Fill a Flash Question widget

Using the widget 'Question' can I develop scored interactions in Flash and integrate them into Captivate, and it's really good. There is only one thing that seems to be completely absent in the documentation or the model code comments.

There is this function:

function answersIncomplete(mustAnswerAll:Boolean):Boolean {}
Returns false;
}

Which is very good. You set true if you want to make sure that the user makes the interaction, but what is missing is this: How can you tell captivate when the user has finished interacting? Somewhere in my AS2 code, I need to call a function or set a variable once the user do what I asked them to do this, the submit button will assess their contribution. Someone understands what I ask and know how to do?

Please write the logic to check if the question has been answered completely in the body of the function "answersIncomplete".

Back to "false" If the answers are complete and 'true' if the answres are completed.

This function is called when the user clicks on the button submit in question.

This function has been provided to manage the scenario similar to that which arises when the user clicks on submit a question multiple choice without selecting any option.

When this happens, you will see the incomplete feedback message.

This function can be used to manage the same type of scenario in your widget.

If you do not want to manage such a situation in your widget and then, to ensure that the captivate movie progresses when user click the button submit, please return 'false' by this function.

Tags: Adobe Captivate

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    function Hitwat5(event:Event)
    {
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    {

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    questions.push (["what is 350-60?", 1, "260", "290"]);
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    questions.push(["What is 23.4+20.3?", 0, "43.7", "41.5"]);

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    {
    currentQuestion5 = questionNum;
    question of the var: Array = issues [questionNum].
    question [0] = qBack5.questionText5.text;
    var j: int = 2;
    correctAnswer5 = question [1];
    trace (correctAnswer5);
    for (var i: int = 0; i < buttons.length; i ++)
    {
    buttons [i] .addEventListener ("click", onClick);
    keys [i].answerText.text = [i + 2] on the issue;
    }
    }

    function onClick(event:Event)
    {
    var int index = buttons.indexOf (event.target.parent);
    trace ("buttonIndex =" + index + "right answer =" + correctAnswer5);
    If (index is correctAnswer5)
    {
    onCorrect();
    }
    on the other
    {
    onIncorrect();
    }
    }

    function onCorrect()
    {

    score += 5;
    trace ("scoreCorrect" + score);
    nextQuestion();
    }

    function onIncorrect()
    {
    score = 5;
    trace ("scoreINCorrect" + score);
    nextQuestion();
    }

    function nextQuestion()
    {
    Update();
    for (var i: int = 0; i < buttons.length; i ++)
    {
    buttons [i] .removeEventListener ("click", onClick);
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    yScroll = Defaulty;
    }

    If (currentQuestion5 > = questions.length - 1).
    {
    gotoAndStop ("Menu", "Menu");
    }
    on the other
    {
    currentQuestion5 ++;
    init (currentQuestion5);
    }
    }

    function update()
    {
    scoreText.text = String (score);
    }

    Stop();
    init (0);
    }
    }


    Thank you very much

    Flash noob.


    Try:

    import flash.events.Event;

    Stop();

    var xScroll:int = 15;

    var yScroll:int = 7;

    var BeachDefaulty:int = 1;

    var ForestDefaulty:int = 300;

    var Defaultx:int = 15;

    var Defaulty: int = 7;

    var leftBumping:Boolean = false;

    var rightBumping:Boolean = false;

    var upBumping:Boolean = false;

    var Rightgo:Boolean = false;

    var Leftgo:Boolean = false;

    var leftBumpPoint:Point = new Point (460,260);

    var rightBumpPoint:Point = new Point (500,260);

    var upBumpPoint:Point = new Point (Person.x, Person.y);

    var currentQuestion5:int = 0;

    var correctAnswer5:int = 0;

    var currentQuestion10:int = 0;

    var correctAnswer10:int = 0;

    var score: int = 0;

    var scoreHigh:int = 0;

    var button: int = 0;

    Person.x = stage.stageWidth / 2;

    Beachback.x = Person.x;

    Beachback.y = BeachDefaulty;

    Forestback.y = ForestDefaulty;

    Forestback.x = Person.x;

    Watcoin5.x = (Math.random () * 833 + 9

    Watcoin10.x = (Math.random () * 833 + 9

    qBack10.visible = false;

    qBack5.visible = false;

    SUMMARY. Visible = false;

    MainMenu.Visible = false;

    stage.addEventListener (Event.ENTER_FRAME, loop);

    function loop(e:Event):void

    {

    trace (Person.y)

    Beachback.y += yScroll;

    Forestback.y += yScroll;

    Watcoin10.y += yScroll;

    Watcoin5.y += yScroll;

    Finishgame.y += yScroll;

    If (Rightgo)

    {

    Person.x += xScroll;

    }

    on the other

    {

    Person.x += 0;

    }

    If (Leftgo)

    {

    Person.x-= xScroll;

    }

    on the other

    {

    Person.x-= 0;

    }

    If (Watcoin10.y > 370)

    {

    Watcoin10.y-= 1200;

    Watcoin10.x = (Math.random () * 833 + 9

    }

    If (Watcoin5.y > 370)

    {

    Watcoin5.y-= 1200;

    Watcoin5.x = (Math.random () * 833 + 9

    }

    Hitwat10 (e);

    }

    function Goright(event:Event):void

    {

    Rightgo = true;

    }

    function Goleft(event:Event):void

    {

    Leftgo = true;

    }

    function stopGoright(event:Event):void

    {

    Rightgo = false;

    }

    function stopGoleft(event:Event):void

    {

    Leftgo = false;

    }

    function pausegame(event:Event):void

    {

    yScroll = 0;

    xScroll = 0;

    SUMMARY. Visible = true;

    MainMenu.Visible = true;

    }

    function resumegame(event:Event):void

    {

    yScroll = Defaulty;

    xScroll = Defaultx;

    SUMMARY. Visible = false;

    MainMenu.Visible = false;

    }

    function mainmenu(event:Event):void

    {

    gotoAndPlay(1,"Start");

    }

    Shiftleft.addEventListener (MouseEvent.MOUSE_DOWN, Goleft);

    Shiftright.addEventListener (MouseEvent.MOUSE_DOWN, Goright);

    Shiftleft.addEventListener (MouseEvent.MOUSE_UP, stopGoleft);

    Shiftright.addEventListener (MouseEvent.MOUSE_UP, stopGoright);

    Pause.addEventListener (MouseEvent.MOUSE_DOWN, pausegame);

    Resume.addEventListener (MouseEvent.MOUSE_DOWN, resumegame);

    Mainmenu.addEventListener (MouseEvent.MOUSE_DOWN, mainmenu);

    Watcoin10.addEventListener (Event.ENTER_FRAME, Hitwat10);

    Watcoin5.addEventListener (Event.ENTER_FRAME, Hitwat5);

    Finishgame.addEventListener (Event.ENTER_FRAME, gameEnder);

    function gameEnder(event:Event)

    {

    If (Person.hitTestObject (Finishgame))

    {

    if(score > scoreHigh)

    {

    scoreHigh = result

    }

    gotoAndPlay(1,"Start")

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    }

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    questions10.push (["Bedmas using, what is 4 x 2 + 3?", 0, "11", "20"]);

    Hard;

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    questions10.push (["what number is greater than 865 but less 941?", 1, "964", "893"]);

    questions10.push (["what is 76.23 + 11.3?", 0, "87.53", "84.74"]);

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    questions10.push (["Bedmas using, what is 3 + 4 x 4?", 1, "28", "19"]);

    questions10.push (["apples of 25 cents-how much can you buy with $4.25?", 1, "15", "17"]);

    var questionNum:int = 0;

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    If (Person.hitTestObject (Watcoin10)) {}

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    qBack10.visible = true;

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    Watcoin10.x = (Math.random () * 833 + 9;

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    }

    function update() {}

    scoreText.text = String (score);

    }

    function init() {}

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    question [0] = qBack10.questionText10.text;

    correctAnswer10 = question [1];

    trace ("CorrectAnswer10" + correctAnswer10);

    for (var i: int = 0; i< buttons.length;="" i++)="">

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    }

    function onClick(event:Event) {}

    var int index = buttons.indexOf (event.currentTarget.parent);

    trace ("buttonIndex =" + index + "right answer =" + correctAnswer10);

    If (index == correctAnswer10) {}

    onCorrect();

    } else {}

    onIncorrect();

    }

    }

    function onCorrect() {}

    score += 10;

    trace ("scoreCorrect + 10 =" + score);

    nextQuestion();

    It is probably wrong: removeEventListener ("click", onClick);

    }

    function onIncorrect() {}

    score = 10;

    trace ("scoreInCorrect + 10 =" + score);

    nextQuestion();

    It is probably wrong: removeEventListener ("click", onClick);

    }

    function nextQuestion() {}

    qBack10.visible = false;

    yScroll = Defaulty;

    Update();

    for (var i: int = 0; i< buttons.length;="" i++)="">

    buttons [i] .removeEventListener ("click", onClick);

    }

    questionNum ++;

    {if(questionNum==questions10.) Length)}

    gotoAndStop ("Menu", "Menu");

    } else {}

    init();

    }

    }

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    Begin to learn Captivate 5 times now! $29.95

    Captivate wish form/Bug report form

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    2. you create the small image as a button or a movieclip so that you can assign the code to him.  The code you assign depends on which version of actionscript will use your file, that you did not mention.

    3. If you are working with a button symbol, you probably just spend more time to play with them to understand how you can use the four frameworks.  To change the color of the text on working capital, you would have a different colored text in plus.  If you want the text to change color and stay like that when you click the button, then you will need to create the button as a movieclip.  Button symbols can be controlled in this way (exception for AS3, but it is not simple).

    The key to answer most of your questions and to learn that Flash is to play with Flash and see what works and what doesn't.  Try different tutorials as well.

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