ActionScript 3.0 :: DispatchEvent - ExitToolTip Function From MC Shouldn't Run ExitToolTip Only When Mouse Out Of MC?
Aug 26, 2010
So I have a Movieclip with a Listener listening for MOUSE_OVER, and on mouse over it triggers a function ToolTip.
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which triggers the tooltip function but the problem is that... when the mouse is clicked on MC2 showToolTip works fine.. but when I mouse_out of MC2 it runs exitToolTip function from MC shouldnt it run exitToolTip only when you mouse out of MC? how do I make exitToolTip run only when we mouse out of MC rather than MC2 ...
So this works fine when it's the players turn. But when it's the enemy's turn, the enemy simply attacks a bunch till hero.HP<0 and enemy wins. I am certain this is because it's checking each frame to see if it's the enemies turn and then it executes the hitting code before the turn is changed (which must mean this is freakin fast, so cool, but not good for me here!).I tried simply making a function to call at the end of the attack, with a function that happens only on first turn to let the player initiate, but when then the hero makes no attack, enemy attacks and there is a recursion error and it shuts down.
I'm making a game, and it has an onEnterFrame which checks each players status (hp and turn), and decides what to do based on that.[code]So this works fine when it's the players turn. But when it's the enemy's turn, the enemy simply attacks a bunch till hero.HP<0 and enemy wins. I am certain this is because it's checking each frame to see if it's the enemies turn and then it executes the hitting code before the turn is changed (which must mean this is freakin fast, so cool, but not good for me here!).I tried simply making a function to call at the end of the attack, with a function that happens only on first turn to let the player initiate, but when then the hero makes no attack, enemy attacks and there is a recursion error and it shuts down.
if I have a class I load, import com.pixelator;//import explosion class In my movie I want to run a function when it finishes and dispatches the event below. How do I do that? here is the code from the class
PHP Code:
function completeHandler() { dispatchEvent(new Event("PIXELS_DONE")); }
I am trying to adapt to AS3, and I am new to writing packages. I have my external .as file, and in there I have a bunch of functions. I need to call a function written on the timeline.I realize I need to use dispatchEvent, but I'm not exactly sure how. In the package, I currently have:
Code: public function autoNextPict(e:TimerEvent):void {
I have a game of you controlling a rocket and avoiding walls.When you hit the walls the rocket goes to frame 50 and plays an explosion sound and an animation then the playhead stops at frame 70.But for some mystical reason when the rocket is still moving (as in not blown up yet) the sound keeps repeating over and over. I placed a trace in the rocket's enterframe event to check its currentFrame but it stays at frame 1 like it should. And yet the sounds still keeps playing. This is just infuriating.
I am considering using class extension as a way to connect my model with my controller. I tried looking on the internet but could not find any information on this topic. This led me to the question of when a class should be extended and for what reasons.
Having to do some as2 with an ancient system, and am far from fresh on it. I've managed to bungle my way through most of it, but I've hit a strange logic problem.
i was trying to do in the above subject title... I have now decided to create a project using AS3 and would again be in any of your debts if you can guide me towards a similar code / function to the following:
Using AS3 in flash CS4Hi i have some imported text from a tab delimited/seperated text file (.txt).I have split the values into an array using .split('') .split(' ')I have stored the imported data into an array where each column has a new index and the properties of each row can be gained from array[n].property. For example array[4].name would give the 'name' of the 4th entity in the original text file.This all works fine however some of the separated strings are formatted incorrectly as they take up 2 lines instead of one.The first string in each line in the original text file is imported into flash with a new line above it. I.e: "Property1" in the original tab delimited/seperated text file is stored in flash as "Property1" with a new line above it. I need to get rid of this new line in order to appropriately display the text in text fields.
In my project, there is a Movie Clip with the title 'box' For some reason, this is creating an infinite amout of children(b), instead of just one. This is my code:
If I add the button component to my movieclip it makes it bigger, as if there's some sort of invisible padding or margin around it. Making a new fla, dragging the button component, and setting the below code as the document class produces a trace of w: 320, h:250 when run.Removing the mc.addChild(btn) line gives me a trace of w: 320 h: 240.The button isn't even close to the edge of the movieclip, so why is it expanding the movieclip's height by 10 pixels? I've been reading the documentation for the last few hours, but I can't find some hidden margin style or anything of the like I've been missing. The FLA & .as file are available here http[url].....
In my flash program I have everything on one frame. In the actionscript on that frame, I made a variable called currentButton and set it to the first button, to keep track of which button is currently pressed. In the click function this variable is changed to whatever button was clicked.Now, I didn't think this would work, because seeing that the one frame is being played over and over, (there's no stop() command in there) I thought currentButton would keep being reset every frame. To my surprise, it worked just fine. Not that I'm complaining, but I'd like to know why it's doing that. Shouldn't all the code on the frame be done every time the frame is played, including the part that sets currentButton to button1?
I'm absolutely new to AS and wondering why this doesn't move the way I'd like it to...Logically, shouldn't the x increment display each time it happens, showing a constant animation? Instead, the x increments 50 at a time, so the rect is at 0, then it's a 50
Code: var container:Sprite = new Sprite(); var item:Sprite = new Sprite();
I have a movieclip on my stage that I am using as a button toincrement an index number. I have declared a custom event class andI am passing the index to the custom event as a property.I have initialized the clips on the stage to listen for thecustom event and I am dispatching the event from the instance ofthe button being pressedEverything seems to be ok except my clips listening for theevent don't seem to be getting it. Can you not dispatch an eventdirectly from a movieclip instance on the stage? Do you have to doit from a .AS file class?
One single swf, imgdesc.swf is being loaded into the emptymcholder, by the moviecliploader instance.My order isfolioholdermc ---holds--> emptymcholder --holds--> imgdesc.swfWithin folioholdermc, I disabled buttons and lowered opacity, once imgdesc.swf was loaded, using onloadInit()Now in the button inside imgdesc.swf. I called, this.unloadMovie(), which successfully unloads the file, but I am still inside emptymcholder, though I actually want to go back into folioholdermc.tener to check for unloadMovie. But my problem is can I place this within folioholdermc, within the onloadInit() or maybe within the on(press) function which actually calls the loader in the first place?? I need to enable the buttons within folioholdermc, and increase opacity, once the imgdesc.swf is unloaded.
Within the onLoadInit() in folioholdermc I added _mc.addEventListener("end",endClip); function endClip() { trace("end"); //plan to insert code to
I am making a class that is used to load levels, and while making the skeleton I thought I'd make some events for things like if there is an error while loading, or for when the loading finishes. So I did that and decided to test the event, via a test function that dispatches the event...but it just wont get picked up.
Here is the main class (a part of it anyway) where I'm adding the event listener.
ActionScript Code: public function Game() { this.addEventListener(Event.ADDED_TO_STAGE, Start); this.addEventListener(LoadEvent.LOAD_COMPLETE, Bam);
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why the dispatchEvent in the Load class and it's internal dispatcher class, is not getting to the eventListener in the Game class.
I am trying dispatchEvent in a class (aClass extends MovieClip) that is instantiated by another class (mainClass extends movieclip),but I am not able to dispatch the custom event in the mainClass unless the aClass is added to the display list (using stage.addChild()).Is there another way to do such a thing?