event listener not being called - actionscript-3

How can I resolve my problem?
I load all images and image buttons when I click on a button but after that when I try to click on close button (image4) the event listener cannot listen because everything is set in another function.
private function onShop(evt:MouseEvent)
{
shop.removeEventListener(MouseEvent.CLICK, onShop);
var container:Sprite = new Sprite();
var ibutton:Sprite = new Sprite();
addChild(container);
addChild(ibutton);
ibutton.buttonMode = true;
function loadImage(path:String):Loader
{
var request:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.load(request);
return loader;
};
var image1 = loadImage("image/inventory/shop_windoww.png");
image1.x = 200;
image1.y = 40;
this.addChildAt(image1,8);
var image2 = loadImage("image/inventory/title_window.png");
image2.x = 200;
image2.y = 14;
container.addChild(image2);
var image3 = loadImage("image/inventory/icon_window.png");
image3.x = 177;
image3.y = 7;
container.addChild(image3);
var image4 = loadImage("image/inventory/close.png");
image4.x = 891;
image4.y = 39;
ibutton.addChild(image4);
var image5 = loadImage("image/inventory/button_ok.png");
image5.x = 450;
image5.y = 485;
ibutton.addChild(image5);
var image6 = loadImage("image/inventory/button_ok.png");
image6.x = 782;
image6.y = 485;
ibutton.addChild(image6);
image4.addEventListener(MouseEvent.CLICK, test);
}
private function test(evt:MouseEvent)
{
image4.removeEventListener(MouseEvent.CLICK, test);
trace("ca marche");
}

Declare your variables outside of the onShop scope. They seem to have more sense as global variables, not only local (because you are trying to use the same variables declared on the onShop method on test method).
I also recommend you some points:
Use an external file (JSON/XML) to get all image URLs, or just use a simple Array with hardcoded content;
Use a for loop to load all images (after following the previous suggestion);
Use event.currentTarget in your test method, so, you can deal with those images with a more generic way.
[event.currentTarget] The object that is actively processing the Event object with an event listener. For example, if a user clicks an OK button, the current target could be the node containing that button or one of its ancestors that has registered an event listener for that event.

Related

How to add pictures to a container Sprite with forEach and progress bar?

I am successful in loading a single image and creating it using addChild(). Now I am trying to load multiple images into a sprite "Container" using a forEach loop increasing the X value for each image so they are displayed in a row. The imageloader is referenced to linkage within an XML document. If I testrun this code, this error pops up at the point when the image is loaded and I try to removeChild() the loadBar Animation.
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
Here is the AS3:
private function loadBG():void {
var artGrab:Number = 0;
var artX:Number = 0;
for each (var albumData:XML in mainXML.artist[artistID].album) {
imgURL = new URLRequest(mainXML.artist[artistID].album[artGrab].art);
imgLdr = new Loader();
//if you're loading a bigger image or need a preloader
imgLdr.contentLoaderInfo.addEventListener(Event.COMPLETE,onBGLoaded);
imgLdr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
//add loader animation "All Loader"
ldrAnim = new AllLoader();
albumContainer.addChild(ldrAnim);
ldrAnim.x = artX;
ldrAnim.y = 200;
imgLdr.load(imgURL);
artGrab++;
artX + 481;
ldrAnim.x + 481;
}
}
private function onLoading(evt:ProgressEvent):void {
var bytesToLoad:Number = imgLdr.contentLoaderInfo.bytesTotal;
var numberLoaded:Number = imgLdr.contentLoaderInfo.bytesLoaded;
ldrAnim.progBar.scaleX = numberLoaded / bytesToLoad;
var loadedPercent = Math.round(numberLoaded / bytesToLoad * 100);
ldrAnim.progPercent.text = loadedPercent + " %";
trace("Loading..." + loadedPercent + "%");
}
private function onBGLoaded(evt:Event):void {
trace("image loaded!");
//image setup
addChildAt(imgLdr,0);
//now that its 100% loaded, you can resize it , etc.
removeChild(ldrAnim);
//use cross multiplying of fractions to maintain aspect ratio
var origW = imgLdr.contentLoaderInfo.width;
var origH = imgLdr.contentLoaderInfo.height;
trace("orig width: "+ origW + "orig height: " + origH);
//set new width
imgLdr.width = 481;
var newH:Number = 481 * origH / origW;
imgLdr.height = newH;
//may wish to do positioning AFTER resizing
imgLdr.x = stage.stageWidth / 2 - imgLdr.width / 2;
imgLdr.x = 0;
imgLdr.y = 0;
imgLdr.width = 480;
imgLdr.height = 480;
imgLdr.alpha = 1;
imgLdr.z = 0;
}
Bless you for reading this all, I don't understand what is causing this error so comments are appreciated!
You need to have an array of animations for your loaders to hold with the loaders themselves, then when another ProgressEvent.PROGRESS event will arrive, query the array for event.target index, grab corresponding animation and adjust that, and stop relying on single-valued global vars once you put a single listener onto multiple different objects!
var animations:Vector.<AllLoader>;
var loaders:Vector.<LoaderInfo>;
private function loadBG():void {
var artGrab:int=0;
var artX:int=0;
animations=new Vector.<AllLoader>();
loaders=new Vector.<LoaderInfo>;
for each (var albumData:XML in mainXML.artist[artistID].album) {
imgURL = new URLRequest(mainXML.artist[artistID].album[artGrab].art);
imgLdr = new Loader();
//if you're loading a bigger image or need a preloader
imgLdr.contentLoaderInfo.addEventListener(Event.COMPLETE,onBGLoaded);
imgLdr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
//add loader animation "All Loader"
ldrAnim = new AllLoader();
albumContainer.addChild(ldrAnim);
anomations.push(ldrAnim)
loaders.push(imgLdr.contentLoaderInfo); // fill the arrays
ldrAnim.x = artX;
ldrAnim.y=200;
imgLdr.load(imgURL);
artGrab++;
artX+=481;
}
}
private function onLoading(evt:ProgressEvent):void{
var bytesToLoad:Number=evt.target.bytesTotal;
var numberLoaded:Number=evt.target.bytesLoaded; // note it now refers to target of event
var index:int=loaders.indexOf(evt.target); // should be valid
var ldrAnim:AllLoader=animations[index]; // grab corresponding animation
ldrAnim.progBar.scaleX = numberLoaded/bytesToLoad;
var loadedPercent=Math.round(numberLoaded/bytesToLoad*100);
ldrAnim.progPercent.text = loadedPercent +" %";
trace("Loading..."+loadedPercent +"%");
}
Do the same trick with your onBGLoaded function yourself, as a lesson. Note, you have to retrieve imgLdr value correctly from the event.
What's happening is that you have populated the variable ldrAnim multipe times, creating a new AllLoader each time. When you call removeChild(), this works fine the first time (sort of--it will remove the last one you created, whether it matches the image that loaded or not). When you call removeChild() again, you're calling it for the same one you just removed (which is no longer a child of the object you're calling it on).
One way to fix this is to use a Dictionary and associate each AllLoader with the Loader for that image. When the COMPLETE event fires, you can then look up the Alloader based on the event's properties and remove it.
Another solution is to write a Class that wraps an AllLoader and a Loader and then handles the transition between the two itself when the Loader has finished loading.
That might look something like this:
public class LoadSwitcher extends Sprite{
protected var loader:Loader;
protected var allLoader:AllLoader;
public function loadSwitcher(url) {
super();
loader = new Loader();
var request:URLRequest = new URLRequest(url);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, switchLoaders);
allLoader = new AllLoader(loader);//assume AllLoader now has logic to watch the loader for % complete
loader.load(request);
addChild(allLoader);
}
protected function switchLoaders(e:Event):void {
removeChild(allLoader);
addChild(loader);
}
}
Then just create and position one of these for each one of your albums.

as3 moving image from one mc to another

With the code below I created some imgMcA and some imgMcB then I loaded images into imgMcA ones. ImgMcBs have no image at that moment. So if one of imgMcA is clicked the image should be transferred to one of the empty imgMcBs (may be randomly) and if imgmcB is clicked later the image should move back to its imgMcA back. I could not find out how I can accomplish this.
Thanks in advance
function imageList(mcname, img, index){
var imgMcA:MovieClip=new MovieClip();
imgMcA.graphics.beginFill(0x000000);
imgMcA.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcA.graphics.endFill();
imgMcA.name=lemma;
imgMcA.addEventListener(MouseEvent.CLICK, moveImage);
var imgMcB:MovieClip=new MovieClip();
imgMcB.graphics.beginFill(0x000000);
imgMcB.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcB.graphics.endFill();
imgMcB.name=index;
addChild(imgMcB);
var imgLoader:Loader = new Loader();
imgLoader.load(new URLRequest(img));
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, changeProperties);
imgLoader.mouseEnabled=false;
imgMcA.addChild(imgLoader);
}
function moveImage(evnt:MouseEvent){
}
You could linked mcA & mcB by adding them to the same parent.
function createBlock():void
{
var imgLoader:Loader = new Loader();
//add the loading code here...
var mcA:Sprite = new Sprite();
var mcB:Sprite = new Sprite();
// add Click event listeners for both Mcs here...
var parent:Sprite = new Sprite();
//add Children
parent.addChild(mcA);
parent.addChild(mcB);
addChild(parent);
}
function mouseClickHandler(event:MouseEvent)
{
var dispatcher:Sprite = event.currentTarget as Sprite;
//if you added a Loader to it
if( dispatcher.numChildren > 0)
{
//retrieve the image
var img:Loader = dispatcher.getChildAt(0);
//identify the parent
var parent:Sprite = dispatcher.parent;
var index:int = parent.getChildIndex(dispatcher);
//identify the receiving MC
//of course this only works with two children!!!
if(index > 0)
var receiver:Sprite = parent.getChildAt(0) as Sprite;
else
receiver = parent.getChildAt(1) as Sprite;
//add the image to the other MC
receiver.addChild(img);
}
}
The rest is not too complicated to achieve. You will need to use a Boolean and add a TextField. If the TextField contains text, set the Boolean to true.
It may be worth looking at Classes or you could use an Object as a container for the MovieClips, the TextField and the Boolean, although a Class will give you more flexibility...
With a Class, you wouldn't have to iterate in order to find what does what. Your Click listener would look something like this:
private function mouseClickHandler(event:MouseEvent)
{
receiver.addChild( image );
if( hasText)
imageReturn();
}

How can I use addEventListener and return something that's changed from it in Actionscript?

private function getTitle(src:String):String{
var urlLoader:URLLoader = new URLLoader();
var rssURLRequest:URLRequest = new URLRequest(src);
var rss:XML = new XML;
var t:String = src;
urlLoader.addEventListener(Event.COMPLETE,
function(event:Event):void{
rss = XML(urlLoader.data);
t = rss.channel.title.toString();
});
return t;
}
I'm aware that this code doesn't work because the anonymous function doesn't work until after t is returned. How would I make it so that it works?
You won't be able to return the loaded data from this method. The reason for this is because the loading is asynchronous and doesn't not block the execution of subsequent code. Your best option is to move the vars out of the scope of the function and to write a second function to handle the COMPLETE event.
Something like the following should work:
var rss:XML;
var t:String;
var path:String = "some path";
var urlLoader:URLLoader = new URLLoader();
private function getTitle(src:String):String
{
urlLoader.load( new URLRequest( src ) );
urlLoader.addEventListener(Event.COMPLETE, onComplete );
}
private function onComplete(event:Event):void
{
rss = XML(urlLoader.data);
t = path + rss.channel.title.toString();
}
I realize that this doesn't really answer the question directly, though it is the best practice for handling data loading. If you really want to stop any code from executing before the data is loaded, it may be possible use a while loop after the addEventListener line to halt the player from until the data is loaded. This should probably be considered a not so elegant hack though.
private function getTitle(src:String):String
{
var urlLoader:URLLoader = new URLLoader();
var rssURLRequest:URLRequest = new URLRequest(src);
var rss:XML = new XML;
var t:String = src;
var complete:Boolean;
urlLoader.addEventListener(Event.COMPLETE,
function(event:Event):void
{
rss = XML(urlLoader.data);
t = rss.channel.title.toString();
complete = true;
});
while( !complete ) { /* sleep hack */ }
return t;
}
I haven't tested this, but it seems like it could work. The first example is recommended.

AS3 - Error - The supplied DisplayObject must be a child

I'm using the following code to display an advertisement in a flash game. It works great except for one small issue. If the startButton function gets called before the ad is displayed I get an error saying:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at VirusDefender/clickStart()[VirusDefender::frame1:17]
There are no errors when the advert is on the stage. I tried wrapping the removeChild in a try catch but that did not work.
Could someone please tell me how to prevent the removeChild line from being called if the ad has not been displayed yet. Sometimes it takes up to 3 seconds for the ad to show so people may click before it gets on the stage.
stop();
//Start Button
startScreen.startButton.addEventListener(MouseEvent.CLICK,clickStart);
function clickStart(event:MouseEvent)
{
sndFire=new fire_sound();
sndFireChannel=sndFire.play();
removeChild(l);
gotoAndStop("play");
}
// Help Button
startScreen.helpButton.addEventListener(MouseEvent.CLICK,clickHelp);
function clickHelp(event:MouseEvent)
{
sndFire=new fire_sound();
sndFireChannel=sndFire.play();
removeChild(l);
gotoAndStop("help");
}
// SMAATO Advertising Code for Start Page
var request:URLRequest = new URLRequest("http://soma.smaato.com/oapi/reqAd.jsp");
var variables:URLVariables = new URLVariables();
variables.adspace = "0";
variables.pub = "0";
variables.devip = "127.0.0.1";
variables.format = "IMG";
variables.adcount = "1";
variables.response = "XML";
request.data = variables;
var loader:URLLoader = new URLLoader();
var l:Loader = new Loader();
loader.addEventListener(Event.COMPLETE, onComplete);
loader.load(request);
function onComplete(e:Event):void
{
var data:XML = new XML(loader.data as String);
var status:String = data.*::status.toString();
if(status == "success")
{
var ad:XMLList = data.*::ads.*::ad;
var link:String = ad.*::link.toString();
l.load(new URLRequest(link));
addChild(l);
l.x = 135;
l.y = 265;
var clickurl:String = ad.*::action.#target.toString();
l.addEventListener(MouseEvent.CLICK, onAdClick);
}
function onAdClick(e:MouseEvent):void
{
var request:URLRequest = new URLRequest(clickurl);
navigateToURL(request);
}
}
Thanks! Rich
Wrap the line into:
if (l != null && contains(l)) {
removeChild(l);
}
This will check if l is not null and a child, and only then removes it.
Alternatively, as Loader is a DisplayObject, you can simply add it to the stage before anything else (it need not have finished loading before you can add it to the stage) and remove it when start is pressed, that way you wont have it lingering or popping in later if you do in fact want it gone on press.

AS3 clone MovieClip

The below is my code for trying to clone the MovieClip and it doesn't work.
We should see two cirles if the codes is working correctly.
/*The original MovieClip*/
var circle:MovieClip = new MovieClip();
circle.graphics.beginFill(0xAA0022);
circle.graphics.drawCircle(40, 40, 40);
circle.x=10
addChild(circle);
/*CLONE the MovieClip - IT DOES'T WORK FROM HERE DOWN*/
var cloneCirle:MovieClip = new MovieClip();
cloneCirle=circle
cloneCirle.x=60
addChild(cloneCirle);
When you do cloneCircle=circle, it's not copying or cloning anything. It's just saying that the variable cloneCircle is another name for your original circle MovieClip. What you need to do is use the Graphics.copyFrom() method.
Try it:
var cloneCircle:MovieClip = new MovieClip();
cloneCircle.graphics.copyFrom(circle.graphics);
cloneCircle.x = 60;
addChild(cloneCircle);
This is for creating a duplicate of a stage object that exists in the FLA library at compile time
The object must have a 'Export for Actionscript ticked in it's properties panel and a valid class name in the 'Class' box
If the symbol only has a single frame just add another so it registers as MovieClip() rather than Sprite()
private function cloneObject(source:DisplayObject):void
{
var objectClass:Class = Object(source).constructor;
var instance:MovieClip = new objectClass() as MovieClip;
instance.transform = source.transform;
instance.filters = source.filters;
instance.cacheAsBitmap = source.cacheAsBitmap;
instance.opaqueBackground = source.opaqueBackground;
source.parent.addChild(instance);
instance.x += 20; // just to show the duplicate exists!
}
http://snipplr.com/view/44734/
Adapted from here:
function copyClip( clip:MovieClip )
{
var sourceClass:Class = Object(clip).constructor;
var duplicate:MovieClip = new sourceClass();
return duplicate;
}