I need to pass a variable to a function inside a function. However this parameter (i) seems not to be passed (to function ...onRollOver). This is required to attach a textfield to a movieclip (reading the adress and showing it as a tooltip).
ActionScript Code: for (i=0; i<array_BE_ElecCities.length; i++) { var attachElecCity = mc_map.mc_places.attachMovie("Plant",
I want to create a vector, then call a function that populates that vector with arrays. Fine. The only catch is the function itself will declare new array variables to put into the vector, but are these new array variables private to the function only?e.g. something like this
ActionScript Code: public var vec:Vector.<Array> = new Vector.<Array>(); private function populateVec():void {
[code]....
Is this "kosher"? a was declared in the private function but added to something outside the function..?
package{ public class Character{ protected var _hp:uint = 50; //Character Health Points protected var _power:uint = 5; //Damage dealt
[Code].....
I`m instancing a Character and a Player in the Main Timeline, all in frame 1. When I use: ""player.attack(character)"" it works fine by itself.
So I added the if (defender._hp <= 0) this.win() which gives me the following error:
1061: Call to a possibly undefined method win through a reference with static type Character.
"defender" is a Character instance, "this" is a Player instance and "win()" is a Player method. I try to call the Player method inside a Character method using the Player instance adding the "." and his method name
Do I really need to define the win() function in the Character class? Is there a bypass to use a subclass method in a parent class method if it`s called from an instance of the subclass?
I was wondering why my current code for calling a setInterval on a function doesn't work inside my class.I have this code inside one function, calling a second function.
The selfReferential keyword refers to the current class,but was defined previously (selfReferential = this; ).I get no errors, but the dupe() function is never called.and I had the selfReferential variable replaced with the this keyword at one point as well.
I am debugging AS3 in Flash CS4, a variable becomes NULL but I don't know who changes it at when. Is it possible to watch this variable and when the value changes to null, it stops?
i have 5 submit buttons for example. When each submit button is clicked, a portion of the application is done. When all 5 portions are completed(or when 5 variables == true) I want something to happen.As of right now, on my submit buttons I am checking to see if all variables are true like so...
Lets say i have 5 submit buttons for example. When each submit button is clicked, a portion of the application is done. When all 5 portions are completed(or when 5 variables == true) I want something to happen. As of right now, on my submit buttons I am checking to see if all variables are true like so...
I've been trying to use the object.watch() method. I've never used this before, so I'm assuming I'm pretty far off base here. What I have is a parent movie (_root.) that has a bunch of variables. As the user progresses through the movie/project the variables change based on the user's actions. Within this parent movie there is another movie embedded. In this movie, things change based on the variable changes of the parent movie. So, for instance, say the user gets through frame #20 and hits the "next" button in the parent movie, this triggers a variable change in the parent movie, which then causes the embedded movie to change its color from blue to red (or whatever, action doesn't matter)
I have some buttons in the scene (inside the .fla) that change a variable "counter" after being clicked. In a separate class there is a function "showPage" that loads a xml-file according to the value of the variable "counter". My problem is, that I dont get the variable "counter" from the fla-file into the function of the .as-class.
Here is my code:
Inside mcMain.as
Code: class mcMain extends MovieClip { //public var counter:Number = 1; //Das hier soll durch den Button getan werden :(
How to get variable value from inside event function. Variable was declared outside event function. var StringVar="sample"; myButton.addEventListener(MouseEvent.CLICK, myClickReaction); function myClickReaction (e:MouseEvent):void{ StringVar="other sample"; } trace(StringVar); /*
It gives me "sample" value and I would get "other sample" value */. That strange because if that would be normal function trace would give me good result. var StringVar="sample"; function myClickReaction():void{ StringVar="other sample"; } myClickReaction(); trace(StringVar); /* it gives me result as I wanted to have - "other sample" value */
I know also method of passing arguments into event fuction but it not works for me as I would like to var StringVar="sample"; myButton.addEventListener(MouseEvent.CLICK, function(e:MouseEvent){ myClickReaction(e, StringVar) },false, 0, true); function myClickReaction (e:MouseEvent, StrVar:String):void{ StrVar="other sample"; } trace(StringVar); /* it also gives me "sample" value and I would get "other sample" value */ How to do that correctly?
I'm trying to pass a variable through a function, but I'm getting it's value 0. Here's my code:
thumbLoader.addEventListener(MouseEvent.CLICK, goToCategory); function goToCategory(e:MouseEvent) { trace(c);[code]....
this trace gives me value of 0. Normally I would do goToCategory(c) and inside that category I would get it's value, but in this case I'm calling this function with an event, how can that be done?
var c is declared globally, so I'm using it above this code in different place... is there smth like global $c like in PHP.. or there's some other way to do it?!
I have a code, it is below. And i have two vars: coordx and coordy they both are 0 but when up button is pressed, coordx should change into 1 x remain 0 just like map scrolling and if pressed down it should return to default position, but instead of that variables keeps reseting and it starts from beggining. Here is the code:
ActionScript Code: var coordx:Number = 0; var coordy:Number = 0;[code].......
How can you change a variabele in as3 that you have declared OUTSIDE a function and change it inside the function.My function seems not be able to change the variabele?
ActionScript Code: function Filter2switch(event:MouseEvent) { if(filter2 == false){
How do I get the for-loop's i variable to be available inside the onLoadInit function????
Code: for (var i = 0; i<nTotalPics; i++) { main.createEmptyMovieClip("container"+i,i); var container:MovieClip = main["container"+i];[code]....
This has been bugging me for about 2 months now. Maybe I'm looking at it the wrong way, but I need to create more things in the onLoadInit function using a for-loop.
The variable currentIndex is declared globally and initialized with a certain value say '0'. How do I hold the value of currentIndex which is incremented every time the function is called? In the given code, every time the function is called, the value is reinitialized.
I have a primary function that calls upon other functions, which call upon other functions, etc, each one creating different objects. I need to delete everything eventually and was thinking the easiest way to do this would be to have a global array to push() each object into. It would be easy to just put garbageArray.push(thisCreatedObject); into the for() loops of every function to grab all the objects so a deleteFunction() could just cycle through garbageArray to remove and null everything cleanly.
What I want to do:I could easily just create a global array to do this (code example 1), but I would prefer to be able to recreate this global array and delete it every time this primary function is called (code example 3) since it will be called upon a lot. It would be cleaner code to have it created from within the function as opposed to outside of it because I will have a lot of primary functions doing similar things that would require a global array like this.
I also know I could create one and simply pass it as an argument to every function (code example 2), but I would have to pass it to every single function. There are a lot of functions and a lot of calls to them, so this would require rewriting a lot of code and would be more work than it's worth. Making a global array outside of the function would be easier than doing this if it came down to it.
ActionScript Code: //example 1 of global array. No passing as argument from //primary to secondary functions. Multiple global arrays //required for multiple primary functions in the future.
I wonder what the most common reasons for memory leaks in AS3 are.First thing what I am not sure about is: is it better to have a variable reference inside a function or outside it. Will the variable be null-d automaticly inside a function or when do I have to null it and when not?I have massive problems with my game with memory leaks. I noticed I reference some of the clips of the timeline even inside my debugging clip to display propertys and this was causing collecting huge amount of memory.But even before I go into the game with bigger objects the System.memory is slowly growing and growing.I just have a socket connection and some interval loops and enter_frame events.
I am making a Scrollbar component and I want a script to call a calculation function for resizing the scrollbar when a new data is loaded.I was experimenting with Object.watch but it's use is beyond me. I don't understand if its the thing I need.Can Object.watch call a function when say a dynamic textfield's data is changed?
I declare a Boolean variable in my main class (Main.as file)[code]What I want is to change myboolean variable from inside a movie clip I've got on stage (when it reaches a certain frame).[code]
I have the following two classes and can't seem to figure to figure out how to call a function in the top one from the bottom one. The top one get instantiated on the root timeline. The bottom one gets instantiated from the top one. How do I call functions between the classes. Also, what if I had another call instantiated in top one and wanted to call a function in the bottom class from the second class?
In the following code (thoroughly debugged) the first case (1) in the switch is met and a new instance of BannerSingle is assigned to retVal (the return value). Unfortunately, while the second case (2) is never met, the assignment therein to retVal takes place and I can't compile. When I comment out the assignment to retVal for "case 2:" everything works fine.
I've tried using an if/else instead and I still get the same odd behavior. Also tried a number of solutions involving separate variables, etc.
1- i have class and i called its before and its running on runtime. i need to call function inside this class from another class, but without call the first one again, because if i called it, it will run default class function again is this doable ?