How do I execute functions in actionscript 3? - actionscript-3

I'm completely new to actionscript (as3, not as2) and am having some problems with some simple functions and variables. Everything is in one .fla using the actions panel.
How do I get functions to execute? Nothing of my shape changes and there is no output.
*I am aware the first change won't be noticeable, I'll add a timer later on.
Here is the code*:
var starBlackWidth = 500;
var starBlackScaleX = 0.5;
function starStretch(){
starBlack.length = starBlackWidth;
trace("Stretched the star.");
}
function starReadjust() {
starBlack.scaleX = starBlackScaleX;
trace("Attempted at readjusting without using the width directly.");
}

As some of the commenters pointed out, yes you need to call the functions you created by adding these two lines of code.
starStretch();
starReadjust();
To expand upon what they said, yes these may be fundamental concepts of programming but if you're new to object oriented programming in as3 and even oop in general this link is extremely helpful at getting you going in as3, its 3 parts and it covers it pretty well!
http://www.untoldentertainment.com/blog/2009/08/25/tutorial-understanding-classes-in-as3-part-1/

Related

How can I transfer code inside of a symbol in Flash to my document class?

I am pretty new to coding in general so I'll admit my understanding of inheritance is poor. I have this code that works when it's embedded in a symbol in my Fla doc, but I can't figure out how to transfer it to the Main document.
stop();
stage.focus = input_txt;
var outputText:String;
input_txt.visible = true;
input_txt.addEventListener(KeyboardEvent.KEY_DOWN, pressEnter);
function pressEnter(e:KeyboardEvent):void {
if(e.charCode == 13) {
captureText();
this.nextFrame();
}
}
function captureText():void {
outputText=input_txt.text;
}
All that code occurred on frame2 of the office_mc symbol, and then frame 3 has this:
output_txt.text = outputText;
I'm aware that I needed to reference the txt objects as office_mc.input_txt inside the main document since they are embedded. I'm also aware that outputText would need to be a global variable. But no matter how I tried to move things around I kept having an error due to something being null. For a little background information, I'm just trying to have user input displayed in a different area within this symbol.
Could someone explain or give an example of how to execute this code in a document class? Also I'm just totally confused about how to communicate between classes in general so if anyone could point me towards tutorials or example code that could help with that understanding, it'd be greatly appreciated. :)
Don't code in timeline at all (this is a good practice).
You should use only classes which eventually points to objects from the timeline.
Here you have some good tutorials:
How to Use a Document Class
AS3 OOP (good tutorial)

Errors when switching scenes in flash AS3

In my little Flash project, I use the Enter Frame Gameloop commands, and I use hittestobject and such then put that function in to the game loop. However, When switching scenes I am bombarded with errors because the objects included in the functions are not on screen anymore. My question is how can I either take those functions out of the game loop when changing from that specific scene, or write the code so it only includes that one specific scene. Like: if current frame = 2, or something in real code form. Thankyou so much I am very appreciative for any replies.
function gameLoop(evnt:Event){
try{
//Write your all codes
}catch(err:Error){
}
}
Use try/ catch.
I don't know the way you change scenes.
Based on your description,I guess the way you change scenes is to go to different frames.Am I right?
If I am right,I think you can declare a variable to mark if you need to do the hittestobject function or other operations.
such as:
gameloop(){
if(!changing)
a.hitTestObject(b)
}

How to add RichEditableText of TextArea using only ActionScript

My head is spinning from two days of trying to find an answer to this seemingly simple question.
I'm developing a Flex/AIR application built entirely in ActionScript -- there's no MXML beyond what was originally auto-created.
I need to dynamically generate some kind of editable text-field with high control over formatting. The TLF text fields all seem great, except that I can't get any of them to render on the screen. Due to the nature of the application, they have to be inside a MovieClip, but since I've read that everything must be a descendant of UIComponent, I use UIMovieClip, which is AddChild'ed to the stage.
I'm about to go crazy here, the whole application is in jeopardy over this. I CAN NOT use MXML, and all the 10,000 examples on the internet are MXML. I need to generate these dynamically. I need to generate upwards of 50 fields under one movieclip based on database data. There's no way to hardcode that with MXML. Please don't suggest to change this. The GUI is very specific about this, and it's the right GUI.
In two days of searching, I can't find a single example in ActionScript, only MXML. I've tried everything that smelled like an example.
Is there some obvious general pointer I'm missing? I'll be happy to post code, but it doesn't make sense because I've been through so many examples.
Does anyone have the simplest possible code for creating any kind of TLF text editing field in ActionScript only (zero MXML), which is then added to a MovieClip or UIMovieClip, which is added to the stage of a desktop AIR application?
I will greatly cherish any help here.
Best,
Per
This should get you started:
//create your TextFlow component
var textFlow:TextFlow = new TextFlow();
var p:ParagraphElement = new ParagraphElement();
var span:SpanElement = new SpanElement();
span.text = "hello world";
p.addChild(span);
textFlow.addChild(p);
//create a Sprite that will contain the text
var textBlock:Sprite = new Sprite();
//create a controller for compositing
var controller:ContainerController = new ContainerController(textBlock);
//set the size of the composition
controller.setCompositionSize(100, 200);
//make the controller control the TextFlow object
textFlow.flowComposer.addController(controller);
//update the composition
textFlow.flowComposer.updateAllControllers();
//add to the stage
addChild(textBlock);
About the size: it is important you use setCompositionSize() instead of the Sprite's width and height properties.
Using addController() you could spread the text over several Sprites. Each Sprite would have its own ContainerController, but all would share the same FlowComposer which would calculate the composition.
warning : using TLF like this can be pretty complicated. Above code is the bare minimum to get things running. I do not know your requirements, but you'll probably hit a few other roadblocks along the way. You have to ask yourself this question: are you really willing to drop all the built-in features of TextArea? It might cost you months of development to get things right, depending on the requirements. You still may want to reconsider your architecture...

Going from Flash 8 to CS3

After many years of using Flash 8, I'm moving to CS3 at work. I know I'll have to learn AS 3.0 so, does anyone have any good references or summaries of the major/most noticeable changes? Also, are there any tips/tricks for the flash environment? After spending a few minutes in CS3, I noticed that you can't directly attach actionscript to a button, which is new to me. Any other such pitfalls to watch over?
I made the total switch just about 3 months ago, here are some things that helped me ramp up rather quickly:
1) Do everything in Class files
A lot of AS3 tutorials out there deal with just code pasted on the timeline (which I can't stand because now you have to hunt for what import you need), but is fine for quick tiny stuff. In the long run it's way better work primarily in Class files. Learning how Classes work opened a huge door for me, it was the same feeling/experience I had when I first discovered Functions in AS2 :)
2) Keep graphics in library and off the workspace
Example, you have a jpg, gif, png file you just imported into your library. Made a movieClip and gave it a class name(MyButton). Now the code below will place the graphic into the workspace for you:
var myButton:MovieClip = new MyButton();
myButton.x = 6;
myButton.y = 22;
myButton.buttonMode = true;
addChild(myButton);
3) Get use to the new button code in AS3
It's something all of us new converts had to deal with painfully, but now it's a piece of cake :)
myButton.addEventListener(MouseEvent.MOUSE_UP, clickThis);
function clickThis(event:MouseEvent):void
{
navigateToURL(new URLRequest("form.html"), "_self");
//navigateToURL(request, '_self');
}
4) Make sure you remove Event Listeners after use
It took me a bit to wrap my around this one... remove em why? Oh they are still running in the background and when I listen again I'll get all kinds of mutated errors.
private function volDown(e:MouseEvent):void
{
masker.width = volControl.mouseX;
userVolume = (masker.width / 100) * 1;
volControl.addEventListener(MouseEvent.MOUSE_MOVE, volMove);
}
private function volUp(e:MouseEvent):void
{
lastVolPoint = masker.width;
setVolume(userVolume);
e.updateAfterEvent();
volControl.removeEventListener(MouseEvent.MOUSE_MOVE, volMove);
}
5) Don't forget to pass Events
I'm not a programmer by trade and this has caused so much grief, I'm glad I'm done with this birthing pain:
myButton.addEventListener(MouseEvent.MOUSE_UP, clickThis);
Since the clickThis function is launched via an Event, you have to pass: event:MouseEvent into it like so:
function clickThis(event:MouseEvent):void
Because the code below will throw the dreaded AS3 "Access of undefined property" error that new AS3 guys will always run into.
function clickThis():void
6) Read and post questions on StackOverflow... a lot!
btw I'm still a noob and originally a designer then AS2 dev, I still don't know why we put :void behind a function name.. if we have similar coding backgrounds I hope all that helps :)
I suggest you to look at the ActionScript language migration page on the Adobe devnet. It offers quite a lot articles about the key changes with ActionScript 3.
To answer your problem with the actions on a button, this no longer works (and was already with ActionScript 2 not the best way to do it). AS3 requires the code to be centralized on the timeline. So for giving a button some action, you'll need to give it an instance name and add an event listener for the CLICK event, like this:
function doSomething ( event:MouseEvent ):void
{
trace( "test" );
}
myButton.addEventListener( MouseEvent.CLICK, doSomething );
Get an Actionscript 3 IDE. Such as Flash Builder, FlashDevlop, or FDT. This will force you to learn really fast.

Eval formula in AS3?

I'm playing around a bit with ActionScript. What I want is that I can display a mathematical function from a string.
E.g. in my working python script I do something like that:
formula = 'x**2 + 3*x'
for x in range( 0, 100 ):
y = eval( formula )
graph.display( x, y )
I want to port this to ActionScript, but it seems like there is no more eval since version 3. How can I compute my function values anyway?
Something that might also work in your case, is using Javascript eval instead. You can use something like:
var result = ExternalInterface.call(myEvalFunctionInJS,formula)
to evaluate math functions.
This is an somewhat easy and useful workaround as javascript is quite close to actionscript.
If you put the ExternalInterface call inside an loop, it may become sluggish. To avoid that, you can write the loop in javascript. (You can even write the entire javascript inside as3, so that you do not need to touch the actual html page.)
edit:
Here's an link for that.
http://www.actionscript.org/resources/articles/745/2/JavaScript-and-VBScript-Injection-in-ActionScript-3/Page2.html
You will have to write an eval yourself. You will have to parse the string and invoke the right operators.
Here's a link to get you started.
The Tamarin project has a ECMAScript parser written in ES4. Try this as well.
"You can even write the entire javascript inside as3, so that you do not need to touch the actual html page." Do you have links / tutorials? – okoman
Both AS and JS are based on the same ECMAScript standard. So, if you pass a string of AS3 to a container, and use JS's eval on this string, it should work just fine.
Just noticed this question and realized I answered almost the exact same thing here: https://stackoverflow.com/a/11460839/1449525
To paraphrase myself, you can definitely use D.eval, AS3Eval, or ExternalInterface (as seen in the currently chosen answer) assuming you're running in a web page. However, all it seems like you really need is something like this simple MathParser (More info about the MathParser)
Here's how you'd use the MathParser:
package {
import bkde.as3.parsers.*;
import flash.display.Sprite;
public class MathTest extends Sprite {
public function MathTest() {
var parser:MathParser = new MathParser([]);
var compiledObj:CompiledObject = parser.doCompile("(10/3)*4+10");
var answer:Number = parser.doEval(compiledObj.PolishArray, []);
var xyParser:MathParser = new MathParser(["x", "y"]);
var xyCompiledObj:CompiledObject = xyParser.doCompile("(x/3)*y+10");
var xyAnswer:Number = xyParser.doEval(xyCompiledObj.PolishArray, [10, 4]);
}
}
}
I'm sure ExternalInterface stuff works just fine, but I have personal reservations about the cross language communication (especially in terms of efficiency and security) as well as just the awkward nature of it. I feel like a wholly-contained, same-language solution is typically preferable in most situations.
A bit late, but for reference, the D.eval library does what you are asking for:
http://www.riaone.com/products/deval/
It is free and works great for me, but doesn't come with source. I found this question looking for an alternative built-in or source-available solution.
There is also a seemingly abandoned project to port Tamarin to Flash itself:
http://eval.hurlant.com/
Would be awesome if more progress was made, but seems like a curiosity for now.