ActionScript 3.0 :: Removing Event Listener On ROLL_OUT
Dec 7, 2009
I'm trying to build a scrolling thumbnails from scratch for my first time and i can get the thumbs to scroll when the mouse rolls over the scroll arrow, but i can't get it to stop scrolling once the mouse rolls out.
leftscroll_mc.addEventListener(MouseEvent.ROLL_OVER, scrollLeft);
function scrollLeft(e:MouseEvent):void {
addEventListener(Event.ENTER_FRAME, goLeft);
[Code]....
I've tried moving the entire roll_out function all over the place but I would get errors not being able to find lremoveFast but either way I can't get it to funciton
I'd like to simply scale down a movieclip (that I'm treating as a button) when the user presses their mouse button. When users release the mouse button, I want my button to scale back to it's normal (.scaleX = .scaleY = 1) size. My button also has listereners for a ROLL_OUT event to turn off (.alpha = 0) a highlight movieclip that rests atop movieclips showing the different states the button can be in.
When I roll over the button, the higlight comes, but there is an annoying flicker problem. For some odd reason, when I press the mouse button the ROLL_OUT event handler function is called, yet I didn't scale the movie down enough for the cursor to be off of the actual button itself. I do not want that flicker. I'm not sure why ROLL_OUT is being called even though the event is clearly a mouse down, and within the mouse down event handler I am scaling the button movie clip, but not enough to remove out from under the cursor. In other words, if I click the button at its registration point, a flicker appears.
Here's my code.
//this add all the appropriate listeners to the button private function addMouseListeners() { this.addEventListener(MouseEvent.MOUSE_OVER, mouseOver); this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown); this.addEventListener(MouseEvent.ROLL_OUT, rollOut); this.addEventListener(MouseEvent.MOUSE_UP, mouseUp); }
[code]....
why my rollOut function is being called when the mouse button is pressed, and called once more when the mouse button is released.
I am working on a game for my university project and I have run into a bit of trouble. I have the following code here:
function launchBall() { this.stage.addEventListener(KeyboardEvent.KEY_DOWN ,launchBallHandler); function launchBallHandler(e:KeyboardEvent):void { if (e.keyCode==32) {
[Code].....
Its set up so that when a ball goes off screen, it resets to a coordinate and launchBall is called.
LaunchBall then adds the event listener to see when the Space key is pressed and that starts the ball moving again. The problem I have now is I cant seem to get rid of that eventListener. I have tried removeEventListener and that doesn't seem to work. I have tried:
if (ball.xVel>0 && ball.yVel>0) { removeEventListener(KeyboardEvent.KEY_DOWN,launchB allHandler);
just below that code and that doesn't work either. It's not spitting any errors out at me but I am completely stumped.
Iīd like to know if itīs necessary to remove event listeners from buttons. I know it's good practice to remove event listeners when its use is over. But itīs necessary to remove event listeners for buttons as well?
i have a movie clip named "contact" inside this movie clip made the same object into a 2nd imbedded movie clip named "em_contact" inside this I did a frame by frame animation and added a new movie clip symbol of a piece of paper named contactbtn_mc on this frame, I added an event listener for a click that acesses on the root level a symbol named contact_mc i told it to go to and play frame 2 that plays out an animation of this object moving into the screen.
my problem here is i asked earlyer on how to stop the em_contact to stop listening for the mouse click once it is clicked. I made the code it come up with no errors but it does not stop the event listener the event listener is still there bellow is my code.
what i want to happen here is for the event listener once it is click to stop listening for that event becuase i have a mouse event inside the "em_contact" movie clip on an object named "contactbtn_mc". and that one has a click event on it as well but when i click on the contactbtn_mc the animation above plays out as well.
I'm trying to build a small game to try and get into ActionScript. This is my first real attempt at ActionScript.Currently I have an Enemy superclass and an Enemy_One class that extends that superclass.When an enemy has moved off screen I want to remove it from the frame. Here's the errors I'm getting:
Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Enemy/checkHitPlayer() at Enemy/loop() Enemy.as
I've dynamically created event listeners in the usual sort of way:
Code: myText.addEventListener(MouseEvent.MOUSE_OVER, hover(nameLabel)); function hover(nameLabel):Function {
[Code].....
The problem is how to remove the event listener later in the program as the usual code isn't working. I'm guessing I should have done this in a class but I'd like to understand this problem better.
I am loading an external image into a movieclip and the rollout works fine if I move the mouse slowly. If I scroll quickly across the stage, the rollover state stays and the rollout doesn't happen. Slowly rolling back over the movie clip doesn't fire the rollover, but does fire the rollout according to the traces.
I have a sprite that has a MOUSE_OUT and a MOUSE_OVER event. It is CONSTANTLY saying that those events are firing over and over as a background inside of it scrolls. Here is my setup.priteA.inside of SpriteA i have SpriteB.inside of SpriteB i have a bunch of different sprites.SpriteB has mouseChildren and mouseEnabled both set to false so anything in there should not be getting mouse events.SpriteA then has the MOUSE_OVER and MOUSE_OUT events.SpriteB scrolls around inside of SpriteA and it's when it scrolls that the events keep firing.(I have tried ROLL_OVER and ROLL_OUT also, and the same thing happens).
How can I figure out what the mouse is hitting to cause the MOUSE_OUT even to fire so I can put a stop to it!I even went so far just now as to when the MOUSE_OUT/ROLL_OUT event is fired, at the beginning of that listener i looped through all the children of SpriteA, to see if there was anything else that was in there that I didnt know about. Only one item showed up, and that was SpriteB, and like I said, mouseChildren and mouseEnabled is fals on SpriteB... so this almost seems like a bug
I have a little complicated set of ROLL_OVER and ROLL_OUT event handlers which are getting clashed.
I have following movieclip symbols on the stage:
Background Bounds (child of Background) Design (child of Background) Circle1 (child of Background) Circle2 (child of Background)
Design and Circle1 should get displayed when the mouse rolls over Bounds. Similarly, Circle2 should get displayed when the mouse rolls over Circle1. Circle1 and Circle2 are concentric and Circle2 is bigger.
Now, the problem is that, when the mouse cursor is rolled over on the common area of the two circles, the event handlers (ROLL_OVER as well as ROLL_OUT) of Bounds and Circle2 get called continuously.
I tried to get rid of the event handlers for Bounds under the ROLL_OVER event handler of Circle2 by using removeEventListener() but to no avail.
TypeError: Error #2007: Parameter listener must be non-null.at flash.events::EventDispatcher/removeEventListener() at project1_fla::MainTimeline/btnName()
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
The problem is I get Error: Error #2094: Event dispatch recursion overflow. Why does removechild keep getting called if this.parent does not exist? Why doesn't removing event listeners work?
if I have an event listerner (mouse, keyboard, enterframe,....event) that is being triggered, and when it finishes its event, something that is able to detect the finished event listener and fire out another sets of event.
It works more like MOTION_FINISH in TweenEvent, but it is only available for TweenEvent only, what if I want to detect a mousclick, keyboard, enterframe or even touch event?
My stage has about 25 buttons on it. Each button when pressed to tweens the background to some random x/y coordinates and then loads an external swf file.This is all working, but the timing is off. How can I wait for the initial background tween to end before I make the loader call to the .swf file.Currently each button's behavior is called on the MouseEvent.CLICK event which calls a function that knows its unique filename.swf. I know you can add the MOTION_FINISH even to the tween event but then I would have to call a new function and lose track of the button that initially called it.
I'm moving on to my next massive programming project and I'm trying to decide whether I should code it in as 2.0 or 3.0. I came across the new click event model in 3.0. Right now it's looking like a pain in the butt to me. So now I have to make a function and add it as an event listener? what the hell? What's the benefit? I understand stuff like this makes AS a more complete language but it's kinda annoying.
This is a very basic question but I can't seem to find an answer. I have a mouse over event and have created the buttons with the mouse overs which is working great. I created the actionscript to go to a specific web page when a user clicks the button. Now, I need to add a label to the mouse over so when someone mouse's over any area of the button, it will show them a particular name for the button.
I am sure that this can be done using actionscript in a mouse event roll over command but I can't figure out what I need to show the text. Here is where I am:
how can i access event.target outside event listener method.say for example
my_mc.addEventListener(MouseEvent.CLICK, onC); function onC(e:MouseEvent):void { var m:MovieClip = e.target as MovieClip; } trace(m.totalframes);/// not working
now what if i want to get totalframe property of m instance, in short for every movieClip clicked.
I am doing this inside a module containing viewstacks and their childs.Calling onInit() on creationComplete of module.When I am inside one of the childs of a viewstack of this module and press Enter, it doesnt not invoke the listener function at all (bp inside this does not get hit).
private function onInit():void{ this.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); }[code]..........
This might be more of a subjective question, but is it generally best practice to have one dedicated method per event-types that you add an event-listener?
Such as:
myButton.addEventListener(MouseEvent.MOUSE_OVER, onMouseOver); myButton.addEventListener(MouseEvent.MOUSE_OUT, onMouseOut); //Somewhere else in the code...
[Code].....
And if you had a MouseEvent.MOUSE_UP, MouseEvent.MOUSE_DOWN and other relevant MouseEvents event-listeners to watch for, you could even set a switch statement to handle all the various MouseEvent types.
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 have a code in AS3 that works when you rollover it. I need to use the same code but not with an eventlistener for a mouse event but a frame event when the timeline plays the clip
var coordX:Number = shaker_mc.x;var coordY:Number = shaker_mc.y;var timer:Timer = new Timer(10); shaker_mc.buttonMode = false; shaker_mc.addEventListener(MouseEvent.MOUSE_OVER,startShake);shaker_mc.addEventListener(Mous
printableInvoice.addEventListener(batchGenerated, printableInvoice_batchGeneratedHandler);Results in this error: 1120: Access of undefined property batchGenerated. I have tried it as FlexEvent.batchGenerated and FlashEvent.batchGenerated.
The MetaData and function that dispatches the even in the component printableInvoice is all right. It I instantiate printableInvoice as an mxml component instead of via action-script it well let put a tag into the mxml line: batchGenerated="someFunction()
I set a value to my xml object (xml = new XML(e.currentTarget.data);) during my event handler function (the function is executed after the event.COMPLETE) and if I trace the object inside my event function handler it shows my xml data.but if I try to trace it outside the event handler function it doesn't show my xml content. Isn't there a way to get my xml object content value to show in an other function but not in the event handler function?
private var xml:XML;
public function XMLLoader(xmlURL:String) { var xmlURLRequest:URLRequest = new URLRequest(xmlURL);[code].....