Flash CS6 Button Not Working Despite No Compiler/Output Errors - actionscript-3

I'm using Flash CS6, AS3 to create buttons for my project. Below is my code:
Intro_btn.addEventListener(MouseEvent.MOUSE_DOWN, Intro_func);
function Intro_func(event:MouseEvent):void {
gotoAndStop("Intro");
}
No errors appear when I run it on the output and compiler panel, and the same happens when I run it through the debugger. Also, I have used the exact same code for five other buttons, and they have no problems working. Please can someone tell me what is wrong with my code???

I would need to know more info of your code and the type of buttons you're using, however I would try this steps:
1.- add a Button component from the component inspector, set its instance name, and add that same function to the Click event:
newButton.addEventListener(MouseEvent.CLICK, Intro_func);
function Intro_func(event:MouseEvent):void {
trace("function executed");
gotoAndStop("Intro");
}
2.- run your app and test if the action is executed with this new button. If this test pass, then your problem is your button.
check this on your button:
check the base class of the button (be sure its a MovieClip or a Button class)
check if your button is enabled/disabled.
check if your button or its children has mouseEnabled and mouseChildren set as
true.
check there is no other object on top of the button either in your artboard or added by code at runtime.
I finally would suggest you to set useHandCursor = true; this will replace your mouse pointer arrow to a hand when you move over your button (this is just to test that your button is actually interacting with mouse).
hope this helps.

sorry for the delay, But I've found your solution, It's easier than you thought: your frame is delayed.
your Intro_btn script is on frame 10, however in frame one you're telling it to go to frame 9 (the "Erhu" frame label) so the actions to setup the event listener are never being called.
Also keep in mind the following:
objects exists only in their frames life time, if you have an object from frame 5 to 10, it will only exist in there, so moving to a previous or later frame (e.g. frames 4 and 11) will internally delete the object in memory along with their asociated actions, in english:
you placed the button in frame 10 and added its MOUSE_DOWN listener however, if you go back to frame 0, since the button doesn't exists in this frame it will be deleted from memory along with its listeners, so if you go from frame 0 to any other frame different than 10, your button will never have its listeners associated.
So my suggestion:
1.- add your function into frame 0:
function Intro_func(event:MouseEvent):void {
trace("function executed");
gotoAndStop("Intro");
}
2.- create a new layer. In this layer add a keyframe at the same position where your Intro_btn is(frame 10), and fill the rest of the timeline of this layer with empty frames (no keyframes), finally in the same layer add in frame 10 your listener Intro_btn.addEventListener. this way, the action is available for every subsecuent frame from frame 10.
hope this solves your problem.

Related

ActionScript 3: eventlisteners give 1009 error when not in frame1

Thanks for the responses
*Note when the buttons and code are on Frame 1 it works perfectly *
All the script is in Frame 2, as are the two buttons. The only things not in frame to are the sprites I'm calling out of the library.
Ideally On frame 1 are navigation buttons - each button with a gotoAndPlay() call attached. When you click each one of these navigation buttons it takes you to a different page.
Each page has a a bunch of buttons. Each button, when clicked, plays a an audio, and adds/deletes children to the stage
My problem is any frame other than 1, (in this case 2) as soon as it lands on the frame even with appropriate buttons present it says it doesn't see them and balks at the even listeners.
I hope this makes sense.
----- Original post --------
I'm trying to understand how these things work. I have an empty frame in frame one. In that frame I have the code:
gotAndStop(2);
On frame 2 I have two buttons. I've added event listeners to them. This works fine. The problem is as soon as it hits frame two I get this error :
TypeError: Error #1009: Cannot access a property or method of a null
object reference. at TesT_2_fla::MainTimeline/frame2()
The confusing thing is, when I have everything in Frame 1 it works like a charm.
On frame 2 the buttons are there already, if I put them in frame 1 it works, but in frame 2 no dice.
Can anyone explain what is happening and how I might be able to remedy this?
Not sure why you are writing the script in Frame 1. If nothing were in Frame 1, the user would automatically go to Frame 2, if you placed a stop(); on Frame 2. If you want to stop(); on Frame 1, you could add a button gotoAndStop(2) with an event listener. When placing script on a frame that may be also referenced in a later frame, use a separate script layer and extend that layer from the (key)frame on which the script first appears to the (key)frame on which it is also referenced. HTH
Ya know - after much searching I found a solution it does seem awfully cumberome. I added the following code (which I copied from someone elses post) Just in case any other noobs have a similiar problem
enter code here
//listen for the Flash player's ENTER_FRAME event...
this.addEventListener(Event.ENTER_FRAME, onEnterFrame, false);
//and call this checker function continually until all of the buttons are accounted for
function onEnterFrame(e:Event):void
{
if(and_btn != null && big_btn != null )
{
and_btn.addEventListener(MouseEvent.CLICK, fAnd);
big_btn.addEventListener(MouseEvent.CLICK, fBig);
//clean up the enter frame listener so that this function no longer gets called
this.removeEventListener(Event.ENTER_FRAME, onEnterFrame, false);
}
}
It seems the code was running so fat the buttons didn't have a chance to populate the stage

Why does one of my AS3 event handlers only work once?

I am building an SWF panel with support for English and Japanese, and a button to toggle between them. The English is on frame 1, the Japanese on frame 2. On the first frame there is this relevant AS3:
btnLangToggle.addEventListener(MouseEvent.CLICK, onLangToggle);
...
this.stop();
...
function onLangToggle(e:MouseEvent):void {
if (MovieClip(root).currentFrame == 1) {
MovieClip(root).gotoAndStop(2);
} else {
MovieClip(root).gotoAndStop(1);
}
trace(MovieClip(root).currentFrameLabel);
}
I click the button and the event handler function runs fine, once. If I click it again, nothing happens. Why?
Edit: Here is what my two frames and timeline look like.
If I click it again, nothing happens. Why?
Because It's a MovieClip and they are designed for animation, not for application states. Objects on the scene in first frame isn't accessible in the second key frame.
I assume in your case you have button for toggling language with different instances of MovieClip(Different languages). In second frame apply again event listener for the Japanese version of the language button:
btnLangToggle.addEventListener(MouseEvent.CLICK, onLangToggle);
Also, please read about Document Class, It's pretty simple create application with only 2 states, like you have (with 2 frames...)
I assume you are using key frames for the button, right?
You must be sure that the button is the same on both frames. Which means you must not use key frames - instead use separate layer for the button with a single keyframe and two normal frames. This way your code will work as it's the same button.

Global Event Listener

Is there any way by which I can make my button work, no matter in which scene or frame it is.
Is there any way by which i can call that Event Listener to another frame for that particular instance?
for example:
I have a button home_btn, I want this button to work in all scenes, without changing it's instance name. I already added an Event listener in first scene, but it doesn't work,
In another frame or scene.
Below is the code.
home_btn.addEventListener(MouseEvent.CLICK, process_it);
function process_it(event:MouseEvent):void
{
nextFrame();
}
I don't know how to use dispatch event function for my button.
// This only works for that particular frame.
Since you're doing this in the timeline, if you put the home_btn.addEventListener(MouseEvent.CLICK, process_it);
on the first frame of your main timeline, it will be registered even if you change to a different frame.
You can keep the function in its existing frame as that should still be called.
The reason why this works as opposed to the code being on a different frame is because frame 1 is where your timeline will start and process all the display items and code needed during this frame. That is any function, variable, or listener you want active will be running and/or stored into memory at the start of the application since it will always start on frame 1 until specified otherwise. If you have the listener on a different frame then you will have to gotoAndStop() to that frame to add the listener ( otherwise you are specifying that you don't want to add the listener until your application is at the frame ). Adding a listener to a display object on frame 1 is contingent upon the display object also being on that frame.

how to set actionscript code to execute only once

Okay so I have a movieclip called a_mc, if you click the movieclip, it goes to frame 5, and then on frame 5 there is a button called close_btn where if you click the button, it goes back to frame 1 and it is supposed to make a_mc invisible. Here is the actionscript code for frame 1.
stop();
a_mc.addEventListener(MouseClick.CLICK, aClicked);
function aClicked(event:MouseEvent):void {
gotoAndStop(5);
}
and on frame 5, the actionscript code is
stop();
close_btn.addEventListener(MouseEvent.CLICK, closeCLicked);
function closeClicked(event:MouseEvent):void {
gotoAndStop(1);
a_mc.visible = false;
a_mc.removeEventListener(MouseEvent.CLICK, aClicked);
}
see, the problem is, in frame 5, I make a_mc invisible and remove the event listener and go back to frame 1 and on frame one, it always executes the actionscript code so it again creates the event listener and makes a_mc visible. Any idea on how to stop this from happening?
I tried putting the code from frame 1 into a package and then a class and then a constructer method but it is saying
"Syntax error: package is unexpected"
Could you put all the code that you want to execute once in frame 1? - don't call stop() and let it run to the next frame.
Then put the rest of your code in other key frames and don't use gotoAndStop(1) so frame 1 is only called once?
You can try not removing the event listener on a_mc in frame 5, and then in frame 1 check if the event listener is already present (a_mc.hasEventListener()) as a signal that frame 1 has already been shown. Not exactly a 'bets practices' solution, but it might work.
Unfortunately, depending on the actual conents of those clip, and what happens in other frames, it may be the problem you're having is a consequence of the way movieclip object works in flash. When a frame is changed, flash instantiates new objects on the stage (added in new frame), and removes the ones not needed anymore (depending on the contents, but generally it's true). The 'a_mc' object that you manipulate in frame 5 may not be the same 'a_mc' object that is on the stage when you go back to frame 1. It may have been deleted and reinstantiated in the meantime.
To avoid things like that, it would be a better solution to have controlling code in a class outside of the timeline of the animating clip, or at least to keep the state in a separate object. I work in Flash Builder so I can't help you with the details of such organization in Flash Pro (which I presume you're using), but you could probably have all code on the frame 1 of the main clip, and then put the other movieclips with buttons and stuff as children of the main clip. That way main clip can control the state, and know what to show when.

Error 1120 For stage instances

I am getting a number of errors for each of my items, each on different keyframes.
I have "Automatically Declare Stage Instances" turned off so I thought that might be having something to do with it. It is quite annoying. The errors only show up when I test the MainMenu scene, testing the movie has the buttons not animating.
I have tried to fit all the info into some screen shots.
I would appreciate any help you could render. At this point I'm out of ideas.
Errors and Instance Properties
Symbol Properties of Menu and Script Class
Either: the button you are targeting is incorrect..
Your error reads: access to undefined property button_main_quit //check the spelling "button_main_quit"
Also you should use debug mode it will tell you where the error is
Another: the button is declared on a different frame after the instance was already assigned.
An example:
Lets say you have two timelines the top is named actions the second is named content: in the top actions timeline frame 1 you add an event Enter-Frame function for example: then you add a listener for a button call it "btn_1".Now on the content layer, you add the button but on the 5th frame on the content layer:
now you will have the error because the button was not on the stage to be assigned ready for the listener we had added on the enter-Frame function on frame one.
Hopefully you get the idea.