AS3 Getting which movieclip clicked on - actionscript-3

So, I made a for loop to get several buttons in my project. It's a questionary, and I need to have a button to quickly select and navigate to any question there. I could do them all manually, but not only would my code be long and confusing, but also there are problems since there isn't always the same number of questions.
So right now I have:
function SetQuestionSquares():void{
for(var i:Number = 1; i <= TestProperties.QuestionLimit;i++){
var QuestionSquare:questionsquare = new questionsquare;
QuestionSquare.buttonMode = true;
QuestionSquare.mouseChildren = false;
QuestionSquare.x = NavLeft.x + (20 * i);
QuestionSquare.y = NavLeft.y;
QuestionSquare.questionsquaretext.text = i.toString();
addChild(QuestionSquare);
QuestionSquare.addEventListener(MouseEvent.CLICK, GoToQuestionNumber);
}
addChild(NavLeft);
addChild(NavRight);
}
function GoToQuestionNumber(e:MouseEvent):void{
WhichQuestion = ???; //I don't know what goes here.
UpdateQuestions();
trace("testing"); //Gets called correctly, so its working.
}
My problem is identifying which square was clicked. I need to have some way to grab the "e" (clicked) event, so I know which button the user clicked on.

You need .target property of the Event object:
WhichQuestion = e.target as questionsquare;

function GoToQuestionNumber(e:MouseEvent):void{
var WhichQuestion:DisplayObject = e.currentTarget as DisplayObject;
UpdateQuestions();
trace("testing");
}

Related

AS3 Editing event.target after being clicked befor executing gotoAndPlay("abc");

Greetings stackoverflow members,
i have 3 animated movieclips nested in a movieclip. What I'm trying to do is to get the name of the instance clicked and edit it befor applying gotoAndPlay. I can get the name but when ever I try to edit it I'm getting the Error:
Symbol 'Buttons MC', Layer 'Actions', Frame 1, Line 30 1061: Call to a possibly undefined method gotoAndPlay through a reference with static type String.
Here's my code so far:
[Bindable] var targetName:String;
var _userInput:String = new String();
_userInput = targetName;
//array for buttons
var btnArray:Array = [INS_Btn1, INS_Btn2, INS_Btn3];
//add eventlistiners
for(var i:uint=0; i<btnArray.length; i++) {
btnArray[i].addEventListener(MouseEvent.ROLL_OVER, bRollover);
btnArray[i].addEventListener(MouseEvent.ROLL_OUT, bOut);
btnArray[i].addEventListener(MouseEvent.CLICK, bClick);
btnArray[i].buttonMode=true;
}
//btn over state
function bRollover(event:MouseEvent):void{
event.target.gotoAndPlay("Over");
}
//btn out state
function bOut(event:MouseEvent):void{
event.target.gotoAndPlay("Out");
}
//btn click state
function bClick(event:MouseEvent):void{
targetName = event.target +("_ani")
targetName.gotoAndPlay("Active");
}
What I want is that the MC clicked should go and play the animation of an onther MC. Best I should mention that I'm a beginner in AS3.
targetName is a String and of course you can't gotoAndPlay on a string :) Besides of that, event.target will return the object that you've clicked and not its name. And the targetName does not need to be bindable if you don't do anything special with it besides of this code.
So I assume you want a movieclip with the instance name INS_Btn1_ani to be played when you click on the INS_Btn1 button? First, make sure your buttons have the name property set (to make it easier, set the name as "INS_Btn1", "INS_Btn2" etc as well.
INS_Btn1.name = "INS_Btn1";
Then you would do it like that:
function bClick(event:MouseEvent):void
{
targetName = event.target.name + "_ani"; // this will become INS_Btn1 + _ani = INS_Btn1_ani
// Now you need to let the movieclip with the name "INS_Btn1_ani" play
this[targetName].gotoAndPlay("Active");
}
So after understanding the answer from Philarmon I've solved the problem. In case someone has the same/similar problem here's what I've done to get it working:
var targetName:String;
var _userInput:String = new String();
_userInput = targetName;
//array for buttons MCs
var btnArray:Array = [INS_btn1, INS_btn2];
var aniArray:Array = [INS_btn1_ani, INS_btn2_ani];
//add eventlistiners
for(var i:uint=0; i<btnArray.length; i++) {
btnArray[i].addEventListener(MouseEvent.ROLL_OVER, bRollover);
btnArray[i].addEventListener(MouseEvent.ROLL_OUT, bOut);
btnArray[i].addEventListener(MouseEvent.CLICK, bClick);
btnArray[i].buttonMode=true;
}
//btn over state
function bRollover(event:MouseEvent):void{
targetName = event.currentTarget.name + "_ani";
this[targetName].gotoAndPlay("Over");
}
//btn out state
function bOut(event:MouseEvent):void{
targetName = event.currentTarget.name + "_ani";
this[targetName].gotoAndPlay("Out");
}
//on clicked
function bClick(event:MouseEvent):void{
//add listeners for unclicked
for (var i:uint=0;i<btnArray.length; i++){
btnArray[i].addEventListener(MouseEvent.ROLL_OUT, bOut);
btnArray[i].addEventListener(MouseEvent.ROLL_OVER, bRollover);
//stopping animation
aniArray[i].gotoAndStop("Out");
}
//remove Eventlistener when clicked
event.target.removeEventListener(MouseEvent.ROLL_OUT, bOut);
event.target.removeEventListener(MouseEvent.ROLL_OVER, bRollover);
targetName = event.currentTarget.name + "_ani";
this[targetName].gotoAndStop("Active");
}
As you can see I've added a "sticky" function to keep the mc on click state.

how do I call a function if the image clicked is equal to its matching word? Actionscript3

When my random word appears the user has to memorise it and click the correct corresponding image to it. I'm trying to write the code that runs if the user selects the right image. I have paired my words and images in my array. I'm just unsure as how to go about calling this function.
This is what I've attempted so far, but this isn't working. I'm new to actionscript3 so excuse the lack of knowledge as I am trying to teach myself.
All help greatly appreciated!!
This is one way you can do this:
See code comments
basket.visible = false;
//------ Home Button ------\\
backhome1btn.addEventListener(MouseEvent.CLICK, goback1Click);
function goback1Click(event:MouseEvent):void{
gotoAndStop("homepage");
}
//-------------------
var score:int = 0;
var items:Array = new Array(); //store all food items in array
var wordsToShow:Array = new Array(); //store all words to show in array - this is the array that will keep track of which has been asked (or rather not asked yet)
//to reduce redundant code, call this with each food item (below)
function initFoodItem(item:MovieClip, word:String):void {
item.word = word; //forget the array, just store the word on the image as a dynamic property
item.addEventListener(MouseEvent.CLICK, foodClicked);
items.push(item); //add to array
wordsToShow.push(item); //add to array
item.visible = false;
}
initFoodItem(oc, "Orange Juice");
initFoodItem(sand, "Sandwich");
//...repeat for all other food items
//now randmize the words to show array:
wordsToShow.sort(function(a,b):int {
return(Math.random() > .5) ? 1 : -1;
});
var curAnswer:MovieClip; //a var to store the current correct answer
//this does the next question per se
function displayWord():void {
if(wordsToShow.length < 1){
//they've all been asked
gotoAndPlay("gameoverpage");
return;
}
curAnswer = wordsToShow.pop(); //assigns the last item in the array to the cur asnwer, and pop also removes that item from the array (so it won't get asked again)
randomword.text = curAnswer.word; //assign the text to the word value of this item
randomword.visible = true;
remember.visible = true;
}
remember.addEventListener(MouseEvent.CLICK, readyClick);
//when you click your ready button
function readyClick(e:MouseEvent):void {
//we have an array of all items, let's loop through it and change them all to be visible
for (var i:int = 0; i < items.length; i++) {
//items[i].alpha = 1; //alpha values are 0 - 1 in AS3
items[i].visible = true; //use visible instead of alpha if just toggling visibility, it's more efficient
}
randomword.visible = false;
remember.visible = false;
bask.visible = true;
notepape.visible = false;
//! another reason to use visible instead of alpha = 0, is alpha = 0 items will still be clickable! visible = false items cannot be clicked.
}
function foodClicked(e:MouseEvent):void {
if (e.currentTarget == curAnswer) {
//if the current target (the item clicked) is the same item as what we stored in curAnswer, you answered correctly, so do this:
score += 10; //or however much you get for answering correctly
gotoAndStop("listpage"); //not sure what this does?
displayWord();
}else {
//wrong
gotoAndStop("gameoverpage");
}
}

How would i make the buttons pressed in my calculator show up in my dynamic text box

I am making a calculator with a dynamic text box, buttons from 0-9, and +,-,/,*,=, and clear button. but for some reason everytime I press the buttons on my calculator, they don't show up in my dynamic text box like I need them to. My problem specifically is how do I make it that when the number buttons on my calculator are pressed, the numbers show up in my dynamic text box, like a proper calculator. I would really appreciate your help.
Here is my code:
import flash.events.MouseEvent;
var numbers:Array= [btnNum0,btnNum1,btnNum2,btnNum3,btnNum4,btnNum5,btnNum6,btnNum7,btnNum8,btnNum9];
var operations:Array = [btnAdd_,btnSubtract_,btnMultiply_,btnDivide_,btnEqual_,btnClear_];
var o:String;
var number1:Number;
var number2:Number;
function addListeners():void
{
for(var i:uint = 0; i < numbers.length; i++){
numbers[i].addEventListener(MouseEvent.CLICK, pressNumber);
}
for(i = 0; i < operations.length; i++){
operations[i].addEventListener(MouseEvent.CLICK, pressOperations);
}
btnClear.addEventListener(MouseEvent.CLICK, clearAll);
btnDot..addEventListener(MouseEvent.CLICK, addDot);
}
function pressNumber(event:MouseEvent): void
{
// find name of button pressed
var instanceName:String = event.target.name;
// get the number pressed fom the instanceName
var getNum = instanceName.charAt(6)
if(output.text == "0"){
output.text = "";
}
output.appendText(getNum);
}
function pressOperations(event:MouseEvent): void
{
var instanceName:String = event.target.name;
var currentOperator:String;
currentOperator = instanceName.slice(3,instanceName.indexOf("_"));
trace(currentOperator)
}
function clearAll(event:MouseEvent): void
{
output.text = "";
number1 = NaN;
number2 = NaN;
}
function addDot(event:MouseEvent): void
{
if(output.text.indexof(".") == -1){
output.appendText(".");
}
output.text = "0";
addListeners();
}
You shouldn't try to store information in the instance name. Use objects stored in arrays for the buttons. This is how you can handle everything like this.
Using objects stored in arrays to handle your buttons, the basic code to make a new button and set its properties (store information about the button in the instance):
var aButtons:Array = new Array();var i: int = 0;
for (i = 0; i < 10; i++) {
var mcButton: McButton = new McButton();
mcButton.iButtonValue = i;
mcButton.sButtonName = "Button Number " + i;
aButtons.push(mcButton);
}
Then you can reference the buttons by
aButtons[i]
aButtons[i].iButtonValue
You have first to set a value to your text field, because appendText() method can't append text to an empty text field (nothing will appear).
At the begining of your code:
output.text = '0';
To use property "name" you must set this property after creating instance. Like this:
var btnNum0:Button = new Button();
butNum0.name = "btnNum0";
If you don't do this "name" property will be empty that looks like your case.
UPDATE:
Helloflash is right in his comment to question. At first time I did not see that but in code more mistakes than I thought.
First of all you need to put off your init code from function addDot() to the begining of the code. At now this code will be never called because you try to add listeners into listener addDot().
output.text = "0";
addListeners();
Also change indexof to indexOf and remove extra dot from statement btnDot..addEventListener(MouseEvent.CLICK, addDot);. And big advice/request: use some formatting rules when you write a code (specially about brackets). Your code will be more clean and readable.

Actionscript 3 drag and drop on multiple specific targes and change alpa for the dropped objects as well as stack targets

I have been trying to achieve three things in the project without success. I am new at this and have relied on tutorials to get this far. Here we go!!
a. I want to be able to drop label_3 and label_4 on either or targetlabel_3 and targetlabel_4 but not effect the other labels and targets.
b. I want to be able to drop label_2 on top of label_1 once it has been dropped. I am finding that when label_1 has been dropped, it hides the targetlabel_2 and label_2 can't find it's target.
c. I want to change the Alpa of each of labels _1, _2, _3, _4 and _5 to zero when they are dropped on their targets and change the Apha for labels _11, _21, _31, _41 and _51 to 100. (I have changed the Apha to 25 on these for the sake of making it easier for someone to see what I am trying to do).
I have been mucking around for days on this and have hit a brick wall.
Can anyone help please?
import flash.display.DisplayObject;
import flash.geom.Rectangle;
/* Drag and Drop
Makes the specified symbol instance moveable with drag and drop.
*/
var startX:Number;
var startY:Number;
var counter = 0;
var attempts = 0;
var rect:Rectangle;
rect=new Rectangle(100,100,700,500);
correct_txt.text=counter;
attempts_txt.text=attempts;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_2.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_2.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_3.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_3.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_4.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_4.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_5.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_5.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_1.buttonMode = true;
label_2.buttonMode = true;
label_3.buttonMode = true;
label_4.buttonMode = true;
label_5.buttonMode = true;
function Drag(event:MouseEvent):void
{
event.target.startDrag(true,rect);
feedback_txt.text="";
event.target.parent.addChild(event.target);
startX=event.target.x;
startY=event.target.y;
}
function Drop(event:MouseEvent):void
{
event.target.stopDrag();
var myTargetName:String="target" + event.target.name;
var myTarget:DisplayObject=getChildByName(myTargetName);
if (event.target.dropTarget!=null&&event.target.dropTarget.parent==myTarget){
feedback_txt.text="Well done! You have selcted the correct label and placed it in the recommended position on the package.";
feedback_txt.textColor = 0xCC0000
event.target.removeEventListener(MouseEvent.MOUSE_UP,Drop);
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,Drag);
event.target.buttonMode = false;
event.target.x=myTarget.x;
event.target.y=myTarget.y;
counter++;
correct_txt.text=counter;
correct_txt.textColor = 0x0000ff
attempts++;
attempts_txt.text=attempts;
attempts_txt.textColor = 0x0000ff
}else{
feedback_txt.text="Your attempt is not quite correct. You have either selected the incorrect label or placed it in the wrong position. Please try again.";
event.target.x = startX;
event.target.y = startY;
attempts++;
attempts_txt.text = attempts;
}
if (counter==5){
feedback_txt.text="Well done! You have correctly placed all 5 labels";
percentage_txt.text ="Based on your attempts, you have scored "+Math.round ((counter/attempts) *100)+" %";
percentage_txt.textColor = 0x0000ff
}
}
The easiest way to detect when a label is on another label is by using hittest in an enter frame event listener.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
When the hittest is activated, the trace text is shown and the function is called. To change the alphas of the labels, use the function being called by the hittest. For example:
function label_hit()
{
label_1.alpha = 0;
label_2.alpha = 0;
label_3.alpha = 0;
}
If you are trying to have conditions to when things can be dragged, seen, or hit tested, that function is also where you can take care of them. For example, If you don't want a label to be visible until the hittest, you have the alpha set to 0 until the function sets it to 100. If you don't want a label to be drageable until then, you create the listener inside the function instead of earlier.
function label_hit()
{
label_1.alpha = 100;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
}
If you want hittests to occur only after other hittests have already occured, place them in conditions and have the conditions met in the functions.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if(condition)
{
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
function label_hit()
{
var condition = true;
}

Creating a vector array of movie clips AS3

I have several movie clips on the stage of my main .fla named btn1-btn7 which will act as buttons. I have a class file named Functions.as where an event listener is created when a button is clicked. onButtonClicked is just going to a frame on the timeline.
obj.addEventListener(MouseEvent.CLICK, onButtonClicked);
I would like the ability to set the buttonMode, visibility, etc. of all of the buttons simultaneously. I have been looking into this for a few hours and am not able to find any solutions. I am now looking into adding them to a vector (which is a new concept for me), but I am not sure how to go about executing this properly. This is what I have so far.
public var buttons:Vector.<MovieClip > = new Vector.<MovieClip > ();
function addButtons()
{
buttons.push(btn1,btn2,btn3,btn4,btn5,btn6,btn7);
for (var i:int; i<buttons.length; i++)
{
trace(buttons[i].name);
}
}
How would I go about, for example, adding the event listener to all of the objects? I will also be setting the buttonMode to true, and making them all invisible simultaneously. I don't even know if it's possible to accomplish this. Thank you in advance for any suggestions.
I'm going to asume that you use timeline code, and have instances of the buttons already placed on the stage. So, first, create the vector:
var _btns:Vector.<MovieClip> = new Vector.<MovieClip>;
_btns.push(btn1,btn2,btn43....) //add all the buttons
Than, you can init the properties of all the buttons:
var _mc:MovieClip;//helper var
for(var i:int=0,i<_btns.length;i++)
{
_mc = _btns[i];
_mc.visible = false;
_mc.buttonMode = true;
_mc.addEventListener(MouseEvent.CLICK, onClick);
}
Then, the event handler:
function onClick(e:MouseEvent):void
{
for(var i:int=0,i<_btns.length;i++)//reset all the buttons
{
_btns[i].visible = false;
}
_mc = MovieClip(e.eventTarget);
_mc.visible = true; //make visible the clicked one
}
You just need to do what you are doing with the .name property in your example code. You need to loop thru every single button in your array (or vector, if you prefer). Here is an example how to set the property of buttonMode:
function setButtonMode(b:Boolean):void {
for(var i:int=0; i<buttons.length; i++) {
var btn:MovieClip = buttons[i]; //store the current reference in a var for faster access
btn.buttonMode = b;
btn.mouseChildren = !b;
}
}