use Delegate.create in your class so it has proper scope - the
onRelease anonymous function won't work because it loses scope when
defined within the class.
If you need to pass a param, do something like this in your class:
private function defineActions()
{
var myDelegate:Object = myButton.onRelease = Delegate.create(this,
doSomething)
myDelegate.answer = "Tomatoes"
}
private function doSomething()
{
trace(arguments.caller.answer)
}
Jason Merrill
Bank of America
Global Technology & Operations
Learning & Leadership Development
eTools & Multimedia Team
>>-----Original Message-----
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf
>>Of Andrew Sinning
>>Sent: Monday, March 12, 2007 2:14 PM
>>To: Flash Coders
>>Subject: [Flashcoders] correct way to set onRease of an
>>arbitrary button
>>
>>(Putting aside whether or not this is best practice design,
>>as I'm just trying to get my head around this.)
>>
>>I've put three buttons in _root.questionInterface called
>>button_1, button_2, etc. Elsewhere I have defined a class
>>Question. When an instance of Question is displayed, it
>>needs to modify the onRelease of the three buttons so that
>>the Question gets notified when each button gets released.
>>
>>Within the "Display" method of the Question, I want to do
>>something like
>>
>>for (var aNum=1; aNum<=5; aNum++) {
>>
>> var answerButton = _root.questionInterface["button_"+aNum];
>> // pseudo code:
>> make the onRelease of answerButton make a call to the function
>>AnswerSelected(aNum) inside of this
>> //
>>
>> // I have tried the following, but it's not right
>> answerButton.onRelease = function() { this.GiveAnswer(aNum);};
>>
>>
>>}
>>
>>
>>Any help greatly appreciated. Thanks!
>>
>>
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