ActionScript 3.0 :: Use Same Variable In Different Functions?
Feb 23, 2010I have a function that includes a variable which I need to use in a different function after some effects occur.
View 6 RepliesI have a function that includes a variable which I need to use in a different function after some effects occur.
View 6 RepliesI am trying get a timer function that I can change the interval on? IE. I invoke the function for 5 frames and the last one I want to have a different delay time. It seems that for each action I have to create multiple listeners and multiple functions for? Surely there is a way, without producing a class, that I can just chaneg the timedelay? But, AS3 wants to declare the time before the function.
View 2 RepliesI want to be able to set variable tween parameters, but I know its not always good to set variables within functions. For example:
function clickHandler(MouseEvent){
var myTween:Tween = new Tween(object, "width", Strong.EaseOut, 1, variableWidth, 1, true);
myTween.start();
}
Is this the only way to do it, or can I change myTween parameters within the function without declaring a new tween each time?
I don't know why the value of my variable my_str is undefined outside of this function:
loadText = new loadVars();
loadText.load("data.txt");
loadText.onLoad = function(success) {
[Code]....
ps: I tried making my_str a global function or even defining it as _root.my_str but I always get the same result..it's undefined outside the function...I need that value for something else so...
just a quickie - im sure this is possible but for some reason its not working, - can you put variables within javascript calls, ie
getURL("javascript:swffit.fit('my_flash',1024,(700 +_root.imageHeight));");
where _root.imageHeight is a variable within flash
anyone know where i may be going wrong?
I want to know how to use a string variable as the URL in a Movie Clip event.
sample code:
var numCount:Number = 1;
var strMov:String = "rock" + numCount;
bob.removeMovieClip(strMov);
I'm trying to repeat a function that basically will attachmovie on a "tileset", an image depending on the parameter. It's called AddID(i), and currently there's only 2 valid options, 0 and 1, images showing, X and O. There's a Button, and theres an array and a function that shows an image of the tile depending on its ID value loaded from the array.
My problem is: Everything works just great as if you repeat the function by clicking again, but... When repeating the function by code, all the tiles will have the Image of the last tile added.
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I'm trying to do something simple in actionscript as simple as this:- Create a variable: var urlVideo:String;- Use that variable inside a function and give it a value: urlVideo = ideoElemento.url.text();- Then create a new variable and give it the urlVideo value: var url:String = urlVideo;
Here's my code:
var idVideo:String = "12";
var urlVideo:String;
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if defining variable types in function parameters gives any speed boost.
e.g
ActionScript Code:
function DoIt(param1,param2,param3):void
{
[Code]....
is there any performance difference between above functions. in theory compiler should be able to manage memory more efficiently when knowing what data to expect, but is it so in flash
How do you pass variable values between functions where the addEventListener is in the first function? I am trying to get the color value passed into my event handler. [code]...
View 6 Replieshow do i create a variable that can be used or changed by multiple functions?
View 5 RepliesIs it possible to pass variable as arguments for a function? I wish to update a boolean variable via a function, by passing the name of the variable to the function, like so:
Code:
function ENVSegment(curSegment:Boolean, nextSegment:Boolean) {
curSegment = false;
nextSegment = true;
} var attackSegmentIsRunning:Boolean = false;
var releaseSegmentIsRunning:Boolean = false;
[Code] .....
Much shorter, and easier to understand. Also, less repetition of the same blocks of code over and over...
I'm just getting into this and can't seem to make the simplest thing work! I'm trying to learn to define and call functions. I get no errors but it won't trace the variable:
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How can I define functions that can receive unknown/variable amount of parameters?
View 2 RepliesI have 2 functions. Each one is being called by a different event listener. Both event listeners work because I am able to trace strings in both of them.. my problem is that i am trying to create a variable that is local to both functions. The first function "working" adds a number to the variable and when the second event listener triggers function "notworking" which retrieves this same variable called "counting" both functions are called automatically by event listeners.. how do I do this? i am stomped!
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I am learning AS3 and I try to remake an SimDate game. I have studies the functions and the Steps of the game and now I try to make the Functions myself.
I have 5 Attributes:
Strength
Knowledge
Charm
Health
Dollars
For each of them I have defined a variable. Now I need to make an math function. If I want to raise str:
statusstrenght = statusstrenght + addstr
This code is not the original. My other code is down below. I only wanted to show the process.
addstr == Math.random() *5
I wanted that the variable statusstrenght starts with 10. If I press the train Strenghtbutton the action addstr will be started and updates the statusstr with the new value. That's what I had in mind but I cant define the new value off statusstrenght + addstr. Do I have to add a new variable with newstatusstrenght or can I just overwrite the value of statusstrenght if I press the train strength button ?
Here is the code. The math functions aren't working. It is AS3.
import flash.events.*;
var statusstrenght:Number = 10;
var statusknowledge:Number = 10;
var statuscharme:Number = 10;
var statushealth:uint = 100;
var statusdollar:uint = 100;
[Code] .....
I have been working on a Flash movie that loads variable data from an external XML file and dynamically displays the item names in a menu which may then be clicked to display other dynamically-loaded content that corresponds to the menu item that was clicked. I have now come to a standstill in the project as there is something I'd like to achieve but simply cannot work out how. This is my first attempt at working with XML in Flash and one of my early attempts at using variables. What I'm trying to achieve is; once the user has viewed the item's content, they can simply click "next" and "previous" buttons to display all of the content for the next or previous items in the XML document.
I know it probably sounds simple and I'm sure some of you could achieve this in 5 minutes (!) but I can't get my head around some of the coding. I assume previousSibling and nextSibling would come into play here as well as some sort of functions which access arrays of data for the previous and next items, but I'm just not sure how to correctly put these things to use. Rather than post my code and example images of the stage up here on the forums, I've created an html page here: [URL]
I realize this is kind of an odd issue, but I am wondering if there's any way to get Flash to allow me to access a class's static functions using a class variable that points to the class. Example:I create a class called FooClass that has a static function named fooI then create a variable of type Class that points to it
Code:
var class:Class = Class(getDefinitionByName("FooClass"));
However, when I try to call foo() using the variable, it errors saying the function
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I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
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I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
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I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code:
item.onRelease = function() {
myButton.onRelease = function() {
getURL("http://google.com", "_blank");
}
talk = this.txt;
}
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
in this example why the values of (12) and (21,39) are lost at the geo and geo1 functions
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Im adding lot of simple functions to prototypes of top level objects ( Object , Array , String ...) and have 2 questions :
Is possible to add functions to top level's classes in compile-time ?
If not , is there a way to allow this functions to compile ? I dont like to turn off strict mode
ex:
string.removeWhiteSpace();
string.sliceStr("." , "end");
textField.scrollBottom();
this return compile-time error , cause there is no such function , i have to write it in braces :
string["removeWhiteSpace"]();
string["sliceStr"]("." , "end");
textField["scrollBottom"]();
and i like to aviod it )
Is it not possible to call other functions from generic mouse event functions? Surely it is !!??ie....
Code:
_root.myButton.onPress = function(){
hide();
[code]........
Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
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Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound
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Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code:
public function doSquareFunction(thisFunction:Function):void{
square1.thisFunction();
[code]......
I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
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Would there be a way to use listeners to do this or the AsBroadcaster?