Button that only works once in flash actionscript 3.0 - actionscript-3

I have this collecting item game which u have to collect enough "stars" in order to acess a button. After I clicked the "star" button, it suppose to disappear and never appear again. However, when using this script, although the button disappear once I clicked it, when I returned to the frame after going to another frame, it appeared again! pls help!
star1.addEventListener(MouseEvent.CLICK,gotstar);
function gotstar(event:MouseEvent){
stars++;
star1.x = -500;
}

Are you coding on the frames themselves? If so every time you enter a frame it will run every piece of contained code, even if it has already ran once. A solution to this would be to use a document class to track the progress of the game.

you need to remove it from the stage if I understand.
try this instead of star1.x = -500;
stage.removeChild(star1);

star1.removeEventListener(MouseEvent.CLICK,gotstar);
star1.parent.removeChild(star1); in the click handler code (gotstar) should help
however posting your .fla file might be useful for better understanding

Related

Adobe Animate Actionscript 3.0 "clicktogotonextscene" code not working

So I have the following code for a button called "n2" and as you can see it's supposed to take me to the next scene when I click it, but it isn't working. It is inside Scene 2 and I'm trying to get to the next one and whenever I test the scene and click it, I don't even get an error, it just doesn't work.
Btw, it's a GIF defined as a movie clip and then as a button. Could that be causing the problem?
n2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextScene);
function fl_ClickToGoToNextScene(event:MouseEvent):void
{
MovieClip(this.root).nextScene();
}
If you put a trace in the function and comment out "MovieClip(this.root).nextScene();" you could then see if the function gets called on a button click.
I've not used animate before, but in flash you have to name your button/movieclip and then also name the instance. This allows you to create the object twice with two seperate names to be referred to by actionscript.
Not sure if this helps but thought I'd give you some things to try, good luck

User interface flash AS 3.0

since the Site seems to be pretty buggy i have to post my question below. Sorry for the inconvenience.
Hi guys
I'm new to flash and i want to create a GUI for my little game.
How can i create a start window where I can select stuff like how many objects to spawn or move speed of my character.
My first idea was to hide everything else on the stage until I click start.
Would that be right. Is the a better way. how to do this anyway.
And where do i put my GUI script. Stage or extern class.
Place your start button in the first frame and put your other elements in second frame. On click of the start button gotoAndPlay to next frame.

Fast rollOver on a button causes another label to rollOut (MovieClip button)

I'm new to AS3/Flash and stackoverflow and have tried to browse through different threads with this issue.
My issue is that when I rollover too quickly on one of my buttons, the button will rollover to the "Click" state. I have a tester that debugs the line "hit! " and whenever that glitch happens, the tester does not show the line "hit" so I know that it isn't actually registering a user-input click.
Interestingly enough, the issue also only happens when I move from the bottom or top of the button to the other side vertically. Faster FPS does seem to minimize the effect but it's still there. I have tried to get rid of my hit area layer, thinking that it was the culprit to the problem somehow but even then it did not do anything.
I'll post the .fla in case anybody can figure this out, would truly appreciate it as it's been driving me nuts.
https://dl.dropboxusercontent.com/u/18672917/Main_Btn_7halp6.fla
Here's the code I used in case someone wants to figure it out solely from possible coding errors. (Also, better_mc.Hit._visible = false; doesn't work it seems)
import flash.events.MouseEvent;
stop();
better_mc.addEventListener(MouseEvent.ROLL_OVER, betterOver);
better_mc.addEventListener(MouseEvent.ROLL_OUT, betterOut);
better_mc.addEventListener(MouseEvent.CLICK, betterClick);
function betterOver(evt:MouseEvent):void{
better_mc.gotoAndPlay("Over");
}
function betterOut(evt:MouseEvent):void{
better_mc.gotoAndPlay(27- (better_mc.currentFrame-10));
}
function betterClick(event:MouseEvent):void {
better_mc.gotoAndPlay("Click");
}
better_mc.hitArea = better_mc.Hit;
better_mc.addEventListener(MouseEvent.MOUSE_DOWN, Hitbox);
function Hitbox (event:MouseEvent){
trace("hit! "+this.name);
better_mc.Hit._visible = false;
};
Ok, got it. this is what is happening
Your calculation on rollout is creating a problem
function betterOut(evt:MouseEvent):void{
**better_mc.gotoAndPlay(27- (better_mc.currentFrame-10));**
}
This expression sometimes returns frame number 28 which is ahead of your 'stop()' which is at frame 27 and so it goes on playing the whole click animation.
27- (better_mc.currentFrame-10)
Try the simple solution of adding 'stop()' before your click animation starts i.e. frame 31 in this case.
See if this sorts your issue.
Can not open your fla as i have CS5 so not much help on that
Not sure why you need both click and mousedown events, code seems fine apart from the gotoAndPlay(labelname) parts since no idea how the animations are added here
Just for the last part of your query
(Also, better_mc.Hit._visible = false; doesn't work it seems)
For AS3, property 'visible' is used and not '_visible' so it will be,
better_mc.Hit.**visible** = false;

Having issues with event on click

I have a button instance named "instructionButton" and I'm trying to trace "Clicked." to the output when it is clicked as a test but I haven' been successful thus far. Is there something I'm missing?
I'm using code in Flash Pro 6
import flash.events.MouseEvent;
var clickedVar:String = "Clicked.";
var runVar:String = "mice running...";
trace(runVar);
function instructionOpen(event:MouseEvent):void
{
trace(clickedVar);
gotoAndPlay(255);
}
instructionsButton.addEventListener (MouseEvent.CLICK, instructionOpen);
And of course if there's a more simple way to approach this, all knowledge will be helpful.
Check instance name is provided or not in the property window for the button (click the button and go to menu 'Window->Properties' to open property window)
What name is mentioned in the property window for the button, should use the same instance name in action script coding. Ensure the spelling from both script(code) and property window instance name.
I don't really see anything wrong with your button code, but here's how i do mine in AS3, it may help :) Creating a simple function within the event listener, I use stopPropgation to prevent my button from clicking anything that may be below it in the flash file. ( say you have two buttons on top of one another, you'll click both instead of one)
instructionsButton.addEventListener(MouseEvent.CLICK, function(e){
e.stopPropagation();
trace("Clicked.");
gotoAndPlay(255);
});
This is one button, if you need say fifteen, let me know as I have a code sample I'll give you that i use to create a limitless amount of buttons and eventlistners using switch/case which has been a huge help to me :)
The only way this will not work is if you are not reaching this frame.
Try add this code on your first frame and tell me if this helping.

AS3 Button stops working after random amount of click

I have a movieclip being used as a button. After a random amount of clicks the button stops working. In other words, the mouse will become a hand when hovering over the button but no clicks are registering to fire the function. I've even clicked it 40 times and it will work but then suddenly, bang!, it stops working. Heres the function that adds the btn, listener, animates it into the screen and also adds text.
function makeButton():void{
addChild(myBtn);
myBtn.mouseChildren=false;
myBtn.buttonMode=true;
myBtn.x=(stage.stageWidth/2)-(myBtn.width/2);
myBtn.y=-300;
myBtn.addEventListener(MouseEvent.MOUSE_DOWN, btnClicked, false, 0, true);
myBtn.btn_text.text="The string goes here";
TweenLite.to(myBtn, 0.5,{x:(stage.stageWidth/2)-(myBtn.width/2),y:(stage.stageHeight/2)-(myBtn.height/2)});
}
And then here's the function that animates the button outside the screen:
function btnClicked(e:MouseEvent):void{
myBtn.removeEventListener(MouseEvent.MOUSE_DOWN, btnClicked);
TweenLite.to(myBtn, 0.5,{x:(stage.stageWidth/2)-(myBtn.width/2),y:-300});
}
Strange thing is, I added a trace("listener added") into the 'makeButton()' AT THE VERY END, AFTER THE ADD EVENT. And it traces everytime, even on the times the button stops working. SO i can only assume there are no errors with listener being added. But then why is it not working?
I'm stumped. I thought it could be an event propagation problem. In other words the listener was being added to the target (myBtn) but somehow it was capturing or bubbling wrong but..... then why does it work at all? And for so many clicks?
The truth is out there. Or maybe in here, your insights will be much appreciated.
Where does myBtn get created? I can see right at the beginning of makeButton() that you are adding it the display list but can't see where it actually gets created? Is it already on the stage?
Adding a trace statement in the makeButton function will only tell you that a button is created, it won't say much about the functionality of your button. If you want to check if your button reacts to a click , you need to add your trace statement in the click listener.
According to your description , it sounds like you keep adding the same button to the stage rather than actually clicking the same button.
How often do you call the makeButton function before it stops working? This function looks like it should only be called once. As for the btnClicked function , why do you remove the listener, if you wish to click the button again?
Practically it looks like you should only have your Tweening functionality in your functions, I mean , once the button is created , you need one function to tween the button, then instead of adding the button again, simply call a function to tween the button back in place.
All the rest shouldn't be repeated.
I've fixed the code and the problem hasn't occurred again. The problem must have been that I was running the addChild every time the function called and that was doing something odd to the MC in the display list. I haven't pursued the error by clicking the buttons many times in a row for a minute or two, as I did to make the error happen originally. I think i'll let sleeping dogs lie.
With that said, my code is a lot cleaner with the addChild and other crap running in the initialization function and just sitting above the stage - and then being tweened into position in the 'makeButton' and 'btnClicked' functions (which are now fittingly named 'tweenBtnIn' and 'tweenBtnOut').
Thanks again