ActionScript 3.0 :: Mouse Event On Child And Not Parent?
Jul 5, 2011
I have an element which listens for the MOUSE_DOWN, MOUSE_OVER, and MOUSE_OUT; in that there is a child which listens for MOUSE_UP, MOUSE_OVER, and MOUSE_OUT. The issue is that although OVER and OUT seem to work together (And I like how that is) I need it that if the child is clicked, that the parenet doesn't recieve it. (Right now they both recieve them all, and I only want OVER and OUT to be recieved by both)
I have a parent sprite containing a child named controlBar, whose visibility is initially set to false. When the parent sprite is moused over, controlBar's visibility is set to true, and when the parent sprite is moused out, controlBar's visibility is set to false again, like so:[code]This works fine when mousing over and out of the parent sprite, but then when I mouse over the controlBar, the parent sprite dispatches the MOUSE_OUT and MOUSE_OVER events again, which quickly sets controlBar's visibility to false and then true, and occasionally causes controlBar to flicker. This is exacerbated when mousing around in controlBar, because it contains four spaced-apart buttons, and the parent sprite dispatches MOUSE_OUT and MOUSE_OVER events when mousing from one button to another.What's a simple way to stop the parent sprite from dispatching a MOUSE_OUT event when mousing over its child controlBar?
trying to on mouse over set the parent of the moused over text field to the highest depth child of its parent i tried both of these: [code] private function
I have these buttons in a movie clip and I would like to have only one event listener for the parent, using event.target to point to the children. I have also tried event.currentTarget, and it didn't work.here is the code that works:
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.[code]Sprite2 is a rectangle. When I rotate it, of course, the height of its parent, SpriteP, GROWS. But I would expect that height to go back to what it should be when I'm removing Sprite2!And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200.
i am slightly confused about the parent and child relationship. lets assume we have several different instances, what would be difference of adding them all as children of the stage and creating a parent-child hierarchy between them(other than the access path).
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.
When Sprite2 is NOT rotated:
Code: trace(SpriteP.width + ' ' + SpriteP.height); //100 250. SpriteP.removeChild(Sprite2) trace(SpriteP.width + ' ' + SpriteP.height); //100 200. -> works, 200 is good. When Sprite2 is rotated at 90:
[Code].....
And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200. But if I rotate Sprite2, the Parent won't update its bounds.
I'm trying to place an event on a child and not the parent but it doesn't seem to trigger the event. Example. Code: parent.child.buttonMode = true; parent.child.addEventListener(MouseEvent.ROLL_OVER, onMouseOver ); private function onMouseOver(evt : MouseEvent) : void{ trace("child = "+evt.target.name); } The above event is not getting fired.
I have a simple 2 class game Im working on. It has a document class (BubbleBuster.AS) and a Bubble class (Bubble.AS). In the doc class I made a container sprite called bubbleContainer. I add bubbles (instances of Bubble.AS) to the bubbleContainer. When the game is over I fire a custom event in the bubbleContainer from the doc class like so:Code:bubbleContainer.dispatchEvent(new Event("gameOver"));Now I want to listen for this event in the Bubble children so I can kill tweens and remove things. So in the Bubble.AS I have:Code:parent.addEventListener("gameOver", gameOver);this compiles fine. But as soon the 1st Bubble is added to bubbleContainer I get this error (and no bubble appears):TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Bubble/init() at Bubble() at BubbleBuster/addBubble()
I have several sprites nested in containers. Let's say, that there are six containers (each represented by a Sprite) nested. I use the mouseChildren = false property on the container at depth 3, so the containers that lie deeper cannot receive mouse events. But still, I want that the container at depth 6 can receive mouse events
I'm building an all flash site, where one .swf acts as the parent, and other external child .swf's are loaded in using .xml. The "Child.swf's" are a mixture of timeline animations, and coded swf's, and the problem I'm having is that they immediately start playing as soon as they are loaded. I've not been able to find any straightforward "child.start() or child.stop()" solutions, so I assume it's more involved than that.
I thought it might be a good idea if I could dispatch events from the parent swf that will set them going. I'm using the sharedEvents method to communicate in the reverse direction (child to parent), but I don't believe it can be used from parent to child (Please correct me if I'm wrong!) I know I could go to each child and put "stop();" in the first frame, but how do I start it again? I would also prefer it if not all the child .swf's started immediately, but to wait until others have completed their routines. Again the way I see it is to dispatch an event from the parent .swf as soon as I'm ready to set them going.
I have a dialogBox with 2 buttons - ok_btn and cancel_btn. The code is in a Class - testDialog.
There are 2 issues:When any of the 2 buttons clicked, they dismiss the dialogBox without sending any alert to the parent (main time-line).How to trap the clicked buttonId in the parent.I have just an idea of the solution as dispatching an event in the child and listen for that event in the parent. But, unfortunately, I don't know how to go about it.
Basically I am dynamically calling product buttons, which on rollover invoke a child of a dropdown, which in turn invokes children which are squares filled with colour.What I need is for these squares to be clickable which will then colour something else using the colourMatrixFilter (I'll probably start another post for this problem at a later date).For some reason though adding the Square as a child to it's rightful parent - the dropdown makes the listeners completely useless. Add to the stage and the listeners work. I can't work out why either and have done loads of searching.[code] also if someone could show me in the right direction of pulling the XMLdata for the squares (which will be a name attribute).
I have a movieclip(parentMC) which consists of several other movieclips(childMCs). Each childMC can trigger an event, and each event performs a different function. I want to check from my parentMC whenever there is an event triggered by any of its child.
I have two swfs for a project, I had both of them to dispatch events to each other. Parent loads child and is listening for the compete load event. Once that event is dispatched to the child - the child dispatches a start event back to the parent. I got this working by copying the ModelEvent(my custom event) in each of the flash builder actionscript projects in the exact file structure ( i think i was cheating it there, since )
It broke when I put the swf on separate domains, so I'm thinking I'm missing something to share the custom event class between two swfs.
whats the best least buggiest way to ensure that on mouse over, the moused over object is the last child of the parent, and will appear in front of everything else?
I am wondering how to correctly reference child/parent movie clips when creating event handlers? I have a button within a movie clip, which is within a movie clip.This is what my handler looks like right now:
The button instance name is ButtonSeats Problem is, I get this:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Also, if I were to move the vent listener directly into the movie clip where the button is located, how could I reference the parent/ parent timeline(the main timeline)? Am I correct to understand that .this refers only to the current clip?
I have created event listeners for a particular movieclip.Insidet this movieclip there is so many objects.When ever I click on the parent movieclip the event listener calls the function for the child object. I had tried removeEventLIstener()
import flash.display.MovieClip; import flash.events.Event; import flash.events.MouseEvent; var info:MovieClip=new MovieClip(); info.graphics.beginFill(0x000000,0.35); [Code] ..... I want to delete mc's parent
I have two swf file, A.swf and B.swf, each with its Document Class: B.swf is loaded in a MovieClip of A.swf. When loaded, B.swf creates an instance of CSDragger (it is a library object with its class extending MovieClip) and sets an ID property of this instance to a certain value. When this dragger is dropped by the user upon a MovieClip it sends a custom event containing the value of ID too. The custom event regularly reaches B.swf but never reaches A.swf. Aside from refactoring the CSDragger class (eg moving its handleDrop method in the B.swf document class), is there any way for the event to reach A.swf? I know I can intercept it and dispatch another event, but I was looking for a different solution (if any).[code]
I am writing some codes inside a movieclip but I want to activate a mouse over event from a parent object since there is a removeEventListener method that delete the the event!Is there a way to do it in actionscript 3.0?
[code]All clips are squared.Ok, on the PlayerPlane, there are little soldiers, which have hotkeys. The effect I'm trying to create is I want to position the GameStage so that the currently selected soldier appears in the center of the GameClicker clip.The GameStage is movable by the player (to scan other areas of the map)by holding the CTRL key, so it's easy to kinda lose track of where your players are.I have tried using localTo Global and globalToLocal techniques, but I think I'm lost on the actual math of getting the GameStage to move the correct distance so that the selected soldier is centered to the GameClicker.[code]
This has been driving me nuts. The short of it is that I have a main movie that loads smaller swfs. In the main movie, there is a textbox that holds descriptions of the smaller clips.What I am trying to do is this: When the user clicks a button in the loaded swf, a string variable "feedback" replaces the text in the description text in the parent clip.Here is the code I have. I have been searching this for a while now and have tried various things, so this may be way off base. The clips load fine and everything, I just can't figure this one piece out.I am only showing the relevant code because there is a LOT of other working code. If anyone needs more info, let me know.Main Clip
Code: clipLoader.contentLoaderInfo.addEventListener( Event.INIT, onLoaderInit ); function onLoaderInit( e:Event ):void {
I want the child of an object to be completely ignored by the mouse, including the parent's mouse event. For the sake of example, let's say I have an instance of a green rectangle movieclip called Green. Green has a mouse click event that traces "Green clicked." I also have an instance of a movie clip Blue that is sitting over Green. Naturally when I click Blue, I don't fire Green's trace, unless I say "Blue.mouseEnabled = false". I want Blue to have an event of its own, tracing "Blue clicked", so I do not set this property. Now, let's say Blue's MC contains an instance of another MC, a red circle (conveniently named "Red"). However, Red is just a part of Blue that is only meant for show. Red needs to be associated with Blue, but I don't want Red to prevent my interaction with Green.
Neither "Blue.mouseChildren = false" nor "Blue.Red.mouseEnabled = false" will prevent Red from firing Blue's mouse event.
I'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
I'm building a swf wrapper which loads third-party swf games. The client would like a button in the wrapper which will dispatch a keyboard event in the loaded swf.
how to construct a dispatch event in the wrapper that reaches into the loaded swf?