actionscript 3.0 function mouseevent event handler - actionscript-3

I have a function that uses a mouse event and it removes and adds things onto the stage:
beginBut.addEventListener(MouseEvent.CLICK, bgnListener);
function bgnListener (event:MouseEvent) {
removeEventListener(Event.ENTER_FRAME, setScreen);
removeChild(beginBut);
removeChild(myWord);
healthBar.addEventListener(Event.ENTER_FRAME, healthLose);
ball.addEventListener(Event.ENTER_FRAME, moveBall);
myGem.addEventListener(Event.ENTER_FRAME, addGem);
myScore.addEventListener(Event.ENTER_FRAME, scoreCount);
healthBar.width+=1000;
}
However after some other things happen, I need this event to occur again. I have already
added beginBut but when I use
beginBut.addEventListener(MouseEvent.CLICK, bgnListener);
the event adds and removes the things automatically when the function that adds beginBut back occurs and not when I actually click on beginBut. I have also tried
bgnListener();
but it says that there is the wrong number of arguments. I already searched all over and I can't seem to fix this. Any help would be greatly appreciated.

If you call bgnListener() like you are now, you'll get an argument mismatch error because the function is expecting to receive a MouseEvent.
If you want to be able to call bgnListener() on its own like that, you can define a default value for your argument event, which can be null:
function bgnListener(event:MouseEvent = null)
{
// ...
}

Related

AS3 removing an event handler within a function

I am adding an eventListener within the first function and wish to get rid of it in the second. Removing the eventListener doesn't seem to be working and as such each subsequent call to the first function is adding more event handlers. I know one way to get around this is to not add the eventListener within the function, but doing it this way will save me a lot of work for the rest of the code. Any ideas?
function errorBoxHandler(event:Event):void
{
this.errorBox.errorOkBtn.addEventListener(
MouseEvent.MOUSE_DOWN,
function(event:MouseEvent)
{
errorBoxOkHandler(event, btnSelected, listIndexNum)
}
);
}
function errorBoxOkHandler(event:MouseEvent, btnSelected:String, listIndexNum:int):void
{
this.errorBox.errorOkBtn.removeEventListener(MouseEvent.MOUSE_DOWN, errorBoxOkHandler);
}
It happens because you are adding an anonymous function as a listener
this.errorBox.errorOkBtn.addEventListener(MouseEvent.MOUSE_DOWN,
function(event:MouseEvent){//here
errorBoxOkHandler(event, btnSelected,listIndexNum)
});
Adding errorBoxOkHandler directly as a listener like this:
this.errorBox.errorOkBtn.addEventListener(MouseEvent.MOUSE_DOWN, errorBoxOkHandler);
will make it removable with the
this.errorBox.errorOkBtn.removeEventListener(MouseEvent.MOUSE_DOWN,errorBoxOkHandler);
call
You will have to find a way to make btnSelected and listIndexNum visible from errorBoxOkHandler because as event listener it can accept only one argument

in AS3, removeEventListener(Event.ENTER_FRAME) is not working

I have been dealing with this problem for days already. I am at my wits' end!
I can't seem to find a definitive answer anywhere on any of the forums, documentation, etc.
Everything looks fine at first run, or when I load a next level for the user to play. But if the user hits the ESC key to load a different level, the ENTER FRAME listener does not get removed and it duplicates all the triggers in it, showing the player going really fast, and all funky, because it builds on top of the previously instantiated ENTER FRAME listener.
I don't know if I have a problem of an anonymous function, or an unknown instance being referenced in my removeEvent... command... Bottom line, I give up and I need this working HELP!!!
Here's the code:
function initPlay():void
{
//code here determining what display object to add to the list and assign it to the currentLevel variable (a movieclip)
if(userIsLoadingOtherLevel){
removeEnterFrameListener();
addChild(currentLevel);
}
if(userIsGointToNextLevel)
addChild(currentLevel);
currentLevel.addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void
{
//collision detection, parallax scrolling, etc, etc is done here.
if(allCoinsCollected)
loadNextLevel();
if(ESCKeyPressed)
ESCKeyPressHandler();
}
function loadNextLevel():void
{
removeChild(currentLevel);
newLevelToLoad++
removeEnterFrameListener();
initPlay();
}
function ESCKeyPressHandler():void
{
removeChild(currentLevel);
initPlay();
}
function removeEnterFrameListener();
{
currentLevel.removeEventListener(Event.ENTER_FRAME,onEnterFrame)
trace("currentLevel.hasEventListener(Event.ENTER_FRAME) = "+currentLevel.hasEventListener(Event.ENTER_FRAME)); //outputs TRUE if called from loadNextLevel but FALSE if called from initPlay() !!!
}
}
I also tried to add and remove the eventListener to stage, MovieClip(Root), or nothing at all and the result is always the same.
I know that there may be other ways to design such a process, but please note I am not really flexible at the moment on doing this because the project is very long (about 4000 lines of code) and removing the ENTER FRAME this way, crazy or not should still work!!
THANK YOU in advance for anyone willing to help.
The problem appears to be the nested functions inside the initPlay() method.
Each time you call initPlay() you are defining new functions. Some of these nested functions call initPlay() themselves.
Functions are objects (memory references). So each time you call initPlay() you are making new references to new functions. So when you try to remove an event listener, you're only able to remove one of these event handlers (the one in the current scope of execution).
I'm not sure if I'm explaining this clearly, perhaps this example will help. I'll use numbers to represent the references to each function, and a simple scenario that is similar to yours:
function example():void
{
addEventListener(MouseEvent.CLICK, mouseClickHandler);
function mouseClickHandler(event:Event):void
{
if (someCondition)
{
example();
}
else
{
removeEventListener(MouseEvent.CLICK, mouseClickHandler);
}
}
}
When we run this function the first time, a new function is defined within the scope of the example() function. Lets use the number 1 to represent the reference to this nested function. someCondition is true on the first time around, and so the example() function is called again.
On the second execution of the example() function, a new reference to the mouse event handler is created (#2). We also add the event listener again. At this point, there are two event handling functions in memory, and both will be executed when the event is dispatched.
Let's say that in the second invocation of example() that someCondition is false and now we want to remove the listener. When we call:
removeEventListener(MouseEvent.CLICK, mouseClickHandler);
It's referring to event handler #2. Event handler #1 still exists, and because it's hidden in the scope of the first invocation of example() it can't be removed here.
My simple example breaks down after this... but I hope it makes it clear why your event handlers shouldn't be nested inside a function. Admittedly, this is difficult to describe and even more so in a real world example like yours. But I'm pretty confident that this is the source of most, if not all, of the issues you describe.
Here's how I was able to get around this without changing the scope of the nested functions (although I agree that would be the preferred solution) by creating a boolean variable called "loadingNewGame" and changing it to true from outside the onEnterFrame (in fact, this assignment was done from initPlay() and then from onEnterframe I called removeEnterFrameListener() function. This did the trick.
here's the code in case anybody is interested:
// package, and other code here.
var loadingNewGame:Boolean = new Boolean(false);
function initPlay():void
{
//code here determining what display object to add to the list and assign
//it to the currentLevel variable (a movieclip)
if(userIsLoadingOtherLevel)
{
loadingNewGame = true;
removeEnterFrameListener();
addChild(currentLevel);
}
if(userIsGointToNextLevel)
addChild(currentLevel);
loadingNewGame:Boolean = false;
currentLevel.addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void
{
if(loadingNewGame)
removeChild(currentLevel);
//collision detection, parallax scrolling, etc, etc is done here.
if(allCoinsCollected)
loadNextLevel();
if(ESCKeyPressed)
ESCKeyPressHandler();
}
function loadNextLevel():void
{
removeChild(currentLevel);
newLevelToLoad++
removeEnterFrameListener();
initPlay();
}
function ESCKeyPressHandler():void
{
initPlay();
}
function removeEnterFrameListener();
{
currentLevel.removeEventListener(Event.ENTER_FRAME,onEnterFrame)
trace("currentLevel.hasEventListener(Event.ENTER_FRAME) = "+currentLevel.hasEventListener(Event.ENTER_FRAME));
//outputs true
}

Calling certain functions whitout having the right arguments

I have two function on my AS3 program, one fires when the width and height changes:
stage.addEventListener(Event.RESIZE, resizeListener);
function resizeListener (e:Event):void {
//some commands
}
And the second one fires one a number of milliseconds pass:
var myTimer:Timer = new Timer(clockUpdate, 0);
myTimer.addEventListener(TimerEvent.TIMER, updateData);
myTimer.start();
function updateData(e:TimerEvent):void {
trace("AUTOUPDATE");
trace(e);
}
I need to fires those function also manually, lets say when the user press a button, but i don't know what parameters i have to send them when they are called manually.
I tried just resizeListener() and updateData() but of course it fails asking me for the parameter.
You can make parameters in a function optional by providing a default value. This is an example by taking your two functions above and making the event parameters optional:
function resizeListener(e:Event = null):void {
//some commands
}
and
function updateData(e:TimerEvent = null):void {
trace("AUTOUPDATE");
trace(e);
}
Calling, for example, resizeListener() will now execute the function and the value of e will default to null.
Making the Event parameter optional, resizeListener(e:Event=null), as in walkietokyo's answer, is a perfectly valid and often convenient solution. Another alternative is to put the stuff you want to be able to do without the event being triggered in a separate function, that can be called by the event handler and from anywhere else.
So assuming for example that what you want to do on resize is to rearrange the layout, and you also want to do that same layout setup at initialization, or at the click of a button, or anytime really, you could do something like this:
stage.addEventListener(Event.RESIZE, resizeListener);
function resizeListener(e:Event):void {
rearrangeLayout();
}
function rearrangeLayout():void {
// The actual rearrangement goes here, instead of in resizeListener. This can be called from anywhere.
}
Which way to do it is probably a matter of taste or can vary from case to case, really, both works fine.
A benefit of separating things in an event handler and another function is that there will not arise a situation where you would have to check if the e:Event parameter is null or not. In other words, you would have code that is dependent on the Event, if any, in the event handler, and code that is independent of the Event in a more general function (not an event handler).
So in a more general and schematic case, the structure would be something like this:
addEventListener(Event.SOME_EVENT, eventListener);
function eventListener(e:Event):void {
// Code that needs the Event parameter goes here (if any).
// Call other function(s), for the stuff that needs to be done when the event happens.
otherFunction();
}
function otherFunction():void {
// Stuff that is not dependent on the Event object goes here, an can be called from anywhere.
}

Passing e:MouseEvent as an argument via setInterval

So i have this function
capture_mc.buttonMode = true;
capture_mc.addEventListener(MouseEvent.CLICK,captureImage);
function captureImage(e:MouseEvent):void {
//lalalala
}
I want to call this function every 2 seconds (after mouse click event happens).
I tried using setInterval
setInterval(captureImage,2000,e:MouseEvent);
but it leads to following error
1084: Syntax error: expecting rightparen before colon.
What's wrong ?
And ya, i am new to AS.
First, since this is AS3 you should be using Timer and TimerEvent. I'll show you how in the example.
Now you'll need to separate your functions:
edit: I've updated this to be safer based on #(Juan Pablo Califano) suggestions. I would keep the same timer for ever if the amount of time isn't going to change.
// first param is milliseconds, second is repeat count (with 0 for infinite)
private var captureTimer:Timer = new Timer(2000, 0);
captureTimer.addEventListener(TimerEvent.TIMER, handleInterval);
function handleClick(event:MouseEvent):void
{
// call here if you want the first capture to happen immediately
captureImage();
// start it
captureTimer.start();
}
function handleInterval(event:TimerEvent):void
{
captureImage();
}
function captureImage():void
{
// lalalala
}
You can also stop the timer with captureTimer.stop() whenever you want.
The problem is that you should use the parameterName:ParameterType syntax only when declaring formal parameters (or when declaring vars and consts). Meaning, this is valid only when you are defining a function:
function func(paramName:Type){
}
When you call the function, you don't have to put the type of the arguments.
So, your function call should look like this:
setInterval(captureImage,2000,e);

Clearing eventListeners on a FileReference object

I have a strange issue! I am trying to remove an event listener on a FileReference object by calling a function, but it seems not to be removed, and I do not understand why.
Here is the code:
private function clearFileUploadListeners(file:FileReference, index:String):void {
var dispatchEvent:Function = function(event:Event):void {
dispatch(event.type, event, index);
};
file.removeEventListener(Event.COMPLETE, dispatchEvent);
var bool:Boolean = file.hasEventListener(Event.COMPLETE);
if (bool)
trace("ERROR");
}
When I run this code, the trace actually happens. I don't understand why this boolean returns true, when I just tried to remove the eventListener just above! I guess I am probably doing something really stupid because it seems like a strange error.
I hope someone can please help me on this issue.
EDIT:
I believe it has to do with the fact that the dispatchEvent function is defined inside another function when I add the listener:
private function upload(file:FileReference, index:String):void {
var dispatchEvent:Function = function(event:Event):void {
dispatch(event.type, event, index);
};
file.addEventListener(Event.COMPLETE, dispatchEvent);
}
The problem is that I need to access this "index" variable from the listener, and I can't set it as a global variable as each file has it's own index and it's a burden if I have to extend each event class to keep track of the index (Event, ProgressEvent, ..). I hope someone can please help me on this.
EDIT2:
I actually found a temporary solution, I am not sure if it is the best! I put my removeListener method actually inside the upload method, but made it a variable. As AS3 allows dynamic object, I attached this method to one of my object, and so I just call the reference to the method when necessary. The event is actually removed. Is this a good solution please?
Thank you very much,
Rudy
You're right, it has to do with the fact that you're defining a function inside another function, then using it to handle events.
Each time the function upload is called, it creates a new closure, and assigns a reference to it to the dispatchEvent variable, which is then passed to the addEventListener class. So each time upload is called, it is using a new, different closure in the call to addEventListener. Similarly, in the clearFileUploadListeners function, a new closure is being created on each call (which happens to have the same code each time, but isn't the same function object). The call to removeEventListener does nothing if the given callback has not been added as an event listener for the given event, which is the case here.
To solve your problem, you need to store a reference to the closure that you pass to the addEventListener function. This way, you can get a reference to the same closure that was added when you need to remove it later in clearFileUploadListeners.
You can try something along the lines of the following code (untested):
import flash.utils.Dictionary;
var callbackRegistry:* = new Dictionary();
private function upload(file:FileReference, index:String):void {
var dispatchEvent:Function = generateFileUploadCompleteCallback();
callbackRegistry[file] = dispatchEvent;
file.addEventListener(Event.COMPLETE, dispatchEvent);
}
private function clearFileUploadListeners(file:FileReference, index:String):void {
var dispatchEvent:Function = callbackRegistry[file];
callbackRegistry[file] = null;
file.removeEventListener(Event.COMPLETE, dispatchEvent);
var bool:Boolean = file.hasEventListener(Event.COMPLETE);
if (bool)
trace("ERROR");
else
trace("YAY, ALL OK!");
}
private function generateFileUploadCompleteCallback(index:String):Function {
return function(event:Event):void {
dispatch(event.type, event, index);
};
}
Two other things to note on this subject.
If you must utilize a native Event directly then you should pretty much always make sure and use these last three optional params :
myObject.addEventListener( Event.COMPLETE, myFunction, false, 0, true );
Check Grant Skinner's post on the subject here :
http://gskinner.com/blog/archives/2006/07/as3_weakly_refe.html
And the very best practice of all is to ALWAYS (seriously always) use Robert Penner's Signals (instead of custom events) and his NativeSignals (to wrap needed native Flash events).
Five times faster than Flash's native events.
Always safe with weak references.
Any number of typed payload(s) in each Signal.
Get the SWC here :
https://github.com/robertpenner/as3-signals
Signals were designed to solve the very problem you are having.
Imagine instead of creating an array and managing that to remove all listeners if you could just call :
signalBtnClicked.removeAll();
or
signalBtnClicked.addOnce( function( e : MouseEvent ) : void { /* do stuff */ } );
Knowing that the closure you just created will immediately be dereferenced once it is called and happily go night night when the GC makes its rounds.