Actionscript 3 :: Function - Custom "call - Later" - Pass More Than One Parameter
Feb 15, 2011
I have this class ('Scheduler.as'):
[Code]..
So as you see in your test-run the first two calls work fine, the one that calls a function that takes no parameters and the one that takes one parameter. The problem is when I need to pass more than one parameter! Solving the issue: Well, I know it'd be solved if I could simply retain the ...args as is, and pass it on to the this.m_function.call call. Another way, maybe is to have some sort of a foreach loop which would feed the designated ...args when the time comes, yet again, how would I refer/pass it?
I want to call a function from another function's parameter but I don't know how and don't know if it is possible.I've considered this as a solution but it didn't worked.
Forgive me for this stupid noob question but I want to call a function (loadList) that originally gets triggered after a mouseevent from another function (addToXML) that does not have an event.
The loadList function takes info from a XML var, sticks it into an array which then gets loaded into a tile list and that is working fine.
The addToXML function when called adds elements to the XML var after which I want to call the first function with the event parameter so it refreshes the items in the tile list.
I know it can do this by creating a new array and loading that into the tile list in the addToXML function, but it be much simpler to just recall the function.
but all the event constants I have tried give me error messges like "1061: Call to a possibly undefined method addEventListener through a reference with static type Function."
I have a custom component written in action script (no UI). I am instantiating this component in an mxml file which is present in a library project. The custom component has a constructor which takes one argument. The library project is used in some other web project from where i pass a variable to this mxml file.[I have linked source of the web project to source of library.].
I have a static variable in my library project which holds the reference of the current object of the project. I need this static variable in order to use properties present in the mxml file. I am unable to use the property sent from the web project in the constructor of the custom component, but able to use the same in some other function present in the custom component.
I'm having some trouble passing parameters with a function that is itself being passed as a parameter.In my application code I'm instancing that class five times:they are buttons in a menu.In that class, I've got an onRelease handler that does a number of things when a button is released, one of which is to invoke a function that is defined in the application level of the code.My problem is that I don't know how to send the function parameters.In my StandardButton class I have:
class StandardButton extends MovieClip { /* define properties */[code]..........
The function is successfully being "sent" to the StandardButton class, but without any parameters.How can I send parameters to the class instance with the way I've got this architected.
I´d like to know how could use the Timer class extended.I´m trying to pass a parameter to the constructor function, so I can use it inside the listener.
Here´s example:
[CODE] package { import flash.utils.Timer import flash.display.DisplayObject public class ChangeColorTimer extends Timer { public static const CHANGE_COLOR:String = "changeColor"; public var obj:DisplayObject public function ChangeColorTimer(delay:Number, repeatCount:int, obj:DisplayObject ) { super(delay, repeatCount) this.obj = obj } } } [/CODE]
That was the ChangeColorTimer that extends Timer.Now, I´d want to know how would I use ChangeColorTimer.I thought it was the same as using Timer.I´ve tried this:
[CODE] public function changeColor(mc:MovieClip):void { var colorTransform:ColorTransform = new ColorTransform() colorTransform.color = 0xEE0000 mc.transform.colorTransform = colorTransform var changeColorTimer:ChangeColorTimer = new ChangeColorTimer(400, 1, mc) changeColorTimer.addEventListener(ChangeColorTimer.CHANGE_COLOR, setNormalColorListener) changeColorTimer.start() } private function setNormalColorListener(e:Event):void{ trace("called") } [/CODE]
I called changeColor, but, I don´t get "called" in the output from the setNormalColorListener listener.
i want to pass by reference so i can use this variable outside the function.
What im doing is creating a global variable such as var cont:int; and then in a eventListener like enter_frame (stage.addEventListener..) calling a function called "mover", this function modifies "cont" value and i just want to print this value modified. The issue is i cant pass the value by reference just by const :S. The function is void, but if i change it to return int, its useless because each time i call the function, the value i want to return its created each time with a new value, beacuse i need to declare it so.. I read i can use a var such as Object but i really dont get it (im used to c++ i have to say)
In as3, I am adding event listener and then attaching the anonymous function to it:[code]Now this whole piece of code is looped n times. Now, I have n myBoxes and whenever I roll my mouse over the box, it should alert the name. But, what I see is that the last value of count is used by each box. How can I pass parameter or value to the anonymous function? ( as roll over , I believe, expects only one variable)
have a node that has an asfunction embedded - won't work. if I change the a href to a web page- it works fine. If I try to call a custom function it doesn't call it at all.
I have a custom function with parameter. I'm trying to pass the parameter to the gotoAndPlay as follows. This is where the function is called...
Code: myButton_btn.onPress = function() { myFunction("Apply"); } This is the function... Code: myFunction = function (fLabel) { trace(fLabel); gotoAndPlay(fLabel); }
Basically "Apply" is a frame label that I'm trying to send the playhead to. The fLabel paramater traces out properly, but the gotoAndPlay doesn't send the playhead to the appropriate frame label. It sends it to 4 frames before the end. It's really weird. Even if I add frames to the timeline, it still sends it to 4 before the end. I can get it to work perfectly in a "new" flash document, but not in my existing document.
I'm having a problem in flex 3 where if a static const I have defined is used as the parameter to a function call within binding tags I get a "1120: Access of undefined property NodePropertyMatrix". _propMtx is a ArrayCollection.
I want to be able to call a JavaScript function from a Flex app using ExternalInterface and pass a reference to a different JavaScript function as an argument.
The fact is that the "dispatchEvent" method must be placed into the code or timeline where the "event" happens, then it can be trigged and the function associated with the event will be invoked. Ok, it is understood. Nevertheless, my question is: what's the point to create an event to trigger the a function call, if I can simply call the function instead directly???
Code: package{ import flash.events.Event; public class CustomEvent extends Event{ public static const ONSOMETHING:String = "onSomething"; public function CustomEvent(type:String){ super(type); [Code] .....
If I can do simply: Code: DoIt(); function DoIt(){ trace ("Done!"); } What I mean is that custom events doesn't look like as REAL events for me, but more like a delegate way to call a function. Differently from Flash native events that are controlled by an internal engine that keep checking if the event happened, in the custom events they must triggered 'manually', and it seems to lose the event main characteristic.
I have this custom right-click menu. I need to call the reactOnClick() function with a specific parameter when clicking a specific right-menu item. I want to avoid multiplying the function for each right-click item.
Code: Select all//set up the custom right-click menu rcnMenu = new ContextMenu(); //the value below is here just for testing purposes, //the actual value could be anywhere between 3 and 13 var numberOfItemsTakenFromXml:Number = 5;
i have created a class that so far works great. what i need to do is get that class to accept a function as one of its parameters. so for example:
[Code]...
and when the class is finshed to use the passed function name to call a internal function in the flash movie I don't even know where to begin or what its called to even do a search on it.
I have a movieClip named MC, and it's enabled with action script, with the class name MC_Rectangle and a Stage.I override the MC_Rectangle class file in a mc_rectangle.as external file.here is the code:
1. how can i access the variable "sequence" in "mc_rect"
2. how can i pass parametre from main stage to mc_rect via function setSequence(data:int)?
3. how can i call the function in addSequence() in mc_rect.
in asp.net, i usually use mc_rect.sequenct,mc_rect.setSequence(data), mc_rect.addSequence() to achieve my goals......btw, can function in mc_rect return out result to main stage?
I have a custom class being constructed from my main class. In the custom class it has another custom class that is passed in as a parameter. I would like to strictly type the parameter variable but when I do, 'the type is not a compile type constant etc'.This, I understand, is because the custom class used as a parameter has not yet been constructed.It all works when I use the variable type ( * ) to type the parameter.I suspect this is a design flaw, in that I am using an incorrect design pattern.It is actually hand-me-down code, having received a large project from someone else who is not entirely familiar with oop concepts and design patterns.
I have considered using a dummy constructor for the parametered class in my main class but the passed in class also takes a custom class (itself with a parametered constructor). I am considering using ... (rest) so that the custom classes' parameters are optional.Is there any other way to control the order of construction of classes? Would the rest variables work?edit)in main.as within the constructor or another function
var parameter1:customclass2; customclass1(parameter1); in customclass1 constructor: