ActionScript 3.0 :: Executing Function Calling Through EventListener?
Nov 24, 2009
I'm trying to execute a fucntion by calling it through an event listener I can't call it directly seems to be out of scope or un intialized or something. I've had luck calling variables in this manner but have never tried to call a function. Can I do it through the event?
I have 3 external .as files... Game.as Checker.as CheckerP2.as
In Checker.as I have the following function... static function checkPossibleMoves(){ ... }
I'm able to call and execute this function from Games.as using the following code... Checker.checkPossibleMoves() But whenever I use the same function call in CheckerP2 the function does not execute?
I have an eventListener listening for mouse events, which will obviously call a function.The function being called is expecting a mouse event as a parameter (obviously).Question is, can I call the same function outwith the eventListener i.e. calling it without a mouse event?
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
ActionScript Code: /** * Use in place of trace(). Calling function will be logged automatically. * */
[Code]....
Put that code in a utility class, and then from any function or method in your app, call myClass.reportStatus("Something happened"); and you will be rewarded with something like this:
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called
PHP Code: //Prototype....MovieClip.prototype.moveSprite function(speed, spriteType) // Generate random coordinates var tarX = Math.round(Math.random()*(400-
how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called.
PHP Code:
// Prototype....MovieClip.prototype.moveSprite = function(speed, spriteType) { // Generate random coordinates var tarX = Math.round(Math.random()*(400-this._width/2)+this._width/2); var tarY = Math.round(Math.random()*(300-this._width
[code]....
The function should trace "carn" over and over and over, but instead, it traces "carn" over and over until the prototype picks a new point to ease to.
I have a headerbar.mxml that is displayed when user swipes_down in my app. The headerbar.mxml contains a button component I want to run an erase() in the main application window. The main application is a drawing app that contains an erase(). I just don't know how to call a function from another mxml view file. I thought it would be something like
click="{mainwindow.drawPanel.erase()}"; EDIT: protected function onColorChange(event:List):void{
I have a main.mxml, child.mxml and headermenu.mxml. I click a button on the headermenu that dispatches an event up to the main.mxml which then executes a method in child.mxml. I know this works because I put an AlertDialog in the function I'm calling inside of the child.mxml. The child.mxml contains a drawingArea object that has an erase(). When I call this directly from child.xml it executes, however if I put drawingArea.erase() inside of the function being called by child's parent (main.mxml) nothing happens.[code]...
but later I want this onEnterFrame to stop functioning to conserve on processor resources. setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.Is there a command to simply just clear or break the function from executing?
(Using Flash Pro 8). Currently, I just need to execute a simple show/hide function that is controlled with a key. Currently, I have a circle movieclip with this coding attached to it:
Actionscript Code: onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = true;}onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = false;}
And on the first frame of the timeline, I have this code ( so that it is visible = false to begin with ): Actionscript Code: _root.circle._visible = false;
Now, my problem is that when pressing the RIGHT key on the keyboard, it reveals the circle, but when it is pressed again, I want it to hide the circle again. Obviously there's a conflict between false and visible, but I don't yet know how to tell flash to make the distinction that the RIGHT key has already been hit once. Is there some kind of 'listener' or something?
Im currently working on a script which will dynamically create letters and then play the sound of each letter.
I can get the script to work but for some reason it doesnt seem to play the 1st sound the 1st time I click on the button to exectute the function.[code]...
I'm making this game with Adobe Flash and I have this level where you need to stop a bomb from exploding, but when you stopped it and go to the next frame the bomb is still running and you still go to the game over screen when the countdown reaches 0. For the countdown I use the following ActionScript:
[Code]...
(Frame 4 is my game over screen) I also add with the dynamic text the word ''count'' next to Var: So is there a way to make it stop running on the next frame? Also am I willing to use a different ActionScript for a countdown if somebody knows a better one.
I have this movieClip "Container" and within it on two different frames I have two movieClip/buttons, "pause_btn" and "play_btn", respectively. I would like to call a function on the main timeline on frame two of "Container" where "play_btn" is located. I think I'm getting close but really have no idea. I know about the visible property and have been considering that, but isn't there a way to call a parent function from within a child movie clip? The code looks like this.
I'm making a game and the main functions are close to finishing. But I'm having problems with my start screen. I'm working entirely in Flash Builder.My users should be able to click a button to start the game. Right now I don't have a functioning start screen yet, but initially the game started immediately with Game.as. But I now decided I want a start screen. So I made a new class file with the graphics and buttons for the start screen in the constructor function, and I added a Mouse click event listener to the button.The game itself is in Game.as, that runs perfectly.In the function for the mouse click event I added:
Code: removeChild(startscherm); var startgame:Game = new Game;
I have a pause function that fires when the first frame of my swf loads. PHP Code: Welcome transition function pauseMC(sec) { var i = sec - 1; var MyPause = setInterval(function () { if (i == 0) { clearInterval(MyPause); [Code] .....
However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.
PHP Code: function moveLeft () { var t = this; this.opened = true; //this._x = _root.navWidth * this.index; [Code] .....
I have a function which contains some code and about half way through calls another function. Only problem is it stops the main function from running so the code following it snt executed. What I want to know is is there anyway to go back into the original function at the point at where I left and carry on executing? I've thought of one solution but its a bit long winded and I just wanted to know if there was a quick and easy method, before anyone asks the code needs to be in its current order.
I'm trying to setup something like Aspect Oriented Programming in Actionscript 3, basically the only thing I need to be able to do is something like this:
Is is possible to attach an EventListener to a function? Such that if at any point in a function's execution an Event is Dispatched the EventHandler will get fired?
i've been at this for days, how do I get xmlData to load information outside of the function LoadXML? I'm willing to donate to the person who can get me something that works or this to work. I desperately need this.
I have three functions and I want to play them one by one when each of them completes the tasks inside. How can I add an eventlistener to a function to check if it is finished?So the following is the example:
function generateIdeaBalloons():void { var ideas1:MovieClip = new idea1 (); ideas1.x = 480; ideas1.y = 248; container.addChild(ideas1); TweenLite.to(container.ideas1, 1, {delay:0.5, x:50, ease:Quart.easeOut});}
I want to use tweenlite to tween a navui_mc onto stage when I rollover another mc. Once navui_mc has completed the tween, I want to ad an MOUSE_OUT eventlistener to navui_mc, so that when I mouse off this mc is tweens out.The function call at the end of the tween seems to work as it is tracing that it has completed, but i dont think I can have the eventlistener in a function?
I have a main menu of buttons which alpha is set to 0 when you go to another page. I've made the button-menu fade in again when you return to the page. When you click on a button I want the buttons to disappear again, and I dont want the fade in to continue. This is my code:
function fadeIn(mc):void { var nNum:Number = 0; var myTimer:Timer = new Timer(50,21);