J'essaie de comprendre comment remplir dynamiquement les champs de texte dans Flash. Le texte dans les champs indiquera ON ou OFF selon la valeur de bstatus
.Remplir dynamiquement les champs de texte dans Flash (AS3)
var bstatus
aura soit une valeur de 0 ou 1
Je les champs de texte ci-dessous ci-dessous. Je ne suis pas sûr que la syntaxe soit correcte, mais je pensais que les champs de texte seraient dans un tableau, et je créerais une boucle for - qui irait dans le tableau afin d'avoir les champs remplis.
var textFields:Array = new Array();
textFields[0] = compTxt.text;
textFields[1] = bathLightTxt.text;
textFields[2] = computerLightTxt.text;
textFields[3] = kitchenLight.text;
textFields[4] = livingLightTxt.text;
textFields[5] = descLightTxt.text;
textFields[6] = laundryLightTxt.text;
textFields[3] = ovenTxt.text;
textFields[8] = tvTxt.text;
textFields[9] = washerTxt.text;
Je pense que le tableau TextField sera dans une fonction appelée populateFields()
// function populateFields ------------------------------------------------------------------
function populateFields(bstatus:int)
{
var displayText:String="";
var textFields:Array = new Array();
textFields[0] = compTxt.text;
textFields[1] = bathLightTxt.text;
textFields[2] = computerLightTxt.text;
textFields[3] = kitchenLight.text;
textFields[4] = livingLightTxt.text;
textFields[5] = descLightTxt.text;
textFields[6] = laundryLightTxt.text;
textFields[3] = ovenTxt.text;
textFields[8] = tvTxt.text;
textFields[9] = washerTxt.text;
if (bstatus == 0) {
// textfield will say OFF
displayText = "OFF";
} else if (bstatus == 1) {
// textfield will say ON
displayText = "ON";
}
/*
for (var i:int=0;i<textFields.length;i++)
{
// do something
}
*/
}
de code entier:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.EventDispatcher; //event dispatcher
public class House extends MovieClip
{
// List Objects inside Treehouse here....
//private var comp:MovieClip; // comp is a property of TreeHouse
//private var light:MovieClip;
//var comp:HouseObjects = new HouseObjects(); //do this inside another class
var HouseObjects:Array = new Array(); // creates HouseObjects array
var onList:Array = [];
var obj_num:int = 10;
var power:int; // holds value of individual House Objects
var bstate:int; // 0 or 1 (ON or OFF)
var bstatus:int;
var userInput:int; // stores user data (of selected data); holds value of e.currentTarget.power
var currentPower:int; // stores current power
//var objName:String;
var objSelect:Object;
// Constructor--------------------------------------------------------------------
public function House()
{
var currentPower:int = 0;
HouseObjects[0] = new Comp();
HouseObjects[1] = new Light(); // bathroom light
HouseObjects[2] = new LightB(); // computer area light
HouseObjects[3] = new LightC(); // kitchen light
HouseObjects[4] = new LightD(); // living room light
HouseObjects[5] = new LightE(); // description light
HouseObjects[6] = new LightF(); // laundry room light
HouseObjects[7] = new Oven();
HouseObjects[8] = new Tv();
HouseObjects[9] = new Washer();
//HouseObjects[10] = new Car();
//onList.push(objName);
//trace(objName);
//onList.push(HouseObjects[1]);
trace("Tracing onList Array: " + onList);
// list properties of the objects -----------------------------------------------------------------
HouseObjects[0].power = 2; // amount of power
HouseObjects[0].name = "comp";
//comp.bstate = 0; // button state
HouseObjects[1].power = 1; // amount of power
HouseObjects[1].name = "light";
HouseObjects[2].power = 1; // amount of power
HouseObjects[2].name = "lightB";
HouseObjects[3].power = 1; // amount of power
HouseObjects[3].name = "lightC";
HouseObjects[4].power = 1; // amount of power
HouseObjects[4].name = "lightD";
HouseObjects[5].power = 1; // amount of power
HouseObjects[5].name = "lightE";
HouseObjects[6].power = 1; // amount of power
HouseObjects[6].name = "lightF";
HouseObjects[7].power = 3; // amount of power
HouseObjects[7].name = "oven";
HouseObjects[8].power = 4; // amount of power
HouseObjects[8].name = "tv";
HouseObjects[9].power = 5; // amount of power
HouseObjects[9].name = "washer";
//HouseObjects[9].power = 6; // amount of power
//HouseObjects[9].name = "car";
// end of list properties of the house objects -----------------------------------------------------
for (var i:int=0;i<obj_num;i++)
{
HouseObjects[i].buttonMode = true;
//add event listeners -- listens to functions that are called
HouseObjects[i].addEventListener(MouseEvent.MOUSE_OVER, rolloverToggle);
HouseObjects[i].addEventListener(MouseEvent.MOUSE_OUT, rolloutToggle);
HouseObjects[i].addEventListener(MouseEvent.CLICK, toggleClick);
HouseObjects[i].addEventListener(MouseEvent.CLICK, toggleClick);
HouseObjects[i].bstate = 0;
stage.addChild(HouseObjects[i]); // add House Objects to stage ------------------------------
}// end of for loop ------------------------------------------------------------------------
trace("tracing...");
//computer's position
HouseObjects[0].x = 585;
HouseObjects[0].y = 233;
//bathroom light's position
HouseObjects[1].x = 340;
HouseObjects[1].y = 161;
//computer lightB's position
HouseObjects[2].x = 579;
HouseObjects[2].y = 158;
//computer lightC's position
HouseObjects[3].x = 316;
HouseObjects[3].y = 368;
//computer lightD's position
HouseObjects[4].x = 657;
HouseObjects[4].y = 367;
//computer lightE's position
HouseObjects[5].x = 517;
HouseObjects[5].y = 549;
//computer lightF's position
HouseObjects[6].x = 531;
HouseObjects[6].y = 1000;
//oven's position
HouseObjects[7].x = 380;
HouseObjects[7].y = 449;
//tv's position
HouseObjects[8].x = 543;
HouseObjects[8].y = 423;
//washer's position
HouseObjects[9].x = 637;
HouseObjects[9].y = 1155;
} // end of Constructor -----------------------------------------------------------
// function rollOver --------------------------------------------------------------
function rolloverToggle(e:MouseEvent) {
if (e.currentTarget.currentFrame == 1)
e.currentTarget.gotoAndStop(2);
if (e.currentTarget.currentFrame == 3)
e.currentTarget.gotoAndStop(4);
}
// function rollOut -----------------------------------------------------------------
function rolloutToggle(e:MouseEvent) {
if (e.currentTarget.currentFrame == 2)
e.currentTarget.gotoAndStop(1);
if (e.currentTarget.currentFrame == 4)
e.currentTarget.gotoAndStop(3);
}
// function toggleClick-------------------------------------------------------------
function toggleClick(e:MouseEvent) {
// On MouseEvent gotoAndStop(Frame Number)
if (e.currentTarget.currentFrame == 2)
{
e.currentTarget.gotoAndStop(3);
e.currentTarget.bstate = 1;
}
if (e.currentTarget.currentFrame == 4)
{
e.currentTarget.gotoAndStop(1);
e.currentTarget.bstate = 0;
}
// trace statements -------------------------------------------------------
//trace("movieClip Instance Name = " + e.currentTarget); // [object Comp]
//trace(houseArray[e.currentTarget.name]); // comp
trace("using currentTarget: " + e.currentTarget.name); // comp
//trace("powerData: " + powerData); // power of user data
//trace("houseArray: " + houseArray[0]); // the 0 index of house array
// trace(e.currentTarget.power); // currentTarget's power************
//trace ("bstate in click function: " + e.currentTarget.bstate);
//objName = e.currentTarget.name;
trace("target: " + e.currentTarget);
bstatus = e.currentTarget.bstate;
userInput = e.currentTarget.power;
objSelect = e.currentTarget;
trace("objSelect: " + objSelect);
// end of trace statements -------------------------------------------------
calcPower(userInput, bstatus);
//trace("i am bstatus: " + bstatus);
//trace("i am power: " + userInput);
populateFields(bstatus);
sendPhp();
//trackItems(objSelect, bstatus);
} // end of function toggleClick ----------------------------------------------------
// function calcPower ------------------------------------------------------------------
function calcPower(userInput:int, bstatus:int):void
{
//trace("i arrived");
//trace("power: " + userInput + " and " + "bstate: " + bstatus);
if (bstatus == 0) {
trace("i have been clicked OFF");
currentPower -= userInput; // if OFF then minus
trace("currentPower: " + currentPower);
} else if (bstatus == 1) {
trace("i have been clicked ON");
currentPower += userInput; // if OFF then minus
trace("currentPower: " + currentPower);
}
}
// function populateFields ------------------------------------------------------------------
function populateFields(bstatus:int)
{
var displayText:String="";
var textFields:Array = new Array();
textFields[0] = compTxt.text;
textFields[1] = bathLightTxt.text;
textFields[2] = computerLightTxt.text;
textFields[3] = kitchenLight.text;
textFields[4] = livingLightTxt.text;
textFields[5] = descLightTxt.text;
textFields[6] = laundryLightTxt.text;
textFields[3] = ovenTxt.text;
textFields[8] = tvTxt.text;
textFields[9] = WasherTxt.text;
if (bstatus == 0) {
// textfield will say OFF
} else if (bstatus == 1) {
// textfield will say ON
}
/*
for (var i:int=0;i<textFields.length;i++)
{
// do something
}
*/
}
// function pwrPercentage ------------------------------------------------------------------
/*function pwrPercentage()
{
}
*/
// function trackItems ------------------------------------------------------------------
function trackItems(objSelect:Object, bstatus:int):void
{
trace("i arrived in trackItems");
trace("tracing objSelect in function trackItems: " + objSelect);
//trace("tracing Array onList :" + onList);
//trace("power: " + userInput + " and " + "bstate: " + bstatus);
if (bstatus == 0) {
//onList.removeItemAt(onList.getItemIndex(objSelect));
// remove from ON list (array) pop
// call function removeArrayItem
removeArrayItem(objSelect);
} else if (bstatus == 1) {
//trace("adding items to list");
onList.push(objSelect);
//add to ON list (array) push
}
trace("Array:" + onList);
//return array .... only have one array...contain objects that are ONLY ON
}
// function removeArrayItem ------------------------------------------------------------------
function removeArrayItem(objSelect:Object):void
{
var arrayLength:int = onList.length;
// Searches item in array
for (var i:int=0; i<arrayLength; i++)
{
// Finds item and removes it
if (onList[i] == objSelect)
{
onList.splice(i, 1);
///*/**/*/trace("Item Removed: " + onList[i]);
trace("Array Updated: " + onList);
}
}
}
// function frameloop ------------------------------------------------------------------
/* function frameloop(e:Event)
{
}
*/
// function sendPhp ------------------------------------------------------------------
function sendPhp(e:MouseEvent):void
{
// send vars to php
var request:URLRequest = new URLRequest("write_xml.php"); // the php file to send data to
var variables:URLVariables = new URLVariables(); // create an array of POST vars
variables['bathLight'] = compTxt.text;
variables['bathLight'] = bathLightTxt.text;
variables['computer'] = computerLightTxt.text;
variables['kitchenLight'] = kitchenLight.text;
variables['livingLight'] = livingLightTxt.text;
variables['descLight'] = descLightTxt.text;
variables['laundryLight'] = laundryLightTxt.text;
variables['oven'] = ovenTxt.text;
variables['tv'] = tvTxt.text;
variables['washer'] = washerTxt.text;
request.data = variables; // send the vars to the data property of the requested url (our php file)
request.method = URLRequestMethod.POST; // use POST as the send method
try
{
var sender:URLLoader = new URLLoader();
sender.load(request); // load the php file and send it the variable data
navigateToURL(new URLRequest("vars.xml"), '_blank'); //show me the xml
}
catch (e:Error)
{
trace(e); // trace error if there is a problem
}
}
// function called when user clicks on update button-----------------------------------
/*function updateStage():void
{
for (var i:int = 0; i<=onList.length;i++) {
addChild(onList[i]);
}
}*/
} //end of class
} // end of package