ActionScript 3.0 :: Functions Assigned To Escape Key - When Use KeyBoardEvent In A Function Nothing Happens
Mar 31, 2009
I'm having a tough time getting the escape key to use a function. Every tutorial I go to it says that you need to import.flash.events.KeyboardEvent but when I use KeyBoardEvent in a function nothing happens. I get an error that says it couldn't load
I've made an AS3 AIR proggie that works with PHP to look at a specific online directory of mp3s, get it's listing, and download to my local machine. It works fine, except when a song name has '&' in it. I'm not sure how to escape ampersands, or where the escape needs to happen - PHP or AS3? Here's the relevant AS3:
I need a way to wait running the parseCSV command until the readFile event has updated the content of importData. I have seen a few things about custom event dispatchers but cannot quite figure out how to use them in my situation.
private var importData : String; public function importFile(event:MouseEvent):void { var data:String = chooseFile(); parseCSV(importData);
In this following function I would like to pass a parameter when i call the function tchauBalao.
which is actually the Mouse Event ( "e" ).
Code: function outPassaro(e:MouseEvent):void { var passaro:MovieClip = e.target as MovieClip; TweenLite.to(passaro.balao, 0.2, {scaleX:0, scaleY:0, ease:Expo.easeOut});
I currently have an AS3 fla with a couple of mouseEvent functions but now the client wants to add a KeyboardEvent as well to the same exact functions. Can I add another eventListener to that without having to create a second function? It would be a huge waste of code if I did. Here's what I currently have in truncated form:
rightArrow.addEventListener(MouseEvent.CLICK, slide_right); leftArrow.addEventListener(MouseEvent.CLICK, slide_left); function slide_right(e:MouseEvent):void {
I'm trying to wrapup a slideshow for a client and the client asked for keyboardEvents in addition to buttonEvents. So I went ahead and added a stage.addEventListener and it works but only if you click on the stage first. In Flash CS4 itself when you test a movie, the problem doesn't happen but when you test it in a browser, the problem exists. Go to [URL] and see what I mean. Try the keyboard left and right arrows first. Then click on the stage and try again. How can I make it get focus on the stage on startup?
I am tring to create a simple mine game..so I created a couple movie clips one of which is to be assigned a value of "0" and the other is to be assigned a value of "1" randomly. That is if the one on the left has "0" the other should have "1" and that if I click the one having "0" value ,let it explode or do something..The problem is that I am not sure how to use "onClipEvent(enterFrame)" and on(press).. I named my MCs as "mcleft1" and "mcright
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
I'm curious to know if there is any examples you all could give me any examples of copying a function in AS3; then use that copy independent of the original function it copied. I want to make an animation system that heavily depends on one type of function. Since it depends on one type of function, I cant have every single piece of code calling back to the same function if I want to use it multiple times. Is there a way of properly doing this? are their performance consequences? I'd really like to do this instead of writing several different functions out separately that work nearly the same. (plus I need to feed a set of values into those functions that are created, some being called by event listeners of course)
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
I have a bunch of .fla files laying arround here.They are basic flash files with actions coded on the timeline.I want to add a class to control the files.In order to enable to sync the flash files I have a bunch of code in this class which takes care of the synchronising the files.The problem is; there are a lot of files.Personally, being a lazy person I don't think replacing basic functions like 'gotoAndPlay' with my personal functions.I would prefer to just extend the basic function, or listen for it so I can 'inject' my own pieces of code. Question: Is there a way to have something like a listener that tells me which functions are started? Is there a way to extend basic flash functions like gotoAndPlay() or play().
Could anyone suggest how to fix the function at the bottom so that when button forward_btn with label "Go to next Training Point" when clicked recalculates the fields created in function fileLoaded.[code]
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
I somehow am able to write bits of code but am still learning how to restructure code so that it is more efficient.I have 15 buttons. Each one, when rolled over, should change the color of 2 movieclips underneath it (and when rolled out, should change back). I have the below code so far but I don't think I have to re-write the functions each time. How do I "re-use" the function code (or, only write the function code once), but specify what movieclips the function should be applied to? These are just 2 of the buttons of the 15:
Code: menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OVER, changeColor); menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OUT, changeBack); function changeColor(event:MouseEvent):void[code].................
I don't know if this is possible with Actionscript 3. What I want to do is have a loseAll(); function that calls other function that in turn close sections of an application. I would be easier to have all the close functions in the closeAll() function and then pass a reference to the once that i don't want to be called. something like this.
I keep getting this message from Flash: "Scene 1, Layer 'A', Frame 1, Line 411136: Incorrect number of arguments. Expected 1." and for the life of me, I can't understand why. I simplified the name and number of the buttons called but otherwise the code is intact. Flash is flagging all of the functions within the switch/case function, telling me that an argument is expected there. Why? I've tried the switch/case functionality with other requests (e.g., trace), but I cannot make it run a function.
Code: var clicked = MouseEvent.CLICK; country01_btn.addEventListener(clicked, butClicked); country02_btn.addEventListener(clicked, butClicked);[code]...............
I'm still finding my way around even the simplest things in Actionscript. I have a movieclip named 'leaf9' in which I'm using as a button (which happens to be within another movieclip). I have the following actionscript on the frame which contains 'leaf9':
What I want is for all the other functions to go away once "shrink" has started to play, so that if the mouse goes over the button again, the clip doesn't start playing "rollover" etc etc. So how do I stop all the other functions from playing once the .onRelease function has started?
I have a MovieClip with 3 functions to act as a button - onRollover, onRollout, onRelease. I want the onRelease function to cancel out the other functions once the user presses the button.
Basically, I have the function sliding another movieclip along the x axis. onRelease it slide to position 3 - which I want it to stay there, but my onRollout function keeps sliding it back to position 2 (which i need for users just browsing the navigation before a selection is made)
I have just started learning AS3 (2-3 weeks) and I have to say its very enjoyable!I am trying to make a function that pulls in values to save me writing 15 separate functions!I have a "street mc" which has 15 "house mc's" inside.When the user hovers over a house I want the resident to appear above the house.The house instance name is house1 and there is a mc in the library linked using the MrsRoy() class.This is my code so far:
Code:
var house1Res:MovieClip = new MrsRoy(); function resIconIn(e:MouseEvent):void{ var currentHouse = "street." + e.target.name; var currentRes = e.target.name + "Res";
[code]....
I get the error:
TypeError: Error #1006: value is not a function. at Dignity_drive_fla::MainTimeline/resIconIn()
If in a situation, the addEventListener is being assigned more than once for same actionwhat will happen then? Suppose on frame 5 there is ample_btn.addEventListener(MouseEvent.CLICK...... ... and when user navigates the application/site it comes on frame 5 again and again. Will the addEventListener be applied more than once on that button? If yes then what will happen on clicking on that button? will the associated function be called more than once now?
I have these images that will load when I input a certain string of text but I don't know how to combine functions to make a generic one that will work for all of the images. These are just two and they're basically the same thing except I have to make each function (something)1 and then (something)2 for the next image.
My problem is pretty simple, but I'm still finding my way around even the simplest things in Actionscript. I have a movieclip named 'leaf9' in which I'm using as a button (which happens to be within another movieclip). I have the following actionscript on the frame which contains 'leaf9':
[Code]...
What I want is for all the other functions to go away once "shrink" has started to play, so that if the mouse goes over the button again, the clip doesn't start playing "rollover" etc etc. So how do I stop all the other functions from playing once the .onRelease function has started?
I am looking for a way to escape utf-8 charachters using actionscript 2? As far as I know, in flash it uses utf-16 while on javascript it uses utf-8. I am looking for a similar escaping method.