ActionScript 3.0 :: Papervison DisplayObject3D And DispatchEvent
Sep 9, 2009
I created a class which extends the displayObject3D, inside the class I tried to do two things that I usually do when I extend the Sprite class. In the constructor I created an EventListener which listens for when the displayObject3D is added to the stage and an Event dispatcher
How do I make a DisplayObject3D have mouseEnabled = false. I have a Sprite behind the Papervision3D scene listening for mouse events and so i need to let it pick up those mouse events through some of the DisplayObject3D objects.
I've tried adding the DisplayObject3D to a separate ViewportLayer and setting thats mouseEnabled to false but that doesn't seem to work.
For a school assignment I'm making a panorama version of my own room using a cube with 6 pictures in it. It created the panorama, it works great.But now I want to add clickable objects in it. One of the requirements is that my code is OOP focused. So that's what I am trying right now.
Currently I got two classes
- Main.as (Here i make the panorama cube as the room)
- photoWall.as (Here I want to create my first clickable object)
Now my problem is: I want to addChild a clickable object from photoWall.as to my panorama room. But he doesn't show it? I think it has something to do with the scenes. I use a new scene in Main.as and in photoWall.as. No errors or warnings are reported This is the piece in photoWall.as were I want to addChild my object (photoList):
private function portret():void { //defining my material for the clickable portret var material : BitmapFileMaterial = new BitmapFileMaterial('images/room.jpg');
I have a cube built in papervision. It has a video on each side. I want the videos to be stopped at the beginning when it appears. I thought I could just use pause on the stream. ncStream2.pause(); no luck. When I do that I just get a black box. There is no black at the beginning of the videos. I do not think the papervision part is really a big deal. It's probably just a straight forward AS3 and video problem.
I have a movieclip on my stage that I am using as a button toincrement an index number. I have declared a custom event class andI am passing the index to the custom event as a property.I have initialized the clips on the stage to listen for thecustom event and I am dispatching the event from the instance ofthe button being pressedEverything seems to be ok except my clips listening for theevent don't seem to be getting it. Can you not dispatch an eventdirectly from a movieclip instance on the stage? Do you have to doit from a .AS file class?
One single swf, imgdesc.swf is being loaded into the emptymcholder, by the moviecliploader instance.My order isfolioholdermc ---holds--> emptymcholder --holds--> imgdesc.swfWithin folioholdermc, I disabled buttons and lowered opacity, once imgdesc.swf was loaded, using onloadInit()Now in the button inside imgdesc.swf. I called, this.unloadMovie(), which successfully unloads the file, but I am still inside emptymcholder, though I actually want to go back into folioholdermc.tener to check for unloadMovie. But my problem is can I place this within folioholdermc, within the onloadInit() or maybe within the on(press) function which actually calls the loader in the first place?? I need to enable the buttons within folioholdermc, and increase opacity, once the imgdesc.swf is unloaded.
Within the onLoadInit() in folioholdermc I added _mc.addEventListener("end",endClip); function endClip() { trace("end"); //plan to insert code to
I am making a class that is used to load levels, and while making the skeleton I thought I'd make some events for things like if there is an error while loading, or for when the loading finishes. So I did that and decided to test the event, via a test function that dispatches the event...but it just wont get picked up.
Here is the main class (a part of it anyway) where I'm adding the event listener.
ActionScript Code: public function Game() { this.addEventListener(Event.ADDED_TO_STAGE, Start); this.addEventListener(LoadEvent.LOAD_COMPLETE, Bam);
[Code]....
why the dispatchEvent in the Load class and it's internal dispatcher class, is not getting to the eventListener in the Game class.
I am trying dispatchEvent in a class (aClass extends MovieClip) that is instantiated by another class (mainClass extends movieclip),but I am not able to dispatch the custom event in the mainClass unless the aClass is added to the display list (using stage.addChild()).Is there another way to do such a thing?
if I have a class I load, import com.pixelator;//import explosion class In my movie I want to run a function when it finishes and dispatches the event below. How do I do that? here is the code from the class
PHP Code:
function completeHandler() { dispatchEvent(new Event("PIXELS_DONE")); }
What is the effective way to dispatch an event to a child movieClip? Bubbles go the wrong way! The parent is dispatching, but the child never hears the event (hmm, seems like real life). [code]...
I've written an imageLoader class. I want to dispatch an event after the completion of image loading to the document class from which imageLoader has been initialized.
[Code]...
onLoaderComplete is the image loading complete event and onLoaderProgress is the image loading progress event. Here i have dispatched an event in inLoaderComplete event. I want to send parameters along with the dispatchEvent. How it can be done?
I'm trying to manually dispatch events on a textfield so I can manipulate it indirectly via code (e.g. place cursor at a given set of x/y coordinates). However, my events seem to have no effect.
I've written a test to experiment with this phenomenon:
As we can see, the events are being captured and replayed successfully. However, no change occurs in tf2 - the mouse cursor does not appear in tf2 as we would expect. In fact, the cursor remains in tf even after the tf2 events are dispatched.
i'd like to send a dispatchEvent to a loaded swf, put into a movieclip. I found a good topic about it : as3 - dispatchEvent from a parent swf to a child swfi have a main.as another class : submenu.as, that i import in main.aswhen i click on the "main" menu in "main.as", i would like to send a dispatchEvent to submenu.as (because i'd like the submenu to change one of its item, when i click on the "main menu" in "main.as", so i need to send a dispatchEvent to submenu.as) so i put a dispatchEvent in the method "clickButton" in my main.as : "Event.CHANGE"and in the submenu.as, i'd like to listen to this event.CHANGE, and that's what i wrote below ;-)
I can't use dispatchEvent in my static class, I was wondering if anyone knew how I can achieve similar functionality or if it's possible at all to call dispatchEvent from my static class? I basically want to inform my action script code in my flash file when functionality in my static class is complete.
I'm trying to manually dispatch events on a textfield so I can manipulate it indirectly via code (e.g. place cursor at a given set of x/y coordinates). However, my events seem to have no effect.I've written a test to experiment with this phenomenon:[code]Essentially, all this test does is to use setTimeout to effectively 'record' events on TextField tf and replay them five seconds later on TextField tf2. When an event is dispatched on tf2, it is traced to the console output.The console output upon running this program and clicking on tf is:[code]As we can see, the events are being captured and replayed successfully.However, no change occurs in tf2 - the mouse cursor does not appear in tf2 as we would expect. In fact, the cursor remains in tf even after the tf2 events are dispatched.
I'm working in this website so to avoid getting an error for adding event listeners to the buttons when they are not on stage i dispatch and event in the last frame of the animation, event that is going to be listened by the document class. Until there everything works great but when I try to dispatch an event from the document class to the sound class, it doesn't work.
Being a geek and spending my weekends squatting up on design patterns and have hit a problem.I'm using the MVC from AS3 design paterns book and trying to adapt it to my needs. I'm following the examples set by the book and VirtualPet and I'm just getting the error: 1119: Access of possibly undefined property STAGE_CHANGE through a reference with static type IModel.Site/srcView.asline 38 I think I have a feeling where the problem is super simple - but it is still beyond my IQ!
Also I dont understand fully what is the purpose/point of the inferface class - please could somebody explain!
As I'm working on a simple XML photo gallery, I am having a bit of trouble making my Slide class successfully dispatch an MOUSE_OVER and MOUSE_OUT event to the Main class.
Main.as
Code: // add a new slide var slide:Slide = new Slide(_slideHolder, "slide_" + no, _xml.img[no], x, no); slide.addEventListener(Event.COMPLETE, imageLoaded);
[Code]....
When I hover over my sprites, the functions inside Slide.as gets triggered - but they don't pass the event to Main.as as I would have expected.
Strange thing is that the Event.COMPLETE gets triggered inside Main.as.
I'm trying to manually dispatch events on a textfield so I can manipulate it indirectly via code (e.g. place cursor at a given set of x/y coordinates). However, my events seem to have no effect.
I've written a test to experiment with this phenomenon:
My question is more like "How dispatching custom event effects performance, if there is no listeners for these events?"
For example i have the following function: PHP Code:
[code]...
So my question is how dispatching this events will effect performance, and should i refrain from dispatching more then 1 event. The question is relevant for both cases of the dispatched event been listened to or not.