ActionScript 3.0 :: Listen For Multiple Mouse Events Then Load MC
Nov 13, 2009
Are there suggestions for code that will essentially listen for (or test) for mouse clicks on 3 separate buttons. Once all the correct 3 buttons have been released, I want a to trigger a final event(load a 4th movie clip). I can't stop thinking in terms of IF (all event 1 + event 2 + event 3) THEN load movie. But I know that isn't AS3 way to do it, any better understand way to do it with event listeners (but not too complicated!)
I have a DisplayObject at the bottom, that's clickable and has a hover state, underneath a TextField. The big problem is, I need all MouseEvents to go to *both* of them, not just the TextField, not just the DisplayObject. Reason being is I have text that require tooltips to be attached to the mouse which are on top of those DisplayObjects underneath.
You can see the affect of the above example here, http:[url].... Now, what I want to force happen is when you mouse over any of the text area, the text to pick up that event, as well as any other mouse event,as well as the DisplayObject underneath. To put it one way, I want to have my cake, and eat it too. I want the text to act the way it is in this example, but also to have it work as if I had mouseEnabled equal to false on the text.
I have a DisplayObject at the bottom, that's clickable and has a hover state, underneath a TextField. The big problem is, I need all MouseEvents to go to both of them, not just the TextField, not just the DisplayObject. Reason being is I have text that require tooltips to be attached to the mouse which are on top of those DisplayObjects underneath.[code]Now, what I want to force happen is when you mouse over any of the text area, the text to pick up that event, as well as any other mouse event, as well as the DisplayObject underneath. To put it one way, I want to have my cake, and eat it too. I want the text to act the way it is in this example, but also to have it work as if I had mouseEnabled equal to false on the text.I asked a similar question previously about Bitmaps, albeit in different circumstances and eventually went with a parent.getObjectsUnderPoint solution, which was less than ideal. If that's my only option here... I'll begrudgingly go that way again, but I'd love to find a better solution and really do think there must be, insofar as I could just clone the event down the line to the next child at that point.
I have some code where there are 3 objects on the screen and i want it to highlight them in orange when you mouse over them, and when you click on one to select it, it highlights it in yellow.
to do this, im registering a roll_over, roll_out, and click event but for some reason it seems like all i am getting is the roll_over event.
Something strange is that in the code below i only ever seem to get roll_over events but if i only register the click event instead of all 3, i get the click event. It seems like the 3 events are somehow conflicting or something :/
You can also see an example of what im talking about at:
[URL]
click play to get to the screen where this problem is.
I have a movieclip on top level that has a getURL script.... but I have other movieclips inside that only have a RollOver event on them.How can I allow for ALL of these mouse events to be seen through all levels of the movieclips ?
I have a project in AS2, and my question for that was posted in AS2 thread. But in the meantime, I was considering switching the project entirely to AS3 because AS2 is giving me a headache.
Basically what I need to have is this:
When you rollover the btn "learn how" a toggle window expands and a countdown movie clip starts. When you roll off the btn, the window and movie clip will both disappear. That works perfect. The next part is what is tricky for me. (to better make sense of it, the countdown is there as prep to a graphic movie clip. So if the user sees the countdown and decides they dont want to see the graphic movie, they can simply rollout with the mouse and the clip will go away.
Now...if the countdown plays all the way through... I need the second movie clip to start. The tricky part, is that when that movie clip starts.. it should no longer have the rollout mouse function. I need it to stay there unless the user clicks an Exit out button.. which I haven't done yet, because I have no idea if I can even get that far.
I am able to disable mouse events on a movie clip with a single frame using the mouseEnable property and setting it to false.However if the movie clip contains multiple frames setting the property to false does not disable the mouse events.Do I need to disable for each frame of the clip? Or is this outside the box for movie clips.I have tried .enable and .mouseChildren to false also.I have alternatives to what I am trying to do so I am trying to determine if I am missing something.this is basically my code, this code will ignore events if I change the movie clip to a single frame.The multiple frame movie clip is made up of 5 frames of bitmap symbols and functions properly.
public class Main extends MovieClip { private var contract1:MovieClip=new CONTRACT ;//multiple frame mc public function Main() {
I have an application that at runtime creates a class called map. The constructor for this loads a XML file that specifies a number of images to load and loads them as children. What I want to do is to somehow sense when all images specified in the XML file are loaded and dispatch an event.
What I do is to create a load event for each image to load, that places the image as a child in the map object. This map is then put as a child on the stage.
I need to add a event listener to map that listens when it is fully loaded and triggers a event.
map.addEventListener(...) gives me a compile error of course.
I'm a complete newbie to AS3 but I've recently been thrown in at the deep end I'm trying to teach myself (I'm a designer mainly, for my sins!).
I'm putting together a UI which includes a demo frame whereby I want to load a speech bubble image if the user hovers the mouse over a particular button.
I've bought various reference books and browsed through the forums, but I can't find any examples of how to do this (seemingly) simple task. I've found some examples of drawing a rectangle and other methods, but nothing for loading/unloading images.[code]...
I have made a jigsaw puzzle game, that can be scaled up to have lots of pieces. Now I want to implement it so it can be played by more than one person at a time on a large multi-touch screen. I'm not sure how is best to proceed.
Ive had a look at some development kits and some tutorials and they seem to go into too many gestures etc. I literally only need the capability to move more than one piece at a time. So is it possible for flash to simply deal with this as multiple mouse down events rather than going into multi-touch gestures etc. Or do I need to do it another way?
I have an SWF that has been provided to me that I need to load. Inside that SWF are two buttons ("cancelButton" and "proceedButton"). Is there any way that I can add event listeners to these buttons from within my action script after I have loaded the SWF or do I need to get the SWF creator to create event listeners on the buttons that can bubble to me?
I am having an issue with some mouse events I have. If you go here you can see what I mean: [URL] When you mouse over one of the thumbnail images, a title pops up. If you click one of the thumbnails, the group shifts to the right. (This is making room for what I'm working on right now, it's not just random :P) If you then navigate to "About" or "Contact" then back to "Works" neither the mouseovers nor the clicking on the thumbnails works.
That middle section is one object called "images" with three frames, each labeled and then navigated to inside the buttons with gotoAndStop(frame#).
Here is my code for the buttons and mouseovers:
Code: //Navigation links var navTween:Tween nav.about.addEventListener(MouseEvent.MOUSE_DOWN, mouseClick);
A swf (my game framework) loads another swf (a game). The game is loaded into a child domain which seems to be the default domain for loaded swfs.
The framework listens for custom events bubbling up from the game. However, the framework only receives events dispatched directly from the games document class but not from any of the games children.
Bubbling is set to true on everything, but it's not working? Is it only possible to dispatch events from the document class of the loaded swf.
I'm trying to detect when pop ups are visible (including tool tips if possible). The reason is that I need to hide or freeze (capture a snapshot) the Stage* components (StageWebView, StageVideo, StageText etc) when pop ups appear.
having an issue with some mouse events I have. If you go here you can see what I mean.When you mouse over one of the thumbnail images, a title pops up. If you click one of the thumbnails, the group shifts to the right. (This is making room for what I'm working on right now, it's not just random ) If you then navigate to "About" or "Contact" then back to "Works" neither the mouseovers nor the clicking on the thumbnails works.That middle section is one object called "images" with three frames, each labeled and then navigated to inside the buttons with gotoAndStop(frame#).Here is my code for the buttons and mouseovers:
I'm using an accordion container that has it's creation policy set to auto. One of the accordion's children is a spark border container that has a data grid within it. Currently, I'm using the data grid's creationComplete property to call a function; similarly, I'm using the dragComplete property to call another function.
How can I add listeners for events (creationComplete & dragComplete) via actionscript? The obvious problem is that the accordion does not create all its children on creation (nor do I want it to), so I can't simply use something like: datagrid.addEventListener(...)
Is there a way that a flex based application (in the browser or AIR) can listen to windows events (or any other OS) when it is not in focus?Lets say that my AIR application is minimized and I want her to be notified when ever new data was copied to the clipboard?
I'm trying to listen for events sent from my main movie swf from inside a preloader shell swf.Inside Preloader.swf, I load my Main.swf in the traditional way, with a loader object and I listen for progress events on that. These progress events make my preloader bar scaleX increase, like normal. But, I have an XML file and an image that load inside of my Main.swf as soon as it is loaded. I would like for these unloaded bytes to be shown in my Preloader.swf before the Main.swf gets added to the stage.right now, I am sending the totalBytes from the XML file and the image to my Main.swf document class, which, in turn, dispatches a custom "PreloaderEvent" that holds the total number of bytes.
In Preloader.swf, I add an event listener to the loader ( which holds main.swf ), listening for that PreloaderEvent.Can events be heard in this manner and is this the best way to be preloading this type of file ( one where main.swf loads in the first frame, then starts loading of external images after the swf is running ).I'm just not sure how to get all of those extraneous bytes into one location for my preloader to see at the same time.
I came to some misunderstanding how to use events. LOL. I thought I understand it but as I see I dont.
I've got a Engine document class where Hero is added, and Cannon object too. In body of Hero I need to dispatch event when Hero reaches some point or particularly a pitfall, so I've got static const string to handle it:
[Code]...
but this way I would end up with dozens of handlers in the Engine body class, and I am trying to minimize this class as it is big enough without those handlers. I am stunned and suprised, and I am noob again. Maybe someone will clear out how to get custom events working/... and why only instance of object that dispatches an Event can hear it (my case).
I just basicly need a small example of script of attachMovie Do something then removeMovie I am trying to understand advanced Fuse [URL] and can make things do stuff now, but not sure how to make the code listen to timed events.
I am writing a flex application and I have two Spark TextAreas. I want to create an EventListener so that when the user clicks on a text area, the text inside the TextArea is cleared:
this.addEventListener(FocusEvent.FOCUS_IN, onFocusIn); private function onFocusIn(ev:FocusEvent):void { if (this._showsCaption) {
[Code]....
Currently I can implement this with a Spark TextInput, but when I click on the TextArea, the focusIn event never fires and the onFocusIn() handler is never called.
When I roll over the button content will appear somewhere on the stage,if I roll out the content will disappear.I would like to write extra event, when I click on this button while I am there with MOUSE OVER, it will cancel event listener MOUSE OUT.I try it to solve it with IF function, but I don't know what should be the exact coding>.What I am trying to achive in basic logic is:
While onto the button: IF MOUSE_DOWN = FALSE LISTEN for MOUSE_OUT ELSE GO TO home
Is there a way to listen movie clips itself for keyboard events instead of stage.addEventListener ??I work on a project a kind of game and ı need mymovie clips on stage rotate with keyboard events such as KEY_DOWN key.code LEFT or RIGHT.I tried to add event listener my MC but it didn't work.If I listen to stage every Movie Clip in my stage start rotation same as the others.What should I do? Here is my codes
Imagine you have a MC used as a container for several other MC's used as buttons.Now, should I use the class of the container to listen for and to dispatch events. OrShould I create a seperate class for each MC inside of the container to listen for and to dispatch events.
In summary: One class for all, or several smaller classes dedicated to their respective MC.How far should one go with abstraction?.
Right now all the sounds (78 of them) on my guitar play using the roll_over event but that doesn't give the user much control over what sound is played.
The actionscript im using to play my sounds is this;