Actionscript 3 :: Specify A Function To Be Called?
May 11, 2011
I have this script for random letter cycling below. I want to call this function to happen at a certain click or frame label, but when I call it with tweenmax, I get a runtime error. Can anyone explain to me how to call this function at certain events. I know this is definitely not best practice but have to try somewhere and here is what I did:
var targetWord:String = 'home';
var wordSoFar:String = '';[code]....
Use Flash CS5 (and AIR, though this does not seem like it would be AIR related) in Win XP 64 I have a MovieClip symbol in my library with the identifier 'Puzzle10Piece10' with the following actionscript attached to frame 1 of the only layer with the following actionscript:
[Code]...
This runs contrary to my understanding of the pre-compiler and code execution order. In my way of thinking, any reference creation and related memory allocation is made when the object is instantiated, and indeed that allocation, unlike C depends not on code order (declaration before use), though this is an order that would satisfy even the C pre-compiler. If I understand the Flash compiler at all, it's not even a question of 'code order'... the symbol is pre-compiled such that for it to exist... for it to be instantiated, the variable would exist before the function would even be 'available' to be called internally or externally. Is my thinking way off, or is this a bug?
I have an AS3 program that calls a function multiple times. The function must return multiple variables, so I created a class for the function to declare an object containing all of these variables. For example, here's my class:
package { public class PER { [Code].....
Let's say the calling program calls the function, which returns the variables into data_set1 (where data_set1 depends on input variables arg1, arg2, arg3) using:
var data_set1:PER = function_name(arg1, arg2, arg3);
The calling program does some stuff, then calls the function again, but returns the variables into a new variable name, data_set2:
var data_set2:PER = function_name(arg4, arg5, arg6);
My intention is that data_set1 and data_set2 are different (e.g. not linked together).
My question is, given that arrays are passed by reference, will data_set1 be modified to agree with data_set2 upon the 2nd function call? Why or why not?
I'm using an AMF service that was built by someone else. Basically what happens is that some info is passed to the AMF service and it returns true or false.I want to be able to pass in various info to the a function that calls the AMF service(submitTracking) and then get the true or false value returned in onResultSubmit to be passed back to submitTracking.
var screen:String; var buttonnumber:String; function submitTracking(screen:String, buttonnumber:String) {
I've been banging my head against the wall with this one. I have the following set function in Flex. [code]If I set the periodChangeAmount to -1 or 1 the set method gets fired. If I set it to zero it doesn't get fired. What's the deal? Does anyone know why it wouldn't get called when setting it to zero. If I change the object type to a number or even an object it still doesn't work as expected.
I am loading one xml file and onload (or onData) of this file I am calling another function but, this function is not getting called. What can be the issue? Can delegates be used here and how?
Here is the code for reference
Code: //path for _global.bookXML is defined already. _global.book_xml = new XML(); _global.book_xml.ignoreWhite = true;
mainClass.as package { import mfClass.CarSelector; import flash.display.MovieClip; import flash.events.Event; public class MainClass extends MovieClip { [Code] .....
Now, when I run this in flash. I get this message.. in output. TypeError: Error #1006: sel_Fun is not a function. at MainClass/show_selector() at MainClass()
I've got a function 'fullReset' which resets the stage and places several movieclips (which are balls) back to a starting area. Within this function is a call to the 'unlockBallfunction within the Ball class (see bottom of code below).
ActionScript Code: private function fullReset(event:Event):void trace("RESET BUTTON HIT");
In the game I am building I need every 5 seconds a function to be called. The function looks like the following:[code]How would I go about making a time that pretty much counts to 5 and then resets itself again?
I have a function ("advance_slideshow()") that ticks a slide show up by one, then it loops back at the end. It works when called from the key listener I set up for debugging. However it does not work when called from setInterval. I added a trace to the function to confirm that it was being called, which it is; it just doesn't work when called via the interval
Code: ////////////////////////// /* IMPORTS AND INCLUDES */
I am working on a Flex Front End at the moment, and have been using the Parsley framework for passing messages/events around.
I was wondering if there is a simple way for a function (in this case, an event's constructor) to obtain a reference to the object which called it?
This is to ensure that a certain event that I am defining can only be dispatched by one specified class. My thinking is to check the caller of the constructor somehow, and throw an error if it is not of the correct type.
If I override a public function in a base class, I would have thought that this override function is called and the original is ignored? though this doesn't seem to be the case...
public class AbstractScreen extends Sprite { public function AbstractScreen() {
[Code]....
If my model dispatches a CHANGED_LANGUAGE event, the text in the views gets updated, But I also get a trace of "WARNING: need to override public function updateLanguage()"
i got a class(class1) that extends another class (class2)...when something happens in super class, i need to update the class1, soi need to trigger a function in class1 from class2... I know is bad programming, but is that possible? I'm confused
I have an MC object called with linkage to be treated as a class in the library,part of the code is what follows (what is relevant to this problem):[code]If I drag and drop the object from the library onto the stage to instantiate it and call the function from within the object, then there is no problem, and the code is executed with no problem. In the main movie clip, I want to create an instance of this class with code, add it to stage and call this function with the following code:[code]
Through the use of flags I have confirmed that we in fact enter the function setTable, and that this error is produced once I try to reference the cardArray.I do not declare the array outside that function because I need other functions in that MC to be able to see it. Relocating the declaration does not solve the problem, because then the interpreter advances to the lines where I reference other functions declared in the MC (which I want in there), and the same problem arise: it has not yet seen the declaration of functions like the custom shuffle function for arrays
as im just starting out.for example i have a graphic i need to rewined (instead of tween backwards)when the button is clicked it calls this function in timeline
mc_on_stage.onEnterFrame = function() { if (rewind == true) { prevFrame();
I have a function ("advance_slideshow()") that ticks a slide show up by one, then it loops back at the end. It works when called from the key listener I set up for debugging. However it does not work when called from setInterval. I added a trace to the function to confirm that it was being called, which it is; it just doesn't work when called via the interval.
[This is Flash 8, AS2]
Code: ////////////////////////// /* IMPORTS AND INCLUDES */ ////////////////////////// import mx.transitions.*;
I wrote the code for a tween function called fadeOut. As you can understand, its end is to fade out the alpha property of an instance.the code uses an addEventListener:chooseBlue_btn.addEventListener(MouseEvent.CLICK, fadeOut);so when the button named chooseBlue_btn is clicked the fadeOut is called:[code]But I would like to call fadeOut when the clip starts without using a button.In which way?
Is there an event that IU can assign a function that is called when an swf closes? (say they click the close button of the internet explorer window) Cause that would be sweet.
I have a function inside of a class which is called by an event Listener I need access to a variable inside the function after the eventListener has been called. The variable name i need is stream and the function it lives in is called NetStreamxx. I tried to return stream but i don't know how to access the returned value here is the code
I have a function ("advance_slideshow()") that ticks a slide show up by one, then it loops back at the end. It works when called from the key listener I set up for debugging. However it does not work when called from setInterval. I added a trace to the function to confirm that it was being called, which it is; it just doesn't work when called via the interval.
Code: ////////////////////////// /* IMPORTS AND INCLUDES */ //////////////////////////
I have template that i try to edit when you click image thumbnail it opens window with larger version, on thumb script look likeon(release){ _root.page = 0;_root.play();}I trying to find that window that opens up because i need it resized, if i resize images nothing happens that frame that pops up when you click thumbnail is still same size. So i want to trace what happens when it executes _root.picn variable, maybe somewhere in code it will tell me what layer on time it refers to so i could edit
I was recently searching for a way to call the print function on a PDF I was displaying in adobe air. I solved this problem with a little help from this fellow, and by calling postMessage on my PDF like so:
//this is the HTML I use to view my PDF <object id="PDFObj" data="test.pdf" type="application/pdf"/> //this actionscript lives in my air app var pdfObj:Object = htmlLoader.window.document.getElementById("PDFObj"); pdfObj.postMessage([message]);
I've tried this in JavaScript as well, just to be sure it wasn't adobe sneaking in and helping me out..
So, I'm trying to load resources, add them to a dictionary, and have a drawing method search through that dictionary and draw based on certain predicates. I have a function that iterates through an Vector of Strings, calling on an instance of Loader to load them instantiated as a URLRequest.
private function loadImages(urls:Vector.<String>):void { var loader:Loader = new Loader();
[Code].....
So the issue is: Only the first images in my Vector are drawing. Upon further inspection, I found that the completeHandler was only being called once (I put a trace in the complete handler to check). However, the Loader is invoking load everytime the loop iterates. I tried instantiating separate loaders for each resource, just to see if it would work, but I had no luck with that. Do I need to make separate loaders and event handlers? Or am I just not using Loader correctly?