Flash :: Declare A Function To Be Equal To Another Function In As3?
Oct 6, 2011If I wanted to create a function called printMe, what's the proper syntax so that it prints what the function information prints?[code]...
View 1 RepliesIf I wanted to create a function called printMe, what's the proper syntax so that it prints what the function information prints?[code]...
View 1 RepliesSimple question that I wanted to ask before I actually implement it and run into possible problems. Is it possible in AS3 to declare a function within a function, just as it is possible in javascript?
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I have a function in my flash AS3 file. I'd like to pass a parameter when calling this function and have that parameter become the name of a new FLV playback component I'm declaring;
function newVideo(myVideoName){
var [myVideoName]:FLVPlayback = new FLVPlayback();
}
[code]........
I have a function that declares variable by what ever is entered in the text fields(function tClick) but vClick does not see the variables . I get a error " access of undefined property. The variables must be declared at the click of a button[code]...
View 2 RepliesI have a problem with functions and variables.. how to get functions that i use every onEnterFrame. et c: A MC is using this:
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As you can see it gets new variables onEnterFrame... How do i get around this?
I was wondering something to do with global functions, it seems if you declare a function as global inside the first frame of a movieclip...and try call it from the first frame of the _root timeline it does not work.
Example.
This code is in a movieclip on the first frame of the timeline called "my_mc";
Code:
_global.Test = function(){
trace("Test ok!");
}
Then the code on the main timeline, first frame would be a call like this.
Code:
Test();
The below function goes through once, increments the _alpha of picture1 and then exits....wont loop until _alpha is greater or equal to 100.
function delaytext() {
if (picture1._alpha >= 100) {
picture1._alpha = 100;
trace("complete" + picture1._alpha);
} else {
picture1._alpha += 1;
}}
I have a problem that I have read a few other threads about, but the solutions that are offered don't seem to work for me.
The solution offered was to declare the tween variables outside the function....
I have done this, but every now and then it doesn't finish the tween.
Here is my code for that part..
Code:
var alphaTween:Tween;
var myTimer:Timer=new Timer(150,0);
myTimer.start();
myTimer.addEventListener(TimerEvent.TIMER, addMC);
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I've got a Vector of ViewToActionMap objects, which have following constructor:
public function ViewToActionMap(_forModule:eModule,
_forAction:eViewAction,
_toFunction:Function,
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There appears to be a problem with the sort function when sorting the array contains several elements that are equal. I tried to illustrate this in the simplest form below:
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I am working with URLLoader and URLRequest in this case.
I have two buttons. One listens for the mouse click event and then runs the following function (less code not applicable to this question):
function loadURL (e:MouseEvent):void {
....
var myRequest:URLRequest=new URLRequest("*URL*");
myRequest.method=URLRequestMethod.POST;
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The other button, when clicked, calls another function, say resetAll, that then resets the "session" by clearing out all the current variables and canceling anything currently in progress. Within that function I want to call myLoader.close(myRequest); but myLoader is not accessible from within resetAll.
In this case, should I declare var myRequest:URLRequest=new URLRequest("*URL*"); and var myLoader:URLLoader = new URLLoader(); outside of the function even if I do not need them yet?
Is it ever preferred to not declare the data type of the return value of a function? Data type of return value is not declared:
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If i have a series of variables that are referenced on an enter frame function, is it better to declare the frequently used vars at the class level? Is there a performance benefit? What is the standard?
Example
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When you click on the button something happens. However it seems redundant to me that in the declaration of myListenerFunction, the event object e of class MouseEvent, actually has to have its data type MouseEvent mentioned.
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I'm using this code to call a actionscript 3 function through javascript
[URL}
and I want to call the acrionscript 3 function from a javascript function, but not on a button action.
actionscript code:
//call to javascript
ExternalInterface.call("sendToJavaScript");
//call from javascript
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I have a situation where, upon loading my swf, I add an event listener to the stage to listen for keyboard commands. One of them is to listen for the spacebar, and if it is pressed, it should play a movie. The problem is, that movie is not loaded until later on, depending other user interactions, therefore, until it is loaded, the reference to it would be undefined.
But if I wait and add the listener for key commands only when the movie is loaded, then I can't utilize the listener for other keyboard commands, like RIGHT or LEFT, which are the buttons which get you to the movie in the first place. Is there a way to add a conditional or something to prevent that code from being executed if the video is not defined yet? Here's my code:
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Curious question:Take this function:
function something():Array
{
var ar:Array = [];
[code]....
I have an AS3 function that loads and audio file and then plays it. I have the pre-loader for the first audio file working - now I need to run the pre-load function before the 2nd audio file starts.
myMusic.addEventListener(ProgressEvent.PROGRESS, onLoadProgress2, false,0, true);
myMusic.addEventListener(Event.COMPLETE, playMusicNow, false, 0,true);
myMusic.load(soundFile, myContext); //This code works
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I have a class Debug with a function called trace inside it which puts a TextField on the stage and outputs the text. Now I am trying to get the Debug.trace() function to do a "normal" debug trace as well from within side itself. of course this causes a recursive loop. I am trying to figure out how I can access the top level separately. I tried using namespaces such as AS3::trace but to no luck.
I know a solution is to rename my function to stop the conflict, but I would like that to be a last resort. It is being used in quite alot of places throughout my entire code so replacing it everywhere is going to be a ballache.
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.I am trying to get through this code:
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how to get variable value from a function to a text box here is the code :
import fl.controls.ComboBox;
import flash.events.Event;
import flash.events.MouseEvent;
TxtAnswer = Array();
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.. i want that variable "sk1" to next scene text box ..i putted the code like this :
q1.text = sk1;
but it is not working..
I have an AS3 function that I need to end with calling another function.
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I need to call this playMusic function at the end of it in order to start playing the audio track
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I'm trying to get this one function to be able to call many functions (not at once, but call many possible ones)In other words, I'm trying to get this variable to be named as a function. That way, this one variable can create multiple functions.example:
actionscript Code:
class Thing extends MovieClip{ var funcvar; var othervar; function onLoad() funcvar = "YYY"; othervar = "ZZZ"; function onEnterFrame()
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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?
function wobble()
{
var ws = .1;
var dis = 1;
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is it possible to write a function to move an object and then call that function on a clip event for instance
function (bounce){
script;
script;
}
and then call it by saying
on(mouseOver){
this.bounce;
}
is it possible to store a list of params needed for a function in an array and then use that in a funciton call?
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or something like that?? Prob have to iterate the array but how do i get the params into the function call? Is this even possible?
How do I execute callback functions dynamically by passing a function in as an argument to another function?
Look at this example:
Code:
package {
public class myClass extends MovieClip {
public function myClass(callback) {
[code]....
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
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I need to return to my original function after capturing an event (downloading something) with another function. The original function needs to return a value, which depends on the downloaded data. So, I'd like to pause original function for the time needed for the download and the eventhandler function to complete it's work, and resume it afterwards.
The obvious way is to set a flag value (both the original function and the eventhandler are within the same class) and make the original function check it until the eventhandler function changes the flag. But that would be wasteful, and my AS is slow enough already:) [other parts of the application utilise some heavy graphics]. Is there another way? Like an event that gets captured "in the middle" of the function? Or some other form of flow control?
Let's say I have a Custom Event Class, and it has several Event types stored in static Constant:
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Is there an easy way to validate that the type passed to the Constructor is one of the Static Constants of the Class, without having to check it against each value?