AS3 Panning Multiple MovieClips - actionscript-3

I am panning a background but I can not pan Movie Clips that are on that background is there anyway I can pan multiple Movie Clips? Currently I have somthing that looks like this
panning a single Movie Clip how can I pan multiple Movie Clips?
world.addEventListener(MouseEvent.MOUSE_DOWN, beginPan, false, 0, true);
function beginPan(e:MouseEvent):void
{
deltaX = mouseX - world.x;
deltaY = mouseY - world.y;
addEventListener(Event.ENTER_FRAME, doPan, false, 0, true);
stage.addEventListener(MouseEvent.MOUSE_UP, endPan, false, 0, true);
}
function doPan(e:Event):void
{
var curX:int = mouseX - deltaX;
var curY:int = mouseY - deltaY;
world.x = curX;
world.y = curY;
}
function endPan(e:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, endPan);
removeEventListener(Event.ENTER_FRAME, doPan);
}

Related

How can I set the draggin box mc 50px from the bottom

I Have a mc called box.
All I want is when dragging up I want the bottom of box mc 50px from the bottom of the stage.
Now it's in the middle of the stage.
Here is my code.
var topY:int = stage.stageHeight - box.height;
var botY:int = 0;
box.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
box.addEventListener(MouseEvent.MOUSE_UP, onUp);
var constrainY:Rectangle = new Rectangle(box.x, topY ,0, box.y+ (box.height-stage.stageHeight) );
var dragxy:String = "";
function onDown(e:MouseEvent):void
{
dragxy = mouseX + "_" + mouseY;
e.currentTarget.startDrag(false, constrainY);
}
function onUp(e:MouseEvent):void
{
e.currentTarget.stopDrag();
}
One bad thing I'm seeing is you are adding an eventListener every frame that the mouse button is down ( I think ). To not do that, just call start drag once when Mouse Down is true and then stop listening for mouse down. When mouse goes back up, start listening for down again.
function onDown(e:MouseEvent):void
{
dragxy = mouseX + "_" + mouseY;
e.currentTarget.startDrag(false, constrainY);
removeEventListener(MouseEvent.MOUSE_DOWN, onDown);
addEventListener(MouseEvent.MOUSE_UP, onUp);
}
function onUp(e:MouseEvent):void
{
e.currentTarget.stopDrag();
addEventListener(MouseEvent.MOUSE_DOWN, onDown);
removeEventListener(MouseEvent.MOUSE_UP, onUp);
}

As3 hittesting doesn't really work (nested)

I got a tank.
I got a hero (controllable character).
The tank has a nested movieclip which has a very thin surface area.
Yet, the thing detects a collision when it's not even touching the hero.
public class tank_sight extends MovieClip
{
private var _root:MovieClip;
public function tank_sight()
{
addEventListener(Event.ADDED, beginClass);
}
private function beginClass(event:Event):void
{
_root = MovieClip(root);
addEventListener(Event.ENTER_FRAME, loop);
}
private function loop(event:Event):void
{
if(this.hitTestObject(_root.hero.hitbox))
{
this.gotoAndStop(2);
trace("HIT");
fire();
}
else
{
this.gotoAndStop(1);
}
}
private function fire():void
{
var shell:Shell = new Shell(x, y, rotation - 180);
_root.addChild(shell);
}
}
What's wrong? I don't get it.
EDIT: Sight is rotating, so that's probably why. I tried using this code on the player class:
point = _root.tanks.barrel.sight.localToGlobal(new Point());
if(this.hitTestPoint(point.x, point.y, false))
{
trace("HIT");
}
But it doesn't work.. It never traces "HIT", unless I stand in some weird location at certain times.
hitTestObject works with nested objects also (display objects that have different parents), you should check logic of your game, and do some tests.
Simple example:
var squareHolder:Sprite = new Sprite();
var squareInner:Shape = new Shape();
var hitHolder:Sprite = new Sprite();
var hitCircle:Shape = new Shape();
hitCircle.graphics.beginFill(0x990000);
hitCircle.graphics.drawCircle(0, 0, 20);
squareInner.graphics.beginFill(0x009900);
squareInner.graphics.drawRect(0, 0, 40, 40);
addChild(squareHolder);
squareHolder.addChild(squareInner);
squareHolder.x = 200;
squareHolder.y = 100;
squareInner.x = 50;
squareInner.y = 50;
stage.addChild(hitHolder);
hitHolder.addChild(hitCircle);
hitCircle.transform.matrix = new Matrix(1, 0.5, 0.5, 1, 30, 30);
stage.addEventListener(MouseEvent.MOUSE_MOVE, function (e:MouseEvent):void {
hitHolder.x = e.stageX;
hitHolder.y = e.stageY;
if (hitCircle.hitTestObject(squareInner)) {
trace("Ding!");
}
});
Whatever you do with hitCircle (visible=false, trasparent fill, transformations) it will still work.

AS3 mouse events not firing when mouseX = 0

I'm creating what should be a very simple, full screen drag and drop game in Flash Develop. It works fine except in one frustrating instance.
I add items to the stage, add MOUSE_DOWN listeners to them and start dragging when one hears that listener. I then add a MOUSE_UP listener to figure out when to stop the drag. Again, this works fine unless mouseX = 0. When the mouse is all the way to the left of the screen and I mouse up or mouse down no listener is fired. I also took it out of full screen mode and if the mouse is at or below 0 no mouse events will fire.
What in the world is going on?
private function itemSelectedHandler(e:MouseEvent):void
{
thisItem = GameItem(e.currentTarget);
thisItem.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, itemUnselectedHandler, false, 0, true);
}
private function itemUnselectedHandler(e:MouseEvent):void
{
stopDrag();
stage.removeEventListener(MouseEvent.MOUSE_UP, itemUnselectedHandler);
thisItem.removeEventListener(MouseEvent.MOUSE_DOWN, itemSelectedHandler);
}
You are calling stopDrag on the class and not the dragged sprite. Try something like the following :
package
{
public class Main extends Sprite
{
private var _draggedSprite:Sprite = null;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
for (var i:int = 0; i < 10; i++)
{
createBox();
}
}
private function createBox():void
{
var sp:Sprite = new Sprite();
sp.graphics.beginFill(0xff0000, 1);
sp.graphics.drawRect(0, 0, 30, 30);
sp.graphics.endFill();
sp.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
sp.x = Math.random() * (stage.stageWidth - 30);
sp.y = Math.random() * (stage.stageHeight - 30);
addChild(sp);
}
private function onMouseDown(e:MouseEvent):void
{
var sp:Sprite = e.target as Sprite;
sp.startDrag();
_draggedSprite = sp;
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
private function onMouseUp(e:MouseEvent):void
{
_draggedSprite.stopDrag();
_draggedSprite = null;
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
}
}
This worked for me when mouseX=0 in fullscreen mode.

AS3: why does the MC "tremble" when selected?

I'm trying to make a simple function to select and drag a MovieClip, without using the startDrag() function.
I have a few MCs on the stage, when mouse down on a MC, I want the MC to move with the mouse. But when I hold the mouse down, the MC starts to "tremble" and I'm not sure why.
I have the code inside each MC for other reasons. Here is what I have so far:
var selectX:Number; //x coordinate of mouse click (to select right point on mc on mouse down)
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
this.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
function mouseDownHandler(e:MouseEvent):void {
selectX = this.x - mouseX;
addEventListener(Event.ENTER_FRAME, onEnterFrameHandler);
}
function mouseUpHandler(e:MouseEvent):void {
mouseX2 = mouseX;
removeEventListener(Event.ENTER_FRAME, onEnterFrameHandler);
}
function onEnterFrameHandler(e:Event):void {
this.x = mouseX + selectX + stage.x;
}
This is happening because you are using mouseX of the inside of the movieclip. but when you are trying to set the x of the movieClip it sets the x on the parent movieclip.
e.g.:
mainClip
|-- DragableButton
when you adding DragableButton.x = 100, it is x position insided of the mainClip.
and when your code is taking mouseX inside of the DragableButton, the real mouseX = x + mouseX. and since mouseX inside of the DragableButton is equals e.g. 20, and you adding: selectX = this.x - mouseX -> if you have selectX = 100 - 20. but not 100 - 120 as it should be.
so if you still want to keep to your code change it a bit:
var selectX:Number; //x coordinate of mouse click (to select right point on mc on mouse down)
var mouseX2:Number;
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
this.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
function mouseDownHandler(e:MouseEvent):void {
selectX = this.x - parent.mouseX;
// selectX = this.x - stage.mouseX;
addEventListener(Event.ENTER_FRAME, onEnterFrameHandler);
}
function mouseUpHandler(e:MouseEvent):void {
mouseX2 = parent.mouseX;
removeEventListener(Event.ENTER_FRAME, onEnterFrameHandler);
}
function onEnterFrameHandler(e:Event):void {
this.x = parent.mouseX + selectX;
// this.x = stage.mouseX + selectX;
}
p.s. stage.x = 0, it will be always. unless you change the property.
p.s.s. stage is only one and same instance no matter from which MC you are trying to get it.
my suggestion draging would be:
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler(e:MouseEvent):void
{
this.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
}
function mouseUpHandler(e:MouseEvent):void
{
this.stopDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
}
I think the movieclip is trembling because during your drag, your application keeps calling mouseDownHandler, changing the selectX.
Try removing the MOUSE_DOWN event listener. In mouseDownHandler, make that the first thing you do (this is also a good practice for preventing memory leaks). You can add the listener back when you mouse up (and then remove the mouse up listener).
why are you using Event.ENTER_FRAME event (costly), try to use MouseEvent.MOUSE_MOVE like this.
function mouse_move(e:Event)
{
this.x = mouseX + selectX + stage.x;
}
and remove this event handler on mouse up.

buttons inside mc affecting the code

I have a movieClip with two buttons inside.
The problem is that when the mouse is over these two buttons, the code that manages the movieClip stops working, as if the mouse is not over the MC (the buttons are children of the MC, shouldn't it work regardless?).
Could you please share some advice?
Thanks
/*mc follows mouse. I can't click btns because when mouse rollover btns the mc moves*/
function showImgOptions (e:Event):void{
if (mc.hitTestPoint(mouseX,mouseY,false)){
mc.y = mc.y;
mc.x = mc.x;
}else{
var delayX:int = mc.x - mouseX;
var delayY:int = mc.y - mouseY;
mc.x -= delayX / 6;
mc.y -= delayY/6;
}
}
mc.btn1.addEventListener (MouseEvent.CLICK, closeClick);
mc.btn2.addEventListener (MouseEvent.CLICK, zoomClick);
function closeClick (e:MouseEvent):void{}
function zoomClick (e:MouseEvent):void{}
stage.addEventListener (Event.ENTER_FRAME, showImgOptions);
addChild (mc);
Changed the code to:
var mc:menuMC = new menuMC();
addChild(mc);
var p:Point = mc.localToGlobal(new Point(mc.mouseX,mc.mouseY));
/*mc follows mouse. I can't click btns because when mouse rollover btns the mc moves*/
function showImgOptions (e:Event):void
{
if (! mc.hitTestPoint(p.x,p.y,false))
{
mc.y = mc.y;
mc.x = mc.x;
}else{
//move mc towards mc.parent's mouseX and mouseY
var delayX:int = mc.x - mouseX;
var delayY:int = mc.y - mouseY;
mc.x -= delayX / 6;
mc.y-=delayY/6;
}
}
mc.btn1.addEventListener (MouseEvent.CLICK, closeClick);
mc.btn2.addEventListener (MouseEvent.CLICK, zoomClick);
function closeClick (e:MouseEvent):void
{
}
function zoomClick (e:MouseEvent):void
{
}
stage.addEventListener (Event.ENTER_FRAME, showImgOptions);
And now I get this error:
TypeError: Error #1010: A term is undefined and has no properties.
Here you can download an FLA. Test it and try to click on the buttons 1 and 2, inside the MC following the mouse
hitTestPoint expects stage coordinates:
The x and y parameters specify a point in the coordinate space of the Stage, not the display object container that contains the display object (unless that display object container is the Stage).
Use localToGlobal to get the stage coordinates:
var p:Point = mc.localToGlobal(new Point(mc.mouseX, mc.mouseY));
if(!mc.hitTestPoint(p.x, p.y,false))
{
//move mc towards mc.parent's mouseX and mouseY
}
Solved it!!
Changed the code. I don't know if this helps anybody, but I hope so. Thanks to you all.
stage.addEventListener(Event.ENTER_FRAME, moveMC);
var mc:menuMC = new menuMC();
addChild(mc);
function moveMC(e:Event):void {
if (mc.hitTestObject(big_mc)) {
mc.visible = true;
} else {
mc.visible = false;
}
if (mc.hitTestPoint(mouseX,mouseY,false)) {
mc.y = mc.y;
mc.x = mc.x;
} else {
var delayX:int = mc.x - mouseX;
var delayY:int = mc.y - mouseY;
mc.x -= delayX / 6;
mc.y-=delayY/6;
}
}
mc.btn1.addEventListener(MouseEvent.CLICK, onBtn1);
mc.btn2.addEventListener(MouseEvent.CLICK, onBtn2);
function onBtn1(e:MouseEvent):void {
trace("do something");
}
function onBtn2(e:MouseEvent):void {
trace("do something else");
}