Flash AS3 MouseOver not working - actionscript-3

I am having trouble getting a MOUSE_OVER event to fire consistently and as intended. I have a custom cursor (movieclip) attached to my mouse and it has 2 frames (1st frame cursor is black and second frame it is white).
Here is code from my cursor script:
private function onAddedToStage(event:Event):void
{
gotoAndStop(1);
this.mouseChildren = false;
this.mouseEnabled = false;
}
public function rollover():void
{
gotoAndStop(2);
trace("change cursor");
}
Here is the class for an object that will react when the cursor moves over it:
public class DoorHS01 extends MovieClip
{
public var cursor:Cursor;
public function DoorHS01()
{
cursor = new Cursor();
this.addEventListener(MouseEvent.MOUSE_OVER, rollover);
}
public function rollover(e:MouseEvent):void
{
cursor.rollover();
trace("rollover");
}
}
}
So in the DoorHS01 class the MouseEvent doesn't always fire or it will be really delayed. The cursor.rollever function gets called and it executes in the cursor class (I know from the traces) but the cursor never changes.
What am I missing?

I decided that the best way to achieve what I wanted was to test collision with my custom cursor rather than creating classes for everything object that needed a rollover function. I also currently do not know how many objects will require this rollover functionality as the designer I'm working with is still working out the game details so it is going to be easier to just add what is needed to an array when needed. I ended up going with this:
for (var i:int = 0; i < _hotSpotArr.length; i++)
{
if (cursor.hitTestObject(_hotSpotArr[i]))
{
cursor.gotoAndStop(2);
break;
}
else
{
cursor.gotoAndStop(1);
}
}

Related

ActionScripting Issue: adding/removing children

I have three movie clips all linked to the stage and I want them to behave like a button/ But I am not using a button because I have not found a way to have each part (up, over, down, hit) be animated and not just change when the mouse is in use with it. So far I have been able to have all three appear on my stage and show when I have the mouse over and as well when I click, but I think I'm doing something wrong with removeChild. Each MC should appear one at a time and now all three show up when I hover over and seem to "flash". Here's my code:
var mainMoon:swayingMoon = new swayingMoon();
mainMoon.x = 50;
mainMoon.y = 10;
addChild(mainMoon);
var hoverMoon:glowMoon = new glowMoon();
hoverMoon.x = 50;
hoverMoon.y = 10;
var movieMoon:clickedMoon = new clickedMoon();
movieMoon.x = 50;
movieMoon.y = 10;
mainMoon.addEventListener(MouseEvent.ROLL_OVER, showHoverMoon);
mainMoon.addEventListener(MouseEvent.ROLL_OUT, hideHoverMoon);
hoverMoon.addEventListener(MouseEvent.CLICK, startMovieMoon)
function showHoverMoon(event:MouseEvent):void
{
addChild(hoverMoon);
}
function hideHoverMoon(event:MouseEvent):void
{
removeChild(hoverMoon)
}
function startMovieMoon(event:MouseEvent):void
{
addChild(movieMoon);
}
I don't recommend doing it this way as it can make things needlessly complex. For a single button now, you have 3 times as many movie clips/sprites, add/remove child event handlers, and other variables to check/debug for. Multiply this by however many buttons you have.
Instead, I'd recommend using or extending the SimpleButton{} class or writing your own class to encapsulate the behaviour.
SimpleButton class: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/SimpleButton.html
I think you should encapsulate your three moon states into a separate MovieClip that will control all the moon phase changing by itself. If it's already so, fine. The general principle with such a MovieClip-Button type objects is that the listener is assigned to the parent instance, not the parts of that button.
public class Moon extends Sprite {
private var upState:swayingMoon=new swayingMoon();
private var overState:glowMoon=new glowMoon();
private var downState:clickedMoon=new clickedMoon();
private var areWeClicked:Boolean;
private var areWeOver:Boolean;
public function Moon() {
areWeClicked=false;
areWeOver=false;
addChild(upState);
addEventListener(MouseEvent.ROLL_OVER, showHoverMoon);
addEventListener(MouseEvent.ROLL_OUT, hideHoverMoon);
addEventListener(MouseEvent.CLICK, showClickedMoon);
addEventListener(Event.COMPLETE, hideClickedMoon);
}
private function showHoverMoon(e:MouseEvent):void {
areWeOver=true;
if (areWeClicked) return;
removeChild(upState);
addChild(overState);
}
private function hideHoverMoon(e:MouseEvent):void {
areWeOver=false;
if (areWeClicked) return;
removeChild(overState);
addChild(upState);
}
private function showClickedMoon(e:MouseEvent):void {
if (areWeClicked) {
downState.gotoAndPlay(1);
return;
}
if (overState.parent) removeChild(overState); else removeChild(upState);
addChild(downState);
downState.gotoAndPlay(1); // your clicked moon seems to be a playing MC, so starting it over
areWeClicked=true;
}
private function hideClickedMoon(e:Event):void {
if (e.target!=downState) return; // not our event
if (!areWeClicked) return;
areWeClicked=false;
removeChild(downState);
if (areWeOver) addChild(overState); else addChild(upState);
}
}
Now, your parent class is controlling what happens and when. I was under assumption that your clickedMoon MC will only play once fully, then dispatch an event Event.COMPLETE to itself, so that its parent will get notified and will act.
Originally, your event listener structure prevented you from hiding mainMoon MC, otherwise your other listener will never act, now you are using parent object to listen to events, and can safely remove parts of your moon.
Just for a custom button you are going too much complex way. one movieClip is enough for create the button. First create a movieClip and inside that movieClip's timeline create two more frame for 'hover' and click effect. here is little bit of code to start.
var myButton_btn:CustomButton = new CustomButton();
addChild(myButton_btn);
myButton_btn.x = 100;
myButton_btn.y = 100;
myButton_btn.addEventListener(MouseEvent.ROLL_OVER, onOver);
myButton_btn.addEventListener(MouseEvent.ROLL_OUT, onOut);
myButton_btn.addEventListener(MouseEvent.CLICK, onClick);
function onOver(event:MouseEvent):void {
//trace('over');
event.target.gotoAndStop('hover');
}
function onOut(event:MouseEvent):void {
//trace('normal');
event.target.gotoAndStop('normal');
}
function onClick(event:MouseEvent):void {
//trace('click');
event.target.gotoAndStop('click');
}

adding variables to movieClip in flash to be used in Flash builder

I have created a .fla in Flash professional with several rectangles. Each rectangle is a different color and is a separate movie clip. I then have a movie clip (RectContainer) with contains all the rectangles inside of it, and I have added 'AS Linkage' so I can create an instance of this container class in Flash builder (after I've exported as a .swc).
My question is this. What if I wanted to add a variable to each rectangle and how could I read this value from Flash builder.
For example, I want to add a string variable to the red rectangle with the word "red" , the blue rectangle with "blue" etc.
I then want to add listeners to the rectangles, so when they are clicked I can get the color string of the rectangle that was clicked.
for (var i:int = 0; i < rectContainer.numChildren; i++) {
rectContainer.getChildAt(i).addEventListener(MouseEvent.MOUSE_DOWN, fl_Click);
}
function fl_click(event:MouseEvent):void
{
event.currentTarget. ???
}
First, in flash you must set name following like image.
you can access following like it.
not use a currentTarget because a potential risk. If child object a overlap, Your expectations may different. For more information google it.
Exactly what you need to know the difference between target and currentTarget. this is very important concept.
public function Constructor()
{
var container:RectContainer = new RectContainer();
this.addEvent(container);
var i:int = 0;
while(i<container.numChildren)
{
container.addEventListener(MouseEvent.CLICK, onClick);
i++;
}
}
private function onClick(e:MouseEvent):void
{
var mc:MovieClip = e.target as MovieClip;
if(mc.name == "myCircle1")
{
}
else if(mc.name == "myCircle2")
{
}
else if(mc.name == "myCircle3")
{
}
trace(mc.name);
}
You should make a custom class for your rectangles to inherit from (or draw your rectangles in the custom class and forgo the .fla altogether). You can then give a public property to hold the value you desire, create any common functions like a click handler that does something with the color label.
public class MyRectangle extends Sprite {
public var label:String;
public function MyRectangle(){
this.addEventListener(MouseEvent.CLICK, clickHandler,false,0,true);
}
private function clickHandler(e:MouseEvent):void {
trace(label);
}
}
For your rectangles, if in the flash IDE, in their symbol properties put your custom class as the base class.

Issue with MOUSE_MOVE and MOUSE_OUT applied to stage

I'm having an issue with MOUSE_OUT being called while it shouldn't. What I'm doing is quite simple: two images are shown when I move the mouse across the stage, and when the mouse leaves the stage they are hidden.
The problem is, that whenever the mouse hits the border of any movieclip on the stage, the MOUSE_OUT function gets called, hiding the two images. This means that whenever I move the mouse
My code (only the relevant parts are shown):
public class Slider extends MovieClip {
var img1:Img1 = new Img1;
var img2:Img2 = new Img2;
var img1_hover:Img1_hover = new Img1_hover;
var img2_hover:Img2_hover = new Img2_hover;
public function Slider() {
img1.alpha = 0;
img2.alpha = 0;
stage.addEventListener(MouseEvent.MOUSE_MOVE, showArrows);
}
function showArrows(e:MouseEvent) {
img1.alpha = 1;
img2.alpha = 1;
stage.addEventListener(MouseEvent.MOUSE_OUT, hideArrows);
}
function hideArrows(e:MouseEvent) {
img1.alpha = 0;
img2.alpha = 0;
}
}
Flash throws no errors. I am using a separate .as file (just one) and have no code inside of the action panel in the .fla.
Where there's stage.addEventListener, I also tried this., root. and nothing instead of stage.
You want to use the MOUSE_LEAVE event instead http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Stage.html#event:mouseLeave
Alternatively, in the hideArrows function you can check the target of the event:
function hideArrows(e:MouseEvent) {
If(e.target == stage){
img1.alpha = 0;
img2.alpha = 0;
}
}

Click event outside MovieClip in AS3

Is there any way to detect if the user click outside a MovieClip?
For instance, I need to detect it to close a previously opened menu (like Menu bar style: File, Edition, Tools, Help, etc).
How can I detect this kind of event? Thanks!
Add a listener to stage and check if stage is the target of the event.
Example of code here:
http://wonderfl.net/c/eFao
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
public class FlashTest extends Sprite
{
private var _menu : Sprite;
public function FlashTest()
{
_menu = new Sprite();
_menu.x = 100;
_menu.y = 100;
_menu.alpha = 0.5;
with(_menu.graphics)
{
beginFill(0xFF0000, 1);
drawRect(0, 0, 300, 300);
endFill();
}
addChild(_menu);
_menu.addEventListener(MouseEvent.CLICK, onClickHandler);
stage.addEventListener(MouseEvent.CLICK, onClickHandler);
}
private function onClickHandler(event : MouseEvent) : void
{
switch(event.target)
{
case _menu:
_menu.alpha = 0.5;
break;
case stage:
_menu.alpha = 1;
break;
}
}
}
}
You can add a listener to the click event of the root element:
MovieClip(root).addEventListener(MouseEvent.CLICK, clickObject);
then in the function clickObject, you can check to see what you are clicking.
function clickObject(e:Event):void
{
var hoverArray:Array = MovieClip(root).getObjectsUnderPoint(new Point(stage.mouseX, stage.mouseY));
var hoverOverObject:* = hoverArray[hoverArray.length - 1];
}
hoverOverObject references the element that you are clicking on. Often this will be the shape within the movie clip, so you'll need to look at it's parent then compare it to your movie clip. If the click wasn't on the drop down movie clip, trigger the close.
var container:MovieClip = new MovieClip();
var mc:MovieClip = new MovieClip();
with(mc.graphics){
beginFill(0xff0000,1);
drawCircle(0,0,30);
endFill();
}
mc.name = "my_mc";
container.addChild(mc);
addChild(container);
stage.addEventListener(MouseEvent.CLICK, action);
function action (e:MouseEvent):void
{
if(e.target.name != "my_mc"){
if(container.numChildren != 0)
{
container.removeChild(container.getChildByName("my_mc"));
}
}
}
Use capture phase:
button.addEventListener(MouseEvent.CLICK, button_mouseClickHandler);
button.stage.addEventListener(MouseEvent.CLICK, stage_mouseClickHandler, true);
//...
private function button_mouseClickHandler(event:MouseEvent):void
{
trace("Button CLICK");
}
private function stage_mouseClickHandler(event:MouseEvent):void
{
if (event.target == button)
return;
trace("Button CLICK_OUTSIDE");
}
Note that using stopPropagation() is good for one object, but failed for several. This approach works good for me.
Use a stage and a sprite (menu) click listener with the sprite listener executing first and apply the stopPropagation() method to the click handler of the sprite. Like this:
menu.addEventListener(MouseEvent.CLICK, handleMenuClick);
stage.addEventListener(MouseEvent.CLICK, handleStageClick);
private function handleMenuClick(e:MouseEvent):void{
// stop the event from propagating up to the stage
// so handleStageClick is never executed.
e.stopPropagation();
// note that stopPropagation() still allows the event
// to propagate to all children so if there are children
// within the menu overlay that need to respond to click
// events that still works.
}
private function handleStageClick(e:MouseEvent):void{
// put hide or destroy code here
}
The idea is that a mouse click anywhere creates a single MouseEvent.CLICK event that bubbles from the stage, down through all children to the target, then back up through the parents of the target to the stage. Here we interrupt this cycle when the target is the menu overlay by not allowing the event to propagate back up to the parent stage, ensuring that the handleStageClick() method is never invoked. The nice thing about this approach is that it is completely general. The stage can have many children underneath the overlay and the overlay can have its own children that can respond to clicks and it all works.

Own drag function in AS3

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.