i want to know how to catch mouse event on sprite.I have created a class which extends Sprite and then tried to catch mouse event on it. but not successful.so is it neccessary to draw something on it to catch events?
When the user presses the mouse, and releases it over a static textfield with selectable text, no MOUSE_UP event is fired - not on the stage and also nowhere else.I experienced this when using a scrollbar class on a movieclip with a nested static textfield.When the user drags the scroll handle and releases the mouse over the textfield, the dragging/scrolling is stuck.To test this, create a new AS3 fla file, place a static textfield somewhere, and put in some text. Make sure the selectable property is checked in the properties panel.Add this script to the timeline:[code]Now test the movie and click the mouse. You will notice that trace('up') will not occur when you release the mouse over the textfield.
I have a situation where I am allowing the user to drag a movieclip by means of startDrag and setting a rectangle. However while they are dragging this about, I want to register when the mouse moves over another object, however I can't seem to get this to work while they are dragging the object.
I have stuck a bitmap into a display object container (Sprite). On a given mouse event (i.e. mouse click), I would like to display the x and y coordinates of the bitmap. However, I've realized upon clicking on the bitmap, the event is only recognizing the higher level Sprite container. I suspect this could be attributed to the simple fact that bitmaps are not InteractiveObjects.If it's I have attached the code. I am loading a master image and cloning it to produce a thumbnail image (bitmap). Mouse events with the container holding the master image recognize the image itself while the container holding the thumbnail only recognizes the Sprite container.
Code: var ldr1:Loader=new Loader(); var url1:URLRequest=new URLRequest("PhotoGallery0/picture0.jpg");
i've created a bitmap with data and placed it into a sprite so to receive mouse events. however, i'm struggling with reading the BitmapData within the sprite.
Taking my first steps coding in AS3. So I have my main class which extends sprite and I put new mc's on top of that. Using addEventListener on any child MC's with MouseEvent.CLICK works fine, but I can't add it to the main sprite. How can I register all clicks on the screen?
i am trying to do a simple blackboard on mouse down, start drawing on mouse move, if drawing, draw line on mouse up, stop drawing i set the listeners on a simple clip with a rectangle. if i dont fill the rectangle, the mouse events wont fall into the rectangle, but if i fill the rectangle, it will paint behind the rectangle, so anyway i wont see any succesfull results. what i did was create another sprite and paint within it; something like
I'm programming a little tank game (Check the attachment). The main class for tank is game.serovkonstantin.tanks.Tank.as and there are also 2 subclasses for now: Abrams and T90 which extend Tank. In my game.serovkonstantin folder I have a custom event (TankEvent), and the only event type inside of it which is TANK_INACTIVE.
I've added an event listener for MouseEvent.CLICK to each of the tank instances (inside Tank.as) which works just fine. When I add any of the tank instance onto the stage and click it, it traces the tank's name just like I wanted whether it's Abrams or T-90 depending on what tank I clicked. But the problem is that when I click a tank I also want it to dispatch my TankEvent.TANK_INACTIVE. The main stage has a listener for this event, so I expected it to catch the event and trace some phrase, but nothing happens I don't know whether it doesn't dispatch my event or doesn't catch it.
======== if you're interested why I need to dispatch this event, well,I suppose it will help my game know what tank to move when I click somewhere on the stage, and what tank(s) should be inactive,event it they all of the same type. I mean if I click one of the tanks it accepts all the controls while the other should be inactive
It works flawlessly the other way round. I can dispatch an event in a class (extends sprite) and my main .fla does catch it. The other way round it doesn't. To transmit a number from my fla. to the class (added as child) I dispatch an event, but the class never receives it. What's wrong. Initially I wanted to dipatch the event in another class, but as far as I understood, the event would never be transmitted from the other class as events only communicate to their parents.
Hope my sketch helps a bit. Actually the image (uiloader) should transmit the loading progress directly, so the loading status bar could change its width. But as I couldn't get this to work, I started to dispatch another event from the main document which placed image and loading bar dynamically on the stage. How do I need to add the listener to the LoadingStatus.as, so that it can change the width by itself?[code]...
I've a movieclip with 30 frames. At the last frame I added a Dynamic Text field in order to insert some text at run time. This movieclip is fired by a button, so I wrote this code:
I'm loading data from TextFlow to spark:TextArea. In TextFlow i have 'a href' elements. Problem lies with the address of the 'link' elements. Some of them will go outside of the page (these i will leave without doing anything), other will go to other subpages in my site(these one i have to catch and process in code).[code]...
It works flawlessly the other way round. I can dispatch an event in a class (extends sprite) and my main .fla does catch it. The other way round it doesn't. To transmit a number from my fla. to the class (added as child) I dispatch an event, but the class never receives it. What's wrong. Initially I wanted to dipatch the event in another class, but as far as I understood, the event would never be transmitted from the other class as events only communicate to their parents.
Actually the image (uiloader) should transmit the loading progress directly, so the loading status bar could change its width. But as I couldn't get this to work, I started to dispatch another event from the main document which placed image and loading bar dynamically on the stage. How do I need to add the listener to the LoadingStatus.as, so that it can change the width by itself?
I am loading some SFWs to my main application then I lose connection with the internet...
I tried the following:
myLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, IOErrorEventHandler); public function IOErrorEventHandler(event:IOErrorEvent):void{ trace ('Error, connection lost');}
I simulated the breaking connection by hosting the SWFs files in a network, when it is loading them I disconnected the network cable.
But the trace don't come out.
Is there a way for me to caugh an event that shows me that they cannot be loaded becouse im not connected anymore?
I embedded a small swf file into my MXML file and would like to prevent users from navigating to next page until the embedded swf finished (mean stop running)How can I catch the event when the embedded swf stopped?I know when the movie begins to play as the code below but I don't know how to get when it stoppedThis is my first ever try to use Adobe Flash Builder
Code: <![CDATA[ public function loadMovie(event:Event):void { Alert.show("Hello1.");
This isn't an exact duplicate of AS3: add event listener to loaded swf, actually it seems to be a mirror situation with non-mirror solution..
I have a test flash file that registers its own listener at first frame's actions.
trace("it's going to be OK"); stage.addEventListener(KeyboardEvent.KEY_DOWN, aKey);
Unfortunately neither line works when .swf is loaded into another movie. Assuming that stage object is wrong for such situations, which object should be used to get listener?
Is it necessary to rewrite loader in parent swf, as said in the linked question?
I am doing a small transiction using TransitionManager.start() function. how can i call a method after finishing the animation? i mean how to add event handler for this?
I have a BorderContainer with some instances of spark Line. I need to select this lines by clicking on this. But adding event mouse click listener fails. ASdoc [URL] says that line have only activate and deactivate events. Any best way to detect whether line clicked (use another line class?). I think that catching of clicks in the bordercontainer is bad solution.
how can I catch event ProgressEvent.PROGRESS when upload is starting?? I try to catch this event for creating progress bar, but it works when I download files from server to swf with a help from method load() URLLoader only. It dosen't work when uploading data (for example ByteArray) from swf to server..
In Flash AS3 i wanna write the single try catch block in order to catch any errors in whole class. For ex, i have a lot of functions in myClass.as. I don'w wanna write in each function try catch blocks in order to catch errors in this function. Is there any methods to do this?
The only way I have found so far to capture the browser window close event from actionscript/flash is actually to capture the event in javascript, and then use a javascript/flash data passing from the javascript callback.
Something around those lines:
window.onbeforeunload = clean_up; function clean_up() { var flex = document.${application} || window.${application};
I have android 3.2 tablet application that displaying flash inside webView. now I want to catch event when pressing some inner item inside (it does't direct to another url..) is it possible??
I need to catch a hover event on top of a flash object, so I set the wmode and created an invisible div on top of it to attach the event listeners to. Thing is, I can't click the flash object. The cover is swallowing the clicks, and the things I've tried to go around this have made a mess of the hover events. This is the 30th problem I ran into in 2 days time and it's driving me crazy xD.
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.
I am displaying a combo box in something of a WYSIWYG preview. I want the user to be able to click on the combo box and see the options inside, but I don't want them to be able to change the value. I tried using preventDefault() on the change event but it doesn't work. I don't want to disable it because I do want the user to be able to "look inside" the dropdown.
So I'm trying to block the change, but can't. My next resort is to change the selected index back to what it was before the change, Is there any way to do this within the scope of a ListEvent.CHANGE event listener?
Current Workaround is to basically re-assign the controls selected item the same way I am defining the selected item when I originally build it (a default selection). So a user sees their change then it immediately changes back to the default selection.
So I'm working on my portfolio and I got this problem. The code posted scrolls the sprite "cellContainer" based on the position of stage.mouseY. Perfect.Problem is that I want stage.mouseY to equal the entire cellContainer height. Kind of like how a small tablet equals a huge monitor. So when stage.mouseY = 0,cellContainer.y = 0 and when stage.mouseY = stage.stageHeight, cellContainer.y = stage.stageHeight - cellContainer.height. Right now, it scrolls, but it takes a while to scroll throught the entire height of cellContainer. I want it to be proportional to stage.mouseY.
Actionscript Code: private function scrollStart(e:Event)[code]....