Clicking one of 3 buttons shows price output in total.text
each button shows a different price.
code currently used for each button:
1 btn1.addEventListener(MouseEvent.CLICK, myButtonClick);
2
3 function myButtonClick(ev:MouseEvent):void
4 {
5 var a:Number = Number(99) * Number(1.2);
6 total.text = String(a);
7 }
8
9 btn2.addEventListener(MouseEvent.CLICK, myButtonClick);
10
11 function myButtonClick(ev:MouseEvent):void
12 {
13 var b:Number = Number(99) * Number(1.4);
14 total.text = String(b);
15 }
16
17 btn3.addEventListener(MouseEvent.CLICK, myButtonClick);
18
19 function myButtonClick(ev:MouseEvent):void
20 {
21 var c:Number = Number(99) * Number(1.6);
22 total.text = String(c);
23 }
24
it works fine, but i really want to Add the value of button 2 and/or 3 if toggled to the value of button 1 and display it in total.text
eventually, i am trying to get choice of 5 buttons to toggle 1 of. that toggle will set the initial Number(99) value with something..99 or what not. and then if i toggle 1 button in a second set of 5 buttons, it will set value in the second Number(1.2). and from there. the two toggled btn2 and btn3 would multiply total number in total.text.
i see where i can make a whole bunch of buttons with values calculated. but im sure there is a cleaner way to do that.
i am a total novice in flash and just kinda looking for a direction here. it would be awesome.
Edit: Did a little research. hope I'm heading in right direction
ok, added variable number like
var modifier1:Number = 99;
var modifier2:Number = 1.2;
then called on those from the function like
var a:Number = Number(modifier1) * Number(modifier2);
now researching on how to make the modifier1 actually link up to toggle state of a button and assign it a value like 99 for toggled and 1 for not.
I'd recommend creating a small class for all your buttons, it shall contain its value. You also need an object that will contain a list of these buttons, let's call it Application. When user clicks on Button1, it will set a field inside Application indicating the toggle - product of all values or just the button that was pressed. This then sets the actual text to whatever was passed (I've called it valueText).
http://puu.sh/d1hP7/e25228352b.png
Here's some quick code, I haven't tested if it actually works, but It should be pretty easy to follow:
class Button {
private var app:Application;
public var value:Number;
public function Button(app:Application, value:Number) {
this.app = app;
this.value = value;
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
}
private function mouseDown(e:MouseEvent):void {
app.displayText(value);
}
}
class Application {
private var buttonList:Vector.<Button> = new Vector.<Button>();
public var isToggleOn:Boolean = false;
public function Application() {
buttonList.push(new Button(this, 0.98));
buttonList.push(new Button(this, 0.75));
buttonList.push(new Button(this, 0.88));
}
public function getProduct():Number {
var sum:Number = 0;
for(var button:Button in buttonList) {
sum += button.value;
}
return sum;
}
public function displayText(value:Number):void {
valueText.text = isToggleOn ? getProduct() : value;
}
}
Related
I'm creating a image matching program which randomly displays an image at the top. The user needs to choose a matching image from a list of choices, and upon a good match it displays a message, and on a bad match it ends the game.
How can I determine if Elegir1 button is a match to the persoanje 1?
Screenshot:
Code:
DiabloB.addEventListener(MouseEvent.CLICK,Elegir1)
this.addEventListener(Event.ENTER_FRAME, Caida)
function Caida(e: Event) {
T++
if (T == 10) {
T = (Math.random() * 4 + 1)
//this is the random IMG "Personaje 1, Personaje 2 , Personaje 3 , Personaje 4"
refClass = getDefinitionByName("Personaje " + T) as Class;
ref = new refClass()
ref.y = -250
addChild(ref)
T = -500
enemigos.push(ref)
trace(enemigos.length)
setTimeout(function () {
removeChild(ref);
}, 20500);
}
}
// this is the button
function Elegir1(e: MouseEvent) {
}
The MouseEvent gives you access to the currentTarget. The target is a DisplayObject with a name. Create a conditional on click where you compare the two. Then, run your respective functions for each result.
Hey Everyone so I am currently working on a game and the objective is for the user to click on objects on the stage. But the user has to click on the largest objects first before the user clicks on the smaller objects. I wanted to make it that if the user clicks on a smaller object first and not the larger one then the game will be over. I thought I could go about setting this up with booleans for each object on the stage but my if statements arent cutting it here is how I have it set up:
Here are my objects and booleans I use:
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
//Booleans
private var b1:Boolean;
private var b2:Boolean;
private var b3:Boolean;
private var b4:Boolean;
now I set all the Booleans to false and if the user clicks on one of the objects I set the Boolean to true.
Here are my if statements tied to my main ENTER_FRAME Listener:
private function level_1():void
{
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}else
if (b2 && !b1)
{
endGameCondition();
}
}
On this statement:
if (b2 && !b1)
{
endGameCondition();
}
I was trying to state that if box_2 is true meaning that its clicked on and box_1 hasnt been clicked on yet which is the larger object then the game is now over due to the user not clicking on the largest object first. I have it setup to where box_1 is the largest object and the others are the next size down.
Can anyone see why this isnt working correctly or if there is a better method in doing this?
**** UPDATE HOW MY MAIN CLASS IS SETUP NOW **************
Where I add all my Movie clips and variables:
public class boxTapEngine extends MovieClip
{
//Screens
private var mainScreen:mcMainScreen;
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
private var aBoxesArray:Array;
in my constructor function:
aBoxesArray = [box_1, box_2, box_3, box_4];
//AddMainScreen
mainScreen = new mcMainScreen();
mainScreen.x = (stage.stageWidth / 2);
mainScreen.y = (stage.stageHeight / 2);
stage.addChild(mainScreen);
//Initiate numbers
nLevel = 1;
for each(var box:MovieClip in aBoxesArray)
{
box.addEventListener(MouseEvent.CLICK, boxClick);
}
finally on the boxClick function:
private function boxClick(e:MouseEvent):void
{
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for (var i:int = 0; i < aBoxesArray.length; i++)
{
if(aBoxesArray[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if (!aBoxesArray[i].mouseEnabled)
{ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
Probably isn't working because your final else if statement won't ever be reached (because you're handling b2 == true earlier on which will then bypass all other else statements). Plus your setting b2 to false when you handle it earlier, so it will always be false by the time it gets your final statement.
You need to move that final else if before you check for the other things. See code comments:
//Do this first, and not as a else if
if (b2 && !b1){
endGameCondition();
return; //no need to check checking things if it's game over
}
//now you can do the rest
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}
As an aside, you don't need the enter frame handler, you can just check everything on click. Something like this would work:
var boxes:Array = [box_1,box_2,box_3,box_4]; //make sure this is in order of what needs to be clicked first
//if you wanted to actually sort them dynamically based off total size (regardless of what order you've stuffed them in the array), you could add in something like this, which will order them from biggest to smallest:
boxes.sort(function(a,b){
//compare which item has a greater total area (width * height)
if(a.width * a.height > b.width * b.height) return -1; //A is bigger, so put a before b in the array
if(a.width * a.height < b.width * b.height) return 1; //put b before a in the array
return 0; //return 0 if they are the same
});
for each(var box:MovieClip in boxes){
box.addEventListener(MouseEvent.CLICK, boxClick,false,0,true);
}
function boxClick(e:Event):void {
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//or you could just do this to get rid of the box:
if(box.parent) box.parent.removeChild(box);
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for(var i:int=0;i<boxes.length;i++){
if(boxes[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if(!boxes[i].mouseEnabled){ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
//Store your clips in an array
var myClips:Array = [mc1,mc2,mc3,mc4];
//get the clip sizes and store it to an array.
var sizes:Array = new Array();
for (var i:uint = 0; i < myClips.length; i++) {
sizes.push(myClips[i].width);
}
//apply Numeric array sort.
sizes.sort(Array.NUMERIC);
function onClickAction(e:MouseEvent):void {
//Check wheather the array is empty or not.
if (sizes.length != 0) {
//Check wheather the clicked object bigger or not.
if (e.target.width == sizes[sizes.length - 1]) {
trace("Bigger");
e.target.alpha = .5;
sizes.splice(sizes.length-1,1);
} else {
trace("Smaller");
}
}
}
i am new on as3.
i want to ask how to hide button after click two times or more on as3.
the code below i got from code snippets, but the button hide after one click.
BTNhint.addEventListener(MouseEvent.CLICK, fl_ClickToHide);
function fl_ClickToHide(event:MouseEvent):void
{
BTNhint.visible = false;
}
You have just to count the button clicks and then after two clicks you can hide your button :
var click_counter:int = 0;
BTNhint.addEventListener(MouseEvent.CLICK, fl_ClickToHide);
function fl_ClickToHide(event:MouseEvent):void
{
click_counter ++; // you can write it : click_counter = click_counter + 1;
if(click_counter >= 2){ // you can write it : if(click_counter > 1)
BTNhint.visible = false;
}
}
You can use a constant (LIM) to determine how many times your button must be clicked, compare it to a variable (c) that is counting your clicks, and use your MouseEvent's target property to target your button itself when you want it to disappear:
var c:int = 0;
const LIM:int = 2;
BTNhint.addEventListener(MouseEvent.CLICK, hideMe);
function hideMe(event:MouseEvent):void
{
if(++c >= LIM) event.target.visible = false;
}
I’ve come across a problematic issue with some functionality I’m attempting to develop in ActionScript3 on the Flash Professional CS5 platform and was wondering if anybody could point me in the right direction with it?
Background
Within my ActionScript Class, I have written a MouseEvent function which dynamically adds multiple instances of the same MovieClip (user_shape) on to the stage in the formation of a shape that the user has designed in an earlier stage of the program.
This shape effect is achieved through a For Loop that loops through the entire length of a Multi-Dimensional Boolean based array looking for an instance of true (determined by the user’s actions earlier) and then adding a MovieClip to the stage if this is the case.
Each group of MovieClips added with a single click, while always having the same instance name (user_shape), is always assigned a unique ID, which I've set up by including a numerical variable that increments up by 1 each time I add the batch of 'user_shape' MovieClips through left click to the stage.
The user can pick from up to eight different colours to assign to their shape (via selection boxes) before adding it to the stage. For each of these eight colours I have added a numerical variable (shapeCounterBlue, shapeCounterRed etc.) which basically counts ++ every time I add a shape of a certain colour to the stage and likewise it counts -- if I chose to remove a shape.
As a shape is added through my main function I attach a dynamic textField to each MovieClip and populate it with the variable counter number for the particular colour I have selected (see image below).
Problem
OK, so here is my issue. I need my unique number (displayed in white) for each coloured shape to dynamically re-populate and update when I remove a shape from the stage. As you can see in the image I’ve attached, if I were to remove the second blue shape, my third blue shape’s numbers would need to revert from 3 to 2.
Likewise if I had six red shapes on the stage and I decided to remove the third one, then shapes 4,5,6 (before 3 is deleted), would need to have their numbers changed to 3,4,5 respectively.
Or I could have four green shapes and remove the first shape; this would mean that shapes 2,3,4 would actually need to change to be 1,2,3.
You get the idea. But does anybody know how I could achieve this?
My problem has further been hampered by the fact that the textFields for each MovieClip are added dynamically through my For Loop to the user_shape Child. This means that within my AS class, I haven’t been able to publicly declare these textFields and access the values within them, as they only exist in the For Loop used in my add shape function and no where else.
Many thanks in advance.
as to the targeting dynamically created text fields. In your loop assign a name that you can later access.
for(i:int=0;i<myArray.length;i++){
var txt:TextField = new TextField();
txt.name = "txt_" + i;
this.addChild(txt);
}
Then to access your textfields outside the loop target them like this:
var targetTxt:TextField = this.getChildByName("txt_10");
UPDATE
Ok so I had some time and went ahead and solved your entire problem
(Download Source FLA/AS files)
Ok so there are some MCs in the library that I call in my code. I created a Box MC that has a label textfield, a border, and a background MC that I can target to color.
I created a countColors() that loops over all the boxes once you have click on one (triggered from a mouseEvent within each box). It counts the different colors totals in an array and then sends a custom event to let all the boxes know they can fetch the color totals to update their labels.
I hope this helps.
main.as
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
public class main extends MovieClip {
public static var ROOT:MovieClip;
public var totalBoxes:int = 100;
public var boxContainer:Sprite;
public static var colorArray:Array = [0xFF0000, 0x0000FF, 0x00FF00];
public static var colorCount:Array = [0,0,0];
public static var currentColor = 0;
public function main() {
// set ref to this
ROOT = this; // so I can get back to it from the boxes
// color selection
redBtn.addEventListener(MouseEvent.CLICK, chooseColor);
blueBtn.addEventListener(MouseEvent.CLICK, chooseColor);
greenBtn.addEventListener(MouseEvent.CLICK, chooseColor);
// add box container to stage
boxContainer = new Sprite();
boxContainer.x = boxContainer.y = 10;
this.addChild(boxContainer);
var row:int=0;
var col:int=0;
for(var i:int=0; i < totalBoxes; i++){
var box:Box = new Box();
box.x = col * box.width;
box.y = row * box.height;
box.name = "box_" + i;
box.ID = i;
box.updateDisplay();
boxContainer.addChild(box);
if(col < 9){
col++;
}else{
col = 0;
row++;
}
}
}
private function chooseColor(e:MouseEvent):void
{
var btn:MovieClip = e.currentTarget as MovieClip;
switch(btn.name)
{
case "redBtn":
currentColor=0;
break;
case "blueBtn":
currentColor=1;
break;
case "greenBtn":
currentColor=2;
break;
}
// move currentColorArrow
currentColorArrow.x = btn.x;
}
public function countColors():void
{
colorCount = [0,0,0]; // reset array
for(var i:int=0; i < totalBoxes; i++){
var box:Box = boxContainer.getChildByName("box_" + i) as Box;
if(box.colorID > -1)
{
colorCount[ box.colorID ]++;
}
}
// send custom event that boxes are listening for
this.dispatchEvent(new Event("ColorCountUpdated"));
}
}
}
Box.as
package {
import flash.display.MovieClip;
import flash.geom.ColorTransform;
import flash.events.MouseEvent;
import flash.events.Event;
public class Box extends MovieClip {
public var ID:int;
public var colorID:int = -1;
private var active:Boolean = false;
private var bgColor:Number = 0xEFEFEF;
public function Box() {
this.addEventListener(MouseEvent.CLICK, selectBox);
main.ROOT.addEventListener("ColorCountUpdated", updateCount); // listen to root for custom event to update display
}
public function updateDisplay() {
if(active == false){
boxLabel.htmlText = "<font color='#000000'>"+ ID +"</font>";
}else{
boxLabel.htmlText = "<font color='#FFFFFF'>"+ main.colorCount[colorID] +"</font>";
}
var myColorTransform = new ColorTransform();
myColorTransform.color = bgColor;
boxBG.transform.colorTransform = myColorTransform;
}
private function selectBox(e:MouseEvent):void
{
// set bgColor
if(active == false){
bgColor = main.colorArray[main.currentColor];
colorID = main.currentColor;
}else{
bgColor = 0xEFEFEF;
colorID = -1;
}
// set active state
active = !active // toggle true/false
main.ROOT.countColors();
}
private function updateCount(e:Event):void
{
updateDisplay();
}
}
}
I am trying to perform two way binding e.g I have a button (out of many controls), on its selection, I am showing the values of its diff properties(like height, width etc) in some textinput. This one way process works fine.
But the reverse process doesn't work. i.e When I select some button, and try to change its dimension by entering some value in height, width textinputs, the dimension are not changed.
How to know which button was selected by me? How events needs to be handled here ?
private void Form1_Load(object sender, System.EventArgs e)
{
//Create some data and bind it to the grid
dt1 = GetData(1000, 3);
this.UltraGrid1.DataSource = dt1;
//Set the grid's CreationFilter to a new instance of the NumbersInRowSelectors class.
this.UltraGrid1.CreationFilter = new NumbersInRowSelectors();
}
private void UltraGrid1_InitializeLayout(object sender, Infragistics.Win.UltraWinGrid.InitializeLayoutEventArgs e)
{
//Hide the default images that are drawn in the RowSelectors, like the pencil and asterisk, etc.
e.Layout.Override.RowSelectorAppearance.ImageAlpha = Infragistics.Win.Alpha.Transparent;
//Center the text in the RowSelectors.
e.Layout.Override.RowSelectorAppearance.TextHAlign = Infragistics.Win.HAlign.Center;
e.Layout.Override.RowSelectorAppearance.TextVAlign = Infragistics.Win.VAlign.Middle;
//There is no wy to change the width of the RowSelectors.
//Use a smaller font, so that 3-digit numbers will fit.
e.Layout.Override.RowSelectorAppearance.FontData.Name = "Small Fonts";
e.Layout.Override.RowSelectorAppearance.FontData.SizeInPoints = 6;
}
//The NumbersInRowSelectors class. This class Implements a CreationFilter and
//adds a TextUIElement to each RowSelector which displays the row number of
//the row.
public class NumbersInRowSelectors:Infragistics.Win.IUIElementCreationFilter
{
#region Implementation of IUIElementCreationFilter
public void AfterCreateChildElements(Infragistics.Win.UIElement parent)
{
//Don't need to do anything here
}
public bool BeforeCreateChildElements(Infragistics.Win.UIElement parent)
{
//Declare some variables
Infragistics.Win.TextUIElement objTextUIElement;
Infragistics.Win.UltraWinGrid.RowSelectorUIElement objRowSelectorUIElement;
Infragistics.Win.UltraWinGrid.UltraGridRow objRow;
int RowNumber;
//Check to see if the parent is a RowSelectorUIElement. If not,
//we don't need to do anything
if (parent is Infragistics.Win.UltraWinGrid.RowSelectorUIElement)
{
//Get the Row from the RowSelectorsUIElement
objRowSelectorUIElement = (Infragistics.Win.UltraWinGrid.RowSelectorUIElement)parent;
objRow = (Infragistics.Win.UltraWinGrid.UltraGridRow)objRowSelectorUIElement.GetContext(typeof(Infragistics.Win.UltraWinGrid.UltraGridRow));
//Get the Index of the Row, so we can use it as a row number.
RowNumber = objRow.Index;
//Check to see if the TextUIElement is already created. Since
//The RowSelectorsUIElement never has children by default, we
//can just check the count.
if (parent.ChildElements.Count == 0)
{
//Create a new TextUIElement and parent it to the RowSelectorUIElement
objTextUIElement = new Infragistics.Win.TextUIElement(parent, RowNumber.ToString());
parent.ChildElements.Add(objTextUIElement);
}
else
{
//There's already a TextUIElement here, so just set the Text
objTextUIElement = (Infragistics.Win.TextUIElement)parent.ChildElements[0];
objTextUIElement.Text = RowNumber.ToString();
}
//Position the TextUIElement into the RowSelectorUIElement
objTextUIElement.Rect = parent.RectInsideBorders;
//Return True let the grid know we handled this event.
//This doesn't really do anything, since the grid
//does not create any child elements for this object, anyway.
return true;
}
//Return false to let the grid know we did not handle the event.
//This doesn't really do anything, since the grid
//does not create any child elements for this object, anyway.
return false;
}
#endregion
}
}
Create a "currently selected item" member in the class where the button and the text edit are declared.
In the button selection event listener assign the event target to this member. Then use it in the text edit event listener.
For example:
// It's a declaration of the member variable
private var m_current_btn:Button = null;
// It's an event listener for your button
private function on_selection_change(event:Event):void
{
m_current_btn = event.target as Button;
// button_x and button_y are two text edits
button_x.text = m_current_button.x.toString();
button_y.text = m_current_button.y.toString();
}
// Event listener to track changes in the coordinate text inputs
private function on_coordinate_textedit_change(event:Event):void
{
if (m_current_btn != null)
{
m_current_btn.x = parseInt(button_x.text);
m_current_btn.y = parseInt(button_y.text);
}
}