I want to add a key listener to my stage, but from an object 2 depths below the stage. How would I do this?
I thought about adding the listener from my doc class, but the listener function is in the object that is two depths below the stage, which would mean I would have to pass the key values to the next movie clip, then when that one is loaded, pass it to the one with the listener function. It seems very complicated, is there an easier way which keeps with the principle of OOP?
I have a document class called "RheDocClass.as". This document class instantiates a class called "LiquidGui.as".What I want to do is have the LiquidGui class listen for stage RESIZE events and the act on those events. But when I try to add a stage listener to the LiquidGui constructor I get errors. ( the error depends on how I experiment with the syntax) So I have put the listener in the RheDocClass instead, and then pass the stage properties to the LiquidGui class. But, I'd really like to keep the stage resizing code all in the LiquidGui class so that I can reuse it with other projects.how I can attach a listener to the stage from the LiquidGui class?
I have a Enter_Frame listener to blend in a clip. The event is still running when my clip isn't on timeline anymore. How do I check that or how would I remove the Listener the best way?
I need to add an event listener to the stage of this code.. this is for a scrolling slider.. and if your mouse is not over the scroll bar area when you release.. the slider gets "stuck" to the cursor and it won't release. I believe I need to add a listener to the stage for the mouse up state so that if your cursor is elsewhere on the stage and you release the mouse, it will release the slider.[code]...
I have been playing with OOP concept... is it possible to add stage event listener from a custom class... I tried to access, stage.addEventListener(MouseEvent.Mouse_Move, mouseHL); in the constructor.. It shows error!
I have added a listener to the stage to close a loader object when the stage is clicked. The problem is the click seems to effect the loader object to (basically when you click the loader it calls the click function attached to the stage). Is that to be expected? I suppose it makes sense, but is there a way of adding a listener to the stage that excludes certain objects?
Can I add a ProgressEvent listener to the stage? I don't see it in any of the auto-complete options when I am typing in Flex. What do people normally do to get a progress readout of the entire main runner's loading progress? I try the following, which is where I would expect to see the ProgressEvent options pop up: stage.addEventListener(
Why KeyboardEvent listener (AS3) does not react until I add it to the stage and not when I simply write it down in the Document Class just like I do with any other function? I mean, I have to write[code]...
I have a class listening for key presses attached to the stage, works fine until...a menu item that when clicked removes the menu from the display list. This seems to cause the stage to lose focus & I need to click the mouse on the SWF to get the keys to register again.
I know I have an instance of a sound somewhere on my stage, but I can't find it! Is there a better way to find it than simply looking all over the stage? I have code attached to it that I need to access.
I'm studying the code for a vertical shooter game that is given in the book "ActionScript Design Patterns 3.0." The author is explaining the factory pattern and so covers just that aspect of the code -- doesn't cover hit testing. I would like to figure out how to do hit testing for this example because it's similar to something I am planning.
The code for the game consists of 12 classes, abstract and concrete creator classes, abstract and concrete product classes and a Main class. These classes instantiate the ship and weapon objects at various points in their execution. I made a separate Collision class and I'm trying to find all the objects on the stage using this Collision class so I can hit test them with each other. Here's my code:
Is there a way to fix this code so I can access objects on the stage? Am I missing a cast somewhere? Or do I need a different approach to find objects on the stage in a multiclass game?
I have built a site in AS2 and would like to know the position of a ball so that I can move a sign to it always.The whole website is in AS2, but I think I have written an incomplete code below for AS3. I need it for AS2 because the whole site is in AS2. The get position of ball is wrong, but I just wanted to throw in some ideas eg.
Code:
// get position of ball ball_mc.addEventListener(<what goes here?>, ball_pos); function signMove(Event:MouseEvent):void{[code]..........
I was just wondering if there was a way to find all button/dynamic text instances that are on stage. This would allow the dynamic creation of array instead of having to manually create this array.
I am using a component in my application, but it turns out, it's slowing my app down big time b/c it doesnt remove an eventListener on stage for mouse move. Is there a way I can remove this listener? I can't get into the class b/c it's a component and it doesnt have any sort of kill function to call.
Is there any way in AS2 to add an event listener NOT to a particular button instance in the stage, but to any symbol in the stage which is a Button?[code]...
I am creating animation using as3 in which i duplicate the circle ten time,then pushing into an array and giving random motion. When all the duplicate object goes outside the stage then i should remove the event listener. But right now when one duplicate object goes off the stage the event listener is removed.
how do I call the re-size action at the first frame? It works great once you resize, but isn't called at the beginning. I've tried a few things, but I'm shooting in the dark at this point.
I have a drop-down menu that stays open when I click it, until I click it again. I want it to close when I click away from it. So I created an event listener of type MouseEvent.CLICK and apply it to the stage.
The obvious problem is, though, that when I click the drop-down menu to make it open, I'm also clicking the stage, which prevents it from opening.
I think there's probably a simple solution to this but I'm stuck. I called stopPropagation() on the drop-down menu and that seems like it should help but it doesn't.
I have created a listener for stage in a function. The same function is called by another function. Now I need to check with a condition that whether the stage listener is present or not.
I'm trying to iterate through all the objects in the stage and I'm not sure how to do it. It's kind of improvised through my previous experience with C# and javascript. First I need the correct list/array with all the stages children. I need to check their type. I have a special custom class which extends Sprite with some additional properties only.
Someone proficient in actionscript 3.0 who can show the proper way to do? for(var obj:DisplayObject in DisplayObjectContainer) { if(typeof obj == "Pic") {
im trying to create a separate class so i can create a custom mouse. But i need to make it so that every time the mouse moves then something happens. as in it dissapers and after 5 seconds the timer resets. I have the code and it works in my .fla file, but im not sure its possible to put it in a class file and have it be the class of the .fla.
I am having problems with a flash project I am working on (flash cs5.5, as3).I have a movie clip with some animation in it, and when it reaches a certain point, I want it to call out a function that is on the first key frame on the stage (as in on the main timeline and not in a movie clip...).This is what I have so far in side that movie clip: