3 buttons calling 6 boxes. Help in the code.

Hello
Here is the code for the 3 buttons. Each calls for 2 boxes. There are 2 problems.
1. first clicked button does nothing.
2. after clicking once they do not meet the second click.
Help, please.

<? XML version = "1.0" encoding = "utf-8"? >
"" < mx:Application xmlns:mx = ' http://www.adobe.com/2006/mxml ' layout = "absolute".
>

< mx:Script >
<! [CDATA]


import flash.events. *;

public function clickHandler (): void
{
B1.addEventListener (MouseEvent.CLICK, change4Button);
B2.addEventListener (MouseEvent.CLICK, change5Button);
B3.addEventListener (MouseEvent.CLICK, change6Button);

}

public void change4Button(Event:MouseEvent):void
{
v1.visible = "true";
v4.visible = "true";
}
public void change5Button(Event:MouseEvent):void
{
v2.visible = "true";
V5.visible = "true";
}
public void change6Button(Event:MouseEvent):void
{
v3.visible = "true";
V6.visible = "true";
}

[]] >
< / mx:Script >

< mx:Button = "55" x y = "58" label = "Button" click = "(clickHandler ())" id = "b1" / > "
< mx:Button = "145" x y = "58" label = "Button" click = "{clickHandler ()}" id = "b2" / > "
< mx:Button = '239' x y = "58" label = "Button" click = "{clickHandler ()}" id = "b3" / > "


< mx:VBox backgroundColor = "#00CCff" x = "83" y = "135" width = "50" height = "50" id = "v1" visible = "false" / >
< mx:VBox = "#ffCCff" x = "83" backgroundColor = "135" width = "50" height = "50" id = "v2" visible = "false" / >
< mx:VBox backgroundColor = "#00CC00" x = "83" y = "135" width = "50" height = "50" id = "v3" visible = "false" / >
< mx:VBox = "#ffCCfd" x = "393" backgroundColor = "135" width = "50" height = "50" id = "v4" visible = "false" / >
< mx:VBox = "#ffffff" x = "393" backgroundColor = "135" width = "50" height = "50" id = "v5" visible = "false" / >
< mx:VBox = "#fcCfdc" x = "393" backgroundColor = "135" width = "50" height = "50" id = "v6" visible = "false" / >



< / mx:Application >

I'll chime in here too. Your components id naming convention lends itself to adding parts into repeaters or loops, but I don't change the way you said these components. I used constants to be used in the for loop for simplicity, but you could put variables dynamically depending on the number of children that are of a specific type (button or VBox).

Try to reduce the duties and don't have only one which I believe is what you may be looking to do.

TS

Tags: Flex

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    var xresult = «»
    var yresult = «»
    var xmode = 0
    var count_3 = 0
    for (i = 0; i < x_len; i ++) {}
    xchar var = x.charAt (i)

    if(xMode == 0) {}
    {if (is_digit (Xchar))}
    xMode = 1
    }
    }

    if(xMode == 1) {}
    {if (is_digit (Xchar))}
    xResult += xchar
    } else {}
    xMode = 2
    }
    }

    if(xMode == 2) {}
    If (xchar == ":") {} ")
    xMode = 3
    count_3 = I have
    } else {}
    xMode = 9
    }
    }
    If (xmode == 3 & & I > count_3) {}
    {if (is_digit (Xchar))}
    yresult += xchar
    } else {}
    xMode = 4
    }
    }

    }
    If (xresult == "") {}
    xResult = '0 '.
    }
    If (yresult == "") {}
    yresult = '0 '.
    }
    var zresult = Math.round (parseFloat (xresult) * + impose_range (parseFloat (yresult), 0, 59.99) 60) / 60
    return zresult
    }
    function extract_min() {}
    minutes0 var
    {if(!_root.is_set)}
    minutes0 = 5
    _root.num_minutes = 5
    _root.is_set = true
    } else {}

    If (_root.paused_time! = clock_val) {//edited
    minutes0 = first_digit_bunch (clock_val)
    //}
    } else {}
    minutes0 = _root.num_minutes
    }
    If (minutes0 < = 0) {}
    minutes0 = _root.num_minutes / / reset to the last value
    }
    minutes0 = impose_range (minutes0, 0, 99.99)
    _root.num_minutes = minutes0
    _root.num_seconds = _root.num_minutes * 60
    display_time()
    }

    function startTimer() {}
    extract_min()
    stopTimer()
    _root.milli_value = my_date.getTime)
    _root.my_milli = (new Date()) .getTime)
    _root.old_time = _root.my_milli
    btn_stop._visible = true
    btn_start._visible = false
    msg_stopped._visible = false
    _root ["timer0" + xmodule] .gotoAndPlay (2)
    _root ["timer00"] .gotoAndPlay (2)
    }
    stopTimer() {} function
    clock_val = _root.num_minutes + ": 00".
    stopTimer0()
    extract_min()

    }
    function stopTimer0() {}
    _root.timer00.gotoAndStop (1)
    display_time()
    btn_stop._visible = false
    btn_start._visible = true
    times_up._visible = false
    msg_stopped._visible = true
    _root.paused_time = clock_val
    _root.timer01.stop)
    _root.timer02.stop)
    _root.timer03.stop)
    }

    function endTimer() {}
    stopTimer()
    times_up._visible = true
    msg_stopped._visible = false
    the_audio.gotoAndPlay (2)
    }

    function decrement_seconds() {}
    _root.num_seconds-
    _root.old_time = _root.my_milli
    if(_root.my_milli == 0) {}
    _root.my_milli = (new Date()) .getTime)
    }
    _root.my_milli = (new Date()) .getTime)
    var my_diff = _root.my_milli - _root.old_time
    num_seconds-= (my_diff/1000)
    Alert ("num_seconds =" + num_seconds)

    }

    function calc_time (cur_frame, end_frame) {}
    var frames_remaining = end_frame - cur_frame
    var secs_remaining = _root.num_seconds //frames_remaining / 5 / / assuming that the fps is 5
    trace ("secs_remaining =" + secs_remaining)
    var display_result = seconds_to_minsec (secs_remaining)
    return display_result
    }
    function impose_range (x, lower, upper) {}
    if(x < Lower) {}
    lower back
    }
    if(x > Upper) {}
    back to top
    }
    return x
    }
    function (dry) seconds_to_minsec {}
    var mins_val = Math.floor(secs / 60)

    mins_val = impose_range (mins_val, 0, 99.99)

    var secs_val = Math.floor (seconds % 60)
    secs_val = impose_range (secs_val, 0, 59)
    var result = x_digit_string(mins_val,2) + ': ' + x_digit_string(secs_val,2)
    trace ("result =" + result)
    Returns the result
    }

    function x_digit_string (JNombre, x) {}
    no worry about more than numbers 999 or negative numbers
    var vstring = String (JNombre)
    return x_fill_zero (vstring, x)
    }


    function x_fill_zero (str, len) {}
    will not shorten
    var len = vresult_length
    var vstring_length = str.length
    var distance = vresult_length-vstring_length
    var vresult = str
    for (var i = 0; I < gap; i ++) {}
    vresult = '0' + vresult
    }
    return vresult
    }


    function start_timer_begin_exam() {}
    _root.controller9.gotoAndStop ("Start")
    //}

    function display_time() {}
    var clock_hexagesimal = calc_time(_root.num_seconds,_root.num_minutes*60)
    _root.clock_val = clock_hexagesimal
    trace (clock_hexagesimal)
    clock_num = clock_num + 1
    }

    You must remove the onENterFrame activity: delete onEnterFrame;

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