I created a button in Adobe Animate which should, if you press him be exchanged with another button in a different color, after 1 second you should be forwarded to the previous scene.
My Code:
button_answer_2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToPreviousScene);
function fl_ClickToGoToPreviousScene(event:MouseEvent):void
{
button_answer_2.visible = false;
button_answer_2_red.visible = true;
setTimeout(myDelayedFunction,3000);
function myDelayedFunction(){
MovieClip(this.root).prevScene();
}
}
sadly the myDelayedFunction doesn't work because it is inside another fuction, I can't see analternative way. Could anyone help me? (I am not the best programmer so keep it simple if possible)
Thank you for your answer
Then why not simply move the function out of the other one. There was never a reason to nest them to begin with.
button_answer_2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToPreviousScene);
function fl_ClickToGoToPreviousScene(event:MouseEvent):void
{
button_answer_2.visible = false;
button_answer_2_red.visible = true;
setTimeout(myDelayedFunction,3000);
}
function myDelayedFunction():void
{
MovieClip(this.root).prevScene();
}
Use inline function and test again, I can not test it now:
setTimeout(function(){ MovieClip(this.root).prevScene(); }, 3000);
Related
I'm trying to create something similar to Impossible Quiz Question 5 (1st quiz). However the hitTestPoint appears to be not reading. I'm not exactly sure where my error is.
Here is my full line of code.
stop();
blueTarget.addEventListener(MouseEvent.MOUSE_OVER, mousehandler2);
function mousehandler2(e:MouseEvent):void {
if (blueTarget.hitTestPoint(mouseX,mouseY,true)) {
removeEventListener(MouseEvent.MOUSE_OVER, mousehandler2);
gotoAndStop("lose");
}
}
nexttButton.addEventListener(MouseEvent.MOUSE_DOWN, mousehandler3);
function mousehandler3(e:MouseEvent):void {
removeEventListener(MouseEvent.MOUSE_DOWN, mousehandler3);
MovieClip(root).nextFrame();
}
Thanks for the help!
Do you want the player to lose if he passes the mouse over the blueTarget? If so, you can remove your if statement because the mouse over event is already added to the blueTarget
I am trying to let the user click a button and that button determines which "tool" he/she is using. There will be multiple buttons and I need to distinguish the difference between them. For example, the user clicks the first button for one tool, then clicks the second button for the second tool. I thought I had it down, but i'm missing something. Here is what I have
function mMove(MouseEvent): void
{
if (mouseHolding && mouseY > 85 && mouseX < 610)
{
clearTemp();
switch (currentTool)
{
case thisTool:
temporaryDrawing.graphics.lineTo(mouseX, mouseY);
break;
}
thisTool.addEventListener(MouseEvent.CLICK, changeMode);
function changeMode(evt: MouseEvent): void
{
var button: Button = evt.target as Button;
currentTool = evt.currentTarget; // I get an error on this line.
}
Can I have some guidance on what i'm doing wrong, thanks :D
It looks like your mMove is missing a closing brace. Could that be the problem?
I've solved my own question :) I just needed to figure out a way to set which button is active by creating separate functions.
I have multiple MovieClip Symbols published with Flash into FlashDevelop (I'll only use 2 in my example). Each have 3 frames for default, hover and click that I'm using as buttons.
private var btnPlay:PlayButton, btnQuit:QuitButton;
btnPlay = new PlayButton();
btnQuit = new QuitButton();
btnPlay.addEventListener(MouseEvent.ROLL_OVER, onRollOverHandler);
btnPlay.addEventListener(MouseEvent.ROLL_OUT, onRollOutHandler);
btnPlay.addEventListener(MouseEvent.MOUSE_DOWN, onPressHandler);
btnPlay.addEventListener(MouseEvent.MOUSE_UP, onReleaseHandler);
btnPlay.buttonMode = true;
btnPlay.useHandCursor = true;
function onRollOverHandler(myEvent:MouseEvent):void {
btnPlay.gotoAndStop(2);
}
function onRollOutHandler(myEvent:MouseEvent):void {
btnPlay.gotoAndStop(1);
}
function onPressHandler(myEvent:MouseEvent):void {
btnPlay.gotoAndStop(3);
}
function onReleaseHandler(myEvent:MouseEvent):void {
btnPlay.gotoAndStop(2);
}
// Same code for btnQuit here, but replace btnPlay with btnQuit
Instead of adding new EventListeners to every button that do practically the same thing like what I'm doing above, is there a way I could just pass in the button itself to the MouseEvent functions something like this? (I realize this might be difficult since all buttons are their own class)
btnPlay.addEventListener(MouseEvent.ROLL_OVER, onRollOverHandler(btnPlay));
btnPlay.addEventListener(MouseEvent.ROLL_OUT, onRollOutHandler(btnPlay));
btnPlay.addEventListener(MouseEvent.MOUSE_DOWN, onPressHandler(btnPlay));
btnPlay.addEventListener(MouseEvent.MOUSE_UP, onReleaseHandler(btnPlay));
function onRollOverHandler(myEvent:MouseEvent, inButton:MovieClip):void {
inButton.gotoAndStop(2);
}
function onRollOutHandler(myEvent:MouseEvent, inButton:MovieClip):void {
inButton.gotoAndStop(1);
}
function onPressHandler(myEvent:MouseEvent, inButton:MovieClip):void {
inButton.gotoAndStop(3);
}
function onReleaseHandler(myEvent:MouseEvent, inButton:MovieClip):void {
inButton.gotoAndStop(2);
}
Maybe I am misunderstanding, but "event.target" provides you a reference to the button that has been clicked. So if you want to do something to the clicked button, you would write:
myEvent.target.gotoAndStop(1);
Or sometimes you might need to use "currentTarget". You'd still need to create listeners for each function but could use one set of handlers.
Simple answer: No. You could go to some trouble to override the MouseEvent class and allow it to send additional parameters, but why bother in this case? You don't seem to be saving any code.
SLIGHT UPDATE:
Here's a possibly-useful simplification of your original code. It saves a few lines-of-code and uses just a single handler function. Obviously, the 'trace' statements could be replaced by various 'gotoAndStop()' statements:
btnPlay.addEventListener(MouseEvent.ROLL_OVER, HandleAll);
btnPlay.addEventListener(MouseEvent.ROLL_OUT, HandleAll);
btnPlay.addEventListener(MouseEvent.MOUSE_DOWN, HandleAll);
btnPlay.addEventListener(MouseEvent.MOUSE_UP, HandleAll);
function HandleAll(e)
{
if (e.type == "rollOver") trace("rollover");
if (e.type == "rollOut") trace("rollout");
if (e.type == "mouseDown") trace("mousedown");
if (e.type == "mouseUp") trace("mouseup");
}
here is the problem,I have to attach two event (click and sortable) on one element,but when i click the element,it also trigger sortable complete event. Is there any way to solve this?
I saw the source code of sortables,it bind mousedown event,so it will trigger by click.while how can i deteted whether is fired by click or drag.
otherwise,if there is a good way to detect element resort or not will be fine.
One option, pointed out by Timmeh at the #mootools irc, is to use the onSort event and have a flag there.
Like:
onSort: function () {
this.sorted = true;
},
onComplete: function (el) {
if (this.sorted) {
alert("complete trigger complete");
}
this.sorted = false;
}
Fiddle
Checking the element seems to work http://fiddle.jshell.net/F2VKK/3/
I was thinking of making a function which can be called and will send to the called label..
Well, I currently do this for all buttons:
myButtonSomething.addEventListener(Event, GoToLabelSomething);
function GoToLabelSomething (e:Event):void{
this.gotoAndStop("Something");
}
Would it not be possible to do so that.. Like in PHP it would be this:
GoToLabel("something");
function GoToLabel($label) {
// gotoAndStop($label); or something....
}
I hope I make sense :D
Are you looking for something like this :
var labelName:String = "something";
myButtonSomething.addEventListener(Event, function(e:Event){
GoToLabel(labelName);
});
function GoToLabel (name:String):void{
this.gotoAndStop(name);
}