AS3 event.target and var - actionscript-3

I have an editable text field (c) in a movieClip, well 3 movielips like this actually named a1, a2 and a3. Movieclips are already on stage. The path to text field in each MC is mc.a1.c, mc.a2.c and mc.a3.c
The initial value for each textfield is set by XML which is also stored in variables with the same names and the movieclip(a1,a2,a3). If the user updates a textfield a CHANGE event listener triggers checkValue function. If the value is greater than my maxValue I want my function to return the text field to its original value and give the user an error message. So if textfield c in mc.a1.c is updated, I'm currently taking the name of its parent (a1) and then trying to reference the variable with the same name so that textfield c will be returned to the initial value held in var a1 (I'll only know which var to reference once a textfield update has been attempted.. hope that makes sense)
I've tried several things but always end up with the variable name, and not its value in the textfield. So, for now I've reverted to populating the field with 0 until I can find an answer.
example code:
aH.t1 is the predefined max value
function chngTh(event:Event):void{
var thR:String = String(event.target.parent.name.substring(0,1));
if (thR =="a"&&thN>int(aH.t1.text)){
event.target.text = 0; //I want the reference var a(x)and have its value in the text field
aH.errorMsg.text = "The number cannot be greater than 10 so the original value has been restored";
}
}
As you can probably tell my my code, I'm not a developer and I've already looked here in search of but can't seem to get grasp it...Is it me?
reference variable AS3
AS3: Using string as variable
Is what I'm trying to do achiveable in AS3?
Thanks to guidance from dene the solution looks like this:
function chngTh(event:Event):void{
var thR:String = String(event.target.parent.name.substring(0,1));
var thN:int = (event.target.text);
var thov:int = root[event.target.parent.name];
if (thR =="a"&&thN>int(aH.thrsh.t1.text)){
event.target.text = thov;
aH.errorMsg.text = hclbl[12];
}
}

Use event.target in the listener function to reference the text field that changed:
var maxValue = 5;
myTextField.addEventListener(Event.CHANGE, textListener);
function textListener(event:Event)
{
var tf = event.target as TextField;
var currentValue = parseFloat(tf.text);
if (currentValue > maxValue) {
tf.text = getOriginalValue(tf);
}
}
function getOriginalValue(tf:TextField) : Number
{
// Assuming the textfield's parent is named "a" + number (eg. a1, a2 etc.)
// Get the number of the parent by ignoring the character at index 0
var parentName = tf.parent.name;
var parentNumber = parentName.substring(1);
// Now you can use parentNumber to access the associated variable (a1, a2, etc)
// Assuming these variables are defined on the root (main timeline).
var originalValue = root["a" + parentNumber]
// If the variables are stored as Strings, this line is needed to convert it to a Number type
originalValue = parseFloat(originalValue)
return originalValue;
}

Related

Is there a simple way to have a local webpage display a variable passed in the URL?

I am experimenting with a Firefox extension that will load an arbitrary URL (only via HTTP or HTTPS) when certain conditions are met.
With certain conditions, I just want to display a message instead of requesting a URL from the internet.
I was thinking about simply hosting a local webpage that would display the message. The catch is that the message needs to include a variable.
Is there a simple way to craft a local web page so that it can display a variable passed to it in the URL? I would prefer to just use HTML and CSS, but adding a little inline javascript would be okay if absolutely needed.
As a simple example, when the extension calls something like:
folder/messageoutput.html?t=Text%20to%20display
I would like to see:
Message: Text to display
shown in the browser's viewport.
You can use the "search" property of the Location object to extract the variables from the end of your URL:
var a = window.location.search;
In your example, a will equal "?t=Text%20to%20display".
Next, you will want to strip the leading question mark from the beginning of the string. The if statement is just in case the browser doesn't include it in the search property:
var s = a.substr(0, 1);
if(s == "?"){s = substr(1);}
Just in case you get a URL with more than one variable, you may want to split the query string at ampersands to produce an array of name-value pair strings:
var R = s.split("&");
Next, split the name-value pair strings at the equal sign to separate the name from the value. Store the name as the key to an array, and the value as the array value corresponding to the key:
var L = R.length;
var NVP = new Array();
var temp = new Array();
for(var i = 0; i < L; i++){
temp = R[i].split("=");
NVP[temp[0]] = temp[1];
}
Almost done. Get the value with the name "t":
var t = NVP['t'];
Last, insert the variable text into the document. A simple example (that will need to be tweaked to match your document structure) is:
var containingDiv = document.getElementById("divToShowMessage");
var tn = document.createTextNode(t);
containingDiv.appendChild(tn);
getArg('t');
function getArg(param) {
var vars = {};
window.location.href.replace( location.hash, '' ).replace(
/[?&]+([^=&]+)=?([^&]*)?/gi, // regexp
function( m, key, value ) { // callback
vars[key] = value !== undefined ? value : '';
}
);
if ( param ) {
return vars[param] ? vars[param] : null;
}
return vars;
}

Using objects instead of arrays

I've spent nearly 1 week to learn working with objects instead of arrays. I had thought it was easy to call them and created some objects and set their properties. However I can't access them now, I tried this:
function onBoxClick(event:MouseEvent):void {
var str:String = event.currentTarget.name;
trace(str);
str = str.substring(str.indexOf("_") + 1);
trace(getChildByName("copy_" + str)); // trying to trace an object by name
}
My question is if there's a practical way of dealing with objects, otherwise what's the purpose of using them.
Edit: Here's my function that I use to create movieclips and other things:
function addBoxes(isUpdate:Boolean):void {
var copyOne:Object = getReadOnlyValues();
copyOne.name = "copy_" + num;
// Set default mc1 settings
var settings1:Object = copyOne.mc1Settings;
for(var num2:String in settings1) {
copyOne.mc1[num2] = settings1[num2];
}
// Set default mc1text settings
var settings2:Object = copyOne.mc1TextSettings;
for(var num3:String in settings2) {
copyOne.mc1Text[num3] = settings2[num3];
}
copyOne.mc1.x = nextXpos;
copyOne.mc1.name = "captionBox_" + num;
addChild(copyOne.mc1);
copyOne.mc1.addEventListener(MouseEvent.CLICK, onCaptionClick);
copyOne.mc1Text.name = "captionBoxText_" + num;
copyOne.mc1.addChild(copyOne.mc1Text);
// ---------------------------------------------------------------
// Set default mc2 settings
var settings4:Object = copyOne.mc2Settings;
for(var num4:String in settings4) {
copyOne.mc2[num4] = settings4[num4];
}
// Set default mc2text settings
var settings5:Object = copyOne.mc2TextSettings;
for(var num5:String in settings5) {
copyOne.mc2Text[num5] = settings5[num5];
}
copyOne.mc2.x = nextXpos;
copyOne.mc2.y = copyOne.mc1.height;
copyOne.mc2.name = "box2_" + num;
addChild(copyOne.mc2);
copyOne.mc2Text.name = "box2BoxText_" + num;
copyOne.mc2.addChild(copyOne.mc2Text);
copyOne.mc2.addEventListener(MouseEvent.CLICK, onBoxClick);
if (num / subunits is int) {
trace (num);
// createMc("normalBox", true);
}
nextXpos = nextXpos + copyOne.mc2.width;
// traceObj(copyOne);
// traceObj(getReadOnlyValues());
}
I called this function in a loop so I created many movieclips. Now I can't access objects' properties and their childen (e.g textfield).
Objects I have on stage: Movieclips and textfields
Where they come from: The function above
What I'm trying to do with them: Tracing movieclips and textfields (that are holded by objects) to change their children (textfield) text
What happens instead of what I expect: Trace code outputs undefined instead of giving me object type trace(getChildByName("copy_" + str)); // trying to trace an object by name
Is there a practical way of accessing an object whose name is "copy_1" and its property whose name is "box2_1" (movieclip)?
One problem I see is the "copyOne" object has been created within the scope of "addBoxes", so it will no longer exist outside of this function.
Another is you're trying to access an Object via getChildByName, which only addresses displayObjects of the displayObjectContainer you are calling from.
If you want to loosely keep track of variables with things like Objects or MovieClips (which are both dynamic-style objects that let you add properties to them as you wish), just use MovieClips to house your values. The movieClips, being on the stage, will be retained in memory until removed from the displayList (stage).
Also, check out the Dictionary, a sort of key/value based way of storing collections of objects.
Better yet, if you use strongly-typed custom objects (creating your own classes to extend MCs, and adding your own public or private methods and values), there are benefits such as using Vectors (fancy, fast arrays that are compatible with any Object type you choose).
I don't really know if I understood your question or not, but as #ozmachine said in his answer, you can not use getChildByName, instead I think that you can take a look on this, may be it can help :
var container:DisplayObjectContainer = this;
function getReadOnlyValues():Object {
return {
mc1: new box(),
mc1: {
name: 'mc1_',
alpha: 1,
x: 0,
y: 0,
width: 30,
height: 25
},
mc1Text: new TextField(),
mc1Text: {
text: 'test',
x: 0,
y: 0,
selectable: false,
multiline: false,
wordWrap: false
}
}
};
// create 5 objects
for(var i=0; i<5; i++){
container['copy_'+i] = getReadOnlyValues();
var obj:Object = getObjectByName('copy_'+i);
obj.mc1.alpha = 1;
obj.mc1.x = 0;
obj.mc1.y = 50 * i;
obj.mc1.width = 100;
obj.mc1.addChild(obj.mc1Text);
obj.mc1Text.text = 'test_' + i;
addChild(obj.mc1);
}
// get object by name
function getObjectByName(name:String):Object {
return container[name];
}
// change the text of the 4th button
stage.addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void {
var obj:Object = getObjectByName('copy_3');
obj.mc1Text.text = 'new text';
})
Array and Object are both data structures.
Data means some form of information.
Data structure means some form of information being stored in a certain way.
Array and Object are two different ways to store information.
Arrays identify data with integer numbers.
An integer number to identify a single element of an array is called an index
Arrays are ideal to represent a list of similar things that belong to each other.
var names:Array = ["John", "Paul", "George", "Ringo"];
This often means that the elements of an array are of the same type, like in the example above.
But they don't have to:
var numbers:Array = [42, "twenty-five", "XIIV"];
For the above examples it's easy to answer the questions "What are the names of the four beatles?", "What different representations of numbers did you stumble upon during your trip through the historic town?". Other questions are harder or impossible to answer. "What Roman numerals did you stumble upon in the historic town?"
Objects identify data with names.
A name to identify a single element of an object is called a property
Objects are ideal to represent a list of dissimilar things that belong to each other.
var paula:Object = {age:37, name:"Paula", hairColor:0x123456};
This often means that the elements of an object are of different type, like in the example above.
But they don't have to:
var car:Object = {manufacturer:"Porsche", color:"red", sound:"wroooooom", soundOfDriver:"weeeeeeeeeeee"};
Considering this, let's take a look at your code and see how it applies.
The big picture is that you have a function addBoxes that you call multiple times. As one function should have one purpose, this function will do something similar every time it is executed. Uh-Oh: "similar". Whatever the result of this function is, it should go into an array. Each call to that function would be an element of the array. You can see this clearly on your use of "num" to identify whatever is happening in your current run of the function.
What data is present in your function?
copyOne
mc1
mc1Text
mc2
mc2Text
copyOne is a troublemaker here and what causes your confusion. It's trying to do everything at once and therefore you are not able to think clearly about when to use a Array and when Object. One would call it a god object. And that's not a good object to have around.
Your choice for variable names is very bad.
You choose super generic names like "mcX" only to later add a name property to it that describes what it truly is.
But even that doesn't hold true for whatever "Box2" is supposed to be.
Choose names so that it'S easy to understand what something in your code is.
It looks like you created all or parts of this structure jsut for this question and therefore lacked meaningful names.
I highly recommend that you do not learn by such made up projects. But from the real world.
I will therefore impose the following goal:
mc1 and mc1Text represent a caption
mc2 and mc2Text represent a content
With all this, I ask again:
What data is present in your function?
captionBox
captionText
contentBox
contentText
Both caption and content consist of a box and a text.
These are different things, so caption and content are each an object with properties "box" and "text"
One could think that due to this similarity, they both should go into an array.
But I beg to differ. A caption and a text are not the same thing. You deal with captions and texts differently. Walking on the streets you might catch a big caption in the news quickly, but not a lengthy text. That's why each of them should be a property of the object that's created in the function.
Here's somewhat of a conclusion:
var allBoxes:Array = []; // array to store the similar results of every function call
function createBoxes():void
{
var boxes:Object = {};
//the box consists of caption & content, both bying of the same type, but are containing different data
boxes.caption = {box:{}, text:{}}; //caption
boxes.content = {box:{}, text:{}}; //content
allBoxes.push(boxes);
}
This is it. That's how and why I would model your data with objects and arrays.
But it doesn't end here. My conclusion lacks a lot of the code you posted.
While the above is mostly language independent, the missing code is specific to Actionscript and not just on how to model data. It's as follows...
As3 is object oriented.
This is good, because the above conclusion has a lot of objects in it.
To define how some object is/does/moves/farts/etc, one creates classes.
The following changes take place (for reasons out of the scope of this answer):
createBoxes (formerly known as addBoxes) calls the constructor of
a class "CaptionAndContent" that extends Sprite.
There's no more need to explicitely create an object "boxes" as the constructor does exactly that.
The caption and content will not have a property "box", because
they can be the box themselves. This is exactly how it's done in the
code of the question. The default settings are set in the constructors of their classes.
Here's reduced snippet of code that hopefully illustrates how the classes could look like.
Each class should be in its own file, with the necessary imports, package block and the additional functionality that you did not specify in your question.
public class CaptionAndContent extends Sprite
{
private var caption:Caption;
private var content:Content;
public function CaptionAndContent(captionText:String = "", contentText:String = "")
{
caption = new Caption(captionText);
addChild(caption);
content = new Content(contentText);
content.y = caption.height;
addChild(content);
}
}
public class ClickableBoxWithText extends Sprite
{
protected var textField:TextField;
public function ClickableBoxWithText(text:String = "")
{
textField = new TextField();
textField.text = text;
addChild(textField);
addEventListener(MouseEvent.CLICK, onClick);
}
protected function onClick(mouseEvent:MouseEvent):void
{
//override this in a sublclass
}
}
public class Caption extends ClickableBoxWithText
{
public function Caption(text:String = "")
{
super(text);
// apply all the default settings of caption here.
}
}
public class Content extends ClickableBoxWithText
{
public function Content(text:String = "")
{
super(text);
// apply all the default settings of content here.
}
}
Using them would look something like this:
var allBoxes:Array = []; // array to store the similar results of every function call
function createBoxes():void
{
var captionAndContent:CaptionAndContent = new CaptionAndContent("This is the caption...", "...for this content");
captionAndContent.x = nextXpos;
addChild(captionAndContent);
allBoxes.push(captionAndContent);
}
Last but not least, the identification problem in the click handler.
Your question already contains the answer:
event.currentTarget
That's the reference to the object that was clicked on.
In my code it would be
mouseEvent.currentTarget
This identifies the object already. It's pointless to look up one of its properties (its name for example) in order to search all the objects for that name, just to identify the same object that you already had to identify (without a name) in order to get the name.
You aren't identifying the objects by name anyway. What differs between the names and what supposedly makes them unique is a number at their end. As pointed out in this answer, this is what's called an index and the thing you are trying to identify with it should go into an array. In my example codes, this is allBoxes.

How to merge the contents of two variables

I have many string variables that start with "Question" and then end with a number. ("Question1")
Each variable has a question in it ("How many times does it say E?")
There is an editable textbox on the stage that the user types in which question number he want to be displayed in a different textbox. ("1")
When the user clicks a button, I want that the text of Question1 should be displayed in the textbox.
My code looks like this:
var Question1:String = "How many times does it say E?" ;
var Question2:String = "How many times does it say B?" ;
var Question3:String = "How many times does it say A?" ;
myButton.addEventListener(MouseEvent.CLICK, displayQuestion);
function displayQuestion(event:MouseEvent):void
{
var QuestionNumber:Number = Number(userInputQuestionNumber.text);
textBoxDisplayQuestion.text= Question(QuestionNumber);
}
How can I get the textBoxDisplayQuestion to display the actual text of the Question??
(the code i have now obviously is not working!!)
But this example doesnt seem to work: I created a class called Question and here is the code:
import Question;
var QuNoLoad:Number;
var Qu1:Question = new Question(1,"how","yes","no","maybe","so","AnsB","AnsA");
trace(Qu1.QuNo, Qu1.Qu, Qu1.AnsA,Qu1.AnsB, Qu1.AnsC, Qu1.AnsD, Qu1.CorAns, Qu1.FaCorAns);
//the following is the code for the button
loadQu.addEventListener(MouseEvent.CLICK, loadQuClick);
function loadQuClick(event:MouseEvent):void
{
//this sets the variable "QuNoLoad" with the contents of the "textBoxQuLoad"
//imagine the user inputed "1"
QuNoLoad=Number(textBoxQuLoad.text);
//this SHOULD!! display the contents of "Qu1.Qu"
textQu.text= this["Qu"+QuNoLoad.toString()+".Qu"]
//and when i traced this statment the value was "undefined"
}
Why???
You can reference a variable by name using square brackets [] operator, such as:
this["Question" + QuestionNumber.toString()]
You may use this operator to dynamically set and retrieve values for a property of an object.
Keeping the question number as an integer, your function would be:
var Question1:String = "How many times does it say E?" ;
var Question2:String = "How many times does it say B?" ;
var Question3:String = "How many times does it say A?" ;
function displayQuestion(event:MouseEvent):void
{
var QuestionNumber:uint = uint(userInputQuestionNumber.text);
textBoxDisplayQuestion.text = this["Question" + QuestionNumber.toString()];
}
This is a pretty fundamental concept in programming that will make a lot of things harder to do until you understand it well, and it's pretty hard to explain without starting with some groundwork:
What's happening here is easiest to talk about with plain old Object rather than classes, so lets start with a very simple example:
var question1:Object = new Object();
question1.number = 1;
Note that with Object you didn't have to say that number existed ahead of time, it gets created when you set it. Now, when you say either question1.number you get 1, obviously. What is happening, however is that first question1 gets the value you stored in the variable question1 (which is { number: 1 }), then the .number gets the value stored in the property number stored in that value: 1.
To save some typing, you can use a shorthand called "object literals":
var question1 = {
number: 1
};
Now lets try a more complex object:
var question1 = {
number: 1,
text: "How many times does it say A?",
answers: {
a: 1,
b: 2,
c: 3,
d: 4,
correct: "b"
}
};
Now question1 is an object that has 3 properties, one of which, answers, is an object with 5 properties: a, b, c, d, and correct. This could also be written as:
var question1 = new Object();
question1.number = 1;
question1.text = "How many times does it say A?";
question1.answers = new Object();
question1.answers.a = 1;
question1.answers.b = 2;
question1.answers.c = 3;
question1.answers.d = 4;
question1.answers.correct = "b";
It should be pretty clear why the literal syntax exists now!
This time, if you say question1.answers.correct you get "b": first question1 gets you the { number: 1,...} value, then the .answers gets the { a: 1, b: 2,...} value, then finally the .correct gets the "b" value.
You should also know that this is a special variable that has a particular meaning in ActionScript (and JavaScript, on which it is based): it broadly refers to the object in when the code you are writing is inside: for "global" code (not inside a function), var adds properties to this object: var number = 2; and this.number = 2 are this same here. (This is not true when you're in function, this behaves differently there, sometimes in very strange ways, so be careful!)
Now you might start seeing what's happening: when you use [], for example, question1["number"], rather than question1.number, you are passing the property name you want to get as a String value, which means you can change what property you get while you are running, rather than when you compile ("runtime" vs. "compiletime"), but it also lets you get properties with names you can't refer to with the . syntax!
var strange = {
"a strange name? That's OK!": 1
};
trace(strange["a strange name? That's OK!"]);
So when you write this["Qu" + QuNoLoad.toString() + ".QuNo"], you create a name like "Qu2.QuNo", for example, you are trying to get a property with that exact name, . included, which doesn't exist! What you were trying to do the equivalent of: Qu2.QuNo could be written as this["Qu" + QuNoLoad].QuNo.
I shouldn't leave this without saying, though, that for something like this, I would use arrays, which exist so that you can use a single name to store a list of values:
var questions:Array = [ // set questions to an array with multiple questions
new Question(...),
new Question(...),
...
];
for each (var question:Question in questions) { // Look at each question in the array
if (question.QuNo == textBoxQuLoad.text) { // If this is the right question
loadQuestion(question);
break; // Found it, stop looking at each question by "breaking out" of the for each
}
}
There's lots more you can do with arrays, so read up on them when you get time.

How to push instantiated MC into Array dynamically?

Im really stuck. I have 5 MC´s that are being spliced from one array at a certain time. In that same function I want to push another movieclips into another array. The two arrays holds mc's that represent right or wrong answers. So when one question is being given a correct answer that questions visualisation alters.
This function holds a incrementing variable as I do want the mc's to be pushed by the user and one at the time. The thing is I cant seem to refer them properly.
I´ve tried
pQuestSum = this[pQuest + pQuestNumber];
and
pQuestSum = this[pQuest] + pQuestNumber;
and pretty much everything I´ve imagined would work...but the problem is I havent tried
the right thing.
when I trace pQuestSum (which would be the reference) I get an error saying thats its not a number.
this is one of 5 mc's named from 1-5:
var passedquest1:PassedQuest = new PassedQuest();
this is the vars that i try to to build a reference of
var pQuest = "passedquest";
var pQuestNumber = 1;
var pQuestSum;
var questCorrArray:Array = [];
if(event.target.hitTestObject(questArray[ix])){
removeChild(questArray[ix]);
questArray.splice(ix,1);
pQuestNumber ++;
pQuestSum = this[pQuest] + pQuestNumber;
trace("pQuestSum"); // NaN
questCorrArray.push(pQuestSum);
//trace(questArray.length);
pointsIncreased = false;
questPoints = 0;
}
How do I refer an existing movieclip when the reference consists of both a string and a number? Hope I made myself somewhat clear:)
If you had an instance of an object on your timeline called "passedquest1" (as an example), then you could access it this way:
var myObj = this["passedquest" + 1];
Or,
var pQuest = "passedquest";
var pQuestNumber = 1;
var myObj = this[pQuest+ pQuestNumber.toString()];
When you do this: pQuestSum = this[pQuest] + pQuestNumber;, you are trying add the number to an object (this[pQuest]), unless you have number/int var called "passedquest", this will result in NaN.

ActionScript – Default Datatype for Untyped Variables?

if i don't specifically type a variable in my code will it compile as a default datatype? for example, the "for each ... in" function works best without typing the variable:
for each (var element in myArray)
{
//process each element
}
does my element variable have a datatype? if it is typed as Object is it better to actually write element:Object or does it matter?
EDIT
actually, that was a bad example, since the element variable is going to be typed to whatever element is in myArray.
but is that how it works if a variable is untyped? it will simply become what is passed to it?
here's a better example for my question:
var a = "i'm a string"; //does this var becomes a String?
var b = 50.98; //does this var becomes a Number?
var c = 2; //does this var becomes an int?
for each (var element in myArray)
The element variable doesn't have any data type - it is untyped and thus can hold anything.
And yeah, it is equivalent to writing element:Object or element:*, but it is always advisable to type your variables - this will help you catch some errors before you run the code. The mxmlc compiler will emit a warning if you don't do this, which can be fixed by typing it as e:Object or e:*.
var a = 45.3; //untyped variable `a`
a = "asd"; //can hold anything
/*
This is fine: currently variable `a` contains
a String object, which does have a `charAt` function.
*/
trace(a.charAt(1));
a = 23;
/*
Run time error: currently variable `a` contains
a Number, which doesn't have a `charAt` function.
If you had specified the type of variable `a` when
you declared it, this would have been
detected at the time of compilation itself.
*/
trace(a.charAt(1)); //run time error
var b:Number = 45.3;
b = "asd"; //compiler error
trace(a.charAt(1)); //compiler error