I'm using Javascript's mouse event to pass information about mouse position to flash and show the specific animation frame depending on mouse position.
The problem is, when mouse is over flash object, it doesn't fire javascript event anymore. I've tested it on Chrome and it seems to be working, but Firefox doesn't want to cooperate.
My flash object is located in the middle of website and has transparent background. It has to stay this way. Also, I'd rather not move the action to the ActionScript for two reasons:
Website's width is not constant (different browsers for example) so I'd have to push viewport's width to the flash too, which will complicate the script, also mouseenter events etc. I don't know AS very well.
The code: (I'm using jQuery here because it's also used somewhere else on the page, previous mockup used plain JS)
how to do an object move towards the mouse when i move the mouse the towards the object and backwards when i move the move away, something liike the menu on [URL]
It has been awhile since I have worked in flash.Right now I am working on something where I would like a panel to disappear when someone mouses off the stage.stage.addEventListener(Event.MOUSE_LEAVE, leaveHandler); It usually works fine but if I move my mouse really fast it doesn't fire. I have also tried the same thing using a custom invisible button that surounds the perimeter of the stage and I have tried ROLL_OVER and MOUSE_OVERand again, if I do it too fast my event doesn't fire (I am using trace)I can't find anything on the net about this - is this typical of flash that if you move your mouse too fast you break it? Do I need to increase my frame rate (I would really rather not because I have perfectly timed animations - I am at 30 frames per second)
As of Flash 10.2, Flash supports hardware accelerated mouse cursors:[URL]..Unfortunately, the mouse cursor doesn't update until AFTER the mouse moves. You can see this behavior on the web page above. If you click "Set to custom cursor" in the sample app at the bottom of the article, you'll see that the cursor doesn't change until you move the mouse.
Anyone have a trick for updating the mouse cursor immediately, before the user moves the mouse? I tried doing Mouse.hide(); Mouse.show(); but that doesn't work.
I am creating mouse scroller and when I insert actionscript my images wont move depending on the mouse movements..I am using Flash cs5 and Actionscript 2.0...this is my actionscript:
I am trying to have two guestures on a SpriteVisualElement which I thought should be pretty simple implemented: Mouse_Move for sweep Gestures and mouse click to enable.. So I have 2 Eventlisteners on my stage:
[Code]...
The main problem is that every type of sweeping on the screen also fires the taphandler().. how to identify the correct event? I tried to to my taphandler only if(!event.buttondown) but no success.
I started another thread where i had gotten help and combined the snow tutorial and the programatic mask tutorial to create particles that reveal an in-focus image over a blurred one. I just need help making the particles swarm around the mouse when it is present and have the particles just float around when not. Presently the random motion is just fine and looks like this (i just inverted the this._x and this._y so that they would go with the mouse direction not away from):
How can you restrict the mouse so that users cannot move their mouse into a certain area, (or a certain y or x value)? This is useful to me because I need it for a game.
I'm trying to implement a very simple way to select a subsection of the screen via mouse. The workflow is the standard one for many apps - click on starting point, move mouse and transparent rectangle updates between first point clicked and current position of the mouse. The basic code looks something like this (minus the graphics, which is simple)
This breaks down when the user moves the mouse outside of the app. Not only _currentPoint stops updating, but also if you let go the mouse button outside of the app you miss the mouseUp event, i.e. when you move the mouse back on the app _currentPoint starts updating again as if you had never let go of the mouse button. Was wondering if there is a way in Flex (for web apps) to get around this by listening to mouseMove and mouseUp events when outside of the app (if that's possible)
I'm trying to get the localX value of a mouseMove event which is working but the value isn't linear. The width of the object registering the mouseMove is 435px so you would expect to see values returned from 0-435. This is not the case because that object has child objects and everytime the mouse moves over one of them it resets because it picks up that objects localX. how can I get the mouseMove to return values only on the object it is register to? (kind of like how a rollover or rollout is only concerned with it's targeted object)
ActionScript Code: thumbViewer.addEventListener(MouseEvent.MOUSE_MOVE, scrollStart); private function scrollStart(event:MouseEvent):void {
So I have multiple containers made dynamically in AS3The content of these containers exceed the container, so I have scrollbars.My question is, how can I scroll in these containers with only a mouse.move.The other mouse.move articles I read is for one container.
I am working on a paintbrush application in AS2.Currently I am working with drawing a circle. I have a circle movieclip in library. Whenever users click and drag on the stage they can design a circle. I am using mouseDown, mouseMove and mouseUp event for this.So for mousedown I am calculating the current x and y position then for mouseMove the circle starts to grow depending upon the x and y position of mouse.Then for mouseUp I am deleting the mouseMove function, so that it stops drawing. This is working fine. But when I want to draw another object on the stage the mouseMove function does not work. I am confused on how to undelete the mouseMove function.[code]
In Flex 3, I have an ItemRenderer that has a button in it. I want users to be able to click and drag this Renderer, but also just click the button. Right now it's working with the Renderer listening on "MouseMove" to initiate drag and drop, and the button listening on "click". However this is very screwy. If somebody is dragging a scroll bar and comes anywhere near that renderer, MouseMove gets fired on the renderer and initiates dragging.
(or if somebody is resizing a HDividedBox, basically if someone initiated a click anywhere in the app and rolls over this renderer, we get unwanted dragging. The alternative is listening on MouseDown instead of MouseMove, which fixes the previous issue, however the nested button loses it's click. I can click on the button, but the renderer just thinks it's time to Drag.
I have a panning background with buttons in it. It would be nice if when the button is pressed i could move the position of the mouse so that the movie pans and catches up with the new position. Is this possible?
Here is what I've done so far: [URL] Basically my goal is to have this bottom image move horizontally according to the mouse. However it would be nice to have this image move slower and only go out of the stage by about 50px both ways (left and right). Here is the code I've used:
Can You with a code move the point where the mouse is placed?
Example. If you have a row of buttons on a frame and when you click one of the buttons you don want the mouse to be on that very same spot because on the next frame are the buttons on the same place. You want the mousearrow to be placed on the top of the frame.
I tried to translate this old code into actionscript 3, but unfortunately the new code doesn't work anymore.The mouse events of the old code are general, not linked to a movieclip (which I did in the new code with the addEventListeners). How can you do this with as3? Something like Stage.addEventListener? (but then I got an error feedback from flash, so it must be done differently).I also don't know how to translate the onMouseUp part. Maybe with a removeListener?
old code: Actionscript Code: import com.flashcreations.utils.MathExtra;onMouseDown = function() { // define this
I'm trying to create a script that locates the objects location, and moves it smoothly out of location (but not out of stage) when the mouse is close. When the mouse moves away, the object should return to its place. I've really been searching for hours, and I cannot seem to find anything that works.
I've seen couple of websites [URL]...in these websites the text & the objects move with the mouse moves. I just wanna know how to move the objects with mouse movement or you can say how to make an object follow the mouse (left-right-up-down)
P.S. In the 2nd website there's a 3d character also which I don't have in my project so there's nothing to worry about 3d in flash. I've just couple of images & text
I have a movieclip which needs to move with the cursor of the mouse, i have got the mousemove function, but i need to add constraints so that the movieclip only moves to the left with the mouse, and to the right with the mouse.
I'm creating a game where you have a cannon at the left edge of the screen. I want to be able to fire a cannonball from the cannon in an arc so that it intersects where the mouse pointer is on the screen.
I've seen a few examples that move a projectile in an arc from point a to point b, but what I need is for the cannonball to first move along the axis of the cannon itself, it's no good if the ball leaves the end of the cannon at a different angle to which the cannon is pointing.
The only force acting on the ball will be gravity and it's starting velocity.
Also to complicate matters, I need the cannons angle to change according to how far away the mouse pointer is from the end of the cannon, so if the pointer is far away than the cannon will point upwards say at an angle of 45 degrees, but if the pointer is very close to the end of the cannon then the cannon will point directly at the pointer, this I've more or less already got working by just getting the distance between them and then dividing it by a number and subtracting it from the rotation value of the cannon, but it's a bit of a rough way of doing it.
EDIT Using the code below I've managed to the line in the screen shot below. But as you can see it's not the trajectory I need, I need something more like the red line I've put in.
And here's how I've implemented the code (probably wrongly)
public class GameTurretLine2 { var rt:Object = null;
[Code]....
Also for some strange reason, the line created by the code flips, from how it is in the screen shot to an indented code (y flipped) just by moving the mouse a tiny amount, so as you move the mouse the line jumps everywhere.
how do I move a Movie Clip with a mouse click. The movie clip continues moving. I need enterframe event to move , but I also need mouse click to trigger it to move. How do I use both?
i want to make my thumbnails move opposite of where the mouse is.so for example, if i move the mouse up the thumbnail moves down, if i move the mouse left, the thumbnail goes right etc...im trying to google this but i dont even know what its called so im not getting good results, or rather TOO many varied results lol. i was told on another forum that its called parallax menu or something like that but when i research it, i get millions of pages refering to this type of effect (they have other that move vert/horiz too)