I created a useful util-class to make delayed function calling easy. You can make a chain of functions, by adding them with a delay in milliseconds. This chain can be executed multiple times, even in reversed order.
Let’s take a look at a simple example of Chain.
var myChain:Chain = new Chain(); myChain.addEventListener( Event.COMPLETE, onComplete); myChain.add(one, 2000).add(two, 500).add(three, 1000).play(2);
function one():void{trace("one")} function two():void{trace("two")} function three():void{trace("three")} function onComplete(e:Event):void{trace("done.")}
/* trace output: one two three one two three done. */
What is happening here? At the first line we are instantiating the class, and the second line represents what chain does. There is a public function called ‘add’, which is an important part of the class. add(one, 2000) means: execute a function called ‘one’ after 2000 milliseconds. add(two,500).add(three,1000) are functions that are called after one is finished, with other delays. You can create your own rhythm/sequence/pattern. At the end we see play(2), which means: Execute the sequence of functions defined before, and repeat them 2 times. After that, dispatch event COMPLETE.
So that’s basically it. A cool part is you can play it reversed, using playReversed(). I am inspired by jQuery (which has nothing to do with this) to enable the ability to stick functions, but thats optional.
myChain.playReversed(2);
/* trace output: three two one three two one */
Of course you can pauze/continue when you are playing, by calling stop() / doContinue(), and you can determine if it is currently playing using the isPlaying-getter.
These are all the public functions.
/// Constructor publicfunction Chain()
/// Adds a function at a specified interval (in milliseconds). publicfunctionadd(func:Function, delay:Number = 0):Chain
/// Start playing the sequence and calling functions publicfunctionplay(repeatCount:int = 0):void
/// Start playing the sequence reversed publicfunction playReversed(repeatCount:int = 0):void
/// Clears sequence list. Data will be removed. publicfunctionclear():Chain
/// Stop playing, use doContinue to play futher from current point publicfunctionstop():void
/// Continue playing after a stop publicfunction doContinue():Chain
/// Reset indexes publicfunction reset():void
/// Returns the string representation of the Chain private vars. publicfunctiontoString():String
/// Return chain is playing, stopped or completed publicfunctionget isPlaying():Boolean
Hope you like it, let me know if you like to see extra/other related features.
Updates - Private functions are protected - add-functions is now add(function, delay), where function is required. - Class now extends EventDispatcher and play/playReversed dispatches Event.COMPLETE after playing sequence, instead of calling onComplete function - Cleaned up code
I found out the getBounds()-function gives not exactly the right rectangle with a TextField. It always matches the border bounds, even if the borders are invisible. So I’ve created a more accurate function using getColorBoundsRect().
Click on the words. Switch between getRect() and getTextFieldBounds() by clicking on the buttons below to see the difference.
Found out something useful, which I’d like to share with you. It’s about calculating the width of menu-items perfectly.
Imaging you are creating a liquid website with a menu. If you want all items to have the same width, you could set the width of each item to totalMenuWidth / items.length. In most cases this will work out. But what is your menu is very small or the items doesn’t fit in that fixed width because the text is too long?
Well you could hardcode the width’s to make your own perfect proportions and spacing, but if your menu is xml-driven and you/someone else adds new menu-items, you have to re-assign the hardcoded widths and you feel unhappy Most hardcoded stuff is evil anyway because it is laziness. (I use it a lot )
Well, I’d like to calculate the perfect scaling menu, so I don’t have to worry the menu will break. You can use the text-length of the menu-item as input for the width calculation. The more letters, the bigger the menu-item, right? So, If you multiply all menu-text-lengths and divide this to the current text-length, you’ll get a ratio which can be divided from the total menu width. I like this theory. So we need to do this in 2 steps; first get the ratios and get the total menu-text-lengths (with a loop), then calculate and apply this on each item. Pseudocode:
This works fine, and its actually very cool. Now we have a function which actually use some proportions to create a liquid menu. After a while I realized that the proportions weren’t really right. If the menu text have odd text-length differences (eg 5 letters vs 25 letters), it looks weird. Larger texts take too much width. I wanted the same proportions kinda like a html-table.
So the menu-items needs to have better proportions. Bigger text should be a smaller and the smaller text should be bigger. After some searching I ‘discovered’ Square root, a.k.a. Math.sqrt() in actionscript. With this function you could ‘normalize’ numbers. Bigger numbers are getting smaller, smaller numbers are getting bigger. This was exactly what I needed!
You can see the differences between the menubars and you’ll agree to me that the last one is the best I think this theory could be applied to a lot more things, like graphs or grids.
In case anyone is interested in the code; it can be downloaded here (AS3).
Michael Hoskins: Wow, this is one of those "why have I not done this myself?" things. I do this same action numerous times throughout the day. I use actions all the
sebo: Hi, this sounds very useful, i am also doing this many times each day. But the link to the action seems broken - could you have a look at that? Thanks
ramel: Ok got it too a look at the as file. the displayObject is the first method in the function not the last. This is a great little script very cool.
ramel: Oh add I'm trying to copy a portions of the stage.