ActionScript 3.0 :: Get MouseEvent.ROLL_OVER Or MouseEvent.MOUSE_OVER To Pass Through To MovieClip Underneath
Jul 9, 2009
I have a MovieClip (call it base_mc) which is under a bunch of other MovieClips (call them subclips). The MovieClips on top are all mouseEnabled with MOUSE_OVER, CLICK, etc, event handlers. I want to capture the event of MOUSE_OVER (or ROLL_OVER) on the base_mc as well. Any time I am over one of the subclips I am also over the base_mc clip. How can I capture this event?
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May 5, 2010
I have a problem with a mouseover-effect. I have a lot of different objects on my scene. Whenever the mouse is rolled over one of these objects, they will appear a bit larger until the mouse is moved again. I have made it work like this (and it functions):
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;[code]........
My problem now is, that I want to add another roll over effect:If the user rolls over one of the objects, it will appear a bit larger until he moves his mouse away, but if the user does not move the mouse for more than one second, a "pop-up window" (=New roll_over mouseEvent) has to appear, while the object STILL appears emphasised.So, how do I add a second roll over effect, which appears 1 second later?(the second roll over effect should be a png-image)
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Feb 5, 2011
I have a custom cursor and I want it to change when you highlight a MovieClip, and return to its default value when the MovieClip is not highlighted anymore.I've used MouseEvent.MOUSE_OVER, MouseEvent.ROLL_OVER, MouseEvent.MOUSE_OUT, and MouseEvent.ROLL_OUT. The result isn't very smooth and there is a small delay to when the cursor changes. Also sometimes if you move the mouse fast enough the cursor won't change at all.
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Feb 23, 2009
I have a movie set up in AS3. it is working with a swf that has a video loaded, a bunch of other external swfs. it all runs smoothly until half way through all of the rollover states just kill the browser. there are no errors in the flash IDE but they crash both IE and FF3
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Aug 25, 2009
I have two sprites A and B, both are irreuglar drawn shapes (both with a transparent fill) that overlap certain points. The current result is B on top (though which is on top is not really relevant, as the same problem will exist if A is on top). They are both children of the same UIComponent.
Both are listening for the MouseEvent.MOUSE_MOVE event. It is to occur when a corner on either shape is passed over by the mouse. Though, when the mouse moves over the corner of A and this corner is behind B the MouseEvent is never raised.From my investigation I've found when i turn the fill off on the sprites and just draw the outline of the shape the mouse event will raise, but this is not what is wanted. how can I get *both* the objects listening and responding even when the corners of one is overlapping the other?
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Jul 24, 2009
I want to run it when the user mouses over a hidden button.
Code:
var container:MovieClip = new MovieClip();
addChild(container);
root.transform.perspectiveProjection.fieldOfView = 120;
[Code]....
You can see I have a MC called "btn" but the code only runs once when the btn MC is moused over. I'd like to call the addstar function continously while the btn is being moused over...
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Aug 27, 2009
The main AS timeline creates the enemy instance and calls them via the timer class. Inside the instance enemy movie clip there is some script to do a basic tween and there are functions to remove the enemy and to declare you've hit the enemy. The problem I'm having is when I try to call my KillEnemy function with a MouseEvent.CLICK (or MOUSE_DOWN, MOUSE_UP) event, it isn't registering, I realised this after testing the same function to listen for a MOUSE_OVER, MOUSE_OUT, it worked perfectly.
Can anyone explain why this is happening? Not just that the mouse seems to be a little delicate, even with the roll over listener called it isn't registering the event unless it hits a specific part of the movie clip enemy, which leads me to believe the movieclip is somehow built incorrectly? But even when testing the game with extreme settings (i.e. leaving the enemies on screen for a long time) the mouse clicks aren't registering still. Something is broken! Here is some of code inside the enemy movie clip, the problem lies on line 11:
[Code]...
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Jan 24, 2011
I'm trying to create a preview of which tower is selected for my game. I've set all of the 'background' of the level up with a class called EmptyBlock, which has buttonmode set to false. I then added event listeners to each one (this.addEventListener( MouseEvent.MOUSE_OVER, onMouseOver ); ) for both MOUSE_OVER, and MOUSE_OUT. Inside my onMouseOver function, I'm manipulating the x/y position of a MovieClip, and setting it's visible status to true. Inside the onMouseOut function, I'm setting the x/y position of the MovieClip to -25, -25 (Offstage, just hiding it from view), and setting it's visible status to false.
However, when I run the code and hover over this class (EmptyBlock), the MovieClip I'm manipulating flickers. It continuously flickers and doesn't stop. I tried creating the MovieClip's class and removing it (Creating in OnMouseOver and removing it in OnMouseOut) but that too flickered. Traces say that it's running the MouseOut constantly while the MovieClip is over it but not when it's not. What am I doing wrong here? I'm probably making a stupid mistake but...
On a second, smaller note: Once this MovieClip's class is created, it obviously intercepts the clicks I want to go to my EmptyBlock class. Is there anyway to forward the click onto my EmptyBlock class? The MC is not a child of my EmptyBlock class (but it is added as a child after the EmptyBlock class).
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Nov 6, 2010
I have several stage event handlers to enable mouseovers over several dynamically generated moviecilps on the stage that then change their alpha to indicate the mouse is over that particular mc... fairly trivial (mcOver handler). Additionally, I also want to know what MC is clicked, so I update a public variable (public var activemc:Number) with the ID of the dynamic movieclip when the mouse is over it (using a hitTest to check, which is why the EventListener is added to stage and not to the MC), which is checked in the mcClicked handler:This is in the constructor:
//stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
//stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mcOver);[code]....
However, the mouseover behaviour (alpha 0 when over, alpha 1 when out) stops working as soon as I click on any movieclip on the stage, and the mcClicked ID checking (below) stops working completely. I don't know if this is to do with focus:
private function mcClicked(event:MouseEvent):void {
myTextField.text = String(activemc); // activemc is a public var:Number with the movieclip //ID
}
I then tried adding the event handler for the stage mouse_move again and this gets the mouseover working again but only for 1 more click, after which it stops again:
private function mcClicked(event:MouseEvent):void {
myTextField.text = String(activemc); // activemc is a public var:Number with the movieclip //ID
stage.addEventListener(MouseEvent.MOUSE_MOVE, mcOver);
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Oct 21, 2010
I'd like to know what is the difference between MouseEvent.CLICK & MouseEvent.MOUSE_DOWN. Because when i use MouseEvent.MOUSE_DOWN for a button to set full-screen view its doesn't work, instead of this MouseEvent.CLICK works. So what was the reason.
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Nov 6, 2010
I'm making a button for the first time, and I wanted to use a full click to drive it. However, when I use addEventListener(MouseEvent.CLICK, onClickHandler); nothing happens when I click on it. When I use (with the rest of the code being identical) addEventListener(MouseEvent. MOUSE_ down, onClickHandler); it works like a charm.
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Apr 7, 2009
What is the difference between MouseEvent.MOUSE_UP and MouseEvent.CLICK? Why should I use one of these over the other?
Code:myButton_btn.addEventListener(MouseEvent.MOUSE_UP, fNavigate, false, 0, true);
myButton_btn.addEventListener(MouseEvent.CLICK, fNavigate, false, 0, true);
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Aug 11, 2011
I have a MOUSE_DOWN handler that creates a CLICK event listener on a child object. Naturally, as soon as you release the mouse button, if you happen to be over the child object, the CLICK event fires.I was disappointed to discover that event.stopImmediatePropagation doesn't interrupt the CLICK event from registering the MOUSE_DOWN as part of its detection cycle. It makes sense that it doesn't but still... disappointing.A MouseEvent.CLICK consists of detecting a MOUSE_DOWN on the object and then if it's followed by a MOUSE_UP without leaving the object, he event fires. I had hoped that by cancelling the MOUSE_DOWN event, it would clear that out of the CLICK buffer, but no such potatoes, alas.This could all be handled with a flag and a couple more MOUSE_UP and MOUSE_DOWN handlers, but dang, smacks of effort
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Jul 24, 2009
I have the following:
rwBtn.addEventListener(MouseEvent.MOUSE_OVER, audioOver);
function audioOver(e:MouseEvent):void
{
var thisClip:MovieClip = e.relatedObject;
thisClip.alpha = 0;
}
I would like to change the alpha of the clip that is being rolled over. I don't know how to target the clip that is being rolled over. How do I do that?
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Apr 10, 2011
In my design I've got a button which is styled in a unique shape. It ties in directly with another button. The simplest way to describe the button is a regular square split into two diagonal shapes (except the hypotenuse is curved).Well, I said Button, I've actually created the button as a MovieClip.Inside the movieclip I use code resembling the following:
ActionScript Code:
this.addEventListener(MouseEvent.ROLL_OVER, myFunction);
function myFunction(event:MouseEvent) {
[code]......
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Aug 16, 2010
How do i pass the e:MouseEvent to another function??
[Code]...
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Oct 12, 2008
I would like to pass a mouse event : MouseEvent.CLICK as a parameter.
example:
ActionScript Code:
activateEvent(MouseEvent.Click,clickedEvent);
function activateEvent(event:MouseEvent,destination):void{[INDENT]
[Code].....
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May 22, 2010
I'm sure this must have been covered 100's of times but I have searched and searched with no joy so... I'm trying to simply pass a value into a function using a MouseEvent, CLICK (the example below is just that an example not what I'm actually trying to do)[code]...
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May 7, 2009
This will work:
Code:
addVolvo.addEventListener(MouseEvent.CLICK, addCar);
function addCar(evt:MouseEvent)
{
[code]...
... but I want to pass the a value when calling the function:
Code:
addVolvo.addEventListener(MouseEvent.CLICK, addCar(classVolvo));
function addCar(evt:MouseEvent, newClass:Class)
{
var car1:Car = new Car( 1, 1, classVolvo)
[code]...
This won't work. Because it then just passes the Class and not the MouseEvent. What should I write in the addCar(...) call function? Ie how to I manually pass an MouseEvent?
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Oct 4, 2009
I have th following code below. When the monster is clicked I would like to remove it but the MouseEvent.Click event never fires? I'm using flash cs4.
import fl.motion.Animator;import fl.motion.MotionEvent;var this_xml:XML = <Motion duration="30" xmlns="fl.motion.*" xmlns:geom="flash.geom.*" xmlns:filters="flash.filters.*"> <source> [code].......
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Jul 13, 2010
Why won't my sound play? It should play on Mouseover and stop on Mouseout.
stop();
import flash.display.MovieClip;
import flash.events.MouseEvent;
var req:URLRequest = new URLRequest("squeeak.wav");
var sound:Sound = new Sound();
var controller:SoundChannel;
function soundLoaded(event:Event):void{
controller = sound.play();
[Code] .....
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Mar 13, 2009
It's never been an issue since I always anticipate it but just wondering...
if I put a MouseEvent listener on a movieclip/sprite...
Code:
whatever.addEventListener(MouseEvent.CLICK, clickAction, false, 0, true);
function clickAction(e:MouseEvent):void {
trace(e.target);
}
that traces a movieclip inside the intended target...
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Jan 31, 2011
Clicking a button to start the current movie clip playing. In the following example, playButton is the instance name of the button, and this is a special name meaning "the current object":
Actionscript Code:
this.stop();function playMovie(event:MouseEvent):void {
this.play();}playButton1.addEventListener(MouseEvent.CLICK, playMovie);
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May 12, 2009
Suppose, I created a MovieClip(with instance-name= "myClip") on the stage. If I need to process MouseEvent.CLICK event on this movieclip(myClip), then we use addEventListener(bla.... bla...); method.
Now, my requirement is, in certain case, I do not want to occur any MouseEvent.CLICK events on this same movieClip(i.e., myClip).Then, How to do this? (or) What is the method/class used in this context?
Atlast, My requirement is: How to remove/disable Mouse_CLICK events when occur on a MovieCLip.
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Dec 7, 2009
I am having trouble getting my menu to work. I want when you click a button it displays a movieclip on stage and then disappears when you click a different button. Error occurs at line 88 (I bolded it}.
Vmfa.as:
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
import flash.utils.*;
import flash.text.*;
import flash.display.MouseEvent.*;
[Code] .....
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May 29, 2010
I have a parent movieclip with a few other movieclips inside it. When I add a mouseclick eventlistener to the stage and click on one of the children, i want the target of the event to be the parent movieclip. I still need the children to be mouseEnabled.
how do you check if a movieclip is a child of another?
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May 4, 2011
I'm having a problem with adding a MouseEvent listener to a Loaded MovieClip. The loaded MC is a single frame and contains two animated MCs. There's some MouseEvent listeners already on the two MCs. Here's the code in my loader SWF:
[Code]...
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May 12, 2009
My issue starts here:Suppose, I created a MovieClip(say, instance-name= "myClip") on the stage. If I need to process MouseEvent.CLICK event on this movieclip(myClip), then we use addEventListener(bla.... bla...); method.Now, my requirement is, in certain case, I do not want to occur any MouseEvent.CLICK events on this same movieClip(i.e., myClip)Atlast, My requirement is: How to remove/disable Mouse_CLICK events when occur on a MovieCLip.Here, I try to disable the MouseEvents because, The MovieClip must be visible but should not accept any Mouse_CLICK events on it
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Mar 24, 2011
So I'm Bitmaping some heavy stuff to try bring down the [pre-render] and [render] which is quite high according to FlashBuilder's profiling. I thought this was going well until I realised that as soon as you change a MovieClip to a Bitmap, you lose the pixel based accuracy of the mouse move events (Over, Out, Move...), all your left with is the entire bounding box of the Bitmap, something which is less than desirable. I've got a game where many Bitmapped assets would be on top of each other in a scene, on the stage, arranged in various ways and need to have that pixel accuracy moving between each one and have exhausted my efforts as to how to achieve the same mouse move results with the Bitmapped guys as normal.
This, [URL], is a FLA which shows this operation, and you can see how it works here, [URL]. When it loads up, both items on stage are drawn Shapes, encapsulated in MovieClips, both that get a glow, if you hover over them. If you click the stage at all, the purple guy gets turned into a Bitmap and now, his 'hit area', when it comes to MouseEvents is his whole bounding box and you can only get through to the back green item at the edge slivers.
I'm also tracing the pixel which the mouse is over, so I can clearly tell when the mouse is over a transparent area, it's 0, but how can I tell the event to forward itself on down the chain to the green MovieClip?
Below is how it's now pretty much working for me,
var bitmap:Bitmap = this['bitmap'];
var shouldMouseOver:Boolean = bitmap.bitmapData.getPixel(event.localX - bitmap.x, event.localY - bitmap.y);
if(shouldMouseOver)
[Code].....
I shut off mouseEnabled for my item, when I know it's wrong, then I search for another item that properly fits the bill and if there is one, send an Event to that and break. If that one's also wrong, it'll do the same again, but each time taking themselves out of the loop.
This does work exactly how I want it to, but I'd always prefer to keep things like globalToLocal and looping, and reading from arrays for not frequently updated methods like listeners to MOUSE_MOVE. Is there a more efficient way to do this?
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Mar 18, 2009
I am trying to create a container MovieClip with several TextField elements contained within it. I then need the TextFields to react to ROLL_OVER or MOUSE_OVER. This works fine if the fields are placed outside of the container, but not when I do
Code:
container.addChild(textField);
The TextFields are added after the container, and new ones may be created or removed later during the running of the movie. I've tried changing the value of container.mouseChildren but that didn't seem to make a difference.
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