ActionScript 3.0 :: Way To Trace "active" Eventlisteners
Jan 27, 2012There is a method for know which event listeners is at moment active on the stage and on a specified object?
View 6 RepliesThere is a method for know which event listeners is at moment active on the stage and on a specified object?
View 6 RepliesIs there anyway through which we can know that which event listeners are currently active and we can remove them at runtime? I am trying to create drawing board which have different shapes to draw. But I have to add event listener with for every shape and have to remove previous listeners. I want to remove the all active listeners in one go. Is it possible.??
View 3 Repliesim working on my own site im lost though i copyed and pasted so much but i cant seem to figer somthing out.i have a members sys sitting on a few frames every thing works. but the profile button, i have a total of 11 buttons that are working. i coppyed them put them all on 1 frame with there own instances that contain 3 frames?the first frame is the not active frame the 2ed is the active and 3ed is blank so it wont show. so my login code at this point is
ActionScript Code:
//Button Functions
signupBtn.onRelease = function() {[code]...
I have a window component on my main timeline that gets called up on several instances. When the popup window appears, everything looks fine, except that the user can still click on links that are now behind the actual popup window itself. My question is how do I keep those buttons from being active while the popup window is active?
View 2 RepliesI am having issues with a global array. I have an actionscript file called MyGlobal.as at the same level as my main FLA:
[Code]....
I am able to trace that first element while trace is called within the function... but if I try to trace that first element outside of the function it is "undefined". Do I need to return the array at the end of the function? I tried that but I cant seem to get it working correctly.
I've been playing with prototype a bit and I've noticed that either it isn't as static as it should be or that some functions are protected from altering, or that in some cases the prototype actually extends a function. For example, I was trying to modifiy the global trace function to output the current time of a trace action, something like this :
Code:trace("lulu"); // output 12:48:17.286 lulu I DID achieve something close to it, but it seems that I haven't actually modified the global trace function, but rather it's "_root" counterpart,
[Code]...
ive got a loaded xml list for an mp3 player. from playing track1, when i select track 2, it traces "track1" but then after a second click it traces "track2" and stays on that. the actually music for track2 does load on the first click though, but not the trace. anyone know why on the first click it would still trace the previous track? here is the code for that function...
[Code]...
take a look at the results of these traces:
trace(imgGal); //traces "1"
trace(itemClip1._y); //traces "32"
trace(itemClip[imgGal]._y); //traces "undefined"
why does the last trace not trace "32" like the second trace? I want to insert the variable "imgGal" onto the end of the mc "itemClip", how can I do this?
[Code]...
var dane:Array = new Array();
dane_xml = new XML();
dane_xml.ignoreWhite = true;[code]....
and this last trace gives me undefined while trace(temp) gives me what I want
Let's say I have a global SoundChannel object, and inside a function I am repeatedly creating new instances of the Sound object to play songs one after the other. Each time I do this, I need to add a new eventListener to the SoundChannel to call the function 'onSoundComplete' that will load the next song on completion.Coming from a strict C++ programming background, I often wonder if it's necessary to do some kind of cleanup in Flash, or if it handles it automagically.Here's example code that specifically removes the eventListener from the previous Sound object everytime a new one is created, but I don't want to be doing this if it isn't necessary:
Code:
// Setup sound object buffer
var slc:SoundLoaderContext = new SoundLoaderContext(3000);
[code].....
I have images loading from an array. A slideshow. This works fine, but they pile on top of each other. I cannot figure out how to remove them. what's the simplest way to remove them? How do I say - if pic1 is loaded, before loading pic2, remove pic1?
Code:
var aPics:Array=new Array("pic1.jpg","pic2.jpg","pic3.jpg","pic4.jpg","pic5.jpg");
var threeSeconds:Timer=new Timer(3000,aPics.length);
threeSeconds.start();
[code]....
I'm trying to use an eventlistener in a class, but I can't make it work!
The class is ment to handle a HTTPRequest, so I'm using ResultEvent.RESULT.
public class GetXML
{
public var content:Object;
public var url:String;
[Code].....
Can I add eventListeners to shapes ?
View 2 RepliesTrying to add EventListeners to Bitmaps.Can I add an EventListener directly to a bitmap?If I load an image to a UILoader then addEventListener to the UILoader instance that works just fine, but if I use a Bitmap instead, nada...I could load the Bitmap into a Sprite and add the EventListener to that, but would prefer the direct method...
View 4 RepliesIs there a way to listen for the cursor in the input text field? I am making a form, and when the user clicks on the input box I want text to appear to the right side and than fade when they leave that text field.
the text field is called input_txt;
psuedo code
input_txt.addEventLister(event.MouseEvent, showText);
function showText(evt:MouseEvent):void{
text_mc.visibile = true;
}
I'm working on an image gallery which builds dynamically at runtime, simple enough.imageList is an array loaded with the images to display.
var imageList:Array = _root.images.split(",");var imageArray = new Array();var count = 0;for( var i = 0; i < imageList.length; i++ ){ _root.createEmptyMovieClip("myMC"+i, (i + 1)); _root["tmpMCL"+i] = new MovieClipLoader(); imageArray[i] = new Array(); ima
[code].....
Inside a .fla file I have some buttons and each button will tween a different image to the stage. All the images are outside the stage in the same x and y position and I just need to tween the x coordinate.
Now I'm working with an external document class where I'm trying to hold all my functions and I'm stucked with the Tweens. I'm willing to stay away from the flash tween engine and I'm trying to work with tweenLite.
Is it possible to pass parameters through eventListeners so I can use something like this inside my docClass?
public function animeThis (e:MouseEvent, mc:MovieClip, ep:int):void { //ep stands for endPoint.
TweenLite.to(mc, 2, {x:ep});
}
If this is possible, how am I supposed to write the listeners so it will pass the event to be listened for AND those parameters? And how to build the function so it will receive those parameters and the event?
I've got a few MouseEvent listeners outside of a function that contains nested functions that need to use the functions attached to the listeners.
button1.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
function navigation (): void {
if statements;
[code]....
I keep getting an "1120:Access of undefined property buttonOver" error. I know it's because the EventListener is outside of the function "navigation" but I need it to be accessed by other functions later.
im trying find out a value of a var from a mc called from an eventlistener.
//////////// as2 oldSchool ////////////
function loadPlayer() {
trace("myScene: "+this.myScene)
[code]...
I have main.swf and content.swf. I load content into main. When I try to unload it gives me error, due to the fact that in my content.swf I have MouseMove event and this event is causing this error:
ActionScript Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at content_fla::MainTimeline/onLoop()
How to properly kill all eventListeners?
My main.swf code:
ActionScript Code:
var holder:Sprite = new Sprite();
addChild(holder);
[Code].....
I did some research and it seems quite an issue - especially when trying to remove, enterFrame, mouseMove or stage listeners. Im using CS3.
I tried using a .enabled = false; when I already had a click event on that movie clip. I found that you need to remove the eventlistener instead of making enabled false.Why doesn't enabled work when you have event listeners?I'm really more curious than in need of an answer since removeEventListener worked fine.
View 2 RepliesI have this code (for now, but there will be much more eventListeners) and i want to generate them dynamically.
Code:
s1.addEventListener(MouseEvent.CLICK, function1);
s2.addEventListener(MouseEvent.CLICK, function1);
[code]........
I have a menu with buttons on the stage that when clicked load external swf but the problem, although i can remove them from the stage, is that they are still playing which gives my site performance problems. I gave weak references to the Event Listeners but i didn�t remove them.Here�s the code:
Code:
import flash.net.URLRequest;
import flash.display.Loader;
import flash.events.Event;
[code]...
How can i remove each the listeners from each swf so that the site doesn�t perform so slow?
Say I have this code:
Code:stage.addEventListener(KeyboardEvent.KEY_UP, reloader);
function reloader(e:KeyboardEvent):void {[code].....
and this:
Code: var reloadT:Timer = new Timer(2000, 2);
reloadT.addEventListener(TimerEvent.TIMER, on_timer);
reloadT.start();[code].........
So I have a code that tracks Key_UP and one for a timer. However, I want to somehow use them together, like inside each other: ex. Run the timer function in Key_UP.I want to trigger the timer only if Key_UP is found. How would I do this?
I got a pickle for you: I have a function that is currently connected to an event listener like this:
Code:
loginButton.addEventListener(MouseEvent.CLICK, loginOnClick, false, 0, true);
function loginOnClick(event:MouseEvent):void{
// Login code.
}
Right now I'd also like to call that same function using the ENTER from a keyboard since loginOnClick doesn't use the parameter received (event:MouseEvent). So I did this:
Code:
function keyboardListener(event:KeyboardEvent):void{
if (loginButton){
if (event.keyCode == Keyboard.ENTER && loginButton.enabled) {
loginOnClick(); // Generates an error because it doesn't have a parameter.
}
}
usernameTextField.addEventListener(KeyboardEvent.KEY_DOWN,keyboardListener);
Problem is, of course, AS3 doesn't let you call a function with the incorrect number of parameters or types. I tried following senocula's tutorials on functions and parameters but they don't seem to work on this very specific issue considering the parameter is an event reference.
I am creating a small image gallery and I am creating the actual images dynamically. The images are stored via json and I am listing them underneath each other. No I can get all to work and they all load and position each other correctly underneath. What I would like to do is assign each image a addEventListener so that when clicked they pass the necessary details onto another function which will then display a larger image simple and basic but I am having trouble with adding the eventlistener. each one gets an eventlistener to it but when clicking on each one they all show the details from the last one. The code is attached to the main gallery container is as follows:
[code]....
I want to know if there's a 'correct method' in removing a MovieClip off the stage. I am currently programming in simple OOP and I have 2 classes, for now lets relate them to Tree and Fruit. The fruit is the child of the tree.
When the fruit is being clicked on. the tree AND the fruit will fade off and I will perform a removechild only on the tree. So I'm now puzzled if just removing the tree would automatically remove everything including the fruit(without performing a proper tree.removeChild(fruit)) and all the eventlisteners attached to fruit?
If not, must I perform remove child on every single MC/Sprite I have added onto tree/fruit for the best performance? Would like to find out how you go about doing it the 'correct way'.
i need to attach an event listener, and have its handler have a variable passed into it ..this possible?
Code:
mc.addEventListener(Mouse.Event.ROLL_OVER, over(obj) );
function(e:MouseEvent,obj:Object):void{
e.removeEventListener(....);
trace(obj);
}
.. sommint like that .. as3 says function is static, missing argument etc .. there may be other ways about it - but it is crucial to my setup, as when the EL is added, the object passed is only obtainable at that point.
I have created 4 classic text objects and called them Butt1 thru Butt4.This is so I can change the text in code from time to time.I want to create an event listener to pick up when the user;
a) mouses over Butt1, etc.
b) mouses out of Butt1, etc.
c) clicks on Butt1, etc.
In each case I will define a function to perform actions when the button is moused over, moused out or clicked.AddEventListener(MouseEvent.CLICK, clickHandler); does not seem to have parameters(as far as I can tell)to point to Butt1, etc.
I've got a presentation that continually reads an XML and displays content based on that. It works fine for 2-3 hours then just stops. No errors, just stops.
What I'm doing is adding and removing eventListeners throughout the process using two alternative loader objects.
For example:
PHP Code:
slideLoader1.contentLoaderInfo.addEventListener(Event.COMPLETE,loadJPG, false, 0, true );
I started using the "weak" listener based on what I've been reading about garbage collection, but actually this works better:
PHP Code:
slideLoader1.contentLoaderInfo.addEventListener(Event.COMPLETE,loadJPG);
The presentation runs much longer with the second listener type. In both cases I'm removing it this way:
PHP Code:
slideLoader1.contentLoaderInfo.removeEventListener(Event.COMPLETE,loadJPG);
Is there a problem constantly adding/removing eventListeners this way?