I am trying to make a simple mp3 player using flash. The songs are loaded using an XML file which contains the song list. I have "play" button with the instance name "PlayBtn". I have an actionscript file named "playctrl", the content of which are listed below:
package classes
{
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.events.*;
import flash.events.MouseEvent;
import flash.net.URLRequest;
public class playctrl
{
private var MusicLoading:URLRequest;
private var music:Sound;
private var sc:SoundChannel;
private var currentSound:Sound;
private static var CurrentPos:Number;
private var xml:XML;
private var songlist:XMLList;
private static var currentIndex:Number;
public function playctrl()
{
music = new Sound();
currentSound= music;
CurrentPos = 0;
currentIndex = 0;
}
public function success(e:Event):void
{
xml = new XML(e.target.data);
songlist = xml.song;
MusicLoading = new URLRequest(songlist[0].file);
music.load(MusicLoading);
}
public function playSong(e:Event):void
{
if(sc != null)
sc.stop();
sc = currentSound.play(CurrentPos);
trace("HELLO !!!");
}
}
}
I have a second file named "play.as", the content of which is listed below:
import classes.playctrl;
var obj:playctrl = new playctrl();
var XMLLoader:URLLoader = new URLLoader(); //XML Loader
XMLLoader.addEventListener(Event.COMPLETE, obj.success);
XMLLoader.load(new URLRequest("playlist.xml"));
PlayBtn.addEventListener(MouseEvent.CLICK, obj.playSong);
However on clicking the play button, I notice that the function playSong() is called 7-8 times(check by printing an error msg. inside the function) resulting in overlapped audio output and the player crashing as a result. The function should be called only once when the MouseEvent.CLICK is triggered. Please help ...
interestingly, sound object doesn't have a built-in "isPlaying" boolean property (strange), so you could just create your own.
var isPlaying:Boolean
function playSong():void
{
if(!isPlaying)
sound.play();
}
function stopSong():void
{
if(isPlaying)
{
channel.stop();
isPlaying = false;
}
just a note: by convention, class names are capitalized camel case while instance names are uncapitalized camel case. so your playctrl.as class file should (or could) be PlayCtrl.as, and your PlayBtn instance should (or could) be playBtn.
Edit:
The title of your question is a bit misleading, the answer I gave you is a solution to the question expressed in the title.
Looking at your code, I would look at separating the concerns, on one hand you want to load the song data, on the other hand you want to control the sounds. I would implement separate classes for each concern. If you create a separate class for your player control, you'll be able to dispatch event within that class without the event bubbling all over your app and calling your functions several times.
//Previous answer
You could do this by implementing a Boolean that would be set when the sound is stopped or played.
In any case here's another way to filter unwanted clicks
private function playSong(event:MouseEvent ):void
{
// set up a conditional to identify your button ,
// here's an example...
if( event.currentTarget.name is "PlayBtn" )
{
//do whatever
//then...
event.stopImmediatePropagation();
}
}
This being said, in your case , it sounds like a bit of a quick fix since a MouseEvent shouldn't trigger the play function several times...
It would make sense to debug your code in order to understand why several events are dispatched after a Mouse click
private var _isPlaying:Boolean;
public function playSong(e:Event):void
{
if(sc != null)
{
sc.stop();
_isPlaying = false;
}
if( !_isPlaying )
{
sc = currentSound.play(CurrentPos);
_isPlaying = true;
trace("HELLO !!!");
}
}
Related
I have two table rows at an HTML file. When the first row gets clicked, it changes its styling via classes.add("active_style"). If the second row gets clicked, I would like to clear the first row styling.
I know that I can just write...
querySelector("#first_row_div").classes.clear();
... in order to clear the first row class (and then resetting its style), but in a bigger code I think that observable would be the best fit.
I don't know if observable works for this. But, if it does, how can I do that?
EDIT/UPDATE: I think that the right question is "is there any way to run a function when a variable gets changed?".
Thanks for the help!
You can make a getter/setter for a field and run your function in the setter.
class MyClass {
String _cssClass;
String get cssClass => _cssClass;
set cssClass(String newClass) {
_cssClass = newClass;
updateDom();
}
void updateDom() {
// do important work here
}
}
You can use a model class that extends Observable.
Here you have to call dirtyCheck() to make Observable check for changes and notify listeners.
Dart also offers the ChangeNotifier mixin. Here you don't need to call any method for dirty-checking. When changes are made listeners are invoked.
A simple example I wrote a while ago while examining the functionality
import 'package:observe/observe.dart';
class Notifiable extends Object with ChangeNotifier {
String _input = '';
#reflectable
get input => _input;
#reflectable
set input(val) {
_input = notifyPropertyChange(#input, _input, val + " new");
}
Notifiable() {
this.changes.listen((List<ChangeRecord> record) => record.forEach(print));
}
}
class MyObservable extends Observable {
#observable
String counter = '';
MyObservable() {
this.changes.listen((List<ChangeRecord> record) => record.forEach(print));
}
}
void main() {
var x = new MyObservable();
x.counter = "hallo";
Observable.dirtyCheck();
Notifiable notifiable = new Notifiable();
notifiable.input = 'xxx';
notifiable.input = 'yyy';
}
I'm (slowly) learning Flex 4 and working on skinning a custom component that extends SkinnableComponent. The component is all in ActionScript and essentially looks like this:
package components
{
import spark.components.supportClasses.SkinnableComponent
[SkinState("normal")]
[SkinState("over")]
[SkinState("selected")]
public class AccountSummary extends SkinnableComponent
{
[Bindable]
public var itemIndex:int = 0;
[Bindable]
public var accountName:String = "";
[Bindable]
public var accountNumber:String = "";
[Bindable]
public var currentBalance:String = "";
[SkinPart(required="true")]
public var lblAccountName:Label;
[SkinPart(required="true")]
public var lblCurrentBalance:Label;
[SkinPart(required="true")]
public var lblAccountNumber:Label;
[SkinPart(required="true")]
public var lblLastUpdated:Label;
public function AccountSummary()
{
super();
lblAccountName.text = accountName;
lblCurrentBalance.text = currentBalance;
lblAccountNumber.text = "Acc: " + accountNumber;
lblLastUpdated.text = "Last Updated: ";
}
override protected function getCurrentSkinState():String
{
return "normal";
}
}
}
The issue I'm having is on NULL REFERENCES in the Constructor for the various SkinParts, because they're not created yet. I'm trying to find out when is the best time to access them to assign their .text values. I know I can override partAdded() and add the .text value as each part is added, but I'd rather just listen for some magic event that is dispatched when they're all available.
I'm not sure whether or not it matters, but the accountName, accountNumber variables are assigned by using a repeater with a dataProvider on the host component. I'm not sure if that too has something to do with when the data is available to the AccountSummary component - which may also needed to be waited on. I was able to successfully use FlexEvent.CREATION_COMPLETE to assign all my .text values to the SkinParts, but is that the right event/best practice? Any help would be greatly appreciated!
You need to read up on the Flex 4 Component LifeCycle, specifically the piece about component instantiation. Nothing will be created at the time the constructor executes. The values you are referencing (accountName, lblCurrentBalance. etc...) will not have moved beyond the default states either.
You want to set your default values in the partAdded() method. Rewrite your constructor code to something like this:
public function AccountSummary()
{
super();
}
override protected function partAdded(partName : String, instance: Object):void{
super.partAdded(partName, instance);
if(instance == lblAccountName){
lblAccountName.text = accountName;
else if(instance == lblCurrentBalance){
} else if (instance == lblCurrentBalance){
lblCurrentBalance.text = currentBalance;
} else if (instance == lblAccountNumber){
lblAccountNumber.text = "Acc: " + accountNumber;
} else if (instance == lblLastUpdated){
lblLastUpdated.text = "Last Updated: ";
}
}
If you're a new programmer, you may want to devote some time to learning some basic programming concepts. This ActionScript 3 Guide may help you get started. If you have experience in other languages, but are new to Flex, I strongly suggest spending a couple of days reading through the full flex documentation to help get your head around it.
The following code is used in a component I name FileUpload.mxml which is used in two three different sections of the flex application.
private var uploadURL:URLRequest = new URLRequest;
private var file:FileReference = new FileReference;
private var media:MediaFacade;
public function browse():void
{
var uUrl:String=""; // force
uploadURL=new URLRequest();
file=new FileReference();
configureListeners();
file.browse(getTypes());
}
private function configureListeners():void
{
file.addEventListener(Event.CANCEL, cancelHandler);
...
if (!Application.application.hasEventListener("uploadFileEvent")) {
Application.application.addEventListener("uploadFileEvent", uploadFile);
}
}
When it is used in the first instanced, it works fine, but when it is used in different sections it gets the following error from the code below:
Error #2037: Functions called in incorrect sequence, or earlier call was unsuccessful.
private function doUploadFile():void
{
try
{
file.upload(uploadURL);
}
catch (e:Error) {
trace(e.message);
}
}
It follows the same sequence every time, i.e., file=new FileReference; configureFileListeners(file); file.browse(); file.upload(uploadURL) but only works on the first instance of the component being created.
Any ideas would be appreciated.
Thanks in advance.
Angus.
browse method only can be call directly from "User-Interaction" event such as CLICK event. If you wrap it in a function or class than that error will occur.
I'm a noob at Flex, but from what I've read:
Try calling .cancel() before .browse() to ensure no event is conflicting.
I am trying to embed a movieClip with flashDevelop but apparently its not working because its not recognizing the movieclips that are within it. here is my code
package com.objects{
import flash.display.MovieClip
import flash.text.TextField;
import flash.events.*;
import flash.text.TextFormat;
[Embed(source='../../../lib/fighter.swf', symbol='InfoBox')]
public class InfoBox extends gameObject {
protected var textf:TextField;
protected var s:String;
public var type:Boolean = false;
private var letter:Number = 0;
private var string:Array;
private var line:Number = 0;
private var portNum:Array;
public function InfoBox():void
{
portNum = new Array();
portrait.stop();
x = 400;
y = 550;
string = new Array();
var format = new TextFormat();
format.size = 18;
textf = new TextField();
textf.width = 550;
textf.height = 85;
textf.x = -220;
textf.y = -60;
textf.wordWrap = true;
textf.defaultTextFormat = format;
addChild(textf);
contButton.addEventListener(MouseEvent.MOUSE_DOWN, StoryNext);
}
private function StoryNext(e:MouseEvent):void
{
if(string.length > 1)
{
portNum.splice(0,1);
string.splice(0,1);
trace(string.length);
letter = 0;
}
else
{
contButton.removeEventListener(MouseEvent.MOUSE_DOWN, StoryNext);
dispatchEvent(new Event("StoryContinue"));
}
}
public function textInfo(msg:String,num:Number = 1):void
{
string.push(msg);
portNum.push(num);
}
override public function updateObject():void
{
TypeWords();
}// End UpdateObject
public function TypeWords():void
{
if(type)
{
portrait.gotoAndStop(portNum[0]);
var s:String = string[0];
if(letter <= s.length)
{
textf.text = s.substring(0,letter);
}
letter++
}
}
}
}
and I am getting this error
C:\Users\numerical25\Documents\RealGames\FighterPilot\beta1FlashDev\src\com\objects\InfoBox.as(23): col: 4 Error: Access of undefined property portrait.
portrait is a movie clip that I have inside of the info box movie clip. it is already on the stage and i gave it a instance name of portrait. It worked in flash, but now its not in flashDevelop
Try accessing the childs by name. It should work.
(getChildByName("portrait") as MovieClip).gotoAndStop(portNum[0]);
You need to define the corresponding properties on your class. In this case you can add:
public var portrait:MovieClip;
If it's some other type, for instance a Sprite you can change the definition to that.
EDIT: If you're having trouble setting up Flash Develop, I wrote some tutorials on that
[Embed(source='../../../lib/fighter.swf',
symbol='InfoBox')]
I'd say use SWCs not SWFs, it will make it a ****load easier.
SWCs keep all the stuff in place, whereas the swf can remove assets that are not used to save room.
Also in your flash develop panel you will see the swc (like the swf) and see all the classes that are included. Just right-click on it and add it to library. You won't have to use the [embed] code.
give that a try first, unless you absolutely need an swf.
To create an swc, use the flash tab under publish settings.
you can add linkage name for your MovieClip and export it as SWC, suppose named "mymc"
then copy SWC file to you FD project.
in your code, just addChild(new mymc());
This question doesn't relate only to MouseEvent.CLICK event type but to all event types that already exist in AS3. I read a lot about custom events but until now I couldn't figure it out how to do what I want to do. I'm going to try to explain, I hope you understand:
Here is a illustration of my situation:
for(var i:Number; i < 10; i++){
var someVar = i;
myClips[i].addEventListener(MouseEvent.CLICK, doSomething);
}
function doSomething(e:MouseEvent){ /* */ }
But I want to be able to pass someVar as a parameter to doSomething. So I tried this:
for(var i:Number; i < 10; i++){
var someVar = i;
myClips[i].addEventListener(MouseEvent.CLICK, function(){
doSomething(someVar);
});
}
function doSomething(index){ trace(index); }
This kind of works but not as I expect. Due to the function closures, when the MouseEvent.CLICK events are actually fired the for loop is already over and someVar is holding the last value, the number 9 in the example. So every click in each movie clip will call doSomething passing 9 as the parameter. And it's not what I want.
I thought that creating a custom event should work, but then I couldn't find a way to fire a custom event when the MouseEvent.CLICK event is fired and pass the parameter to it. Now I don't know if it is the right answer.
What should I do and how?
You really need to extend the event class to create your own event with extra parameters. Placing functions inside the addEventListener (anonymous functions) is a recipe for memory leaks, which is not good.
Take a look at the following.
import flash.events.Event;
//custom event class to enable the passing of strings along with the actual event
public class TestEvent extends Event
{
public static const TYPE1 :String = "type1";
public static const TYPE2 :String = "type2";
public static const TYPE3 :String = "type3";
public var parameterText:String;
public function TestEvent (type:String, searchText:String)
{
this.parameterText = searchText;
super(type);
}
}
when you create a new event such as
dispatchEvent(new TestEvent(TestEvent.TYPE1, 'thisIsTheParameterText'))" ;
you can then listen for that event like this
someComponent.addEventListener(TestEvent.TYPE1, listenerFunction, true , 0, true);
and inside the function 'listenerFunction' event.parameterText will contain your parameter.
so inside your myClips component you would fire off the custom event and listen for that event and not the Click event.
Without knowing more about your application, it seems more like you should use the target to pass parameters, or extend MouseEvent. The former would be more in line with common practice, though. So for example, if you exposed an integer public property on your "clip" object (whatever it is):
public class MyClip
{
public var myPublicProperty:int;
public function MyClip() { //... }
}
for (var i:int = 0; i < 10; i++)
{
myClips[i].myPublicProperty = i;
myClips[i].addEventListener(MouseEvent.CLICK, doSomething);
}
... and then, in your event listener, you could retrieve that property using either the target or currentTarget property of the event (probably currentTarget, in your case):
function doSomething(event:MouseEvent):void
{
trace(event.currentTarget.myPublicProperty.toString());
}
That ought to do it! Good luck.
private function myCallbackFunction(e:Event, parameter:String):void
{
//voila, here's your parameter
}
private function addArguments(method:Function, additionalArguments:Array):Function
{
return function(event:Event):void {method.apply(null, [event].concat(additionalArguments));}
}
var parameter:String = "A sentence I want to pass along";
movieClip.addEventListener(Event.COMPLETE, addArguments(myCallbackFunction, [parameter] ) );
Take advantage of the dynamic function construction in AS3.
You can accomplish this by getting your handler out of a function that gives the variable closure, like this:
for (var i=0; i<5; i++) {
myClips[i].addEventListener( MouseEvent.CLICK, getHandler(i) );
}
function getHandler(i) {
return function( e:MouseEvent ) {
test(i);
}
}
function test( j ) {
trace("foo "+j);
}
Also, as for why this creates a new closure, you might want to check the explanation in the accepted answer to this similar question.
Thanks so much for this usefull tips, this technique is better to understand than classes explanation.
for me I just started new code algorithm using this technique to solve link relation between timers array and viewports array, and update status by change text inside them frequently, by passing ID's with timers events.
like this:
var view:Object=[];
for(var i:uint=0;i<Camera.names.length;i++){
view[i]=getChildByName("Cam"+i);
//_________ Add Text _________
var tf:TextField = new TextField();
tf.autoSize = TextFieldAutoSize.LEFT;
tf.textColor=0xffffff;
view[i].tf=view[i].addChild(tf);
//_________ Add Timer _________
var t:Timer = new Timer(1000);
view[i].timer=t;
view[i].timer.start();
view[i].timer.addEventListener(TimerEvent.TIMER, addArg(i));
}
function addArg(adi:uint):Function {
return function(event:TimerEvent):void {
updatecamstatus(adi);
}
}
function updatecamstatus(vH:uint):void {
with (view[vH]){
tf.text="Cam" + vH + "\n";
tf.appendText("activityLevel: " + videosource.activityLevel + "\n");
tf.appendText("motionLevel: " + videosource.motionLevel + "\n");
}
}
I see your main goal isn't actually to create a custom MouseEvent.CLICK, but to pass a parameter to the function. You don't need to complicatedly create or extend anything. There's a simple and closure-trouble-free way to do it.
Just make your function like this:
function doSomething(index:Number):Function {
return function(e:MouseEvent):void {
// Use "e" and "index" here. They'll be unique for each addEventListener()
trace(index);
}
}
This technique can relate to any AS3 event type you can use addEventListener on.
And now you can add it like this:
var functionsDoSomething:Object;
for (var i:Number = 0; i < 10; i++) {
var someVar:Number = i;
functionsDoSomething[i] = doSomething(someVar);
myClips[i].addEventListener(MouseEvent.CLICK, functionsDoSomething[i]);
}
The doSomething(someVar) can be used directly on addEventListener(), but it's better to keep it in a variable because you'll be able to remove it later the same fashion you added it:
for (i = 0; i < 10; i++) {
myClips[i].removeEventListener(MouseEvent.CLICK, functionsDoSomething[i]);
}
The commonly used e.currentTarget.someCustomProperty works for dynamic objects (i.e. MovieClip), but will let you down at anything else (i.e. Sprite), forcing you to build a whole custom extended object/event for every type.
This solution deals with every "listenable" object and event. And this answer has more details and examples on it.