How to pass a variable into an Event.COMPLETE function? - actionscript-3

I am running a loop to pull thumbs into a containing movieclip from an xml list. What I want to do is have the thumb's parent movieclip fade in after they are done loading, but I can't figure out how to reference the parent once it's loaded.
My code(which currently doesn't work the way I want it):
var vsThumb:articleBox;
var currentarticleX:Number = 0;
var articleLinkURL:String;
var articleImageURL:String;
var articleText:String;
var vsThumbLoader:Loader;
var next_x:Number;
next_x = 9;
var thumbAlphaTween:Tween;
var articlevsThumb:Array = new Array();
function loadarticleHeadlines():void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}
}
So how do I refer back to the loader's parent so I can fade in the whole movieclip? Can I pass a variable into the showBox function?

Don't use nested functions. They tend to make things more complicated.
i will always have the end value (articleitem.length()-1) in all of the event handlers you create, because its scope is the outer function, loadarticleHeadlines (it will increase by 1 on every iteration). That's probably why your code doesn't work.
The event will be fired on the loaderInfo of your loader, so you can find the loader's parent by using event.target.loader.parent:
function loadarticleHeadlines() : void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(event.target.loader.parent,"alpha",None.easeNone,0,1,.25,true);
}

You don't need to pass a variable to your showBox, use the target property of the Event to retrieve the Loader:
function showBox(event:Event):void
{
var li:LoaderInfo=LoaderInfo(event.target);
// be nice remove your listener when your are done
li.removeEventListener(Event.COMPLETE, showBox);
var ldr:Loader=li.loader; // here is your loader
// do whatever you want with loader
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}

Related

How to get index of a Bitmap Image from bitmapdata(from an Array)?

I am wondering if i have an Array that push content that is Bitmap, how do i get index of a specific image when clicked. I tried to use indexOf but no luck, my codes are below.
Thanks for your time!
Code:
//First Part is where i add the URLRequest and add the image into contentHolder then onto Stage
function loadImage():void {
for(var i:int = 5; i < somedata.length; i++){
if(somedata[i]){
var loader:Loader = new Loader();
loader.load(new URLRequest("http://www.rentaid.info/rent/"+somedata[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
}
}
}
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
currentY1 += e.currentTarget.loader.content.height +300;
_contentHolder.mouseChildren = false; // ignore children mouseEvents
_contentHolder.mouseEnabled = true; // enable mouse on the object - normally set to true by default
_contentHolder.useHandCursor = true; // add hand cursor on mouse over
_contentHolder.buttonMode = true;
_contentHolder.addChild(loadedArray[i]);
addChild(_contentHolder);
_contentHolder.addEventListener(MouseEvent.CLICK, gotoscene);
}
}
// then the part where i try to get the index
function gotoscene(e:MouseEvent):void {
var index:Number;
index = loadedArray.indexOf(e.target);
trace(index);
}
Edit:
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
Your first question has very simple answer:
var image:Bitmap = new Bitmap();
var images:Array = new Array(image);
for (var i:uint = 0; i < images.length; i++) {
// images[i].bitmapData is the original image in your array
// image.bitmapData is searched one
if (images[i].bitmapData == image.bitmapData) {
// found
}
}
But your problem is bigger than this. I see you keep wandering around..
You should add listener to each child, not the content holder as one. I usually don't use Loaders, but get their Bitmaps and wrap them in Sprites or something, that I add into the scene. You should store either this Sprite or your Loader into that array, not the Bitmap. Then add listener to each of them (Sprite or Loader, not Bitmap) and get the target. Depending on what you've stored in the array, you can easily get it as:
function gotoscene(e:MouseEvent):void {
var index:uint = loadedArray(indexOf(e.target));
}
But it's important to store one specific type that will actually be clickable. Don't think about the Bitmap - it's only a graphic representation, and doesn't do much in the code.
**EDIT:
Okay I'm adding the code you need but it's important to understand what you are doing and not just rely on someone else's answer :)
function onImageLoaded(e:Event):void {
var bitmap:Bitmap = e.target.content as Bitmap; // get the Bitmap
var image:Sprite = new Sprite();
image.addChild(bitmap); // wrap it inside new Sprite
// add listener to Sprite!
image.addEventListener(MouseEvent.CLICK, gotoscene);
// gets url of current image (http://website.com/images/image1.jpg)
var url:String = e.target.loaderURL;
// get only the number from that url by replacing or by some other way
// this removes the first part and results in "1.jpg"
var name:String = url.replace("http://website.com/images/image", "");
// this removes the extension and results in number only - 1, 2, 3
// it's important to change this depending on your naming convention
name = name.replace(".jpg", "");
image.name = "button" + name; // results in "button1", "button2", "button3"
// store object, name, or whatever (not really needed in your case, but commonly used)
loadedArray.push(image.name);
image.x = counter * 100; // position so you can see them, at 100, 200, 300, etc.
_contentHolder.addChild(image); // add newly created Sprite to content
}
function gotoscene(e:MouseEvent):void {
var name:String = e.target.name;
// strips down "button" from "button1", and only the number remains,
// which is 1, 2, 3, etc. the number of the scene :)
var scene:uint = name.replace("button", "");
// you're the man now :)
}

Multiple sprites added in loop, but only last sprite clickable

I have multiple bitmap images added into sprites(each image added into 1 sprite) in a loop, then all the sprites added to 1 _contentHolder(Sprite) then that is added to a viewport.
What the problem is, the multiple sprites that are added inside the loop, everything displays with no problem but only the last sprite added is clickable. None of the sprite added before it is clickable. Wondering what the problem is, they are not overlapping and when i hover the mouse over the top of all the sprites, it turns into the mouse clicker but it just won't click.
Thanks for your time!
My code:
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
var image: Sprite= new Sprite;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
image.mouseChildren = true; // ignore children mouseEvents
image.mouseEnabled = true; // enable mouse on the object - normally set to true by default
image.useHandCursor = true; // add hand cursor on mouse over
image.buttonMode = true;
image.addChild(loadedArray[i]);
_contentHolder.addChild(image);
}
newArray.push(image);
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
var scroller:TouchScroller = new TouchScroller();
scroller.width = 300;
scroller.height = 265;
scroller.x = 10;
scroller.y = 100;
scroller.viewport = viewport;
addChild(scroller);
image.addEventListener(MouseEvent.CLICK, gotoscene);
}
loadImage();
Edit:
function gotoscene(e: MouseEvent):void{
var index:Number;
index = newArray.indexOf(e.target);
trace(index);
blackBox.graphics.beginFill(0x000000);
blackBox.graphics.drawRect( -1, -1, stage.width, stage.height);
blackBox.alpha = 0.7;
addChild(blackBox);
var originalBitmap : BitmapData = loadedArray[index].bitmapData;
var duplicate:Bitmap = new Bitmap(originalBitmap);
duplicate.width = stage.width;
_contentHolder1.addChild(duplicate);
// Use counter here to only add _contentHolder1 once
//Assuming that `samedata` is a class member (I can't see the rest of your code)
addChild(_contentHolder1);
}
Edit2:
private var image:Array = new Array;
//In the For loop
image[i] = new Sprite();
image[i].addChild(loadedArray[i]);
image[i].addEventListener(MouseEvent.CLICK, gotoscene);
function gotoscene(e:MouseEvent):void{
index = image.indexOf(e.target);
trace(index);
}
You should move image.addEventListener(MouseEvent.CLICK, gotoscene); statement into the loop where you add child sprites. Once you do, the listener will be added to all of the sprites, not just the last one that's currently stored in image variable, and is the only one that responds to your clicks.
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
var image: Sprite= new Sprite;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
image.mouseChildren = true; // ignore children mouseEvents
image.mouseEnabled = true; // enable mouse on the object - normally set to true by default
image.useHandCursor = true; // add hand cursor on mouse over
image.buttonMode = true;
image.addEventListener(MouseEvent.CLICK, gotoscene); // <-- THIS
image.addChild(loadedArray[i]);
_contentHolder.addChild(image);
}
And for all that is holy, learn to indent your code, so that you will be able to visually find the start and end of your loops and see if a certain statement is within the loop or not.
I did work for a few years in AS3 and this was a weird an usual problem. I used to solve it with a function that adds the event to each clip:
function someFunction():void {
for (...) {
var image:Sprite = new Sprite();
addSceneListener(image);
}
}
function addSceneListener(mc:Sprite):void {
mc.addEventListener(MouseEvent.CLICK, gogoscene);
}

I cant remove child of this movie clip upon clicking the back button to go function goHomePage (evt:Event):void{

Help. I need to remove the newContainer(this is a movie clip) after clicking the back button to go back to homepage.
But it just loads the homepage and the newContainer is still there. :( where did i go wrong?
import flash.events.MouseEvent;
import flash.events.Event;
import fl.motion.MotionEvent;
import flash.net.URLVariables;
import flash.display.MovieClip;
import flashx.textLayout.elements.Configuration;
var ctr:int = 0;
var now:Date = new Date();
var myurl:String = "http://localhost:8888/eventspictures/getdata.php";
var scriptLoader:URLLoader = new URLLoader();
var scriptRequest:URLRequest = new URLRequest();
var newContainer:MovieClip;
scriptRequest.url = myurl + "?ck=" + now.getTime();
scriptLoader.addEventListener(Event.COMPLETE, handleLoadSuccess);
scriptLoader.addEventListener(IOErrorEvent.IO_ERROR, handleError);
scriptRequest.method = URLRequestMethod.POST;
scriptLoader.load(scriptRequest);
function handleLoadSuccess(evt:Event):void
{
for (var j:Number = 0; j <4; j++)
{
var newContainer:MovieClip = new con();
newContainer.name = String(ctr);
newContainer.y = j*80 +65;
newContainer.x= 16;
stage.addChild(newContainer);
var variables:URLVariables = new URLVariables(evt.target.data);
trace(variables.output);
var parse:String = variables.output;
var parsed:Array = parse.split("<|>");
var tab:String = ' ';
var eventname:String = '';
var date:String='';
var slotsleft:String='';
// different variable names to assign to different column names(etc; eventname, date, slotsleft)
// loop through.. start from O
for (var i:Number = 0; i<parsed.length-1; i++)
{
trace(parsed[i]);
var item:String = parsed[i];
var itemarray:Array = item.split(",");
eventname += itemarray[2] + tab + "<br>";
date += itemarray[3] + tab;
slotsleft += itemarray[4] + tab;
trace(eventname);
newContainer.eventname_txt.htmlText = eventname;
newContainer.date_txt.htmlText= date;
newContainer.slotsleft_txt.htmlText=slotsleft;
}
}
//slotsleft_txt.x = 270;
}
function handleError(evt:IOErrorEvent):void
{
}
backbutton_mc.addEventListener(MouseEvent.CLICK, goHomePage);
function goHomePage (evt:Event):void{
gotoAndPlay("dashboard");
removeChild(newContainer);
}
stop();
In your function handleLoadSuccess() you have a loop that creates 4 MovieClip's and adds them to the stage.
But in your goHomePage() function you only try to remove one object from the stage. It turns out this object is probably null in your example (trying to remove an object that is null should generate an error if you are using the debug Flash player).
The reason it is probably null is because you have defined two variables named newContainer in your code: one is declared at the beginning of the script, and the second one inside the function handleLoadSuccess() (because you are using the keyword var on each line).
The variable created inside the function only exists while that function is executing. The variable created outside the function never seems to receive a value.
Two approaches you can use:
Keep track of the things you add to the stage, by putting them in an Array:
Replace the newContainer variable that is outside the function with an Array called containers:
var containers:Array = [];
In the function handleLoadSuccess(), when you add each MovieClip to the stage, also add them to the containers array:
stage.addChild(newContainer);
containers.push(newContainer);
Finally in the function goHomePage() iterate over the containers array to remove each MovieClip:
for (var j:int = 0; j < containers.length; j++)
{
stage.removeChild( containers[j] );
}
// reset the containers array so it's empty for the next time
// and to remove the references to the MovieClips (to prevent a memory leak)
containers=[];
Blindly remove everything from the stage
If this is accetpable, it is much easier. Just iterate backwards over the children of the stage in your goHomePage() function:
for (var j:int = stage.numChildren; j >= 1; j--)
{
stage.removeChildAt(j - 1);
}

AS3 removing dynamically created child movieclips

I'm fairly new to AS3. Anyways, I'm try to remove a dynamically created child movieclip when clicked on. When a dirt block is clicked on, which is a child movieclip of 'world' I want to remove it.
I've tried various ways of removing it using removeChild. I've also tried moving the function inside/outside of the for loop that creates the movieclips.
var blockCount:Number = 0;
var blockArray:Array = [];
var world:MovieClip = new World();
world.x = 50;
world.y = 50;
world.name = "world";
addChild(world);
for(var i:Number=1;i<=100;i++){
blockCount++;
var tempGrassBlock:MovieClip = new GrassBlock();
tempGrassBlock.x = i*16;
tempGrassBlock.y = 256;
tempGrassBlock.name = "b"+blockCount;
world.addChild(tempGrassBlock);
tempGrassBlock.addEventListener(MouseEvent.CLICK, removeBlock);
function removeBlock(event:Event){
world.removeChild(getChildByName(event.target.name));
}
}
Thanks for the help.
Try this
function removeBlock(event:Event){
world.removeChild(event.currentTarget as DisplayObject);
}
No function definition should be inside a for. I changed that in your code and rewrited a little below:
var blockCount:Number = 0;
var blockArray:Array = [];
var world:MovieClip = new World();
world.x = 50;
world.y = 50;
world.name = "world";
addChild(world);
for(var i:Number=1;i<=100;i++){
blockCount++;
var tempGrassBlock:MovieClip = new GrassBlock();
tempGrassBlock.x = i*16;
tempGrassBlock.y = 256;
tempGrassBlock.name = "b"+blockCount;
world.addChild(tempGrassBlock);
tempGrassBlock.addEventListener(MouseEvent.CLICK, removeBlock);
}
function removeBlock(event:MouseEvent){
trace("Is click really working? This target name is " + event.currentTarget.name);
world.removeChild(event.currentTarget));
}

Closure problem? - passing current value of a variable

I'm trying to pass the current value of a variable when an a dynamically generated navigation 'node' is clicked. This needs to just be an integer, but it always results in the last node's value.. have tried some different methods to pass the value, a custom event listener, a setter, but I suspect it's a closure problem.. help would be appreciated ;-)
function callGrid():void {
for (var i:Number = 0; i < my_total; i++) {
var gridnode_url = my_grid[i].#gridnode;
var news_category= my_grid[i].#category;
var newstitle = my_grid[i].#newstitle;
var news_content = my_grid[i]..news_content;
var news_image = my_grid[i]..news_image;
var gridnode_loader = new Loader();
container_mc.addChild(gridnode_loader);
container_mc.mouseChildren = false;
gridnode_loader.load(new URLRequest(gridnode_url));
gridnode_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, gridLoaded);
gridnode_loader.name = i;
text_container_mc = new MovieClip();
text_container_mc.x = 0;
text_container_mc.mouseEnabled = false;
var textY = text_container_mc.y = (my_gridnode_height+18)*y_counter;
addChild(text_container_mc);
var tf:TextSplash=new TextSplash(newstitle,10,0,4 );
container_mc.addChild(tf);
tf.mouseEnabled = false;
tf.height = my_gridnode_height;
text_container_mc.addChild(tf);
var text_container_mc_tween = new Tween(text_container_mc, "alpha", Strong.easeIn, 0,1,0.1, true);
gridnode_loader.x = (my_gridnode_width+5) * x_counter;
gridnode_loader.y = (my_gridnode_height+15) * y_counter;
if (x_counter+1 < columns) {
x_counter++;
} else {
x_counter = 0;
y_counter++;
}
}
}
function gridLoaded(e:Event):void {
var i:uint;
var my_gridnode:Loader = Loader(e.target.loader);
container_mc.addChild(my_gridnode);
_xmlnewstarget = my_gridnode.name;
//||||||||||||||||||||||||||||||||||||||||
//when a particular grid node is clicked I need to send the current _xmlnewstarget value to the LoadNewsContent function...
//||||||||||||| ||||||||||||||||||||||||
my_tweens[Number(my_gridnode.name)]=new Tween(my_gridnode, "alpha", Strong.easeIn, 0,1,0.1, true);
my_gridnode.contentLoaderInfo.removeEventListener(Event.COMPLETE, gridLoaded);
my_gridnode.addEventListener(MouseEvent.CLICK, loadNewsContent);
}
function loadNewsContent(e:MouseEvent):void {
createNewsContainer();
getXMLNewsTarget();
news_category = my_grid[_xmlnewstarget].#category;
var tfnews_category:TextSplash=new TextSplash(news_category,20,16,32,false,false,0xffffff );
tfnews_category.mouseEnabled = false;
newstitle = my_grid[_xmlnewstarget].#newstitle;
var tftitle:TextSplash=new TextSplash(newstitle,20,70,24,false,false,0x333333 );
news_container_mc.addChild(tftitle);
tftitle.mouseEnabled = false;
news_content = my_grid[_xmlnewstarget]..news_content;
var tfnews_content:TextSplash=new TextSplash(news_content,20,110,20,true,true,0x333333,330);
news_container_mc.addChild(tfnews_content);
tfnews_content.mouseEnabled = false;
news_image = my_grid[_xmlnewstarget].#news_image;
loadNewsImage();
addChild(tfnews_category);
addChild(tftitle);
addChild(tfnews_content);
var news_container_mc_tween = new Tween(news_container_mc, "alpha", Strong.easeIn, 0,1,0.3, true);
news_container_mc_tween.addEventListener(Event.INIT, newsContentLoaded);
}
I'm not going to try to read your code (try to work on your formatting, even if it's just indenting), but I'll provide a simplified example:
for (var i = 0; i < my_total; i++) {
var closure = function() {
// use i here
}
}
As you say, when closure is called it will contain the last value of i (which in this case would be my_total). Do this instead:
for (var i = 0; i < my_total; i++) {
(function(i) {
var closure = function() {
// use i here
}
})(i);
}
This creates another function inside the loop which "captures" the current value of i so that your closure can refer to that value.
See also How does the (function() {})() construct work and why do people use it? for further similar examples.
Umm, as mentioned above, the code is a bit dense, but I think you might have a bit of type conversion problem between string and integers, is the "last value" always 0? try making these changes and let me know how you get on.
// replace this gridnode_loader.name = i;
gridnode_loader.name = i.toString();
// explictly type this as an int
_xmlnewstarget = parseInt(my_gridnode.name);
// replace this: my_tweens[Number(my_gridnode.name)] = new Tween(......
my_tweens[parseInt(my_gridnode.name)] = new Tween();
Oh and I think it goes without saying that you should massively refactor this code block once you've got it working.
Edit: after further study I think you need this
//replace this: my_gridnode.addEventListener(MouseEvent.CLICK, loadNewsContent);
var anonHandler:Function = function(e:MouseEvent):void
{
loadNewsContent(_xmlnewstarget);
};
my_gridnode.addEventListener(MouseEvent.CLICK, anonHandler);
Where your loadNewsContent has changed arguements from (e:MouseEvent) to (id:String)
Firstly, you do not need to call addChild for the same loader twice (once in callGrid) and then in (gridLoaded). Then you can try putting inside loadNewsContent: news_category = my_grid[int(e.target.name)].#category;instead of news_category = my_grid[_xmlnewstarget].#category; As _xmlnewstarget seems to be bigger scope, which is why it is getting updated every time a load operation completes.