ActionScript 3.0 :: Make 'display Object' Ignore Anything?
Mar 5, 2009
Is there a way to make a display object ignore completely all mouse events and also at the same time not prevent/hinder display objects below it from detecting mouse events?
obj1 is on top of obj2, covering it. obj2 has buttonMode set to true (so that it gives the mouse a hand cursor on mouseover). And obj2 has MouseEvent listeners, etc. But since obj1 is covering obj2, you can't actually click/mouseover obj2. How do I make it so that the mouse ignores obj1 and is able to interact with obj2 even though it is being covered?
Is there a way to make an object ignore a drop event, so that an object "under" it gets the event instead?Here's the scenario: (All are movieclips)[code]...
I currently have some Flash code that adds a rectangle movie clip from my Library ("MaskRectangle") to use as a mask:
private function makeMask(w:Number,h:Number,posX:Number, posY:Number):void { var msk:MaskRectangle = new MaskRectangle(); container.addChild(msk); msk.x=posX;
I would like to remove a display object after it has left the stage, so when the x < 0.The display object will dispatch an event when it does so.I have all the display objects in an array, and I'm able to know which item in the array, is the concerning display object.The problem is, I don't know how to make that display object null.[code]How would I be able to make the display object null?
I have a sprite containing a 3x3 grid of boxes. I have a rollover event attached to the container sprite, but I only want it to fire off when I go over some of the boxes, not all. I've tried using mouseEnable = false and mouseChildren = false on the relevant boxes within the sprite, but when the cursor rolls over ANY boxes within the container sprite it fires off the event, not just the ones I want to be activated.How can I get the mouse to ignore certain children within the container sprite, without actually taking them out of the sprite?
I have a java class which has one field with getter and setter, and a second pair of getter and setter that access this field in another way:
public class NullAbleId { private static final int NULL_ID = -1; private int internalId;
[Code]....
(the reason for this construction is that I want to build a way to hande Nullable Intergers)
On the Flash/Flex client side, I have a Class with two properties: id and internalId (the id properties are only for testing, at the end they should return the internalId value)
BlazeDS seams to transfer both values: id and internalId, because both have a complete getter setter pair. I want Blaze not to transfer id, only internalId should be transferred.
If you search for "happy" you get no results but if you search for "Happy" you get 1 result.Is there a way to make the search ignore capital letters? So if you search for "happy" you get the same result as if you search for "Happy".
If I create a rectangle with 100px width and 100px height and then rotate it, the size of the element's "box" will have increased.With 45 rotation, the size becomes about 143x143 (from 100x100).Doing sometimes like cos(angleRad) * currentWidth seems to work for 45 rotation, but for other bigger angles it doesn't.At the moment I am doing this:
var currentRotation = object.rotation; object.rotation = 0; var normalizedWidth = object.width;
I need to have background music playing in a movie that has multiple tabs for the user to click on and go to different frames in the main timeline. I want background music throughout the movie, but it is interrupted by the mouse events. It skips to whatever frame the tabs are associated with. how I can make the music override or ignore the mouse events? I'm new to Actionscripting.
Can you make one Bitmap Object (I'm using an external jpg) or something similar, and then display it many times simultaneously without creating a separate object each time?
Also, would they be easily removed or hidden?
I've got a little checkmark jpg graphic loaded here, but I'm not sure how to go about using it in many places at once.. I can only display it in the one place at any one time...
I'm thinking there might be a way to load the picture once, then use its bitmapData elsewhere in new display objects somehow, without needing to reload the image over and over?
It's my understanding that a display object cannot be in the display list more that once.So if I add something to the stage shouldn't a second addition of the same object replace the first? for instance:
[code]...
there should now only be one "myDisplayObject" on the stage.
How can i cast a object to another type? in AS3 i tried putting (objectType) infront of the variable but it doesnt work, below i have added objects of fishes into the child, and i am getting the fishes back out when mouse down is triggered, and then calling the fishes what to do. however i cant call the method of the custom class fish because it is a displayobject.[code]...
I'm new to Adobe Flash and especially new to Actionscript. Could somebody give an example and explain how to make and "Ignore *this* command if..." style command. Here's what I want to achieve:I have made a button (I may have done it in an odd way but it works) that moves when the mouse hovers over it and then moves back when the mouse moves away. I plan to put the finished product into Dreamweaver and have tried what I've done so far and it works. The problem is that if I move the mouse away before the first animation of the button has finished. It doesn't reach the *Mouse Out* command and then just sticks/stops in the bit where I have put a *stop* command.Basically, what I want is a way to ignore a command if something happens earlier on (such as the cursor being moved away).I've tried to explain the best I can without actually screenshotting it and copying commands.
I am currently trying to create an app using flash AIR.I would like to find some more information on how to make an object snap to another ojbect then follow its path, eg. a person object is already on the stage, then drag an arrow to the object which snaps to it, then on play button it follows the arrow path. all in pure actionscript, no guide layers.
i wanna make an object ease after another object that is easing... like a motion trail. but the objects just go to the corner of the screen....and won't ease after each other.
Im working on a small project and it involves a guy which you move with the arrow keys. The arrow keys add to his x, y velocities and his position is updated accordingly. How can i get this man to grab onto an object and spin around it (like when you grab pole and letting your momentum swing you around) . I can make him grab the object but I dont know how to modify his x,y speeds to simulate the arc.
I'm still new to AS3, and I was wondering how to make an object point in the direction of another object and move towards it if they are a certain distance from one another. I haven't been able to find out how to do this from the Adobe devnet, so I thought I'd ask here.
The following is that long only because I gave examples of what I want to know, not because it is complex .I have three basic questions regarding AS 3.0 classes.
1. How can I make a class object interact with an object on stage?
For example, when I have a square (mc_Square) with class "square" attached to it and I want it to trace "Colliding!" and print the X and Y of the mc_Box on contact with an on-stage *hollow* box (mc_Box) that has no class attached to it.how to do it vice-versa would also be awesome .
2. How can I make a class object interact with the same class object? For example, when I have two squares (mc_Square) that both have the class "square" attached to it and when they collide, it prints the X and Y of both of them.
3. How can I make a class object interact with a different class object?
For example, when I have two squares mc_Square1 with class "square1 (that also has a variable Primary=true written in it)" and a mc_Square2 with class "square2"; When they collide, the one with Primary=true would be removed and it's X,Y position traced.
I am trying to build an MXML application with Flash Builder 4.5, and I am integrating an API that requires the root of a display object to be a MovieClip. Personally I think this is bad design but I have to go with it. The root object always seems to end up as the stage, because of course I have to add the object to the stage for it to be added to the display list. Is there some way that I can either change the stage type in an MXML application to a MovieClip or is there some way to force a MovieClip wrapper to become the root of a display object?
hey guys i have 6 moveable objects, what i want is to be able to click a button and a text field appears that displays the x and y co-oridinates off each object, is this possible and if so is there a way also i could have another button where the user inputs the numbers he wants from x and y and the objects will go to that posisition
I am still trying to come to grips with how make an object snap to another ojbect, then follow its path with pure ActionScript (snap an arrow oject to a circle, then the circle follows the direct of the arrow when play button in hit).I am trying to create an application aimed towards something like this url...I have got my drawing line working but do now know how to make the object follow the line, here is how I have drawn my line on the stage.[code]
I have MCs loaded from the Fla library through my main class. These are drag objects. When one of these is clicked, I want the player to run a function that will disables some based on one selected. When I tried the obvious reference, I had an error. I've been advised to add these to an array, but I can't even do that.
Code:
import HO_42;
I set the objet to a variable above the constructor function:
Code:
private var office:HO_42;
The constructor calls a function that loads the objects to the stage (and this works fine if I don't try to access the object), here is an example of the load and access code:
Code:
office = new HO_42(); addChild(office); office.x = 441.9;
i have a tinted mc on the stage, which i want on roll-over to change its tint - so far no problem, but not surprisingly i want to return to the original tint on roll-out, and that's where my problem is - how to get the tintColor property?
i'll make it even more simple - place a MC on the stage, give it some tint. now according to the help files the 'tintColor' is a property of the Color class, however if you'll write this code: trace(_mc.transform.colorTransform.color.tintColor) you'll get an error, for the 'color' property of the 'colorTransform' returns uint, not a Color object.
ok, let's try to overpass this issue by doing so:
var ct:ColorTransform = _mc.transform.colorTransform;var c:Color = new Color(ct.redMultiplier,ct.greenMultiplier,ct.blueMultiplier,ct.alphaM ultiplier,ct.redOffset,ct.greenOffset,ct.blueOffset,ct.alphaOffset);trace(c,c.tintColor, c.tintMultiplier);
the output you'll get is your clip's color AFTER the tinting and 0 for both tintColor and tintMultiplier. and in case you wonder, it doesn't matter if i apply the tint directly to the MC on stage or with code. so how can i get a display object's tintColor?
I have a Flash application that includes an MC (bitmap object) that is dynamically assigned to a Class. In that Class, other graphics are created, but the class MC is overlapping those graphics. Event though I tried dynamic depth swapping, it generally works, yet not for the inherent MC assigned to the class. The MC still overlaps the other graphic, even if I have swapped that graphic to the top depth