ActionScript 2.0 :: How To Disable Mouse On A Sprite
Oct 2, 2006
I have a Sprite with a collection of bitmaps wich i addChild and removeChild according to the script. However, i need it to not interfer with the buttons with MOUSE_OVER Sprites below.There is a property in the DisplayObjectContainer wich is .mouseChildren, however, i want the container itself to be false, not the children (wich is only Bitmap's anyway
So I'm working on my portfolio and I got this problem. The code posted scrolls the sprite "cellContainer" based on the position of stage.mouseY. Perfect.Problem is that I want stage.mouseY to equal the entire cellContainer height. Kind of like how a small tablet equals a huge monitor. So when stage.mouseY = 0,cellContainer.y = 0 and when stage.mouseY = stage.stageHeight, cellContainer.y = stage.stageHeight - cellContainer.height. Right now, it scrolls, but it takes a while to scroll throught the entire height of cellContainer. I want it to be proportional to stage.mouseY.
Actionscript Code: private function scrollStart(e:Event)[code]....
i want to know how to catch mouse event on sprite.I have created a class which extends Sprite and then tried to catch mouse event on it. but not successful.so is it neccessary to draw something on it to catch events?
I want to detect whether the mouse has been clicked outside of a sprite (ie. a mouse click event anywhere on the screen except the sprite).
The idea is that you click outside an activated sprite to deactivate it. This is how menus and comboboxes function, but I can't see any way of doing it in actionscript.
In a pure ActionScript 3 project, I have a sprite that overlaps another sprite. The lower sprite normally handles mouse clicks. The lower sprite no longer processes mouse events when it is overlapped by the higher sprite. I would like the lower sprite to handle mouse events when it is overlapped. (In my particular instance, the higher sprite is just a decorative piece; it has no normal mouse interactivity anyway.) Is this possible? Is there a way to route mouse events through the higher sprite?
I'm confused that values of mouseX&Y properties for a same sprite are changing as its scaling (when you make scaleX out of 1.0). I would like to know the precise mechanism (or detailed definition) of MouseX, MouseY property.
I am new at AS3 and for a simple task it seems I have a lot of code but here is my problem.The code below displays wind direction and the speed of it, but I want to convert that code into a re-usable function where each time displaySprite (after adding and event listener ie: displaySprite.addEventListener(MouseEvent.MOUSE_CL ICK, clearAndRedraw); ) gets clicked it will redraw the same sprite with new information.
I know this is a question that comes up, but there has to be another way that I haven't found, maybe simply because I was search for the right keywords.Common enough question, I'm sure; I have a flash program, published in a projector and I don't want the menu to pop-up when the mouse is right clicked.Stage.showMenu = false; and fscommand("showmenu",false)have both been tried, disables most of the menu, but the drop down menu for global settings still appears.There has to be a way to set it so the right mouse button is off entirely when in the program. I've seen script that recognizes each of the different mouse buttons to assign a different response, I've seen a script designed to turn off the mouse so it can't be clicked during a tween transition; there has to be a way to program an event, or something, that will recognize the button and ignore all input from it. What is it?
How I can give the right mouse button the same functionality as the left one? So that it doesn't matter which button is pressed. If this is not possible, can I disable the right button of the mouse?
I have a gradient that I'm using as a vignette over an entire flash scene. It is contained with a movie clip, and I'm trying to disable it, I'm trying mouseEnabled = false, and mouseChildren = false, but for some reason, it is obscuring the buttons below it still, when I set the visibility to false everthing is fine, but then I can't see it . .
var arrowHeadRight:Sprite = new Sprite(); with(arrowHeadRight.graphics){ beginFill(0xDDDDDD, 1); moveTo(50,0); lineTo(0,50);
[Code]...
On Mouse Over, I wish to change the color of the fill on this shape? Can this be done or do I have to re-draw the graphics with an updated beginFill line?
The idea is there are two buttons(Sprites), one on the left & one on the right, when either button is moused over a the script should start setting the alpha of the relevant visible element. (i'm not worried that they both would be fading out as the mouse moves left to right at this point)
ActionScript Code: private function turnOnInterfaceHinting():void { this.addEventListener(Event.ENTER_FRAME, InterfaceHinting); }
I have stuck a bitmap into a display object container (Sprite). On a given mouse event (i.e. mouse click), I would like to display the x and y coordinates of the bitmap. However, I've realized upon clicking on the bitmap, the event is only recognizing the higher level Sprite container. I suspect this could be attributed to the simple fact that bitmaps are not InteractiveObjects.If it's I have attached the code. I am loading a master image and cloning it to produce a thumbnail image (bitmap). Mouse events with the container holding the master image recognize the image itself while the container holding the thumbnail only recognizes the Sprite container.
Code: var ldr1:Loader=new Loader(); var url1:URLRequest=new URLRequest("PhotoGallery0/picture0.jpg");
I've been using this code to disable the mouse events on some movie clips when my swf first loads. Is there a way of doing these all in one hit as I have about 15 to do in each of seven movie clips.
how to disable ALL stage mouse events. My problem is that I want to ignore mouse events. know how to enable and disable buttons etc but I need to go one level further and disable the event listener that looks out for mouse events.
I am not able to disable mouse click on a certain part of my screen. I m workin flex 3. There is a canvas on my page. I want that users click action can only be recognized over that canvas only and not anywhere else.
Essentially, the simplified problem is this: I have a parent sprite "PARENT" with two children: One child sprite "A" that contains a number of children which respond to mouseover/mouseout and rollover/rollout events, and a second child sprite "B" that is shown/hidden based on the events in "A".
The problem is that "B" appears over "A" on the stage and when the mouse enters "B", the children in "A" throw mouseout/rollout events. Ideally, I would be able to make "B" completely mouse transparent so that the hit testing in AS3 will "see through it" to the underlying "A" sprite, but this doesn't seem possible.
Note that "B" has mouseEnabled and mouseChildren set to false... but the problem seems to be that the AS3 hit testing engine won't look at siblings when determining mouse hit testing. (i.e. It sees "B" under the mouse, sees the mouseEnabled=false setting, and then moves on to "B"'s parent ("PARENT"), but never checks to see if "A" is under the mouse (which it is)).
I can't make "B" a child of "A", because "A" is clipped and "B" needs to extend beyond this clipping area.
At this point I'm thinking I'm going to have to do my own hit testing, which is far from ideal given that "A" contains a large number of children.
i've created a bitmap with data and placed it into a sprite so to receive mouse events. however, i'm struggling with reading the BitmapData within the sprite.
I'm making a puzzle game in Flash cs5/as3 which can have custom puzzle shapes. Basically, the user can draw basic protrusions of a puzzle. Then I create a black and white puzzle piece with a custom function like this var piece:PuzzlePiece= new PuzzlePiece(true,true,false,false); PuzzlePiece is a class that extends Sprite. The four arguments correspond to the four sides of a puzzle piece (up, down, left, right). If the argument is true, it means that protrusion should stick out of that side of puzzle piece. If it's false, it should have a hole on that side, so it fits the protrusion. I first attach the protrusions that stick out, then i flip the protrusions that stick in, attach them to a new sprite (in_part) and invert them with the following function:
I am a new user. How do I can add more thickness and change color of a rectange Sprite object on mouse over and on mouse out I want to make it normal again.
Taking my first steps coding in AS3. So I have my main class which extends sprite and I put new mc's on top of that. Using addEventListener on any child MC's with MouseEvent.CLICK works fine, but I can't add it to the main sprite. How can I register all clicks on the screen?
I'm pretty familiar with Actionscript, and this one has me completely stumped. What I'm trying to do is to prevent people from scrolling a TextArea with their mouse wheel, as the TextArea is inside of a ScrollPane, and at the moment scrolling one will scroll the other (double scrolling). Initially I tried[code]...
Is it possible to disable mousewheel scrolling on my webpage while the cursor is over my flex application?
My flex application is a map that allows user to zoom in and out using the mousewheel; however, when I put my flex app onto my webpage, the scrollwheel causes the page to scroll instead of zooming in and out.[code]...
I have a flash shooter game and after a user shoots a bottle, i play the destroy animation and remove it from the screen. The problem is when the user click too fast, like superman fast it enters on the method twice, no matter what.
Here is the code:
public function bottleHasClicked(bottle : BottleBase) : void { bottle.mouseEnabled = false; collectedBottles++;
[Code]....
The first thing i do is to disable the object mouse, and it still happens. I only enable it when im gonna show the bottles again.