Is there a way to restrict text to nubmers only in an input textfield?
I tried using:
myInputText.restrict = "0-9";
But it had no effect. Are there any other solutions?
myInputText.restrict = "0-9\\-\\^\\\\";
Try this, this should work.
[EDIT: My method described below is an alternative to .restrict, and can theoretically allow for much finer control.]
Yes, you can, quite quickly. We're going to combine a Regex and an event listener.
First off, you're going to need to set up an event listener on the text box. I'll call the input box txtInput, for the sake of conversation. This will point to a function we'll write called validate();
txtInput.addEventListener(KeyboardEvent.KEY_DOWN, validate);
Now, we need to create our function.
function validate(evt:KeyboardEvent):void
{
var currentString:String = txtInput.text; //It is usually easier to work with the textInput contents as a string.
var numbersRegex:RegExp = /^\d*$/; //A regular expression accepting zero or more numbers ONLY.
var invalidRegex:RegExp = /\D+/; //A regular expression accepting one or more NON-numbers.
if(numbersRegex.test(currentString) == false) //Run the test. If it returns false...
{
currentString = currentString.replace(invalidRegex, ""); //Removes all non-numbers.
}
//Else, we do nothing.
txtInput.text = currentString; //Put the updated string back into the input box.
}
(Granted, that code is untested, but it should more or less work.)
The logic going on here: The user enters a character into the box. The event listener fires as soon as the key is pressed. If the string isn't 100% numbers, then the string is searched for all non-number characters, and those characters are removed.
EDIT AS REQUESTED: Also, make sure you don't have conflicting instance names. If you have two input boxes with the same name, Flash may be looking at the wrong one.
txtInput.text = "Sample text." should throw a compiler error if there's a duplicate, or in the worst case, show you which input box you ARE affecting.
Related
I am making a console like program where you input text, and when you press enter, that text gets turned into the variable "code" which gets read by the if/elseif command to direct it to a certain frame.
When I did this though, actionscript completely ignored the if and just executed what was inside of the if.
There are no errors, but there is a warning. This is my full code
import flash.events.KeyboardEvent;
stop();
stage.focus=textbox;
var code:String=textbox.text;
textbox.addEventListener(KeyboardEvent.KEY_DOWN,thefunction);
function thefunction(event:KeyboardEvent){
if(event.charCode == 13){
code=textbox.text;
trace(code);
page();
}
}
function page(){
if(code="red"){
gotoAndPlay(19)
}
else{
gotoAndStop(1)
}
}
The warning is here=
function page(){
if(code="red"){
gotoAndPlay(19)
}
else{
gotoAndStop(1)
}
}
It says: Warning: 1100: Assignment within conditional. Did you mean == instead of =?
I then tried doing what it said, and nothing happens when I type in anything and press enter (charCode 13).
I have tried doing this with textbox.textinstead of the variable code, and still nothing happens. (trace(code) works fine, so it must be something with the bottom portion, but I'm not sure)
I am new to actionscript, so I do not know how to fix this (my excuse :D). If anybody knows how, I would love to figure out how to fix it.
first of all, as a general rule, you should never use the assignment operator (single =) in an if statement, always use the equality operator (double =)
what you're saying right now is "if you assigned the value 'red' to code without errors, then..." which of course is always true
then, to debug your problem, try to use trace("'" + code + "'"); to see exactly what your textfield contains. if you're still in doubt, convert your text in character codes and print those. Why? if there's a non-printable or non-visible character in your textfield, your if statement wouldn't match (think "red " == "red" > false)
my guess is that your textfield is set to multiline, so your enter key would be added to the text and break your check. set it to single line to avoid possible problems (if you do need a multiline input field, you need a smarter way to compare text, like using regular expressions and such ...)
Yes, you've read the title correctly. It appears that somehow Boolean variables switch to true by themselves. This is the only way I can explain this. Is this somehow possible? I have a Boolean that is set to false and can only be changed under strict conditions, but somehow it gets changed anyway, along with all the other Boolean variables. Any logical explanation for this?
Since you provide no code, I'll answer giving you ability to find out what is changing your variable.
Since you mention you are using FlashDevelop, I'll give you a FlashDevelop specific answer.
As noted by comments, using a getter/setter method will allow you to put a break point in your code. So instead of something like private var myBool:Boolean; do this:
private var myBool_:Boolean = false; //the actual var
public function get myBool():Boolean { return myBool; }
public function set myBool(val:Boolean):void {
myBool_ = val;
}
Now in flash develop, set a break point on this line: myBool_ = val;. To set a break point, click just to the left of the line in the gutter (see where the red dot is in the screenshot)
Run your code, look over to the Stack panel, and double click the the second line. That will show you what is setting your variable.
Larger Image
I want to receive separate click events from separate lines in a text field, and every time a certain line is clicked by the user, I would like to highlight it and have an event happen.
I would ideally like this to happen with dynamic text, and not have to break the text apart by hand. Using the htmlText property is an option, but I am unsure as to how to bind clickEvents to separate elements.
Where do I begin?
There is no ready to use solution for this. But you can make it yourself using a few things:
set CLICK listener for the whole text field
listen for click and check the caretIndex property
use getLineIndexOfChar to check what's the line of the current caret position
use getLineOffset and getLineLength to get the position of the first and last character of that line
use setSelection to highlight this line
There might be some faster and easier way, but this is what works for sure :)
EDIT: decided to post the solution code, as I was wondering how exactly it works.. and it would be a shame to just leave it unpublished and make you do it instead :)
field.addEventListener(MouseEvent.CLICK, onTfClicked);
function onTfClicked(e:MouseEvent):void {
trace (field.caretIndex);
var line:uint = field.getLineIndexOfChar(field.caretIndex);
var start:uint = field.getLineOffset(line);
var end:uint = start + field.getLineLength(line);
field.setSelection(start, end);
}
Confusing title, my bad.
Basically, I have a list of names. Looping through, I add a MovieClip, Set 2 properties to it, the name, and an ID. The MovieClip is at the same time made to function as a button and I add 4 listeners, mouse up, over, down, or out. I do this with every name. The function each one is set to is the same.
EX: enemyButton[i].addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
The enemyID turns up "not valid property," time to time when I click, it doesn't crash at all, but sometimes I have to hit the button a few times.
I have narrowed the problem down to having to be caused by the listeners.
The function as simple as:
EX: function mouseUpHandler(e:MouseEvent):void { enemySelected(e.target.enemyID); }
My question is, is too many listeners likely to be the problem? and how can I reduce them?
Here's a snippet of the loop:
var C:Class = Class(getDefinitionByName(enemies[i]));
var c:* = new C();
c.gotoAndStop(1);
enemyButton[i].enemyID = i;
c.name = "select" + i;
c.enemyID = i;
trace(c.enemyID);
enemyButton[i].addChild(c);
enemyScroll.addChild(enemyButton[i]);
enemyButton[i].enemyName.text = info[i][Const.NAME];
enemyButton[i].setChildIndex(enemyButton[i].getChildByName("enemyName"), enemyButton[i].numChildren-1);
Thanks.
If enemyButton is a MovieClip (created via attachMovie, maybe) and not strongly typed as a EnemyButton class, then the ID property becomes dynamic. In this situation, if your list of names contains incorrect data (missing ID field, maybe), then the ID property will remain undefined on some instances of the MovieClip.
You can check the list of data used to generate movie clips. You can run into the same error if you have blank lines in your data.
This has nothing to do with event listeners.
So you just want to generate a bunch of buttons with unique properties and know what button was clicked last. Generally it is very bad idea to implement button logic outside button object. Why? Because you work with object oriented language. Good news is that you work with as3 and it treats functions as objects, so you can assign function to var like this:
var callback:Function = function(name:String, enemyId:int){ /*do something*/ }
And.. you can pass function as a parameter to another function
function setCalback(func:Function){}
button.setCallback(callback);
So, what you really need is to create your own button class, add listeners inside it, add handlers(static handlers will reduce memory usage) and pass callback function to it, that will be called when user clicks button.
Don't mean to spam this much but this was easily fixed, though the responses might have been a better method.
I just had to change target to the currentTarget, that then allowed clicking anywhere on the "button" to work. Whereas before the target varied from childs added to it.
So, solved.
Thanks for the help.
Current my code is as such
setcustomlocation.addEventListener(MouseEvent.CLICK,customlocation2);
function customlocation2(e:MouseEvent):void
{
locationinput.text = FlashingWon.Won1.name.text;
}
I'm trying to make it such that it would copy the input text field values into a dynamic text. However, it throws up the error that
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at main/customlocation2()[main::frame1:9]
Which can I only assume that it is not able to communicate with the dynamic text field in the movieclip within another movieclip.
First, you can be 100% sure that it CAN communicate with the dynamic TextField in the MovieClip.
From you description I understand that you wish to copy from input into dynamic. But from your code I see that you take from the dynamic into the input, please check that out:
// This will copy in such a way: input <= wonText
locationinput.text = FlashingWon.Won1.name.text;
// This will copy from input
FlashingWon.Won1.name.text = locationinput.text;
Anyhow, the error that you get has nothing to do with this, it's rather like you already noticed, that one of your TextField is not 'found'. For this I recommend you a best practice: To create instances of the objects you want to use and populate them from the stage through the getChildByName method. This way you will promptly now (specially if you do this on construction or init) if you had any misspelling or miss structure on the childs you want to get.
like so:
var inputText: TextField;
var dynoText: TextField;
In your Constructor or else where at a soon level, give to your vars the proper value:
inputText = getChildByName('locationinput') as TextField;
dynoText = FlashingWon.Won1.getChildByName('name') as TextField;
This way you will soon enough know if one of this 2 textFields were not found under the object you give, and you have only one place to miss spell it. Also you will get code completion on your TextFields.
Finally the copy text part:
dynoText.text = inputText.text;
Hope it helps.
Alright, sorry for the delay, I was out on holidays.
I have opened your example and can see where the problems are:
1) You are trying to reach the FlashingWon when initiating the dynoText on the FIRST frame like so var dynoText = FlashingWon.Won1.getChildByName('name_txt'); BUT the FlashingWon element is ONLY available on the FIFTH frame. Meaning that you cannot refer to it quite yet, unless you add it on the first frame and make in invisible till the fifth frame. (You can make it visible in the goto1 function if you wish after the goToAndStop(5) line)
2) You called the TextField on the Won1 element 'name' which is a restricted sting in AS3, so change it to name_txt or label if you wish and it will work.
Let me know how it worked.