Right now I'd also like to call that same function using the ENTER from a keyboard since loginOnClick doesn't use the parameter received (event:MouseEvent). So I did this:
Code:
function keyboardListener(event:KeyboardEvent):void{
if (loginButton){
if (event.keyCode == Keyboard.ENTER && loginButton.enabled) {
loginOnClick(); // Generates an error because it doesn't have a parameter.
}
}
usernameTextField.addEventListener(KeyboardEvent.KEY_DOWN,keyboardListener);
Problem is, of course, AS3 doesn't let you call a function with the incorrect number of parameters or types. I tried following senocula's tutorials on functions and parameters but they don't seem to work on this very specific issue considering the parameter is an event reference.
i want to be able to call the function keyDowns() from my main file on ENTER_FRAME. However, i can't seem to get the syntax/definitions right. here's the function within class Hero:
ActionScript Code: public function keyDowns(event:KeyboardEvent){ if (event.keyCode == 65){
[Code]....
then in the main file i create an instance of Hero called turret i want to call turret.keyDowns() every frame. i'm trying to use this, but i get an error message "1120: access of undefined property event."
I have an AS3 function that loads and audio file and then plays it. I have the pre-loader for the first audio file working - now I need to run the pre-load function before the 2nd audio file starts.
i'm trying to modify some code and can't figure out what the issue i'm having it. this is the(shortened) code:
public static function Lose():void { trace("OVER!"); Clock.stop();[code]...
this is the error i get: 1180: Call to a possibly undefined method OverIt.i just want to call a function from inside of the public static funtion.both function are inside this class:
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.I am trying to get through this code:
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags. I am trying to get through this code:
I'm trying to get this one function to be able to call many functions (not at once, but call many possible ones)In other words, I'm trying to get this variable to be named as a function. That way, this one variable can create multiple functions.example:
actionscript Code: class Thing extends MovieClip{ var funcvar; var othervar; function onLoad() funcvar = "YYY"; othervar = "ZZZ"; function onEnterFrame()
I hope that this is possible. I can't seem to find any info on it on the web. I need to call a function from within a function. I'm not sure if there is a name for doing this that I don't know of?This is some example code of what I'm trying to achieve:
Actionscript Code: someTimer.addEventListener(TimerEvent.TIMER, functionWithin);function mainFunction():void{ function functionWithin():void }}
I read online, and I understand kinda what the error is stating. Though, I can't find out why.So basically what I understand is that I am calling a function that is not a function?ere is the error and code portions that are required.TypeError: Error #1006: value is not a function.at VideoPlayer_fla::MainTimeline/startVideoPlayer()at VideoPlayer_fla::MainTimeline/frame1()
I am refactoring some code. I have a PHP page that contains a MySQL query and stores the result in a PHP variable $my_result. This result is then echoed to a Flash SWF during embedding with SWFObject. I now want to call this PHP page that makes the query from a javascript function like so - one change I have made to the PHP is that instead of storing the result in a variable $my_result I am echoing the result. Javascript function to call the PHP page and make the database query
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
i have a movie clip of a square in the library exported as Square1, i place 2 instances of it on stage and push them to an array called ar i add event listeners to both ar[0] and ar[1] to do a certain function. i need flash to tell me wheter ar[0] or ar[1] called the function.
I'm writing a class that utilizes the whole screen resolution and need a movieClip to adjust itself in accordance to that. That "almost work". The problem is that I cannot call functions when the resize listener kicks (onResize = function()) in, and I don't understand why I want to call the function centreMe() from within the onResize function.
Code: import mx.transitions.Tween; import mx.transitions.easing.*; import mx.utils.Delegate; class centre { public function centre() { [Code] .....
I'm using FLex Builder and in my Main class I load an external swf. In the external swf there is a movieclip on the stage called house. In the library I have that movieclips Class name set to a class I defined called com.buildings.House
When I load the swf from the main class I'm trying to access a function called setup in the class called House. I have tried a bunch of different ways but I get errors for them all.
Code: private function onLoadSwf( url : String) : void { var loader : Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoadComplete); loader.contentLoaderInfo.addEventListener(Event.INIT, onLoadInit);
[Code]....
I'm at a loss right now and its driving me mad. In flash I used to use the var externalSwf : MovieClip = evt.target.content; example and it worked but with Flex Builder its throwing error saying setup is not a function.
With the Imap interface its saying externalSwf is null.
I have a program that is displaying a number of images from an XML file. The images are being resized and displayed through a loop function. I'm creating a new Loader each time through the loop and adding it to the stage. The problem is, I then want to create an event listener that will call a function for a mouse event for each image. The first issue I'm running into: how do I determine which image is which after loading them to the stage (say I want to display a large version of the image when the small image is clicked)? Secondly, since I'm creating the Loader within the first function, how do I pass the Loader to another function, say the one called by the mouse event listener? I'm sure I'm going about the fundamentals the wrong way.
I have several buttons calling the bounceOut() function andthe bounceOut() function calls the onMotionFinish() function. Afterthat function is finished I want to go back to the original callingFirst a call is made to bounceOut() when a button is clicked.I have ten buttons.
function bounceOut() { var smSlide:Tween=new Tween(sideMenu_mc,"x",Regular.easeOut,200,-200,2,true);
new to actionScript and trying to finish my final project, and i'm banging my head on a brick wall now, my question may be easy for some pros, basically i've loaded an external swf from a button at main.swf
[Code]...
this works fine. then i'm trying to disable the button function while the swf is loaded. I add another eventListener to the same button. function disableMenu( e:MouseEvent ):void { button1.mouseEnabled = false;}
that works too. ok now comes the problem. I have a close button on my child swf("content1.swf) to close itself and returen to main swf. but I want the button on main.swf to work again. so at the close button I add another eventListener hope to enable the menu. (note this is on the child swf!)
I have 4 instances of the same button on a single layer in a timeline of the mc 'coverflow_mc' named 'ThatsMe_btn_a' to 'ThatsMe_btn_d' ie same button, same position.. it just changes instance name on 4 keyframes. Why does it call the function fine for button a but not for b,c, or d? There is a stop on each of these frames and I can see from the swf that it is stopping at the correct frames.
function thatsMe() { right = new Sound(); right.attachSound("right");
Here's a coding question for the guru's I've written a simple function that will clear a form. I want to call this function from another function (4 of them to be exact). I could copy and paste code multiple times and everything will work. But where's the fun in that? There's something to be said about clean code.
For sake of explanation, the tween are working 4 layers that are on top of each other (don't ask )
How do I call a function across classes? I have a primary class ("ChordLib.as") that contains a function that manages options for TileList component, that includes prescribing a custom Cell Rendering class, "MyRenderer". I want to be able to call a function in the primary "ChordLib.as" class from the "MyRenderer.as" class. Here is the function in "ChordLib" that refers to the "MyRenderer" class. Perhaps there is a way here to pass reference of the primary class into "MyRenderer"?
I am using tweenlite throughout my file. I am importing it on the root timeline and would like use it inside a movie clip without having to reimport it. How do I reference it from inside the movie clip? I thought I could do something like this, but it does not seem to work: parent.TweenLite.to(leaf1, 1, {alpha:0, delay:1});