Trace and String Not Working - actionscript-3

I'm trying to test some strings but trace outputs nothing. I was using Flash CS6, then I installed Flash CC then everything was fine. But then I created another loop now the same thing. Here's my code:
for (tempNum = lastCharNum; tempNum <= 7; tempNum++) {
trace(tempNum); // this outputs nothing
if (arr[tempNum] != String.fromCharCode(9)) {
firstCharNum = tempNum;
trace(firstCharNum); // this outputs nothing
}
}
I tried:
for (tempNum = lastCharNum; tempNum <= 7; tempNum++) {
txt.text = String(tempNum); // this doesn't make change to the textfield
if (arr[tempNum] != String.fromCharCode(9)) {
firstCharNum = tempNum;
txt.text = String(firstCharNum); // this doesn't make change to the textfield
}
}
Same thing, nothing happens.

Make sure "Omit Trace Statements" is not checked in the the publish settings. If its not checked, try File>Publish and Control>Test Movie>In Flash Professional to see if you get different results.

Related

Extra "Space" at end of "If" Requirement AS3

My code works, except it is requiring and extra "Space" at the end to be placed in order for the button to activate? Any ideas? I obviously don't have the space at the end of the user names or passwords in the code. This happens on another frame as well where I have the user type in a web address, I have the conditional set as == "md.website.com" but it is requiring "md.website.com " (extra space at the end) in order for the button to activate.
This code is expecting "AB1234 " and "newuser " instead of "AB1234" "newuser" like I need and I am telling it... I'm sorry, I'm new to AS3 and learning ALL I can, this site rocks for all the help I've already gotten!
username_txt.addEventListener(TextEvent.TEXT_INPUT,paramChanged3);
password_txt.addEventListener(TextEvent.TEXT_INPUT,paramChanged3);
next_btn.enabled = false;
next_btn.alpha = .5;
function paramChanged3(event:TextEvent):void
{
if (username_txt.text == "AB1234" && password_txt.text == "newuser" )
{
trace("go")
next_btn2.enabled = true;
next_btn2.alpha = 1;
next_btn2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlay_20)
}
else
{
next_btn2.enabled = false;
next_btn2.alpha = .5;
}
}
function fl_ClickToGoToAndPlay_20(event:MouseEvent):void
{
gotoAndPlay(20);
}
The problem is that the TextEvent.TEXT_INPUT fires before the text field is actually updated. Try using Event.CHANGE instead (or using two TextEvent.TEXT_INPUT callbacks and appending the input character with event.text within each).
I don't know why AS3 is requiring the extra space, but I removed the exact conditional, and just did a minimum character count. Of course the trainee can then type in anything as long as it matches the minimum requirement, but again, the actual usernames and passwords don't matter, its all simulation anyways, here is the code with the character count....
username_txt.addEventListener(TextEvent.TEXT_INPUT,paramChanged3);
password_txt.addEventListener(TextEvent.TEXT_INPUT,paramChanged3);
next_btn.enabled = false;
next_btn.alpha = .5;
function paramChanged3(event:TextEvent):void
{
if (username_txt.text != "" && username_txt.length >=5 &&
password_txt.text != "" && password_txt.length >=6)
{
trace("go")
next_btn2.enabled = true;
next_btn2.alpha = 1;
next_btn2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlay_20)
}
else
{
next_btn2.enabled = false;
next_btn2.alpha = .5;
}
}
function fl_ClickToGoToAndPlay_20(event:MouseEvent):void
{
gotoAndPlay(20);
}

I want to create search feature in as3

I wrote this code to my search feature in as3 but it is not good work
because when I click on my button module, the search results are wrong. Please look at my code when I write (123456789123). My module trace is correct and when write (1234567899) my module trace is correct again?
How can I correct this problem?
my code pic is here:
please click to see my code
Make sure your txt3 string is not empty (minimum length is 1). If the txt3 length is zero it will cause problems when you check.
You want your Check function to look something like this :
function check ( evt : MouseEvent) : void
{
trace ("txt3 length is : " + txt3.length); //# if zero you get bad output later
trace ("txt3 text is : " + txt3);
if (txt2.length < 12)
{ trace ("Please Complete Every Space"); }
if ( txt3.length > 0 && txt2.text.search(txt3) >= 0)
{
trace ("correct");
}
else
{
trace ("wrong");
if ( txt3.length < 1 ) { trace ("txt3 is empty String"); }
if ( txt2.text.search(txt3) == -1 ) { trace ("txt2 VS txt3 = match was not found"); }
}
}

which method should i use to create a new keyboard using adobe flash

I'm trying to create a new keyboard somehow, for educational purposes.
I've written this code using actionscript 3.I've created an input text field (named it t1) .when the user presses q button on keyboard(which has an ASCII aquals 81 ) I want the letter b to be printed out on the text field so i've written this code :
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressing);
function pressing(event:KeyboardEvent):void
{
//trace(event.keyCode);
if(event.keyCode==81)
t1.replaceSelectedText("b");
}
the problem was that the method replaceSelectedText prints the tow letters on the screen(q&b) which method can i use instead?
Any help would be appreciated.
When using the replaceSelectedText method, you first need to select the text you want to replace. This can be done with the "setSelection" method. This from the adobe help website:
setSelection(beginIndex:int, endIndex:int):void
"Sets as selected the text designated by the index values of the first and last characters, which are specified with the beginIndex and endIndex parameters."
At the moment, since you don't have any text selected, it appears to just be adding the text "b" as it's replacing nothing. Therefore, you should try first selecting the "q".
Alternatively, you can just use a different method. from the adobe help website:
replaceText(beginIndex:int, endIndex:int, newText:String):void
"Replaces the range of characters that the beginIndex and endIndex parameters specify with the contents of the newText parameter."
This would cut out an extra line of code.
I haven't actually done this myself, so if that doesn't work, here's the link to the adobe help page for Text Fields: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/text/TextField.html
I think that to do what you are looking for ( replace a char when it's typed ), a KeyboardEvent.KEY_DOWN is not enough, because when that event is fired, the text is not yet changed, so any change that you did in its handler to your text field will not cancel the insertion of the current typed char. Also, using KeyboardEvent.KEY_UP ( in addition to KeyboardEvent.KEY_DOWN ) will not resolve the problem, because you can fire n times a KeyboardEvent.KEY_DOWN event with the KeyboardEvent.KEY_UP event fired once !
So, I think that the best event that can do the job is the Event.CHANGE event which is fired every time the text of your text field is changed, so you can do like this :
// is there a char to replace ?
var replace_char:Boolean = false;
// the position of the char that we want to replace
var char_position:int = -1;
var text_input:TextField = new TextField();
text_input.type = 'input';
text_input.border = true;
text_input.addEventListener(Event.CHANGE, onTextChange);
function onTextChange(e:Event):void {
if(replace_char && char_position >= 0){
text_input.replaceText(char_position, char_position + 1, 'b');
replace_char = false;
}
}
addChild(text_input);
stage.addEventListener(KeyboardEvent.KEY_DOWN, _onKeyDown);
function _onKeyDown(e:KeyboardEvent):void {
if(e.keyCode == 81) {
replace_char = true;
char_position = text_input.selectionBeginIndex;
}
}
EDIT :
To use a list of keys and their equivalents, you can use an object to stock your keys like this :
// list of all keys (chars) and their equivalents
var chars:Object = {
81: 'b', // q => b
83: 'v', // s => v
68: 'c' // d => c
// other chars
}
var char_to_replace:int = -1;
// other instructions
function onTextChange(e:Event):void {
if(replace_char && char_position >= 0 && char_to_replace >= 0){
// get the equivalent of the pressed key from chars object using : chars[key_pressed]
text_input.replaceText(char_position, char_position + 1, chars[char_to_replace]);
replace_char = false;
}
}
// other instructions
function _onKeyDown(e:KeyboardEvent):void {
if(chars[e.keyCode]) {
replace_char = true;
// save the last pressed key to get its equivalent, or save this last one directly, to replace it next
char_to_replace = e.keyCode;
char_position = text_input.selectionBeginIndex;
}
}
Hope that can help.

Save Number with Shared Object and Add to that Saved Number.

Hey everyone so basically what I am trying to accomplish is saving a number with the Shared Object which the the coins that the player collects in the game and if they player quits out of the game and comes back to play again the amount of coins he had when he quit will still show and he will be able to add to that amount if the player picks up more coins. I had this working for a bit but then the textfield started displaying "NAN".
Here is how I have it set up.
The Variable private var nCoins:Number;
In the constructor function I have:
sharedObjectCoins = SharedObject.getLocal("CoinsData");
nCoins = 0 + sharedObjectCoins.data.tCoins;
if (sharedObjectCoins.data.tCoins == null)
{
sharedObjectCoins.data.tCoins = nCoins;
}else
{
trace("Save data found."); // if we did find data...
loadDataTimeAttack(); // ...load the data
}
and in the games Enter.Frame Loop I have the function saveDataCoins which is setup like so:
private function saveDataCoins():void
{
if (nCoins > sharedObjectCoins.data.tCoins )
{
sharedObjectCoins.data.tCoins = nCoins;
}
coinsGraphic.coinsText.text = " " + sharedObjectCoins.data.tCoins;
sharedObjectCoins.flush();
}
not sure if you need the function to where the hitTest takes place between the coins and player but here it is:
private function checkPlayerHitCoins():void
{
for (var i:int = 0; i < aCoinsArray.length; i++)
{
//get current point in i loop
var currentCoins:mcCoin = aCoinsArray[i];
//test if player is hitting current point
if(player.hitTestObject(currentCoins))
{
nCoins += 1;
updatecoinsTextScore();
updateCoinsPauseScreen();
//Add points sound effects
var coinsSEffect:Sound = new coinsSound();
coinsSEffect.play();
//remove point on stage
currentCoins.destroyCoins();
//remove points from array
aCoinsArray.splice(i, 1);
trace("Hit: " + aCoinsArray.length);
}
}
}
Please if anyone could help me with this maybe point something out that I am doing wrong. This code worked perfect one time and when I closed the screen and came back to re test it the textfield displayed NAN and thats it when I hitTest the coins sometimes the NAN switches to a number for like a second but then goes back to NAN.
The first time (or rather every time it creates a new shared object) you will be trying to add undefined to 0, which will result in either a runtime error or NaN.
You need to check if the value exists before attempting to do addition with it.
if(sharedObjectCoints.data && sharedObjectCoins.data.tCoins && !isNaN(sharedObjectCoins.data.tCoins)){
nCoins = Number(sharedObjectCoins.data.tCoins); //there's not point in adding 0
trace("Save data found."); // if we did find data...
loadDataTimeAttack(); // ...load the data
}else{
sharedObjectCoins.data.tCoins = nCoins;
}
Also, if you don't manually set a value to a number var, it will start off life as NaN. eg var nCoins:Number will be NaN until you set it to something.
That said, working with the sharedObject directly like this is a very sloppy way to code your program. Really you should just use shared object to load and save the value, and everything in between use a strongly typed variable.
var nCoins:int = 0;
var tCoins:int = 0;
sharedObjectCoins = SharedObject.getLocal("CoinsData");
if(sharedObjectCoins.data && sharedObjectCoins.data.tCoins && !isNaN(sharedObjectCoins.data.tCoins){
tCoins = int(sharedObjectCoins.data.tCoins);
}else{
//no shared object, use default value for tCoins
tCoins = 0; //or whatever it should start off as.
}
Then write a save function
private function saveSharedObject():void {
sharedObjectCoins.data.tCoins = tCoins;
sharedObjectCoins.flush();
}
Then replace all other instances of sharedObjectCoins.data.tCoins with the var tCoins
It's probably best not to flush the shared object every frame for performance purposes.
Also, shared objects may or may not actually save, depending on user preferences, storage space available, etc. They should not be relied upon for critical data retention.
You can listen for problems with the shared object with AsyncErrorEvent.ASYNC_ERROR I believe (It's been a while since I've worked with AS3 Shared Objects)

actionscript 3 (about ysqu, ydf, and ymo)(making menu)

i am handling with a flash assignment right now.
however, there is trouble from changing as2 to as3
will u know what is the code for as3?
onClipEvent (enterFrame) {
Ysqu = _root.menu._y;
Ydf = Ypa-Ysqu;
Ymo = Ydf/10;
_root.menu._y = Ysqu+Ymo;
updateAfterEvent(enterFrame);
}
thanks so much!!
To know conversions, you must understand them...
addEventListener(Event.ENTER_FRAME, sup);
function sup(e:Evt):void
{
Ysqu = MovieClip(root).menu.y;
Ydf = Ypa-Ysqu;
Ymo = Ydf/10;
MovieClip(root).menu.y = Ysqu+Ymo;
e.updateAfterEvent
}
You will get a warning about updateevent, but it still works.
_y is changed to y. OnClipEvent is changed to addEventListener. _root is changed to MovieClip(root).