I have a global function that does some stuff with a LoadVars in it.I 90% of the cases, the onLoad reference of the LoadVars is the same, but I sometimes need to do something else when the LoadVars is loaded.Is there a way to pass a function reference to a function so that I could do something like that :
[AS] _global.function myFunction(maybeFunction) { myLoadVars = new LoadVars();
My question is slightly complicated : I have a global function that does some stuff with a LoadVars in it. I 90% of the cases, the onLoad reference of the LoadVars is the same, but I sometimes need to do something else when the LoadVars is loaded. Is there a way to pass a function reference to a function so that I could do something like that :
I saw a post that touched on this, but I thought it deserved a thread of its own for explicit verification. It seemed that some of the resident geniuses here had given the thumbs-up to passing your whole doc or app class to a function. Please correct me if I'm wrong, as this sounds convenient but I assumed it would cause heart attacks and CPU meltdowns.
EXAMPLE: Say I have an app class that controls my entire game (or slideshow), and it has an ENTER_FRAME scrolling function that's 50 lines long with tons of conditionals so I want to take it out and make it an external file. I pop it into a new .as file but now all my variables are out of scope. I could pass them each individually, but there are so many it's impractical. So my question is: good or bad practice to pass the entire class?
k the idea is that this movie keeps tracks of whatever page it's on using the variable current. when the button evolution is clicked it should jump to frame 2 of the movie whose instance name is contained in the variable current and also pass this variable to a function called alpha which fade that movie's instance when moving to another page - then that page's name will be assigned to current.
I'm trying to define this function so I can pass the CardButtons sprite to the Add Cards function. It "works" but there's one problem: the CardButtons sprite used in the function is determined by the value of i at the time of the function call (or in other words, the value of i when I click the sprite).
I want the sprite passed to be literally the value of CardButtons[i] at the point when the function was defined.
I made this function,that is supposed to create a bunch of slides based on a parameter. That parameter should be the instance name:
Code:
function createSlide(instName:Object){ trace(instName); this.createEmptyMovieClip(instName, this.getNextHighestDepth());[code]....
In the script I call the function with
Code: createSlide("mySlide");
After execution, this error message appears: Error: A 'with' action failed because the specified object did not exist.The trace statement returns the instance name -"mySlide"- When I replace instName with a stringtype name like "mySlide", it works fine.But I don't want that 'cause in that case I have to write a specific function for each slide.
I have a .swf file through which i am passing arguments to .exe file which is basically a C++console application, how is it possible, should i tweak the sourcecode in th application file for it to accept the arguments passed?
I had been trying finding a way to passing more than one arguments using FlashVars. Below is the snippet of HTML code, using this parameter:
HTML Code: <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,
The transition from AS2.0 to 3.0 has been a long and broken trail for me.
Is there a way to pass arguments to a function via addEventListener, like (but unlike) this: timerTurn.addEventListener(TimerEvent.TIMER, moveUnit, "unitname", "unitdirection")
where moveUnit is the function I want triggered, and "unitname"/"unitdirection" are the arguments?
So far, I have a class that creates a Vector object, and pushes data into it:
ActionScript Code: public var mList:Vector.<cusClass> = new Vector.<cusClass>();
The data is read by a second class like so:
ActionScript Code: trace(firstClass.mList);
The problem Im having is take that same Vector and passing it into a third class (from the second class) as an argument in a method: ActionScript Code: views.mUpListing(firstClass.mList);
I am using a carousel with items in it...when the user clicks an item in the carousel, I want a new swf to load to _level0 and replace the carousel on the stage...the new swf reads an xml...however the xml should be different for every item on the carousel...is there any way to pass the xml file name to the loadMovie command so the new swf can use it?
I had a class that I was passing a simple argument to like so:
var quiz_1_2:CaseStudyQuiz = new CaseStudyQuiz(2); addChild(quiz_1_2);
I now would like to use this class for multiple MCs in my library. I thought I could let Flash create a class for each of them and specifying the CaseStudyQuiz class as the Base class. When I do that, I get the following error:
I have one event handler for several object's events. I would like to pass a value through to the function from the event listener:
function chkEmpty(event:Event){ if(event.currentTarget.text==){ thisIsBitIWantToBeAbleChange.text = You haven't entered anything in the box, please try again hisIsBitIWantToBeAbleChange.setTextFormat(validate_frmt); } }
Could I give the event.currentTarget a value that I could test for? So if the value is 1, I effect output1_txt, if 2, output2_txt, etc etc. If so, are there customisable values that I could use that wouldn't do anything to the display object,?
I'm trying to figure out how to set a MovieClip return value by passing a string argument and using that string to define the child of a given movieclip. I'm doing something wrong because I keep getting null traced instead of home_mc.[code]
I have a Sprite in my library that is linked to a class (lets call it SomeClass), and i put on stage in Flash, and name the instance someClass. In my Main.as i then write: var myClass:SomeClass = this.someClass; SomeClass.as has a constructor with the same name as the class, however it require an argument. How do I pass that to the class when I made an instance of it directly in Flash by dragging it to the stage? (instead of the usual ... = new SomeClass(arg); )
I tried something like this: myClass.SomeClass(arg); But that gives me this error: 1061: Call to a possibly undefined method SomeClass through a reference with static type SomeClass.
I want to guess the type of every argument from an anonymous function, something like mapping a class with reflection but just for a function, something like...
public function guessMyArgumentType(f:Function):void { for each (argument:* in f.arguments) { trace(typeof(argument));
I have an extended MovieClip class that has 10 Boolean properties. There are 6 instances of the clip on the stage. Any of the properties of each instance can be set independent of the same property in other instances, so...
im trying to pass in an optional argument into a function. The datatype of this needs to be an object... however, im not getting very far. I know i can do this....
I want to add about 10 textBoxes and I want them all to be contained in different variable names. I need to declare them outside the document constructor function because of scope, but how then can I use them in a function? I want something like
I want to write a function which has 2 dimensional array as one of its arguments _global.getList = function ( type:Number, list[]:Array )
This is giving syntax error, if I do _global.getList = function ( type:Number, list:Array ) Then there is no error, but then, list is now, single dimensional array, which I don't want. Whats the correct syntax to write it as two dimensional array?