2 script hide columns based a cell value - google-sheets

how to make this script works on different sheet with different trigger?
simple is make same script run twice
original script works on many sheets and hiding many columns
on the 2nd script i make it simple, and reverse function.
with current condition, original script works fine, and 2nd script doesnt work
Script Source
function onEdit() {
onEdit1();
onEdit2();
}
function onEdit1() // Original Script
{
var ss = SpreadsheetApp.getActiveSpreadsheet();
["Calc", "Sheet1", "Sheet2", "Sheet3","Sheet4"].forEach(function (s) { var sheet = ss.getSheetByName(s); /// works on many sheets
var st =sheet.getRange("B2").getValue(); //trigger cell
if(st == false) //trigger word
{
sheet.hideColumn(sheet.getRange("W:Z"));
sheet.hideColumn(sheet.getRange("AA:AK"));
sheet.hideColumn(sheet.getRange("AL:AN"));
sheet.hideColumn(sheet.getRange("AO:AO"));
sheet.hideColumn(sheet.getRange("AP:AP"));
}
else
{
sheet.unhideColumn(sheet.getRange("W:Z"));
sheet.unhideColumn(sheet.getRange("A:K"));
sheet.unhideColumn(sheet.getRange("AL:AN"));
sheet.unhideColumn(sheet.getRange("AO:AO"));
sheet.unhideColumn(sheet.getRange("AP:AP"));
}
})}
function onEdit2() /// 2nd script
{
var ss = SpreadsheetApp.getActiveSpreadsheet();
["Duo","Sheet1","Sheet2"].forEach(function (s) { var sheet = ss.getSheetByName(s); /// bisa di banyak sheet
var st =sheet.getRange("AC5").getValue(); //trigger cell
if(st == True) //trigger word
{
sheet.unhideColumn(sheet.getRange("AU:BH")); // i Reverse hide unhide
}
else
{
sheet.hideColumn(sheet.getRange("AU:BH")); //here too
}
})}

Issue:
In JavaScript (and therefore, in Apps Script), the boolean values are true and false.
You are using True instead, with capital T, so most probably it's throwing an error because it's undefined (you can take a look at the Executions tab in your script in order to check this).
Solution:
In your onEdit2 function, change this:
if(st == True) //trigger word
To this:
if(st == true) //trigger word
Reference:
Boolean

Related

press separate edit button to edit cell or row in kendogrid

Presently, I am attempting to have an edit button that the user can press to start editing the first cell, then have subsequent presses step through the rest of the cells in a kendogrid.
When I execute this code:
function initButtons() {
// ...
$("#edit-param-btn").kendoButton().on('click', function (e) { execEditParameter(e) });
// ...
}
function execEditParameter(e) {
var row = $("#rule-parameters").data('kendoGrid').dataItem($(e.currentTarget).closest("tr"));
$("#rule-parameters").data('kendoGrid').editRow(row);
}
Here is the UI:
This is the error I'm receiving when I press edit:
Uncaught TypeError: t.children is not a function
at pt.ui.DataBoundWidget.extend._createInlineEditor (http://localhost/Tdm/Scripts/Kendo/kendo.all.min.js:30:21788)
at pt.ui.DataBoundWidget.extend.editRow (http://localhost/Tdm/Scripts/Kendo/kendo.all.min.js:30:18039)
at eval (eval at evaluate (unknown source), <anonymous>:1:21)
at Object.InjectedScript._evaluateOn (<anonymous>:905:55)
at Object.InjectedScript._evaluateAndWrap (<anonymous>:838:34)
at Object.InjectedScript.evaluateOnCallFrame (<anonymous>:964:21)
Does anyone have any suggestions? TIA.
Ended up getting it working by changing execEditParameter to this:
function execEditParameter(e) {
var dataItem = $("#rule-parameters").data('kendoGrid').dataItem($(e.currentTarget).closest("tr"));
var row = $("#rule-parameters").data('kendoGrid').tbody.find("tr[data-uid='" + dataItem.uid + "']");
$("#rule-parameters").data('kendoGrid').editRow(row);
}
UPDATE:
The above works great for editing the first row, but if I want to edit the row the user has selected so it can select one of multiple rows, then this is better:
function execEditParameter() {
var row = $("#rule-parameters").data('kendoGrid').select();
$("#rule-parameters").data('kendoGrid').editRow(row);
}

Full-featured autocomplete widget for Dojo

As of now (Dojo 1.9.2) I haven't been able to find a Dojo autocomplete widget that would satisfy all of the following (typical) requirements:
Only executes a query to the server when a predefined number of characters have been entered (without this, big datasets should not be queried)
Does not require a full REST service on the server, only a URL which can be parametrized with a search term and simply returns JSON objects containing an ID and a label to display (so the data-query to the database can be limited just to the required data fields, not loading full data-entities and use only one field thereafter)
Has a configurable time-delay between the key-releases and the start of the server-query (without this excessive number of queries are fired against the server)
Capable of recognizing when there is no need for a new server-query (since the previously executed query is more generic than the current one would be).
Dropdown-stlye (has GUI elements indicating that this is a selector field)
I have created a draft solution (see below), please advise if you have a simpler, better solution to the above requirements with Dojo > 1.9.
The AutoComplete widget as a Dojo AMD module (placed into /gefc/dijit/AutoComplete.js according to AMD rules):
//
// AutoComplete style widget which works together with an ItemFileReadStore
//
// It will re-query the server whenever necessary.
//
define([
"dojo/_base/declare",
"dijit/form/FilteringSelect"
],
function(declare, _FilteringSelect) {
return declare(
[_FilteringSelect], {
// minimum number of input characters to trigger search
minKeyCount: 2,
// the term for which we have queried the server for the last time
lastServerQueryTerm: null,
// The query URL which will be set on the store when a server query
// is needed
queryURL: null,
//------------------------------------------------------------------------
postCreate: function() {
this.inherited(arguments);
// Setting defaults
if (this.searchDelay == null)
this.searchDelay = 500;
if (this.searchAttr == null)
this.searchAttr = "label";
if (this.autoComplete == null)
this.autoComplete = true;
if (this.minKeyCount == null)
this.minKeyCount = 2;
},
escapeRegExp: function (str) {
return str.replace(/[\-\[\]\/\{\}\(\)\*\+\?\.\\\^\$\|]/g, "\\$&");
},
replaceAll: function (find, replace, str) {
return str.replace(new RegExp(this.escapeRegExp(find), 'g'), replace);
},
startsWith: function (longStr, shortStr) {
return (longStr.match("^" + shortStr) == shortStr)
},
// override search method, count the input length
_startSearch: function (/*String*/ key) {
// If there is not enough text entered, we won't start querying
if (!key || key.length < this.minKeyCount) {
this.closeDropDown();
return;
}
// Deciding if the server needs to be queried
var serverQueryNeeded = false;
if (this.lastServerQueryTerm == null)
serverQueryNeeded = true;
else if (!this.startsWith(key, this.lastServerQueryTerm)) {
// the key does not start with the server queryterm
serverQueryNeeded = true;
}
if (serverQueryNeeded) {
// Creating a query url templated with the autocomplete term
var url = this.replaceAll('${autoCompleteTerm}', key, this.queryURL);
this.store.url = url
// We need to close the store in order to allow the FilteringSelect
// to re-open it with the new query term
this.store.close();
this.lastServerQueryTerm = key;
}
// Calling the super start search
this.inherited(arguments);
}
}
);
});
Notes:
I included some string functions to make it standalone, these should go to their proper places in your JS library.
The JavaScript embedded into the page which uses teh AutoComplete widget:
require([
"dojo/ready",
"dojo/data/ItemFileReadStore",
"gefc/dijit/AutoComplete",
"dojo/parser"
],
function(ready, ItemFileReadStore, AutoComplete) {
ready(function() {
// The initially displayed data (current value, possibly null)
// This makes it possible that the widget does not fire a query against
// the server immediately after initialization for getting a label for
// its current value
var dt = null;
<g:if test="${tenantInstance.technicalContact != null}">
dt = {identifier:"id", items:[
{id: "${tenantInstance.technicalContact.id}",
label:"${tenantInstance.technicalContact.name}"
}
]};
</g:if>
// If there is no current value, this will have no data
var partnerStore = new ItemFileReadStore(
{ data: dt,
urlPreventCache: true,
clearOnClose: true
}
);
var partnerSelect = new AutoComplete({
id: "technicalContactAC",
name: "technicalContact.id",
value: "${tenantInstance?.technicalContact?.id}",
displayValue: "${tenantInstance?.technicalContact?.name}",
queryURL: '<g:createLink controller="partner"
action="listForAutoComplete"
absolute="true"/>?term=\$\{autoCompleteTerm\}',
store: partnerStore,
searchAttr: "label",
autoComplete: true
},
"technicalContactAC"
);
})
})
Notes:
This is not standalone JavaScript, but generated with Grails on the server side, thus you see <g:if... and other server-side markup in the code). Replace those sections with your own markup.
<g:createLink will result in something like this after server-side page generation: /Limes/partner/listForAutoComplete?term=${autoCompleteTerm}
As of dojo 1.9, I would start by recommending that you replace your ItemFileReadStore by a store from the dojo/store package.
Then, I think dijit/form/FilteringSelect already has the features you need.
Given your requirement to avoid a server round-trip at the initial page startup, I would setup 2 different stores :
a dojo/store/Memory that would handle your initial data.
a dojo/store/JsonRest that queries your controller on subsequent requests.
Then, to avoid querying the server at each keystroke, set the FilteringSelect's intermediateChanges property to false, and implement your logic in the onChange extension point.
For the requirement of triggering the server call after a delay, implement that in the onChange as well. In the following example I did a simple setTimeout, but you should consider writing a better debounce method. See this blog post and the utility functions of dgrid.
I would do this in your GSP page :
require(["dojo/store/Memory", "dojo/store/JsonRest", "dijit/form/FilteringSelect", "dojo/_base/lang"],
function(Memory, JsonRest, FilteringSelect, lang) {
var initialPartnerStore = undefined;
<g:if test="${tenantInstance.technicalContact != null}">
dt = {identifier:"id", items:[
{id: "${tenantInstance.technicalContact.id}",
label:"${tenantInstance.technicalContact.name}"
}
]};
initialPartnerStore = new Memory({
data : dt
});
</g:if>
var partnerStore = new JsonRest({
target : '<g:createLink controller="partner" action="listForAutoComplete" absolute="true"/>',
});
var queryDelay = 500;
var select = new FilteringSelect({
id: "technicalContactAC",
name: "technicalContact.id",
value: "${tenantInstance?.technicalContact?.id}",
displayValue: "${tenantInstance?.technicalContact?.name}",
store: initialPartnerStore ? initialPartnerStore : partnerStore,
query : { term : ${autoCompleteTerm} },
searchAttr: "label",
autoComplete: true,
intermediateChanges : false,
onChange : function(newValue) {
// Change to the JsonRest store to query the server
if (this.store !== partnerStore) {
this.set("store", partnerStore);
}
// Only query after your desired delay
setTimeout(lang.hitch(this, function(){
this.set('query', { term : newValue }
}), queryDelay);
}
}).startup();
});
This code is untested, but you get the idea...

How to use mc name to access a variable

I have a form with a variety of buttons available for selection by the user. I already have variables set up for each button on the main timeline which are meant to hold the values "yes" or "no" depending on whether the button was selected or not. They all start off with a "no".
Here is the array for each button:
tabs_array = ["familiars","tallers2","gestions","sortides","tallers1","medic","podoleg","dutxes","menjador"];
Here are the initial variables for whether the buttons have been selected or not:
var send_dutxes:String="no";
var send_gestions:String="no";
var send_medic:String="no";
var send_menjador:String="no";
var send_podoleg:String="no";
var send_sortides:String="no";
var send_tallers1:String="no";
var send_tallers2:String="no";
var send_familiars:String="no";
Here is the code for each button:
for(var a=0; a<tabs_array.length; a++){
this.popup_contact[tabs_array[a]].gotoAndStop("off");
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.MOUSE_OVER, act_over);
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.MOUSE_OUT, act_out);
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.CLICK, toggleAct);
this.popup_contact[tabs_array[a]].buttonMode = true;
}
Here is the code for where I'm having the issue (the click state)...when the user clicks one of the selections:
function toggleAct(event:MouseEvent):void
{
if (this("send_"+event.currentTarget.name)=="no")
{
event.currentTarget.gotoAndStop("on");
trace("changing no to yes");
this("send_"+event.currentTarget.name) = "yes";
}
else if (this("send_"+event.currentTarget.name)=="yes")
{
event.currentTarget.gotoAndStop("off");
this("send_"+event.currentTarget.name) = "no";
trace("changing yes to no");
}
}
Basically I need to know how to connect the mc name that was clicked to the corresponding variable....changing a string into a variable name.
I think it will go something like that:
var valueOfWhatYouAreLookingFor = _root['send_'+event.currentTarget.name];
assuming that those vars are defined globally
PS. even if that will work (I don't have access to Flash to check this out) your structure has so many flows... for start with only one simple change you don't need global variables:
tabs_array = ["familiars","tallers2","gestions"];
for(var a=0; a<tabs_array.length; a++){
this.popup_contact[tabs_array[a]].gotoAndStop("off");
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.MOUSE_OVER, act_over);
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.MOUSE_OUT, act_out);
this.popup_contact[tabs_array[a]].addEventListener(MouseEvent.CLICK, toggleAct);
this.popup_contact[tabs_array[a]].buttonMode = true;
// small addition
this.popup_contact[tabs_array[a]].currentState = 'on';
}
function toggleAct(event:MouseEvent):void
{
// ...
this.currentState = ( this.currentState == 'on' ? 'off' : 'on' );
// ...
}

Google Script - Can't combine on the same script multiple selection from listBox and SubmitButton

I'm trying to code on google app and I've encountered one issue. For example, let's consider this example code on google website ( link's here https://developers.google.com/apps-script/class_formpanel )
function doGet() {
var app = UiApp.createApplication();
var form = app.createFormPanel();
var flow = app.createFlowPanel();
flow.add(app.createTextBox().setName("textBox"));
flow.add(app.createListBox().setName("listBox").addItem("option 1").addItem("option 2"));
flow.add(app.createSubmitButton("Submit"));
form.add(flow);
app.add(form);
return app;
}
function doPost(eventInfo) {
var app = UiApp.getActiveApplication();
app.add(app.createLabel("Form submitted. The text box's value was '" +
eventInfo.parameter.textBox +
"' and the list box's value was '" +
eventInfo.parameter.listBox + "'"));
return app;
}
My issue is that I want to select multiple values on the listbox. I change then line 6 in
flow.add(app.createListBox(true).setName("listBox").addItem("option 1").addItem("option 2"));
to allow multiple selection. But the result is that only the last selected value is taken, preventing multiple selections. Apparently, it is due to the submitButton. I need to keep the formPanel because on a further code I'll like to combine uploading files and listBox multiple selection. How may I fix that? Thank you a lot
As a complement to Mogsdad's answer, note that this bug / issue is only concerning the doPost structured handler... if you don't need the file upload feature you could use a simple doGet + handler with callbackElement and in this case the multiselect list is available and works as expected.
test function :
function doGet() {
var app = UiApp.createApplication().setTitle('test listBox');
var panel = app.createHorizontalPanel().setStyleAttribute('padding','40px');
var sHdlr = app.createServerHandler('validateList').addCallbackElement(panel);
var items = ['category 1','category 2','category 3'];
var list1 = app.createListBox(true).setName('list1');
for(var i =0;i<items.length;++i){list1.addItem(items[i],i)}
panel.add(list1).add(app.createButton('validate',sHdlr));
app.add(panel);
return app;
}
function validateList(e){
var app = UiApp.getActiveApplication();
app.add(app.createLabel("Value(s) in list : "+e.parameter.list1).setStyleAttribute('margin-left','40'));
return app;
}
and below is a working example of the workaround described in the issue tracker.
I used a textBox to show the process, set it to visible(false) or use a hidden widget in a 'real' app. ( Test available here )
function doGet() {
var app = UiApp.createApplication().setTitle('test listBox');
var panel = app.createHorizontalPanel().setStyleAttribute('padding','40px');
var listHandler = app.createServerHandler('updlistVal').addCallbackElement(panel);
var items = ['category 1','category 2','category 3'];
var list1 = app.createListBox(true).setName('list1').addChangeHandler(listHandler);
for(var i =0;i<items.length;++i){list1.addItem(items[i])}
panel.add(list1).add(app.createTextBox().setText(items[0]).setId('listboxVal').setName('listboxVal').setWidth('200'));// set a default value in case the user is happy with that and doesn't touch the listBox
var submitBtn = app.createSubmitButton('test').setStyleAttribute('margin-left','40');
app.add(app.createFormPanel().add(panel.add(submitBtn)));
return app;
}
function doPost(e){
var app = UiApp.getActiveApplication();
app.add(app.createLabel().setStyleAttribute('padding','40').setText("Submitted value(s) from list : "+e.parameter.listboxVal));
return app;
}
function updlistVal(e){
var app = UiApp.getActiveApplication();
app.getElementById('listboxVal').setValue(e.parameter.list1);
return app;
}
EDIT 2 :
As Mentioned in the comments on this post we must find a way to prevent going through the submission before the value of the hidden/text widget has been updated with a valid value. The "default value" I used above is a possible solution, another one is to use a client handler to validate the submit button only if the listValue (or its value in the hidden widget) is right. Here is a code that does it (only the doGet is reproduced, all other functions being identical.
function doGet() {
var app = UiApp.createApplication().setTitle('test listBox');
var panel = app.createHorizontalPanel().setStyleAttribute('padding','40px');
var submitBtn = app.createSubmitButton('test').setStyleAttribute('margin-left','40').setEnabled(false);
var listHandler = app.createServerHandler('updlistVal').addCallbackElement(panel);
var items = ['category 1','category 2','category 3'];
var listVal = app.createTextBox().setText('not defined yet').setId('listboxVal').setName('listboxVal').setWidth('200');
var list1 = app.createListBox(true).setName('list1').addChangeHandler(listHandler).addItem('choose one or more item(s)');
for(var i =0;i<items.length;++i){list1.addItem(items[i])}
var clientH = app.createClientHandler().forTargets(submitBtn).setEnabled(true).validateMatches(list1, 'category');
list1.addClickHandler(clientH);
panel.add(list1).add(listVal);// set a default value in case the user is happy with that and doesn't touch the listBox
app.add(app.createFormPanel().add(panel.add(submitBtn)));
return app;
}
Using the hidden widget as validation source causes a small issue as we need to click twice on the listBox to make it work... in case there are other questions on the form this will be solved by triggering the client handler with every other widgets so that the double click won't be necessary anymore but this is becoming a bit "out of subject" I'm afraid.
EDIT 3 :
just for the fun of it, a last version that works apparently without issue...
test here
function doGet() {
var app = UiApp.createApplication().setTitle('test listBox');
var panel = app.createHorizontalPanel().setStyleAttribute('padding','40px');
var submitBtn = app.createSubmitButton('test').setStyleAttribute('margin-left','40').setEnabled(false).setId('sbmt');
var wait = app.createImage('https://dl.dropboxusercontent.com/u/211279/loading3T.gif').setId('wait').setVisible(false);
var listHandler = app.createServerHandler('updlistVal').addCallbackElement(panel);
var items = ['category 1','category 2','category 3'];
var listVal = app.createTextBox().setText('not defined yet').setId('listboxVal').setName('listboxVal').setWidth('200');
var list1 = app.createListBox(true).setName('list1').addChangeHandler(listHandler).addItem('choose one or more item(s)');
for(var i =0;i<items.length;++i){list1.addItem(items[i])}
var clientH = app.createClientHandler().forTargets(wait).setVisible(true).forTargets(submitBtn).setEnabled(false);
list1.addChangeHandler(clientH);
panel.add(list1).add(listVal);// set a default value in case the user is happy with that and doesn't touch the listBox
app.add(app.createFormPanel().add(panel.add(submitBtn).add(wait)));
return app;
}
function doPost(e){
var app = UiApp.getActiveApplication();
app.add(app.createLabel().setStyleAttribute('padding','40').setText("Submitted value(s) from list : "+e.parameter.listboxVal));
return app;
}
function updlistVal(e){
var app = UiApp.getActiveApplication();
app.getElementById('listboxVal').setValue(e.parameter.list1);
app.getElementById('sbmt').setEnabled(true);
app.getElementById('wait').setVisible(false);
return app;
}
This is a known bug in the issue tracker, Issue 959. Visit and star it for updates.
It's been known and "worked on" since Dec 2011, if you believe the notes added by the support team. Other users have provided a work-around, and a modified version of it appears below.
The idea is to attach a handler function to the ListBox, which will receive all the selected items from the ListBox. The handler will then write those values to a hidden element in the form. When the form is submitted, the list of selections will be available to the doPost(), via the hidden element.
...
var listbox = app.createListBox(true).setName("listBox").addItem("option 1").addItem("option 2");
flow.add(listbox);
// Issue 959 ListBox Workaround: http://code.google.com/p/google-apps-script-issues/issues/detail?id=959
var listboxHidden= app.createHidden("listboxHidden", "").setId("listboxHidden");
flow.add(listboxHidden);
var fixListBoxHandler = app.createServerHandler('fixListBoxHandler');
fixListBoxHandler.addCallbackElement(listbox);
listbox.addChangeHandler(fixListBoxHandler);
...
}
function fixListBoxHandler(e) {
var app = UiApp.getActiveApplication();
app.getElementById('listboxHidden').setValue(e.parameter.listbox);
return app;
}
NOTE: Unfortunately, this work-around is time-sensitive; it can take several seconds for the handler to update the hidden value. If the submit button is hit before the handler completes its job, then post() receives what was in the hidden element before the call to the handler.

How to wait for 3 seconds in ActionScript 2 or 3?

Is there any way to implement waiting for, say, 3 seconds in ActionScript, but to stay within same function? I have looked setInterval, setTimeOut and similar functions, but what I really need is this:
public function foo(param1, param2, param3) {
//do something here
//wait for 3 seconds
//3 seconds have passed, now do something more
}
In case you wonder why I need this - it is a legal requirement, and no, I can't change it.
Use the Timer to call a function after 3 seconds.
var timer:Timer = new Timer(3000);
timer.addEventListener(TimerEvent.TIMER, callback); // will call callback()
timer.start();
To do this properly, you should create the timer as an instance variable so you can remove the listener and the timer instance when the function is called, to avoid leaks.
class Test {
private var timer:Timer = new Timer(3000);
public function foo(param1:int, param2:int, param3:int):void {
// do something here
timer.addEventListener(TimerEvent.TIMER, fooPartTwo);
timer.start();
}
private function fooPartTwo(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, fooPartTwo);
timer = null;
// 3 seconds have passed, now do something more
}
}
You could also use another function inside your foo function and retain scope, so you don't need to pass variables around.
function foo(param1:int, param2:int, param3:int):void {
var x:int = 2; // you can use variables as you would normally
// do something here
var timer:Timer = new Timer(3000);
var afterWaiting:Function = function(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, afterWaiting);
timer = null;
// 3 seconds have passed, now do something more
// the scope is retained and you can still refer to the variables you
// used earlier
x += 2;
}
timer.addEventListener(TimerEvent.TIMER, afterWaiting);
timer.start();
}
For AS3 use Radu's answer.
For AS2 use the setInterval function like so:
var timer = setInterval(function, 3000, param1, param2);
function (param1, param2) {
// your function here
clearInterval(timer);
}
You can also use delayedCall, from TweenMax. IMHO, it's the sharpest way to do that if you are familiar to TweenMax family.
TweenMax.delayedCall(1, myFunction, ["param1", 2]);
function myFunction(param1:String, param2:Number):void
{
trace("called myFunction and passed params: " + param1 + ", " + param2);
}
In your case, using a anonymous function:
public function foo(param1, param2, param3) {
//do something here
trace("I gonna wait 3 seconds");
TweenMax.delayedCall(3, function()
{
trace("3 seconds have passed");
});
}
why you are doing some confused ways instead of doing the right way?
there is a method named:"setTimeout()";
setTimeout(myFunction,3000);
myFunction is the function you want to call after the period.and 3000 is the period you want to wait(as miliseconds).
you don't need to set then clear interval, or make a timer with one repeat count or do sth else with more trouble☺.
There is no Sleep in ActionScript. But there are other ways to achieve the same thing without having all your code in a single function and wait within that function a specific amount of time.
You can easily have your code in two functions and call the 2nd one after a specific timeout you set in your 1st function.
THIS IS NOT WITHIN ONE FUNCTION - ANSWERS: "How to wait for X seconds in AS2 & 3"
...without using setInterval or clearInterval.
The answers posted above are much faster and easier to use. I posted this here, just in case...
Sometimes you may not be able to use set/clearInterval or other methods based on development restrictions. Here is a way to make a delay happen without using those methods.
AS2 - If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
I have an onEnterFrame countdown timer in here as well, (demos stopping/switching timers).
If you want the delay/glow to be longer - increase the glowGameTime number. Change the names to fit your own needs and/or apply the logic differently.
var startTime:Number = 0;
var currentTime:Number = 0;
var mainTime:Number = 5;//"game" time on enter frame
var glowStartTime:Number = 0;
var glowCurrentTime:Number = 0;
var glowGameTime:Number = 1.8;//"delayed" time on press
btnGlowTest._visible = false;
this.onEnterFrame = TimerFunction;
startTime = getTimer();
function TimerFunction()
{
currentTime = getTimer();
var timeLeft:Number = mainTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up...3 bucks off");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
function glowTimerFunction()
{
glowCurrentTime = getTimer();
var glowTimeLeft:Number = glowGameTime - ((glowCurrentTime - glowStartTime)/1000);
glowTimeLeft = Math.floor(glowTimeLeft);
//trace("glowTimeleft = " + glowTimeLeft);
if(glowTimeLeft <= 0)
{
trace("TIME DELAY COMPLETE!");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
btnTest.onPress = function()
{
trace("onPress");
btnGlowTest._visible = true;
StopTime();
GlowTime();
}
function GlowTime()
{
trace("GlowTime Function");
this.onEnterFrame = glowTimerFunction;
glowStartTime = getTimer();
}
function StopTime()
{
trace(">>--StopTime--<<");
delete this.onEnterFrame;
}
AS3 - Below is the code from above setup to run in AS3. There are different ways to accomplish similar results, yet based on the project scope, these are the methods that were used in order to get things functioning properly.
If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
If you want the delay/glow to be longer - increase the GlowTimer:Timer number, (currently set to 950). Change the names to fit your own needs and/or apply the logic differently.
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
var startTime:Number = 0;
var currentTime:Number = 0;
var gameTime:Number = 4;//"game" time on enter frame
var GlowTimer:Timer = new Timer(950,0);//"delayed" time on press
btnGlowTest.visible = false;
GlowTimer.addEventListener(TimerEvent.TIMER, GlowTimeListener, false, 0, true);
btnTest.addEventListener(MouseEvent.MOUSE_DOWN, btnTestPressed, false, 0, true);
addEventListener(Event.ENTER_FRAME,TimerFunction, false, 0, true);
startTime = getTimer();
function TimerFunction(event:Event)
{
currentTime = getTimer();
var timeLeft:Number = gameTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up, 3 bucks off");
StopTime();
}
}
function GlowTimeListener (e:TimerEvent):void
{
trace("TIME DELAY COMPLETE!");
StopTime();
}
function btnTestPressed(e:MouseEvent)
{
trace("PRESSED");
removeEventListener(Event.ENTER_FRAME, TimerFunction);
btnGlowTest.visible = true;
GlowTimer.start();
}
function StopTime()
{
trace(">>--Stop Time--<<");
btnGlowTest.visible = false;//just for show
btnTest.visible = false;//just for show
GlowTimer.stop();
removeEventListener(TimerEvent.TIMER, GlowTimeListener);
removeEventListener(Event.ENTER_FRAME, TimerFunction);
}

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