Actionscript 3.0 :: Ball_MC That Move Instead Of The Regular Mouse Cursor?
Jan 28, 2009
i did a ball_MC that move instead of the regular mouse cursor.i trying to make a delay movement for the ball, but i dont succeed.(the movement that i talk about is like in the green apple movement
the code of my movement is looking like this right now:
function mouseMoveHandler(e:MouseEvent):void {
getChildByName("myplayer").visible = true;
I have a sprite on which I have added two textfields side by side, horizontally. I have set the buttonmode of sprite = true. But the mouse cursor changes from regular to clickable only when I hover it on the textfields. In the empty area between the two textfields, the cursor still appears regular/normal.
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'm making a small "add news" movie for a site in actionscript. When I insert an image in my textField, I can only move the cursor with my keys and not with my mouse anymore. I put the image always in front. I also have to click one time in my textfield, otherwise my text appears under my image. When I click it aligns to the right.
I've searched for an hour now to no avail, doesent seem to be worth the trouble for something so simple.How do you remove the finger pointer icon from a button leaving the regular cursor when the user rolls over the button?
Working on a small kiosk app that runs in Firefox for Ubuntu. Mouse.hide() works for everything else, but the cursor is showing up in Firefox for Ubuntu
I am trying to make a simple game in flash it is a target shooting game i would like to make it so that the mouse cursor dissapears and a crosshair is shown as the cursor (if you get what i mean). I have created the crosshair and made it into a graphic symbol called: "crosshair" so what is the script i need to make it the cursor for the game
in the swf, when my mouse reaches a dynamic text box, the cursor always changes to the 'I' cursor and the text can be highlighted.how to prevent this from occurring?
how to change the cursor when move over a chart in flex i have tried useHandCursor="true" but it's not working in charts.....and it should show values also....
if i move the cursor to a point A, it automatically moves by itself to a point B. then if i move the cursor from B to a point C, it bounces away to a point D. i stumbled upon this site while googling around. i'm not a techie, but yeah, i can handle word processors.
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]
I changed the mouse cursor using a tutoral from this forum, but when I press the right mouse button,the standard mouse cursor reapears.How to prevent that?
I'm making a drawing application, everythings looks and works ok, except for one thing...My mouse cursor is hidden and a paintbrush like cursor follows it. This cursor is a movieclip, because the user chooses a color, and the tip of this paintbrush changes to the selected color.But there's one problem... when I draw to the left the line is drawed with no problem, but when I draw to the right, the line is interrupted, and I don't understand why.I made one experiment, and with no movieclip "attached" to the mouse cursor, the line is drawed with no problem, both to the right and left.
1. I want the user to be able to activate a ball (ball_mc) which will rotate around a circlular ring (ring_mc).
2. I want the user to be able to control the speed or tempo at which this ball moves around the ring.
3. One rotation of the ring will equate with a bar of music. Therefore the user should also be able to decide on the beat length of the ring in musical time i.e. 2,3, 4, 5, 6, 7, 8, 9, 10, or 12 beats.
4. On the ring the user will also be able to place movie clips which represent percussion sounds (duration_mc) and I therefore also want the ball_mc to trigger the percussion sound when it encounters the duration_mc.
5.I want the percussion sound triggered to be determined by the colour of the ring_mc and the user should be able to drag different coloured rings on to the stage. I have created an empty movie clip called canvas_mc to house the rings and I have seven different coloured rings which will each have a different associated sound.
Have tried to create to create script, by using FOCUS, to move the cursor to next input text box, but not succeeded so far. Anybody knows a source for this kind of script.
The other pondering has bee, how to wipe off predefined text i.e. the text that first shows up in the message input box, when the form is opened. At the moment to be cleared by marking and DEL. I am looking to something like when the cursor moves in text dissapeares in the first instance only.
I've got a main textfield myTextfield01. When I put focus on another textfield which is empty (either manually by clicking on another field, or like below using setFocus) I want the focus to go back to myTextField01 again. And put the blinking cursor and the very end of whatever is typed into it. So I tried this.
But that didn't work. It went back to myTextfield01, but the blinking cursor stayed at the empty textfield and any text typed would be added to that empty field.When I put this in frame one:
myTextfield01.onKillFocus = function(newFocus:Object) { if (newFocus.text == "") { nextFrame()); }}; And this in frame two: Selection.setFocus(myTextfield01); Selection.setSelection(myTextfield01.text.length-1, myTextfield01.text.length);
it did work. Both focus and cursor where in myTextfield01 again.So why doesn't it work when I combine it all in one frame?
I have just re-installed Flash CS4 onto two Vista machines (laptop and desktop) and the response time of the authoring screens is ridiculously slow on both. For example with the Actions Panel displayed, it takes 18-20 seconds to move the cursor along a line of code.
All other CS4 appilcations such as Photoshop, Fireworks and Illustrator all work very well and have no such problems. The computers have plenty of hard disk space and RAM (eg. Acer Aspire Desktop new computer with 1Tb disk and 3Gb Ram) and the CPUs are running at less than 50% (task manager) and there are no other apps running. I have disabled Kaspersky Internet Security 2010 with no effect.
I have made a simple "maze game".Player is sent to frame 10 if they reach the end goal or frame 20 if they accidentally "rollover" my walls (button). In frame 1, I successfully remove the mouse and add a Movie Clip to the Mouse/Cursor. I remove the MC when they go to frame 10 OR frame 20 and then when they replay and are sent back to frame 1. The MC again appears as the Cursor. GREAT. Now here's my problem. When they are sent back to frame 1, I want the Cursor to be at an exact position to replay the game. Right now, it ends up wherever they have the cursor pointing and if it is touching my "walls", game over immediately. Here is the code I have on frame 1. It is working BUT I need to add code that makes the cursor ALSO go to a specific position.
I developed an application in flex. In my application I placed an image and set the tooltip property. I also changed the image Hand cursor property to true. Here I need that, the tooltip must be move with hand cursor.
I'm trying to make a movieclip move with my cursor when the startGame button is clicked, however the movieclip that i'm going to parent to my cursor is in the second frame of mainMc....
there is no error generate in my code when tested but the movieclip that i;m going to parent stuck on the left side and refuses to follow my cursor? why is that happening? It would normally work if i just use it without thanks click event.....
below is my code:
////////////////////////////////////////////////////////////////////// / stop(); mainMc.startGame.addEventListener(MouseEvent.CLICK,start_Game); function start_Game(e:MouseEvent):void{
I have a text area control on a form that is supposed to accept 5 digit US zip codes. I have assigned the control a keyUp event that checks the number of characters entered until it reaches 5 then forces a new line.
public function forceNewLine(event:KeyboardEvent):void { var maxLineChars:int = 5; var currentLine:int = 1;
[code]...
It works fine except that when the new line is inserted, the cursor moves to the beginning of the textarea. I want it to go to the end.
I am using a text Input component that captures a phone number. What I am trying to do is have an "-" be inserted after the first 3 (area code) digits have been typed and again after the next set of 3 digits.
[Code]...
Everything is working fine except that the type cursor does not move to right after the "-" has been added.
I'm trying to make a movie clip move left or right depending if you move the cursor to the right or left on th screen. The clip is long and it have a lot of thumbnails and when it reaches the end of the stage has to stop. I have achieved this, but when the mc comes to the side of the stage it is getting slower and slower and I need it to move with a constant speed.
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)