Actionscript ExternalInterface syntax error - actionscript-3

I have created a simple container app whose purpose is to:
play an embedded flv by clicking a button onscreen
activate an external interface call (this records the fact that the person has watched the video)
That's it.
I have it working partially. I have a button on scene 1 with the "click and go to next scene" code snippet attached to it. I click it and it happily moves on to scene 2 where the flv video plays beautifully. The problem happens when I try to insert the code that the external developer told me to use to make the connection between my flash file and IT's back end work.
Here is the recommended code:
ExternalInterface.call("recordScore()”);
Unfortunately, as soon as I enter this code, there is a syntax error and the movie no longer plays. I added the code on a frame at the end of the movie.
I am no sure that the syntax the developer sent was correct, nor do I know where to insert this code into the proper place.

It looks like there is a closed double quotes (”) in what you pasted:
ExternalInterface.call("recordScore()”);
Assure quotation marks, and you do not need the () on the JavaScript function you're calling:
ExternalInterface.call("recordScore");
When running from Flash Projector (as in Ctrl+Enter), you can test whether External Interface is available; otherwise, an exception is thrown at runtime:
if (ExternalInterface.available) {
ExternalInterface.call("recordScore");
}

Fortunately, I found some code in the former employee's files that seems to have worked:
ExternalInterface.call
(
"recordScore()"
);
Hopefully this will connect with the database and resolve the issue so I can go back to making videos.
Thank you so much for your help!
Regards!

Related

DataVizExtention: issue with clearing viewables while a sprite is selected

In my code, I have this workflow:
When user wants to see some things, add Sprites using 'DataVizCore.addViewables()'
Use 'viewer.addEventListener(DataVizCore.MOUSE_CLICK, onDotClick)' to show info bubble
When user wants to show other things, call 'DataVizCore.removeAllViewables()' to clear Sprites
Repeat from step 1
This sequence works OK except in one situation.
If a sprite was selected (by clicking on it) before removeAllViewables() is called, I don't get MOUSE_CLICK event for newly added Sprites. In browser console, I see following error is thrown.
CustomViewables.js:318 Uncaught TypeError: Cannot read property 'style' of undefined at ViewableData.getViewableUV (developer.api.autodesk.com/modelderivative/v2/viewers/7.*/extensions/DataVisualization/DataVisualization.js:454)
As a workaround, I added 'event.hasStopped = true' to click event handler to prevent Sprite getting selected internally. That seems to work.
This seems like a bug in DataVizExtension to me. Or, my workflow is wrong?
Thanks
Bandu
Bandu. Thanks for the detailed steps to reproduce this issue. I tried with v7.46.0 version of the DataVisualization.js (latest as of my message) but was not seeing the same issue. I'd be curious if you are using this same version of the Forge Viewer (you can figure that out by looking at the viewer3D.js fetched under the Network tab of Chrome DevTools).
Setting event.hasStopped = true works because it internally avoided the code path calls into getViewableUV that threw the exception, but the flag is meant for other use cases (e.g. overriding default sprite selection behavior).
In any case, I've just tweaked our internal code to make use-cases like yours more robust. The changes will be released with the upcoming v7.47.0. Thank you for your feedback 🙂

ArgumentError: Error #2109: Frame label default not found in scene default

I have asked this question on the http://www.actionscript.org/ forums, I have yet to get a reply, so I will try here as well, I will copy the post from those forums, but please do tell me if I am missing any details out, posting it on the wrong forum on this website, or whether I should actually post it to another website.
The post is as follows:
I am fairly new to using action script 3.0, I am following a set of video tutorials for such.
I am using Adobe Flash Professional CC 2014, along with some extra elements, to create the main menu for a game using UDK(Unreal Development Kit), that I have in mind, to confirm, this is a test game, not intended for release, it will be free to try when I get various features implemented, a practice project.
So, I am using Scaleform and CLIK. When I run what I have so far, using the Scaleform launcher, everything works as intended, no errors are logged in the console. However, when I use the debugger and click on the 'Options' button on my main menu (it is the only button in frames 1-10, at the moment, under the 'mainMenuScreen' label that I have declared), I get the following error:
ArgumentError: Error #2109: Frame label default not found in scene default.
at flash.display::MovieClip/gotoAndPlay()
at scaleform.clik.controls::Slider/draw()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:273]
at scaleform.clik.controls::Slider/set value()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:156]
at MainMenu_fla::MainTimeline/frame10()[MainMenu_fla.MainTimeline::frame10:11]
at flash.display::MovieClip/gotoAndPlay()
at MainMenu_fla::MainTimeline/OpenGameplayOptionsScreen()[MainMenu_fla.MainTimeline::frame1:17]
I am not using a label known as 'default', nor do I have a scene called 'default' and also, as can be seen from the code for the button, I am not trying to go to (gotoAndPlay), 'default', I am trying to go to a label I have defined, known as 'gameplayOptionsScreen', the code is as follows:
import flash.events.MouseEvent;
/*Function
#Name: OpenGamePlayOptionsScreen
#Params: None
#Description: This function will make the scene go to the "gameplayOptionsScreen"
label, so that the components that will be on the screen will now be those under the
label of "gameplayOptionsScreen".
*/
function OpenGameplayOptionsScreen(evt : MouseEvent)
{
gotoAndPlay("gameplayOptionsScreen");
}
// Add an event listener to this button, so it can tell if it has been clicked on, // in this case:
optionsBtn.addEventListener("click", OpenGameplayOptionsScreen);
(The line above this one, is where the debugger highlights one of the places the error occurs)
stop(); // Stop the flash movie here
From what problems that the debugger has informed me of, it also seems to have a problem with the slider that appears in frame 10, the frame that the label, 'gameplayOptionsScreen', is assigned too.
But I am wondering why the error occurs, in regards to a call to 'gotoAndPlay("gameplayOptionsScreen");', as that is where I believe the error becomes existent from.
Please do tell me if you require more information to help me solve this problem that I am having, or do tell me if I have posted this in the wrong forum on this website, or if I have in fact posted this to the wrong website altogether and therefore, should be posting to Epic Games' forums instead.
Edit: I have redone the button, so that, it is now known as TestGameButton and DefaultButton is in my library too, as it was in the click components library, this component has been left unchanged this time. Using my new button still produces the same errors and even using the default button does as well. But removing the slider that the debugger also complains about that is displayed in frame 10, removes all the errors, so it seems to be a problem with the slider, I am not sure what though, I have tried putting in a new instance and naming it, but I get similar errors .
Never mind then, I don't mind if this question does not get any answers, I am moving onto UE4, which has much better systems in place for menus, for example, thanks for trying to help #CyanAngel though.

Error #1009 when the first choice is clicked (but working with the 2nd and 3rd choice)

Ok ive googled about this error and still cant fix my problem.
it was all going well. Im just copying the same codes and changing variable names for the first frame since the 3 frames basically has the same functions. But when i copied it to the first frame, i get that error.
Fla file: https://www.dropbox.com/s/domsbipbxwmyoje/100%20-%20Copy.rar
stop();
small.addEventListener(MouseEvent.CLICK,play1);
function play1(event:MouseEvent):void{
gotoAndStop("3");
}
medium.addEventListener(MouseEvent.CLICK,play2);
function play2(event:MouseEvent):void{
gotoAndStop("4");
}
large.addEventListener(MouseEvent.CLICK,play3);
function play3(event:MouseEvent):void{
gotoAndStop("5");
}
Thats the code for the first frame. Thats just a part of the code and not the whole. I feel like the error is in there. The medium and large are perfectly fine. i carbon copied the codes to the SMALL option but i get an error. I feel like i dont need to post the code for the frame 3 (where the error is happening) since its just the same with MEDIUM and LARGE.
You have to change the name of your button next_btn1 is called in the script but the name on the timeline is next_btn.
Instead of running the movie (ctrl+enter) you can debug the movie (ctrl+shift+enter) try it it will change your life ;)

Adobe flash can't run code in a frame

Ok, I'm fairly new to Flash, and I was trying to code some ActionScript now for the last two days. I can't a simple piece of code to work:
stop();
So... pretty simple right? ;)
I have a 10 frame animation, and I'm trying to make the animation stop at frame 5. So I select frame 5 from my timeline and then I open the action menu and I simply write stop(); in the window. When I run it I get the following error message:
In ActionScript 3.0 code cannot be placed directly on objects. Please select an object or use the Code Snippet panel to apply code to the current selection on stage.
I totally understand this is a simple question and the answer might be obvious, but I can't find it...
Thanks
EDIT:
I tried debugging it, and it works when in the debugger but not when in flash...
You're putting the code "on" the object, not allowed in AS3 (thx god).
To avoid it, create a new layer and name it "code" (or whatever you want), and put the code in it

deep linking from xml to open function in Actionscript

I have general text in CDATA in my xml which is pulling in content into Flash. This is working well and I am able to add images this way too. What I need though is to wrap that image in an tag which, when clicked on will fire off a function in my Actionscript 2 to launch a video.
Could someone please tell me how I would go about this? Is there a better way than the way I am thinking right now?
Thanks.
I recently did this in AS3 but I found the AS2 way.
Tested it:
function myFunc(arg:String):Void
{
trace ("You clicked me!Argument was "+arg);
}
myTextField.htmlText ='Click Me!';
You just use a href that is set to asfunction with a function name and something to pass along.
See:
http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/actionscript_dictionary073.html
Just to give credit I found the initial code at: blog.activepoison.com/?p=25.