I'm having a symbol in the library that's exported for ActionScript to be added later.
A Loop is adding them sequentially, but I want to add a Mouse Event Listener to them and have them call another function when clicked, so I tried linking a .name attribute to them, but it is not working though the e.target.name , only working inside the loop :( , and I tried lots of things. What should I do ?? Thank you :)
function CreateMenuPagesButtons(): void {
for (var i: uint = 0; i < totalPages; i++) {
var menu_btn: MenuButton = new MenuButton;
menu_btn.page_number.text = String(i + 1);
menu_btn.name = (i + 1).toString();
menu_btn.x = i * 50;
menu_btn.page_number.mouseEnabled = false;
MenuPagesButtons_Container.addChild(menu_btn);
}
stage.addChild(MenuPagesButtons_Container);
MenuPagesButtons_Container.addEventListener(MouseEvent.CLICK, movetoTargetMenuPage);
function movetoTargetMenuPage(e: MouseEvent): void {
var targetPage:String = e.target.name;
trace(targetPage);
The trace function if inside the loop, gives correct names: 1 , 2 , 3, while the other one at the last line in the code as shown, gives the name of the instance set through the properties tab.. and if no name is given there, it will give "Instance110" - "Instance115" - etc..
So I got it fixed :D :D :D
Let me tell you how in case someone else had the same problem.
the (e.target.name) was referring to the clicked single button inside the over all symbol, rather than referring to the symbol from top level, so I changed it to (e.target.parent.name) and it worked.. Yayyy :D Thanks All :)
This is so, because you add listener to MenuPagesButtons_Container, which means that e.target IS MenuPagesButtons_Container. If you want to get which button is clicked, you must add listeners to each button:
for (...) {
menu_btn.addEventListener(MouseEvent.CLICK, movetoTargetMenuPage);
Then it will work.
Related
I have this annoying issue that I hope someone might be able to help me with.
I have a mute button that I created and I have another movieclip inside of that button. All I want it to do is when I toggle the mute the movieclip inside will go to the according frame.
However, every time I try to call the movieclip inside of the button, this error comes up:
Access of possibly undefined property mcMuteToggle through a reference with static type flash.display:SimpleButton.
The instance name for the movieclip within is "mcMuteToggle".
Why not make movieClips that act like buttons?? Since I dont think actual button (simpleButton) types can deal with sub-MovieClips (especially if they too have code). Even if possible don't do it, I can predict a mess whereby Button does things it shouldn't do depending on what code you have in those MClips.
Try an alternate button method, just for a test... You didnt show any test code to work with so I will make assumptions..
1) Make a shape (rectangle?) and convert to MovieClip (or if all coded, then addchild shape to new MovieClip). Let's assume you called it mc_testBtn.
2) Make that MC clickable by coding mc_testBtn.buttonMode = true;
3) Add your mcMuteToggle inside the mc_testBtn
(or by code: mc_testBtn.addChild(mcMuteToggle);
Now you can try something like..
mc_testBtn.addEventListener (MouseEvent.CLICK, toggle_Mute );
function toggle_Mute (evt:MouseEvent) : void
{
if ( whatever condition )
{
mc_testBtn.mcMuteToggle.gotoAndStop(2); //go frame 2
}
else
{
mc_testBtn.mcMuteToggle.gotoAndStop(1); //go frame 1
}
}
This is likely due to strict mode. You can either disable it in the ActionScript settings dialog, access it with a different syntax myButton['mcMuteToggle'], or make a class for the symbol that includes a property mcMuteToggle.
You can also check to make sure the symbol is actually on the stage and that clip is actually in the button:
if('myButton' in root) {
// ...
}
if('mcMuteToggle' in myButton) {
// ...
}
i think u just overwrite that codes. You u can use something like this:
var soundOpen:Boolean = true;
var mySound:Sound = new Sound(new URLRequest("Whatever your sound is"));
var mySc:SoundChannel = new SoundChannel();
var mySt:SoundTransform = new SoundTransform();
mySc = mySound.play();
mcMuteToggle.addEventListener(MouseEvent.CLICK, muteOpenSound);
function muteOpenSound(e:MouseEvent):void
{
if(soundOpen == true)
{
mcMuteToggle.gotoAndStop(2);
/*on frame 2 u need to hold ur soundClose buton so ppl can see :)*/
soundOpen = false;
mySt.volume = 0;
mySc.soundTransfrom = st;
}
else
{
mcMuteToggle.gotoAndStop(1);
soundOpen = true;
mySt.volume = 1;
mySc.soundTransfrom = st;
}
}
This is working for me everytime. Hope u can use it well ;)
I have stumbled upon a problem that I do not seem to know how to solve. I have searched it up online but no answer has been found. It is that when you tap the Monster on the screen it grows, but when you don't tap it returns to its default size. I have managed to make it grow when tapped but I can not seem to make it so that when you release the tap it shrinks. An example of what I am talking about is on cookie clicker, that when you click the big cookie it grows but when you don't it goes to its original size. Here is my code so far:
var score:Number = 0;
var score_str:String;
var score_str_len:int;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
Monster.addEventListener(TouchEvent.TOUCH_TAP, fl_TapHandler);
Monster.width = 363.5;
Monster.height = 344.9;
function fl_TapHandler(event:TouchEvent):void
{
Monster.width = 378.4;
Monster.height = 359;
score = score + 1;
score_str = score.toString();
score_str_len = score_str.length;
Taps_txt.text =
score_str_len > 3
? score_str.substr(0, score_str_len-3) + ',' + score_str.substr(score_str_len-3)
: score_str
;
}
Help will be greatly appreciated.
According to the actionscript reference, there are a lot of other touch events you can use, such as TouchEvent.TOUCH_OUT or TouchEvent.TOUCH_END.
I haven't used them so i can't tell you which one would be helpful to you but you can run some tests and see which of the event is fired when you remove your finger from the monster, just as you would do with mouse events.
So basically you would add another listener (best would be inside the fl_TapHandler function) for the release touchevent and put the monster variables back to their normal level.
If you want to have several monsters, the best way would be to create a class for it and call the functions that would be inside this class. Exemple:
Monster.addEventListener(TouchEvent.TOUCH_TAP, Monster.fl_TapHandler);
I hope this helps.
How about you store all monsters in an array?
var monsters:Vector.<Monster> = new Vector.<Monster>();
monsters.push(new Monster());
monsters.push(new Monster());
monsters.push(new Monster());
for(var monster : monsters) {
if(monster.isTapped){
monster.grow()
} else {
monster.shrink()
}
}
I have StaticText fields in my flash project and I need to run some code when the mouse is hovering over them. So I tried this code
stage.addEventListener(MouseEvent.MOUSE_OVER, mouseRollOver);
function mouseRollOver(event:MouseEvent):void {
var tf:StaticText = event.target as StaticText;
if (tf){
//my code
}
}
but it doesn't work. When I use dynamic text fields and replace StaticText with TextField in the var tf, it works fine. I also thought that I could get this thing working with static text fields if I could make the mouse detect not StaticText as a target but some kind of object that has certain text properties (like "selectable" set to true), but I couldn't figure out how to do this. Anyway, I need to detect a static text field as a target somehow. Any help would be appreciated.
Thanks in advance
Your best option would be to put the static text box in a movieclip, and then assign your code based around that. Static text boxes don't have instance names, and can't be manipulated.
It is hard to do this. See this link enter link description here
As you can see you can check if the DisplayObject is StaticText and by checking the mousX and MouseY properties you can find if the rollover is related to this field. By if you use Dynamic text and uncheck selectable field you will get a textfield that acts as StaticField
EDIT
this is an explanation what I mean:
Let we have a StaticText field into stage in Black flash document.
var myFieldLabel:StaticText
var i:uint;
//This for check for all staticFields in state and trace its text. It is possible and it is working. I my case I have only one field and I get reference to it in myFieldLabel:StaticText var. Also I change it's alpha to 0.3.
for (i = 0; i < this.numChildren; i++)
{
var displayitem:DisplayObject = this.getChildAt(i);
if (displayitem instanceof StaticText) {
trace("a static text field is item " + i + " on the display list");
myFieldLabel = StaticText(displayitem);
trace("and contains the text: " + myFieldLabel.text);
trace( myFieldLabel.mouseX);
myFieldLabel.alpha = 0.3;
}
}
//Adds event listener to the stage for mouse move event
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseRollOver);
//This is an event handler. I check if the mouse position is within the static field
function mouseRollOver(evnt:MouseEvent):void
{
if ( 0 <= myFieldLabel.mouseX && myFieldLabel.mouseX <= myFieldLabel.width && 0 <= myFieldLabel.mouseY && myFieldLabel.mouseY <= myFieldLabel.height )
{
mouseOverStaticText( evnt)
}
else
{
mouseNotOverStaticText( evnt)
}
}
// this two methods change the static field alpha. Thay are only to show that is posible to detect and manipulate some properties of the StaticField.
function mouseOverStaticText( evnt)
{
myFieldLabel.alpha = 1;
}
function mouseNotOverStaticText( evnt)
{
myFieldLabel.alpha = 0.3;
}
I'm not sure what is the purpose of the managing of the StaticText field. StaticText is not design to be managed if you have to do something this is almost sure that the field must not be a static - they can be dynamic ( without selectible property ) or can be capsulated with MovieClip or there can be a different solution in your case.
My flash game exists of a timeline with multiple frames (I know I should avoid the timeline)
The point of the game is a point and click adventure. The object that you are able to pick up get spawned and destroyed accordingly as you enter and leave the room. now my problem is when entering frame 14 (accessibel from frame 12) it creates a piece of paper which you are able to pick up if you have another item. Now my problem is when you can't or don't pick up the paper and go back to frame 12 (only exit is to frame 12), you can't click on any other object and you are basicly stuck on frame 12. When leaving and entering other rooms it works properly but for some reason it doesn't for on the paper on frame 14.
My code to remove objects works as following
In my Main.as Documentclass I have a function that called as soon as the game starts which does the following
if (lastframe == 14)
{
trace (prop.numChildren);
while (prop.numChildren )
{
prop.removeChildAt(0);
}
}
The lastframe variable is established when moving from frames
this function is found on the frame itself (each exit function on it's own respective frame)
function exitKantine(event:MouseEvent):void
{
Main.lastframe = 14;
gotoAndStop(12);
}
The function to remove the prop actually removes it but then causes all other clickable objects to be unusable.
Thanks for looking at my question and thanks in advance for your suggestions
I would say instead of removing children, add it once in the beginning, add all the listeners in the beginning, and toggle the visibility instead of trying to addChild and removeChild every time you want to hide it. Use an array so you can have a few happening at the same time.
something like this:
private function init():void
{
assignVars();
addListeners();
stage.addChild // make sure this is in document class or you are passing stage to the class using it
}
for (var i = 0; i < _thingsAry.length; i++)
{
if (_thingsAry[i] == 14)
{
_thingsAry[i].visible = false;
trace("the visibility of _thingsAry[" + i + "] is " + _thingsAry[i].visible
}
}
I experienced a problem with the name property in as3, I created this "dot" movieclip and I exported to a class,
then I anonymously created a bunch of dots using a loop. I assigned numbers as name to each dots
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
dotContainer.addChild(d]);
}
}
so far so good, I checked that if I trace the name here, I will get the number I want.
However, it's not giving me the numbers if I trace it in other functions.
I added all of my dots to "dotContainer", and if I click on one of the dots, it will call this function
private function callFullSub(e:MouseEvent):void
{
var full_loader:Loader = new Loader();
var temp:XMLList = subImages[sub];
var full_url = temp[e.target.name].#IMG;
full_loader.load(new URLRequest(full_url));
full_loader.contentLoaderInfo.addEventListener(Event.INIT, fullLoaded);
}
e.target.name is suppose to be numbers like 1 or 2, but it's giving me "instance66" "instance70" and I
have no idea why. Because I did the same thing with loaders before and it totally worked.
Any ideas? Thanks.
christine
The e.target returns the inner most object clicked on, this could be a TextField, another MovieClip or posibly a shape (I'm not 100% of the last one) inside the "Dot".
To prevent this you could try to set the mouseChildren property to false on the Dot's when you add them. This should insure that nothing inside the dots can dispatch the click event, and thus the Dot's should do it.
Perhaps you could also in the event handler verify the target type with code like this:
private function callFullSub(e:MouseEvent):void
{
if(!e.target is Dot)
throw new Error("target in callFullSub is not Dot but: " + e.target.toString());
//The rest of you code here
}
The answer is [e.currentTarget.name] I perform this all the time!
Should return "Dot1" "Dot2", etc.
If the value you wish to return is a number or other data type other than a string (name of object) use [e.currentTarget.name.substr(3,1).toString()]
Should return 1, 2, etc.
Navee
I tried to reproduce your problem first with Flex using runtime created movieClips and then with Flash using Dot movieClip symbols exported for ActionScript. Neither application exhibited the problem.
You may already know names like "instance66" "instance70" are default enumerated instance names. So, whatever is dispatching the MouseEvent is NOT the dot instance. Perhaps you are unintentionally assigning callFullSub to the wrong targets, maybe your containers? Try assigning it to dot instance right after you create them, like this:
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
d.addEventListener(MouseEvent.CLICK, callFullSub);
dotContainer.addChild(d]);
}
}
Be sure to temporarily comment out your original assignment.
Try this might work,..
d.name = i.toString();
You have not shown enough of your code for me to be able to give you a DEFINATE answer, I will however say this.
//After you create each loader you need to set its mouseEnabled
//property to false if you do not want it to be the target of
//Mouse Events, which may be superseding the actual intended target;
var full_loader:Loader = new Loader();
full_loader.mouseEnabled = false;
//Also you could name the loaders and see if what comes back when you click is the same.
ALSO! Add this to your Mouse Event handler for CLICK or MOUSE_DOWN:
trace(e.target is Loader); //If traces true you have an answer
I believe that the mouse events are being dispatched by the Loaders.
please provide more of your code, the code where the Loader.contentLoaderInfo's COMPLETE handler fires. I assume this is where you adding the loaders to the display list as I cannot see that now.