ActionScript 3.0 :: Action Listeners Triggered Together For Different Items?
Sep 28, 2011
The flash, is designed as below so that when click on the button on the screen, will pick up the button and let the button move with the mouse. When the mouse is click again anywhere in the stage, the button will be put down again and wont follow the movement of the mouse.
The problem is that whenever the pickup function is triggered, though the stage event listener for dropdown only get added when the pickup eventListener has been triggered, the dropdown function is always executed together with the pickup function (will dropdown as soon as it has been picked up, all within a single click instead of the intended 2).
I have a scrolling navigation bar and two buttons on either side to move it left and right. I created functions to handle moving the navigation MC left and right, and they work just fine.
My problem is, I'm trying to set my buttons up using onPress, like this:
function ScrollForward() { // function contents }
[Code]....
The problem is, when I create the .swf, the functions placed in the onPress events automatically run. And neither button triggers the "onPress" events. I have removed the last two lines with the onPress events and the functions do not run, so the way I've set them up is obviously wrong.
The problem is obviously the onPress lines because the functions do not run without those lines, and if I simply put the full function within the onPress event rather than separate, they both run correctly. I want to call these functions elsewhere, so I don't want to simply include them solely within the onPress event.
What I want to do is be able to click a button that adds an Item to the stage and then you are able to drag the item around on the stage. I know how to do these things separately as in if the item is already on the stage I know how to add the code to drag it and I know how to create a button that brings a library item on the stage. How would I combine the two?
I'm trying to make a flash version of those refrigerator magnet poetry kits. As such I have about 150-180 little MCs each with a different word. They are all named sequentially, so theoretically I could just make some array counter or something to stick the handlers on right?
What is the best way to make a menu with items that can be bought ( a.k.a shop ), bought items are invisible and there are about 20 items or so. What's the better approach than adding mouse event listeners to all 20 items?
I have two components in my movie,how to write out the code for the listeners.Is it possible to write one listener that listens for changes in both components or do I have to write a separate listener for each? How would this look like written out?
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) { this._parent.gotoAndPlay("98"); }
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) { this._parent.gotoAndPlay("98"); STOP ON FRAME 108 INTEGRATED HERE }
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0) Insert -> New Symbol Name - test Type - button Export for ActionScript Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code: on(release) { trace("trace"); }
I click on the button and it animates but no action event in the trace?
How can I get an action to follow another action when a button is clicked? When a button is clicked, I want the timeline to go to a certain frame and play and when it's done playing, to go to another frame and play. I basically want two actions in one function.
I have a project underway where I am making an interactive game. It is a personal character creator game and I need Actionscript 3 help with this.Something similar here:http:[url].... I have tried already with toggling visibility and 'gotoAndStop()' to make items appear over other items when the corresponding button is pressed, for example, when the user tries out different pants/shirts on their character.
I'm creating a facebook application in flex. I'm actually working on the friends component that shows your friends who are using the application. now, each friend has a profile image.
I created the component using a s:List element.
In the Skin Class of the element i configured the requestedColumnCount to 3, which means it shows 3 friends. i added buttons to scroll left and right in the list.
Whenever I scroll to see a different friend, for a half of a second i see no image because the List component is loading the image in order to view it.
is there a way to make the list preload all the elements so i won't have this kind of problem ?
im having some dificulties in the combobox of Flex 3, after defining the dataProvider and filling the combobox, how can i remove the items in the combobox later (without removing items in the dataprovider)? if i set the provider to "" or null, the items in the combobox are still there
how to get my CollectionEvent to work, and I seem to be able to see the problem, but I am not sure how to get it to work properly.
In my actionscript, it seems to only tell that event.items.length is 1, while I am calling my array collection from the HTTPService, and I have tested the length of my Array Collection, which seems to be accurate. What I tried to do is to use that number in the CollectionEvent function, but that does not work at all.
Attach Code
private function onChange(event:CollectionEvent):void{ for (var i:int=0; i< event.items.length; i++) { Alert.show(event.items.length.toString()); //This always gives me 1 when I have 12 items
I'm a Flash newbie and I'm trying to get some keyboard action going. I've followed some tutorials, but nothing seems to work. To test it I created a brand new fla file and added the following code in the first frame:
[Code]...
The first trace ("Add listener") shows up in the debug output, but no matter which keys I press I can't get the function to be called. Am I doing it wrong?
NetStatusEvent has only one type of event: NetStatusEvent.NET_STATUS; but it comes with many codes for various cases.
Here they are, listed.
However, a lot of them are not triggered for me. I know some are FMS specific but I'm talking about "NetStream.Play.Stop", "NetStream.Pause.Notify" or "NetStream.Unpause.Notify".
Is there a case when they shouldn't be triggered, even though I'm calling NetStream's control functions (which take effect), or a known issue around this matter?
I am making component with text field in it and I want to call some function on the onChanged event that trigger another function.
In case I define onChanged event on the following way everything is ok my_TextField.onChanged = function () {.....} but if I use listenerObject, function inside another function is not triggered.
I am trying to extract the last part (after the last .) of what trace(evtObj.target) shows, but when i try to use the code bellow to do it i get some of the info i get for the traces EventOb=_level0.RightSide.instance435.Ath (or whatever it is that triggered the event) Legth=Undefined
i get Undefined for all the string commands i have tied
example for evtObj.target with _level0.RightSide.instance435.Ath i want to get just Ath
I have a project that has 6 movie clips across the stage that are triggered by mouse click. The trouble I'm having is getting them each to dissapear when the next movie clip is triggered. You can click out w/ an "x" box but I want them to dissapear when the next mc is triggered also.
Code: var mc:handfade; hand_mc.addEventListener(MouseEvent.CLICK, handPage); function handPage(e:MouseEvent):void
I have a file where user chooses xy cordinates which display in text box.... which is workin, but I want to have it only appear inside a box area? ie choose once only inside box area - once outside i want the mouse to behave as normal (no new pointer no xy tracking) not sure what if statement would work ?
onClipEvent (mouseDown) { duplicateMovieClip("../cue", "cue" add n, n); setProperty("../cue" add n, _x, getProperty("_level0",_xmouse));
I created a simple animation that needs to have a button on one segment of the animation. I created a button with a action of getURL in AS3, the problem I am having is that every time the animation loops from the first frame it triggers the button and the new page I requested pops up.
I created a button that looks up the coordinates of the device. There is no errors in the code but for some reason which is eluding me, the event is not being triggered.
Here is my code:
protected function lblCheckIn_clickHandler(event:MouseEvent):void { if (Geolocation.isSupported)