ActionScript 3.0 :: Kill A Function If A InputTextField Is Empty?
Feb 21, 2010
I have a small aplication with two inputTextFields and a button, when the button is pressed it triggers a function that calculates the value in the two text fields, and everything is fine but when the textFileds are empty which is the default value and the button is press I get an error (Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.)how can I detect if the inputTextFileds are empty and some how kill the main function ?
function Name: calculate
Input Text Field 1: partL_txt
Input Text Field 2: partW_txt
Button Name: enterBtn
I use the setTimeout() function through my application but when its time to garbage collect. the method still runs and calls on a function. How do I stop it from calling on a certain function. I tried setting it to null but it doesnt work
I have a pause function that fires when the first frame of my swf loads.[code]However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.[code]Just one additional note, all my functions live on frame one of my main timeline.
I have a pause function that fires when the first frame of my swf loads. PHP Code: Welcome transition function pauseMC(sec) { var i = sec - 1; var MyPause = setInterval(function () { if (i == 0) { clearInterval(MyPause); [Code] .....
However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.
PHP Code: function moveLeft () { var t = this; this.opened = true; //this._x = _root.navWidth * this.index; [Code] .....
I have a inputTextField, and in my inputTextField in my GamePage class i want to be able to take the text that you should be able to write in the inputTextField, and replace the text from the inputTextField with my nodes in my xml-fil. In my Xml class above I want to have that code that converts the text from the inputTextField, ex. If i write "monkey" in my inputTextField, I want to replace {ANIMAL} node in my xml-fil with monkey.
There was once a {ANIMAL} who came from {CITY}. {ANIMAL} lived in a small little red julhus, just like Santa does. {CITY} also had her Santa Claus, and his name {NAME}. {ANIMAL} and {NAME} was in fact best friends for ages ago, and they lived in the same little red house.
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I have a swf that loads into another flash file through an empty movie clip. For some reason, the swf isn't working properly. It works fine on it's own, but once it's brought into the other flash file via empty mc some elements of the swf do not show up or function properly.
I have a list of 99 item (something like a phone book) and I will like to sort them in different method. Part of the 99 item might be empty, so the requirement is to move the empty field behind the sorted data in every sorting behavior, here the code we have so far:
I have a main.swf file and it will load an external swf file.I have this code in the external swf file:[code]So when the external swf file loaded in the main.swf, the color_picker is visible in the main.swf.Everything works just fine but I just need to know how to remove (Kill the onEnterFrame) when the external swf file has been unloaded or replaced with another external swf file?
Sometimes it is necessary just to kill focus (e.g. from the TextField instance). But I found no ways to do that. The only solutions is to set focus on another instance that handles mouse events.
This if statement is checked by compiler 10 times but I only need once(i.e. when i==0).So once it has been executed or say the statement condition is true,can I kill it. Meaning that this statement won't read by compiler or ignored.
I need to add several copies of a movieclip at random times. When each clip plays out I need it to be removed. What I'm trying is the following:
var list:Array = [] addEventListener(Event.ENTER_FRAME, function(e:Event){[code]............
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I have figured out how to use loader to bring external .swf files into my project, but I have lots of buttons bringing lots of different swf files in and I want to have a home button that will kill them all no matter what order they have been loaded in. Here is my code so far.... returns errors (but it still works) and will cause trouble as I get more .swf's loading. I would really like to keep track of the last loader loaded and be able to move forward and backward through the order and also kill them all at once?
sub var Gstar1:Boolean = false; var Gload1:Boolean = false; var gs_ProLoader:ProLoader; var gl_ProLoader:ProLoader; [Code] .....
I am writing a custom video player as a class. I have it all working great, play, pause, stop, etc. I can instantiate that class either on main timeline or another class and all is well. The problem I have is removing it. if I have a sprite container called locContainer instantiate my class ActionScript Code:
I am using addChild() to add a movieclip from the library... the movieclip being added has some functions inside of it. When I do a removeChild on the movieclip .. the functions are still running even though the movieclip is gone. how to kill everything in the movieclip once it is removed?
I just started playing around with exporting some of my older Flash projects as android apps. I have one in particular that is a music player. It works great but the back button on my android device just backrounds the app. This is actually what i want since its a music player but would still like to be able to kill the app completely with a button on the stage. I dont know if anyone has seen the siriusXM app. When you hit the back button it asks if you want to exit the app (kill it) or just minimize. I sorta want to do the same thing but simpler by just having a kill app button the stage. I cant seem to find how to do this. I created a button called exit_app. Im assuming I need to make an event listener of some sort and create a function that runs when the button is pushed. I found this snippet that refers to the back button killing the app. Id like to modify it to perform the same action when I press my kill app button.
function handleKeys(event:KeyboardEvent):void{if(event.keyCode == Keyboard.BACK) NativeApplication.nativeApplication.exit();
I have a dynamic textbox which is being assigned a variable. The textbox is set to render as HTML and all fonts are loaded.The following variables appear fine in my textbox:
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I'm getting problem to my preloader.... when I load my first swf, its load fine.. in the loading progress if I click the 2nd button to load the 2nd swf its also load fine but my loader go static.. never remove.
Here is my Code... import flash.events.Event; import flash.net.URLRequest;
I have the following program to play a .flv movie on a webpage made by myself:
var Xpos:Number=0; var Ypos:Number=0; var swf:MovieClip;
[Code].....
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I needed a way to invoke softkeyboard in android platforms, and i got to know how to do it form here Flash APIs for Android Platform. Now i need to kill the keyboard, basically there is a button which i want to use to toggle the keyboard. Flash has provided a way to invoke the keyboard but not to kill it.(never understood how they work). One more issue is that when i click the down button on softkeyboard which is located on bottom left of the screen, the Softkeyboard_Deactivate event is not fired. It seems its fired only when the focus shifts from one object to another.