AS3 - Problem sending
I have a Flash AS3 project that loads and manages external SWFs in different ways. Some of the downloaded SWF files have a Next Select button that takes you to a new presentation. On my main external loaded SWF, I have the code:
setTimeout(function() {dispatchEvent(new Event("nextPresentation", false));}, 4000);
Which automatically go to the next selection in the set. This code works exactly the way I want.
In the next SWF loaded, instead of having a timeout, the user looks at everything that there is a button at the end of all time frames that says next choice. So I added the following code there:
function nextSelectionClick(evt:MouseEvent) {
trace('here123');
dispatchEvent(new Event("nextPresentation", false));
}
For some reason, this event never gets to the file loading the SWF. I'm sure I'm getting to the click event because I get a traceback but the event never ends, although it seems like it should be the same behavior as the timeout. What am I missing here? Why would this code be different from a button click than a timeout?
thanks
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You are correct that they should work the same way, which leaves a giant question of what else is going on in the application. It seems though the problem isn't here, but somewhere else.
I hate to ask a question like this, but are you sure the event is being fired from the root display object? If you don't shoot from there, you won't hear him outside.
Sorry, but I can't give you more without seeing more current code or learning more about the situation.
Tyler.
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I think you have set the attribute bubbles
to false
. This will prevent bubbles from exceeding the container it is in.
Try this instead:
dispatchEvent(new Event("nextPresentation", true));
Also, as far as organization is concerned, I would make a class PresentationEvent
and have event constants SKIP_PREVIOUS
and on it SKIP_NEXT
. This is more consistent with the event model that ActionScript uses and reduces redundancy. This way, you can pass the current presentation and other useful presentation-related data as part of the event.
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I also use a custom dispatch event, but sometimes it works and sometimes it doesn't. For instance:
private function rollBackAction
{
var atd:Class = getDefinitionByName("com.utils."+CreateList.currentClass) as Class;
dispatchEvent(new AppEvent("RollBackAction",{}));
}
and the function used
package com.utils
{
import com.components.mouseOverAct;
import com.model.CreateList;
import com.SequenceCheck.SeqCheck;
import com.events.AppEvent;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class RightRotate extends mouseOverAct
{
private var rotateBool:Boolean;
private var XposIntial:Number;
private var A:Number;
private var An:Number;
private var angle:Number;
var mc:MovieClip;
private var frameCount:int;
public function RightRotate()
{
trace("main")
this.buttonMode = true;
this.addEventListener("RollBackAction",rollingBack);
knob_mc.addEventListener(MouseEvent.MOUSE_DOWN,turn);
}
private function rollingBack(e:AppEvent)
{
trace("Abc")
knob_mc.rotation = An;
rotation_01.gotoAndStop(A);
}
private function turn(e:MouseEvent):void
{
mc = simulator.activityAssets.spw.neddle;
CreateList.excerciseName = "Right_Bottom_Right";
CreateList.currentClass = "RightRotate";
A = rotation_01.currentFrame;
An = knob_mc.rotation;
this.stage.addEventListener(MouseEvent.MOUSE_MOVE,turn);
this.stage.addEventListener(MouseEvent.MOUSE_UP,endTurn);
var position:Number = Math.atan2((mouseY - knob_mc.y),mouseX - knob_mc.x);
//trace(position);
angle = (position / Math.PI) * 180;
knob_mc.rotation = angle;
if (CreateList.stepId >= 3)
{
if (mc.currentFrame > 3)
{
mc.gotoAndStop(mc.currentFrame + 5);
}
}
mainProcess();
}
private function endTurn(e:MouseEvent):void
{
rotateBool = false;
rotation_01.gotoAndStop(rotation_01.currentFrame);
knob_mc.removeEventListener(MouseEvent.MOUSE_DOWN,turn);
this.stage.removeEventListener(MouseEvent.MOUSE_MOVE,turn);
knob_mc.addEventListener(MouseEvent.MOUSE_DOWN,turn);
var sqChck:SeqCheck = new SeqCheck(CreateList.stepId);
}
private function mainProcess()
{
if (! rotateBool)
{
rotateBool = true;
rotation_01.gotoAndPlay(rotation_01.totalFrames / 2 + rotation_01.currentFrame);
}
}
}
}
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