ActionScript 3.0 :: Create A Button Listener Outside An Instance Function?
May 29, 2010
I have a set of thumbnails in a "gallery" class calling a "feature" class that's presents/displays the associated content.
I'm stuck with a runtime problem where I have a thumbnail button calling a "feature" class. This "feature" class contains a function with an instance of a button listener. So everytime I call this function it creates a duplicate instance of this listener. - BAD
I would like to move this addListener instance out of the function in the "feature" class so it doens't multiply instances every time it's called by the thumbnail.
However, when I take the listener instance and it's function included out of the function in the "feature" class being called it can't access other functions in the "feature" class.
Is there a simple way around this so I can have button listeners in a class but not added every time the containing class is being called? Should I have these buttons in a separate class that just extends from the "feature" class?
Is there any way in AS2 to add an event listener NOT to a particular button instance in the stage, but to any symbol in the stage which is a Button?[code]...
I have created a function that creates a pop-up text box: I have named instanceName as a String but sadly it doesn't work. The only way I can get it to work is to name the instance within the function. Is there any way of creating a variable for the instance name? [code]...
I have a set of buttons on, and what i would like to do is change the value of a variable, depending which button you are over.i know i could do this by writing an event listener and a function for each button, but this is too time consuming.I'm sure in the old days it would have been as simple as if btnwhatever.mousedown = true then.... but now i have no idea.
I have a situation where I'm calling a function with an event listener attached to a button, which in turn calls a function, which does a number things including calling a second function which resides in a child swf.
Just as an example: Code: myBtn.addEventListener(MouseEvent.CLICK, firstFunction); function firstFunction(e:MouseEvent):void{ //I call another function in here (among other things) externalSwf.stopTimer(); }
"StopTimer" resides in an external swf which for our purposes is called externalSwf and it resets a running timer. Code: function stopTimer():void{ myTimer.reset(); }
I'm getting argument mismatch errors, which often have to do with the Event Objects not matching. The event object for firstFunction is a mouse event triggered by a click so I put in e:MouseEvent...what I don't clearly understand is, what type of object event is dispatched when I call the function stopTimer from inside the function firstFunction?
I create a new MovieClip, call it Somehow, and link it to the name "MyClip", for example.[code]...
They must be MovieClips, because the functions not only response with hello, like in the example.
So I want to create the Clip copies and call the functions in one step. This example is also not working when i put it inside of a onLoad, or onEnterFrame and so on.
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");
I have tried to work on a simple form with Flash Builder 4, but was stuck in creating the dynamic addition of the instance for a textbox and combobox within a Hbox.I have created an HBox component with a textbox and a combo box. I then create a button Add new Row, to add a new row of Hbox on the runtime.
May I know how can I create the add to make it able to add new hbox component on clicking of the button, such that when i click the hbox 3 times, I should have 3 rows of the component instance and the button is still at the bottom of these components?
Alright, I've looked online at a bunch of different collision tutorials but they don't explain what I'm looking for. I want object A to hit object B and then execute a function via to a Event listener.
I am trying to add a simple navigation to an instance of a button on my stage through AS3. my code is below... I have used the same code in AS2, but i must be leaving something out in AS3..
I am wasting a lot of time trying to understand why I am instantiating an object that doesn't want to be instantiated![code]What's happening?! It looks like I need to wait an event to proceed with initRingTimer, but am I using the wrong event? Do I really need an event?
I was wondering if I had say 10 buttons and I wanted to add them to one event listener, is there a way to set up an array and attach them all to one event listener to cut down on code?
I placed a movie clip instance inside a button, and I want this movie clip to play when the button is released. I'm using this code on the frame containing the button:
function playMovie(event:MouseEvent) { this.theButton.theMC.gotoAndPlay(3);
I am currently trying to create a function (or set of functions) that automatically fades in a button for each cue point in a video the first time a video loads. This way the buttons only become accessible once that point in the video has passed. The buttons should stay active once the video is loaded.
The code below is what I have so far. Essentially all I have managed to do is trace the name of the cuePoint. I believe what I need to do is somehow assign the cue point name to an object, pass that reference to the "fadeIn" function and run the "fadeIn" function.It is worth noting that the buttons I am fading in are already on the timeline, so I do not need to create them in code. I just need to reference them.
I have a situation where, upon loading my swf, I add an event listener to the stage to listen for keyboard commands. One of them is to listen for the spacebar, and if it is pressed, it should play a movie. The problem is, that movie is not loaded until later on, depending other user interactions, therefore, until it is loaded, the reference to it would be undefined.
But if I wait and add the listener for key commands only when the movie is loaded, then I can't utilize the listener for other keyboard commands, like RIGHT or LEFT, which are the buttons which get you to the movie in the first place. Is there a way to add a conditional or something to prevent that code from being executed if the video is not defined yet? Here's my code:
Is it always best practice to remove every listener that you create in a project?I thought I had this worked out but all of a sudden I am getting errors by trying to use the removed from stage listener.So there are buttons on the stage and some movieclips that those buttons make visible and here is the code that I am trying to use, but it generates errors on leaving the frame. I think this is the same as what I have been using but somehow it is now not working for me.[code]...
I've done a class to be able to listen to the event for a CLASS not on an instance.
Code: class net.webbymx.events.XClassEventListener {[code]....
why did I do this.It cames with my rugby game.I have player in two teams. When a player throw the ball I want the other teammate to act like "wait for ball" and the opponent like "seek for ball". Plus I'm lazy (and I don't want to register the listener for each instance of the player I'm creating). So this class is made to be able to handle as many instance of a class I want without adding a listener on each of them. I'm just creating a global listener on the class and then I will be able to receive dispatched event for any instance of this class .so in my team I can do
i have a custom class which loads a couple of XMLs. i am creating an instance of this class within another class and i need to know when it is done loading in that parent class so that i can then call a function.
Is it possible to create a custom event listener other than the ones prebuilt in flash? I sort of know my way around the eventDispatcher class, but can I use it to create my own event to listen for?
i want to keep track of what frame the current flash movie is on. I've come across "_currentFrame" so i guess that's a step in the right direction. What i need though is a listener which will always give me the current frame.
What i am doing is having director MX 2004 call a frame via a label in flash and then i want to load on image based on what frame number it calls.
so i reason something like...
if ( _currentframe == 4 ) { // display picture in pictArray[3] from xml }
I generate thumbnail images for an XML file. So I loop through the XML and generate instance of a thumbnail class. These thumbnails are place in a sprite container.The problem I have is that after the loop I print the width of the sprite (in the same function) and it returns 0, even though its full of thumbnails. So I'm trying to add a listener that listeners when the thumbnails have completed being created but I have no idea what kind of listener I need or what to attach it to.
My problem is: I'm trying to create an external class which function is load an external sound file and play or stop depends on stage.activate and stage.deactivate events. The actionscript 3 in the timeline is functioning properly, but when I try to create as external class, it has so many errors. So many that I can't troubleshoot them. Btw, it's my first class creation. Is there anybody who kindly enough to give me some guidance to create a proper class with stage event listener?