 2011
I've created a few buttons (which are really movieClips) that all have instances named button1, button2, etc. So I created a For loop and put an addEventListener in it for a roll over. The problem is the function called in the listener tells the button to go to frame 2, but there's no way to call tot hat specific button.[code]...
I have a class Debug with a function called trace inside it which puts a TextField on the stage and outputs the text. Now I am trying to get the Debug.trace() function to do a "normal" debug trace as well from within side itself. of course this causes a recursive loop. I am trying to figure out how I can access the top level separately. I tried using namespaces such as AS3::trace but to no luck.
I know a solution is to rename my function to stop the conflict, but I would like that to be a last resort. It is being used in quite alot of places throughout my entire code so replacing it everywhere is going to be a ballache.
import flash.net.navigateToURL; import flash.net.URLRequest; button.addEventListener(MouseEvent.CLICK, action); function action(e:MouseEvent):void { var request:URLRequest = new URLRequest("novosti.php"); navigateToURL( request, "_self"); }
button is instance name of symbol - button, and like that script doesnot work there is error 1009:cannot access.....but when i put symbol with instance name button in form of movie clip, script works.
I've been having a few problems with accessing an array from a different function.
The array I want to use is from the makeFly function, which generates instances of the Fly MovieClip. I want to access the array from the paperSwing function, which should test for a collision between the mouse cursor and the fly movieclip, and then if true remove the instance. This is the part where I'm having a bit of trouble, I'm not sure of how to access the array "name[i]".
I'm having trouble accessing the turnQueue array which is being updated in the first function and accessed in the second, no idea what the rules are between functions for actionscript. Heres the code, I want the turnQueue to be growing as keys are pressed, and at the moment its not updating from the first function.
public function keyListener(e:KeyboardEvent):void { trace("Key Entered"); if (e.keyCode > 36 && e.keyCode < 41) {
I am fairly new to actionscript, I've been having a few problems with accessing an array from a different function.
The array I want to use is from the makeFly function, which generates instances of the Fly MovieClip. I want to access the array from the paperSwing function, which should test for a collision between the mouse cursor and the fly movieclip, and then if true remove the instance. This is the part where I'm having a bit of trouble, I'm not sure of how to access the array "name[i]".[code]...
I need a bit of assistance in a game making.Basically ve got the mysteryNumber inside thefunction working but I need functions in the other ActionScript files to access themysteryNumbe.So basically I have a:
Main.as (with the mysteryNumber function) function init():void {
I'm having trouble accessing the turnQueue array which is being updated in the first function and accessed in the second, no idea what the rules are between functions for actionscript. Heres the code, I wanted the turnQueue to be growing as keys are pressed, and at the moment its not updating from the first function.
How do I access varibles from within another function. For instance, I load some variables from a txt file and once loading is complete I assign some variables. The variables from the oncomplete function is the variables I want to use in another function.
I am trying to have the function name from itself.It will be really cool to automate something like this:
obj.addEventListener( Event.COMPLETE, myFunction ); private function myFunction( e:Event ):void { e.currentTarget.removeEventListener( e.type, currentFunction ); // where currentFunction should be myFunction}
I want to load my XML, listen for the complete loading and then be abble to access the loaded XML in the main part of my program. I need to do so cause I want to load and process, like 10 or more XML in this project.[code]...
String.prototype.print=function(){trace(??????)}I can't for the life of me figure out a way to get at the string! Yes I know there are other ways to approach this etc. but...
I am trying to access another class function. I have 2 Classes and my main menu features are in my Main Class and I want to call that function from my Level ClassWhat is a good idea to approach this, some how I need to import it in a way but I don't know how I could do that.
I have a AS3 MP3 player. The player class is called Mp3PlayerFrontEnd and controls the play and pause buttons. The playlist class is called PlaylistBoxItem and loads the track names into a playlist from XML. On each line of the playlist is a download button. When the download button is pressed, I want the player to pause. I thought I could just _player.pause(); from the playlist class but it doesnt work.
So my question is... How do I access the function in the MP3 player class from the playlist class?
"Normally you will just have to get access to the Mp3Player instance in PlaylistListboxItem class and call pause() on it in download function. I guess the easiest way to achieve this is to create a public static instance of a holder class that could be used access the player from wherever in code."
Code: function newPage(e:MouseEvent):void { var btn1Outro:Tween = new Tween(container, "height", Strong.easeOut, 390, 0, 1, true); btn1Outro.addEventListener(TweenEvent.MOTION_FINISH, runBtn1Transition); function runBtn1Transition (event:TweenEvent):void
[code]....
here the problem lies in this line i think
Code:
currentPage = MovieClip(e.currentTarget);
here i want to access e from newPage function so how can i do this
The same line of code does not work out here because it cant access dataInput so how do I get those vars outta the ParseData function so I can use them elsewhere?
function loadHandler only runs one time .. since it runs only once it makes it very difficult for me to do anything with.I can only access the variable "myClip" inside of the function.... if I could access it outside of the function I would be able to write some if statements.Basically what I am trying to do ... is the first time this script runs ... I don't want "myClip.gotoAndPlay(2);" to run. Every other time this frame of code runs .. it wont run the function a second time. So I need to somehow tell it every time it runs after the first time to run the code myClip.gotoAndPlay(2);
Well- actually, my problem is a bit more abstract than this thread's title suggests..ere's the setup:I have a parent function (called "Game") with a couple of subfunctions.There is one subfunction ("Game.prototype.spawnBonus") that, as the name suggests, spawns a Bonus Item by duplicating a movieclip.The duplicate movieclip is created on "_root"-level and has an onEnterFrame attached to it that checks whether a certain stage is met (all this works).Now the problem is, when the case is met, I need to access a subfunction of "Game" and pass it the MC's ID to fade out the Bonus Item. Like so:[AS]Game.prototype.fadeBonus =
function(number) { // just some stuff to fade out the MC with the number // passed through the value "number". This works well,