I have a class Square and a class Circle.
This my class Circle:
public class Circle extends MovieClip
{
var growthRate:Number = 2;
public function Circle()
{
addEventListener(Event.ENTER_FRAME, grow);
}
function grow(e :Event):void
{
e.target.width +=growthRate;
e.target.height +=growthRate;
}
}
I need to stop growing the circle inside a function from Shape.
public function Square() {
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, down);
}
protected function down ( event: MouseEvent):void
{
//here i need to stop the circle
}
I don't know how to make a relation with the Circle class in order to stop the circle growing.
Thank you in advance.
I don't know how to make a relation with the Circle class in order to stop the circle growing.
That's because you cannot with the code you have right now. There's nothing in your class that's accessible from outside (public), that stops the growth. But there's not even something private in your class that does this. The functionality simply is not there.
So first of all, create the desired functionality. and make it available to public.
Here's how your Circle class could look like:
public class Circle extends Sprite
{
private var growthRate:Number = 2;
public function Circle()
{
// nothing here
// this is just to create a circle graphic, if you have artwork in your library symbol, you do not need this
graphics.beginFill(0xffffff * Math.random());
graphics.drawCircle(0, 0, 10 + 30 * Math.random());
graphics.endFill();
}
public function startGrowing(rate:Number = 0):void
{
if(rate != 0)
{
growthRate = rate;
}
addEventListener(Event.ENTER_FRAME, grow);
}
public function stopGrowing():void
{
removeEventListener(Event.ENTER_FRAME, grow);
}
private function grow(e:Event):void
{
width += growthRate;
height += growthRate;
}
}
Pay attention to
the constructor: I create a circle graphic there with code. As the comment says, if Circle is a class associated to a library symbol, you do not need this, because you already created the artwork in the symbol.
the super class: It's Sprite. This should be your default superclass. The only real reason to use MovieClip is if you have a timeline animation. It doesn't look like you have any of that from what you posted, so I recommend Sprite.
the two new public methods: startGrowing and stopGrowing, which do exactly what their names imply. startGrowing has an optional parameter to to start growing at a different growth rate.
the lack of e.target: which is unnecessary here.
A simple demo of that code looks like this:
var circle:Circle = new Circle();
circle.x = 200;
circle.y = 200;
addChild(circle);
circle.startGrowing();
//circle.startGrowing(1); // grow slowly
//circle.startGrowing(5); // grow fast
To stop the growth, stop listening for the ENTER_FRAME Event.
So far so good, now to your actual question:
how to make a relation with the Circle class
protected function down ( event: MouseEvent):void
{
//here i need to stop the circle
}
You think that you should make this connection in your Square class, but you are wrong about that. It's very bad practice to connect two classes this way. You want the classes to be as individual as possible.
Think about it like phones. Does your phone have a direct way to a specific other phone? No. It has the ability to connect to any phone, which makes it a lot more universally useful than a phone hard wired to another phone.
You make the connection outside both classes with events. That's like your phone making a call to the network with a number it wants to call. The network then figures out how to find the other phone with that number and how to establish the connection.
As a short interlude and so that we are on the same page about it, here's the Square class that I'm using:
public class Square extends Sprite
{
public function Square()
{
// nothing here
// this is just to create a circle graphic, if you have artwork in your library symbol, you do not need this
graphics.beginFill(0xffffff * Math.random());
graphics.drawRect(0, 0, 100, 100);
graphics.endFill();
}
}
As you can see, it only has a constructor in which I programmatically draw a rectangle. Again, if you have the desired artwork in your library symbol, there's no need for this. In that case, the constructor would be empty and in turn the entire class file would be empty. In this case, you do not even need a class file. Just associate the library symbol with the name. The Square is only a graphic asset without any code attached to it.
Here's a full fledged document class using both classes:
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Main extends Sprite
{
private var circle:Circle;
public function Main()
{
circle = new Circle();
circle.x = 200;
circle.y = 200;
addChild(circle);
circle.startGrowing(1);
var square:Square = new Square();
addChild(square);
square.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
}
private function onMouseDown(e:MouseEvent):void
{
circle.stopGrowing();
}
}
}
As you can see, the event listener is added in the document class and also the function that is executed when the event occurs is in Main.
Here's a variation of that without the square. This time you have to click on the circle to stop it growing:
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Main extends Sprite
{
private var circle:Circle;
public function Main()
{
circle = new Circle();
circle.x = 200;
circle.y = 200;
addChild(circle);
circle.startGrowing(1);
circle.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
}
private function onMouseDown(e:MouseEvent):void
{
circle.stopGrowing();
}
}
}
As you can see, making the connection outside both classes with events gives you a lot of flexibility to wire things up in a different way. Just like having a phone that connects to a network instead of another phone directly.
Related
I am new to actionscript ,
My document class is ,
package
{
//list of our imports these are classes we need in order to
//run our application.
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
public class engine extends MovieClip
{
// moved ourShip to a class variable.
private var Circle:circle = new circle()
//our constructor function. This runs when an object of
//the class is created
public function engine()
{
addFrameScript(0, frame1);
addFrameScript(1, frame2);
}
// frame 1 layer 1 --------------------------------------------------
public function frame1()
{
stop();
}
//-------------------------------------------------------------------
// frame 2 layer 1 --------------------------------------------------
public function frame2()
{
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
//-------------------------------------------------------------------
}
}
i made two frames first contains button and the other circle which i want to move but it not moves and it stays in the middle on second frame
My button class is
package
{
//imports
import flash.events.MouseEvent;
import flash.display.SimpleButton;
import flash.display.MovieClip;
//-------
public class start extends SimpleButton
{
public function start()
{
addEventListener(MouseEvent.CLICK, onTopClick);
addEventListener(MouseEvent.MOUSE_OVER, onBottomOver);
}
function onTopClick(e:MouseEvent):void
{
MovieClip(root).gotoAndStop(2)
}
function onBottomOver(e:MouseEvent):void
{
}
}
}
And my as of circle movieclip is
package
{
//imports
import flash.display.MovieClip;
import flash.display.Stage;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class circle extends MovieClip
{
private var speed:Number = 0.5;
private var vx:Number = 0;
private var vy:Number = 0;
private var friction:Number = 0.93;
private var maxspeed:Number = 8;
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
public function loop(e:Event) : void
{
addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
x+=vx;
y+=vy
}
function keyHit(event:KeyboardEvent):void {
switch (event.keyCode) {
case Keyboard.RIGHT :
vx+=speed;
break;
case Keyboard.LEFT :
vx-=speed;
break;
case Keyboard.UP :
vy-=speed;
break;
case Keyboard.DOWN :
vy+=speed;
break;
}
}
}
}
I am sorry to post so much for you guys to read but stackoverflow is the only website where anyone helps me !
You have made several major errors. First, addFrameScript() isn't a proper way to place code on frames, use Flash's editor to place code on timeline. (IIRC you will have to make a single call out of your two in order to have all the code you add to function) And, whatever code you added to a frame of a MC is executed each frame if the MC's currentFrame is the frame with code. Thus, you are adding a function "frame2()" that places the Circle in the center of the stage each frame! You should instead place it at design time (link it to a property) into the second frame, or in a constructor, or you can use one single frame and Sprite instead of MovieClip, and instead of using frames you can use container sprites, adding and removing them at will, or at an action.
The other major mistake is adding an event listener inside an enterframe listener - these accumulate, not overwrite each other, so you can have multiple functions be designated as listeners for a particular event, or even one function several times. The latter happens for you, so each frame another instance of a listening keyHit function is added as a listener. The proper way to assign listeners is either in constructor, or in any function that listens for manually triggered event (say, MouseEvent.CLICK), but then you have to take precautions about listening for more than once with each function, and listening only with those functions you need right now.
EDIT:
Okay. Your code was:
addFrameScript(0, frame1);
addFrameScript(1, frame2);
The more correct way should be:
addFrameScript(0,frame1,1,frame2);
The reason is, the call to addFrameScript replaces all the timeline code with what you supply within here. The function is undocumented, perhaps by the reason of its affects on the stage and AS3 environment. The closest thing to the documentation on addFrameScript() so far is this link.
Next: Your code is:
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
public function loop(e:Event) : void
{
addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
x+=vx;
y+=vy
}
The correct way of writing this is as follows:
public function circle()
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE,init);
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE,init);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyHit);
}
public function loop(e:Event) : void
{
x+=vx;
y+=vy
}
The listeners should be assigned in constructor, if they are permanent or you want them to be active as soon as you create an object. The KeyboardEvent listeners are separate case, as in order for them to function you have to assign them to stage, which is not available right at the time of creating the object, so you need an intermediate layer - the init() function, that is only called when the object is added to stage. At this point stage is no longer null, and you can assign an event listener there. Note, if you want to make your circles eventually disappear, you have to remove the listener you assigned to stage at some point of your removal handling code.
Next: Your code:
public function frame2()
{
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
Correct code should be:
public function frame2():void
{
if (Circle.parent) return; // we have added Circle to stage already!
Circle.x = stage.stageWidth / 2;
Circle.y = stage.stageHeight / 2;
addChild(Circle);
}
See, you are calling this every time your MC is stopped at second frame, thus you constantly reset Circle's coordinates to stage center, so you just cannot see if it moves (it doesn't, as you have assigned the keyboard listener not to stage).
Perhaps there are more mistakes, but fixing these will make your MC tick a little bit.
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Since button is one of the most popular GUI components this question becomes hot when we talk about memory usage. Especially when you have tons of buttons in your application.
So how you can implement a button that uses minimum CPU and memory resources and yes, acts like normal button with mouse up, down and hand pointer behavior implemented. Label text is also required.
If you want to have tonnes of buttons with text and graphics, using the least amount of RAM and processing power, you should be using Bitmaps.
This gets a lot more complicated and involves your own preparation of the following:
A font in the form of a sprite sheet.
Classes that manage rendering text onto a Bitmap using that sprite sheet.
Bitmaps don't respond to MouseEvents, so you'll need to architect your own system for managing mouse input on the Bitmaps.
Firstly, lets take a look at the base memory consumption for some of the DisplayObjects that you would think we would be best using. This is our testing method:
function ram(type:Class):void
{
trace(getSize(new type()));
}
And this is the test:
ram(Sprite); // 408
ram(Shape); // 236
ram(TextField); // 1316
In your case, drawing 1000 buttons would result in over 1,724,000 bytes of memory being used.
Now let's look at what we will be using:
1x Bitmap acting as a Canvas that holds all buttons: 236 bytes.
1x BitmapData representing the initial state of every button.
1x BitmapData representing the rollover state of every button.
1x BitmapData storing our text as a sprite sheet for use by all buttons.
Each BitmapData will be quite large in memory consumption, and varies greatly depending on its content. But the trick here is that we only use one and refer to its content for every button that we want to draw.
I've set up a small amount of code to get you started. You still need to implement a click manager which loops over all the buttons and works out which is most relevant to trigger a click, as well as rendering the text on the buttons.
Here's the Button class:
public class BitmapButton
{
private var _text:String;
private var _position:Point = new Point();
public function BitmapButton(text:String)
{
_text = text;
}
public function render(canvas:BitmapData, font:BitmapData, state:BitmapData):void
{
canvas.copyPixels(state, state.rect, _position);
// Use font argument to render text.
// For you to implement.
}
public function get position():Point{ return _position; }
}
And here's the class that will manage rendering those buttons:
public class ButtonCanvas extends Bitmap
{
private var _fontSprite:BitmapData;
private var _baseState:BitmapData = new BitmapData(100, 30, false, 0xFF0000);
private var _overState:BitmapData = new BitmapData(100, 30, false, 0x00FF00);
private var _buttons:Vector.<BitmapButton> = new <BitmapButton>[];
private var _checkRect:Rectangle = new Rectangle();
public function ButtonCanvas(width:int, height:int)
{
bitmapData = new BitmapData(width, height, true, 0x00000000);
// Replace with actual loaded sprite sheet.
_fontSprite = new BitmapData(1, 1);
}
public function add(button:BitmapButton):void
{
_buttons.push(button);
}
public function render():void
{
if(stage === null) return;
bitmapData.lock();
for each(var i:BitmapButton in _buttons)
{
_checkRect.x = i.position.x;
_checkRect.y = i.position.y;
_checkRect.width = _baseState.width;
_checkRect.height = _baseState.height;
if(_checkRect.contains(mouseX, mouseY))
{
// Use roll over style.
// Need to implement depth check so you can't roll over buttons
// that fall behind others.
i.render(bitmapData, _fontSprite, _overState);
}
else
{
i.render(bitmapData, _fontSprite, _baseState);
}
}
bitmapData.unlock();
}
public function get buttons():Vector.<BitmapButton>{ return _buttons; }
}
And a small test:
var canvas:ButtonCanvas = new ButtonCanvas(stage.stageWidth, stage.stageHeight);
addChild(canvas);
for(var i:int = 0; i < 20; i++)
{
var button:BitmapButton = new BitmapButton("Hello");
button.position.x = Math.random() * stage.stageWidth;
button.position.y = Math.random() * stage.stageHeight;
canvas.add(button);
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, update);
function update(e:MouseEvent):void
{
canvas.render();
}
canvas.render();
Now that you've read all of that, I'll point out that it's really unlikely you need to anywhere near this extreme, unless you have some type of game that revolves around buttons and buttons are actually particles that get generated every frame in the 100's. Using a standard Sprite + TextField is perfectly fine in almost all cases.
One of the traditional patterns is using Sprite + TextField
Adobe recommends using Shape instead of Sprite (when it makes sense):
a Sprite object is a display object container, whereas a Shape object is not. For this reason, Shape objects consume less memory than Sprite objects that contain the same graphics.
It would be great to use Shape, and we can do it, but we can not add TextField on it.
Now lets look at TextField inheritance chain:
TextField: InteractiveObject -> DisplayObject -> EventDispatcher -> Object
We can observe that a TextField object is much lighter than a Sprite object - wrong. Using only TextField will be lighter than using TextField + Sprite. I came up with this decision:
import flash.events.MouseEvent;
import flash.filters.BevelFilter;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.ui.Mouse;
import flash.ui.MouseCursor;
public class Button extends TextField
{
private static const MOUSE_UP:Array =
[new BevelFilter(2, 45, 0xEEEEEE, .7, 0x444444, .7, 1, 1)];
private static const MOUSE_DOWN:Array =
[new BevelFilter(2, 225, 0xEEEEEE, .7, 0x444444, .7, 1, 1)];
private static const TEXT_FORMAT:TextFormat =
new TextFormat('Verdana', 12, 0xDDDDDD,
null, null, null, null, null, 'center');
public function Button(label:String, color:int = 0x166488)
{
width = 80;
height = 20;
background = true;
backgroundColor = color;
selectable = false;
defaultTextFormat = TEXT_FORMAT;
text = label;
addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
addEventListener(MouseEvent.ROLL_OVER, onMouseRollOver);
addEventListener(MouseEvent.ROLL_OUT, onMouseRollOut);
onMouseUp();
}
private function onMouseRollOut(e:MouseEvent):void
{
Mouse.cursor = MouseCursor.AUTO;
}
private function onMouseRollOver(e:MouseEvent):void
{
Mouse.cursor = MouseCursor.BUTTON;
}
private function onMouseDown(e:MouseEvent):void
{
filters = MOUSE_DOWN;
}
private function onMouseUp(e:MouseEvent = null):void
{
filters = MOUSE_UP;
}
//kill method
}
This code draws nice lightweight button BUT I can not adjust vertical position of a text label so height of this button depends of font-size. Another issue is that I cann't move the text label a bit down-right when somebody clicks it.
Any ideas will be appreciated.
We can observe that a TextField object is much lighter than a Sprite object. That's completely incorrect. A Sprite uses 408 bytes in memory whereas a TextField uses 1316
Yes TextField will consume way more memory.
I would create the label text in a graphics program and create a sprite menu class.
TextField is not really lightweight but a pretty powerful class. If you want user input then TextField is the way to go.
Avoid any of the buttons built into the Flash library and just start simple and build functionality on the sprite class.
If you really want to optimize your interface, reduce the event handlers and any sort of transparency. This might just be good Flash advice in general but often overlooked.
Make a function that gets called every frame, tick();, think();, update(); something like this. Add a single event handler to the main class and within that call your update() function within the menu elements.
Adding a dozen event handlers to your menu elements is not only cumbersome but unsightly.
I would venture to say a sprite with the buttonMode property set to true for the "hand pointer" and then functions to handle the ROLL_OVER and ROLL_OUT MouseEvents.
i created my own Button which simply extends from Sprite.
Its able to show 3 different text fading in and out using a timer.
In my draw function i first draw a rectangle with the Sprites graphics object representing the background of the button.
I added a function to set the button width. This property is used to draw the rectangle. I know that the sprites's size is updated after the rectangle drawing. But for some reason the sprite's width is always more than what i have set via my "setButtonWidth" function.
Now i have a simple sprite acting as a button having a graphics.drawRectangle part drawing a simple rect. with lets say 500px width. But when i trace the width of that button it is always about 10% more. Where are these 10% coming from?
I read about calling validateNow(). But this is only for Labels, or Checkboxes. For some reason i cannot access the library for Label. This must work somehow with TextFields. But how?
// this function is part of MyButtonClass.as file
function drawButton()
{
this.graphics.clear();
this.graphics.beginFill( currentBackColor);
this.graphics.drawRoundRect(0, 0, int(this.buttonWidth)+20, 30, 10, 10);
this.graphics.endFill();
}
// this code is in main action code frame
// the buttonWidth is set this way
stage.addEventListener( Event.RESIZE, updateBtn);
function updateBtn( event:Event)
{
// access the container in which the buttons are in like ...
for( var i = 0; i < buttonContainer.numChildren; i++) {
var btn = buttonContainer.getChildAt( i) as MyButtonClass;
// MyButtonClass is the class which extends from Sprite drawing my button
// and using buttonWidth to draw the backgrounds width.
btn.setButtonWidth( (stage.stageWidth / 2) - 20);
// i set half of stageWidth because i have two columns with a list of buttons
// after setButtonWidth is called in MyButtonClass, the draw function is called
// which does the graphics stuff above.
}
}
this.buttonWidth is set to 500. There is nothing special done on that sprite. No children to be added, only this drawing stuff. But this sets the sprite's width to 550 or something.
Define Button like this
package {
import flash.display.Sprite;
public class Button extends Sprite {
private var _buttonWith: int = 0;
private var _buttonHeight: int = 0;
public function Button() {
// constructor code
}
public function set buttonWidth(w: int): void {
_buttonWith = w;
updateButton();
}
public function get buttonWidth(): int {
return _buttonWith;
}
public function set buttonHeight(h: int): void {
_buttonHeight = h;
updateButton();
}
public function get buttonHeight(): int {
return _buttonHeight;
}
protected function updateButton() {
graphics.clear();
graphics.beginFill(0xff00ff);
graphics.drawRoundRect(0, 0, buttonWidth, buttonHeight, 10, 10);
graphics.endFill();
}
}
}
And create instance like this
var button:Button = new Button();
addChild(button);
button.buttonWidth = 100;
button.buttonHeight = 30;
I need to develop my own drag function in AS3 (instead of using startDrag) because I'm resizing a MovieClip.
I'm doing this:
public class resizeBR extends MovieClip {
var initialScaleX, initialScaleY;
public function resizeBR() {
this.addEventListener(MouseEvent.MOUSE_DOWN, initResize);
this.addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
public function initResize(e:MouseEvent):void
{
initialScaleX = e.target.scaleX;
initialScaleY = e.target.scaleY;
e.target.addEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
public function startResize(e:MouseEvent):void
{
e.target.x += e.localX;
e.target.y += e.localY;
e.target.parent.parent.width += mouseX;
e.target.parent.parent.height += mouseY;
// Keep its own scale
e.target.scaleX = initialScaleX;
e.target.scaleY = initialScaleY;
}
public function stopResize(e:MouseEvent):void
{
e.target.removeEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
}
But the drag feature is not working fluently. I mean, when I drag a MovieClip from class resizeBR I need to move slowly my mouse cursor or it's not going to work propertly.
resizeBR is a MovieClip as a child of another MovieClip; the second one is which I have to resize.
What am I doing wrong?
Thanks!
Thanks all for your answers, but I found a great classes to do what I want.
http://www.senocular.com/index.php?id=1.372
http://www.quietless.com/kitchen/transform-tool-drag-scale-and-rotate-at-runtime/
I'm not really sure if I completely understand what you mean. But I think your problem lies with your MOUSE_MOVE handler.
In your current example you're resizing your target only when moving your mouse over the target. When you're moving your mouse fast enough it's possible your mouse leaves the target, casuing it to stop resizing. When I'm writing my own drag handlers I usually set the MOUSE_MOVE and MOUSE_UP listeners to the stage.
Your class would end up looking something like this:
public class resizeBR extends MovieClip
{
var initialScaleX, initialScaleY;
public function resizeBR()
{
addEventListener(MouseEvent.MOUSE_DOWN, initResize);
addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
public function initResize(e:MouseEvent):void
{
initialScaleX = scaleX;
initialScaleY = scaleY;
stage.addEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
public function startResize(e:MouseEvent):void
{
x += e.localX;
y += e.localY;
parent.parent.width += mouseX;
parent.parent.height += mouseY;
// Keep its own scale
scaleX = initialScaleX;
scaleY = initialScaleY;
}
public function stopResize(e:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, startResize);
}
}
There are a couple reasons the resizing is jumpy. First, like rvmook points out, you'll need to make sure you support the mouse rolling off of the clip while its being resized. Since there is not an onReleaseOutside type of event in AS3, you have to set listeners to the stage, or some other parent clip. If you have access to the stage, that is best. If not, you can use the root property of your resizable clip, which will reference the highest level display object you have security access to. Setting mouse events to the root is a little wonky, because for them to fire, the mouse needs to be on one of the root's child assets - whereas the stage can fire mouse events when the mouse is over nothing but the stage itself.
Another reason you might be seeing some strange resizing behavior is because of using the localX/Y properties. These values reflect the mouseX/mouseY coordinates to the object being rolled over - which might not necessarily be your clip's direct parent.
I tend to avoid having classes access their parent chain. You might want to consider placing the resizing logic in the clip you want resized, and not in one of its children. Here is simple self resizing example:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class ResizableBox extends MovieClip {
public function ResizableBox() {
addEventListener(MouseEvent.MOUSE_DOWN, startResize);
}
private function startResize(evt:MouseEvent):void {
stage.addEventListener(MouseEvent.MOUSE_MOVE, handleResize);
stage.addEventListener(MouseEvent.MOUSE_UP, stopResize);
}
private function stopResize(evt:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_MOVE, handleResize);
stage.removeEventListener(MouseEvent.MOUSE_UP, stopResize);
}
private function handleResize(evt:MouseEvent):void {
this.scaleX = this.scaleY = 1;
this.width = this.mouseX;
this.height = this.mouseY;
}
}
}
ResizableBox is set as the base class of a MC in the library.
There are two files in my actionscript project named "TestAPP", TestAPP.as and Draggable.as
TestAPP.as:
package {
import flash.display.Sprite;
import flash.display.Stage;
public class TestAPP extends Sprite
{
var _mainStage:Stage;
public function TestAPP()//This is where we test the UI components.
{
var sp:Sprite = new Sprite();
_mainStage = stage;
_mainStage.addChild(sp);
sp.graphics.beginFill(0x00FF00);
sp.graphics.drawCircle(0,0,10);
sp.graphics.endFill();
sp.x = 50;
sp.y = 50;
var draggable1:Draggable = new draggable(sp,_mainStage,limitingfunc);
}
public function limitingfunc(x:Number,y:Number):int{
return 0;
}
}
}
And for the draggable.as:
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.MouseEvent;
public class Draggable
{
private var _limitingFunc:Function;
private var _which:Sprite;
private var _MouseSavedX:Number;
private var _MouseSavedY:Number;
private var _stage:Stage;
public function Draggable(which:Sprite,stage:Stage,limitingfunc:Function)
{
_limitingFunc = limitingfunc;
_which = which;
_stage = stage;
_which.addEventListener(MouseEvent.MOUSE_DOWN,begin_drag);
}
//limiting func: returns 0 when the object is free to move that place.
//returns -1 when the user wants to block X coordinate changes (but maintain Y free)
//returns -2 when the user wants to block Y ...
//returns -3 or less when the user wants to block both X and Y from changing.
//returns
private function Return_0(x:Number = 0,y:Number = 0):int{
return 0;
}
private function begin_drag(ev:MouseEvent):void{
var xTo:Number = _stage.mouseX - _MouseSavedX + _which.x;
var yTo:Number = _stage.mouseY - _MouseSavedY + _which.y;
var limitingFuncReturnValue:int = _limitingFunc(xTo,yTo);
if(limitingFuncReturnValue == 0){//free to move.
_which.x = xTo;
_which.y = yTo;
}
else if(limitingFuncReturnValue == -1){//free to move Y
_which.y = yTo;
}
else if(limitingFuncReturnValue == -2){
_which.y = yTo;
}
//else:do nothing.
}
}
}
In "my actionscript theory", I'm supposed to see a circle that follows the mouse when I click it. (The draggable is not fully implemented) But the circle doesn't even budge :(
...I've been trying to figure out how to access the main class's stage property. I've googled for it, but still no progress.
Please help this helpless newb!!! I'll really appreciate your help:)
Thank you!
You're implementing your 2nd class as "draggable", when you named it (and it has to be named) "Draggable" with an upper case. Change it and see if that works. You seem to be passing in the parent classes stage correctly though.
If TestAPP is your document class. You can access to the stage thru the stage property (like your are doing in your example).
If TestAPP is not the document class, you should listen first to the ADDED_TO_STAGE event and then access to the stage property.
There is no need to add _mainStage property because you already have the stage property.
In order to move objects around, you need to use the ENTER_FRAME event.
You can access the main class' stage property the same way you do it for any DisplayObject on the stage: Use this.stage.
So just this should be enough:
var sp:Sprite = new Sprite();
stage.addChild(sp);
You could then pass the sprite and the main class' stage as a parameter, the way you did - but I would recommend creating a subclass Draggable extends Sprite and instantiate the whole thing using new Draggable() instead.
The new object will automatically have its own reference to stage as soon as it is added to the display list, and limitingFunc could be a member of Draggable, as well.
Also, you can use the startDrag() and stopDrag() methods, no need to implement your own: You can specify a Rectangle as a parameter to startDrag() to limit the permitted movement.
if you need it so much you may:
private static var _instance: TestAPP;
//...
public function TestAPP(){
_instance = this;
//...
}
public static function get instance():TestAPP{
return _instance;
}
public static function set instance(newVal: TestAPP):void{
_instance = newVal;
}
and you'll be able to reference its stage from any class where your TestAPP will be imported just with TestAPP.instance.stage.
but _instance is a property of the class TestAPP itself, not its instances