Basically i'm trying to create two buttons. They both call actions while the user has their cursor held on them (rather than onClick or anything like that).
The first one plays the timeline, which works great.
The second one I need it to play the timeline in reverse while the user is holding down the button, how do I do that? Code below:
import flash.events.MouseEvent;
// Play timeline forwards on click //
function onButtonClick( event:MouseEvent ):void
{
play();
}
RotateRight.addEventListener(MouseEvent.MOUSE_DOWN, onButtonClick);
// Stop timeline forwards on release //
function onButtonClick2( event:MouseEvent ):void
{
stop();
}
RotateRight.addEventListener(MouseEvent.MOUSE_UP, onButtonClick2);
// Play timeline in reverse on click //
function onButtonClick3( event:MouseEvent ):void
{
// PLAY IN REVERSE?
}
RotateLeft.addEventListener(MouseEvent.MOUSE_DOWN, onButtonClick3);
// Stop timeline in reverse on release //
function onButtonClick4( event:MouseEvent ):void
{
stop();
}
RotateLeft.addEventListener(MouseEvent.MOUSE_UP, onButtonClick4);
Any help is most appreciated :)
You should add an ENTER_FRAME event on MOUSE_DOWN:
RotateLeft.addEventListener(MouseEvent.MOUSE_DOWN, onButtonClick3);
function onButtonClick3( event:MouseEvent ):void
{
stop();
stage.addEventListener(Event.ENTER_FRAME, reverse);
}
function reverse(e:Event):void {
//currently, this is reversing the main timeline. Can also do it to a specific movieclip with something like myMovieClip.gotoAndStop(myMovieClip.currentFrame-1) instead.
gotoAndStop(currentFrame - 1);
}
RotateLeft.addEventListener(MouseEvent.MOUSE_UP, onButtonClick4);
// Stop timeline in reverse on release //
function onButtonClick4( event:MouseEvent ):void
{
stage.removeEventListener(Event.ENTER_FRAME, reverse);
//You don't need stop() here, but you can change it to play() if you want to resume playback when the mouse is released.
}
Related
I have a button that starts the game, it initializes the game when you click it
startButton.addEventListener(MouseEvent.CLICK, onStartButtonClick);
I also have a firing thing, it's supposed to shoot AFTER you start the game by clicking the start button and THEN shoot when you click.
stage.addEventListener(MouseEvent.CLICK, fire);
However, it fires right when I click the start button. How can I fix this?
This is my code.
public function Game()
{
startButton.addEventListener(MouseEvent.CLICK, onStartButtonClick);
}
function onStartButtonClick(event: MouseEvent): void
{
addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(MouseEvent.CLICK, fire);
function fire(m: Event)
{
//shoot bullet
}
}
It's caused by event bubbling.
Just modify your onStartButtonClick function to:
function onStartButtonClick(event: MouseEvent): void
{
event.stopPropagation();
addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(MouseEvent.CLICK, fire);
For more information about event bubbling CHECK HERE
I have some code that adds a "back" button to the stage that has its own code, and clicking it removes the button and brings users back to a title screen. However, when the "back" button is reintroduced to the stage, none of its listeners work.
public class BACK extends SimpleButton {
public function BACK() {
// constructor code
trace('back button on stage');
addEventListener(Event.ADDED_TO_STAGE, startUp);
}
function startUp(ev:Event): void{
addEventListener(MouseEvent.CLICK, gotoTitle);
addEventListener(Event.REMOVED_FROM_STAGE, backBtnCleanUp);
}
function gotoTitle(ev:MouseEvent): void{
trace('gototitle called');
MovieClip(root).gotoTitle();
}
function backBtnCleanUp(ev:Event): void{
trace('back button cleanup called');
removeEventListener(Event.ADDED_TO_STAGE, startUp);
removeEventListener(MouseEvent.CLICK, gotoTitle);
removeEventListener(Event.REMOVED_FROM_STAGE, backBtnCleanUp);
}
}
the trace function executes when it is first added to the stage, but not when it is added again after being removed. This is the code (from Main) that both adds and removes it.
function gotoHelp(): void{ // transitions to the help screen
cleanTitle();
addChild(helpBG);
addChild(backBtn);
backBtn.x = 550;
backBtn.y = 200;
}
function gotoTitle(): void{ //goes to the title screen
trace('going to title');
removeChild(backBtn);
removeChild(helpBG);
titleStartUp();
}
You should create a new instance of your BACK button every time you need to show it, or remove this line from backBtnCleanUp function : ( not tested )
removeEventListener(Event.ADDED_TO_STAGE, startUp);
I have a problem similar like this question but i'm not able to get understand this answer code, Can any one explain this code.
private function attachListeners():void
{
this.addEventListener(MouseEvent.MOUSE_DOWN, selfMouseDownHandler, false,0,true);
this.addEventListener(MoveEvent.MOVE, selfMoveHandler, false,0,true);
}
private function selfMoveHandler(event:MoveEvent):void
{
redrawConnectedLinks();
}
private function selfMouseDownHandler(event:MouseEvent):void
{
stage.addEventListener(MouseEvent.MOUSE_UP, stageMouseUpHandler, false,0,true);
stage.addEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler, false,0,true);
}
private function stageMouseUpHandler(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, stageMouseUpHandler, false);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler, false);
}
private function stageMouseMoveHandler(event:MouseEvent):void
{
dispatchEvent(new MoveEvent(MoveEvent.MOVE));
}
Please suggest me how to use this in flex application.
This code is tracking mouse movement by Flash's MouseEvent.MOUSE_UP, MouseEvent.MOUSE_MOVE and MouseEvent.MOUSE_DOWN.
Along with those events, the code is using a custom Event: MoveEvent.MOVE.
Any time, a MoveEvent.MOVE is being dispatched, the app would redraw the connectors. So, a listener to MoveEvent.MOVE is being added once and for all at the beginning.
Also, to track a drag, this code waits for MOUSE_DOWN and then keep on dispatching MoveEvent.MOVE for each MouseEvent.MOUSE_MOVE until a MOUSE_UP event occurs.
Now, let me associate the above explanation to the lines of code:
private function attachListeners():void
{
/*Wait for mouse down event to initiate mouse move and mouse up tracking*/
this.addEventListener(MouseEvent.MOUSE_DOWN, selfMouseDownHandler, false,0,true);
/*Always track MoveEvent.MOVE and start redrawing connectors whenever it's dispatched*/
this.addEventListener(MoveEvent.MOVE, selfMoveHandler, false,0,true);
}
private function selfMoveHandler(event:MoveEvent):void
{
/*Redraw connectors when the custom event MoveEvent.MOVE is received*/
redrawConnectedLinks();
}
private function selfMouseDownHandler(event:MouseEvent):void
{
/*Wait for mouse up event on receiving a mouse down*/
stage.addEventListener(MouseEvent.MOUSE_UP, stageMouseUpHandler, false,0,true);
/*Track mouse movement once mouse is down*/
stage.addEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler, false,0,true);
}
private function stageMouseUpHandler(event:MouseEvent):void
{
/*Once mouse up happens stop tracking mouse up... */
stage.removeEventListener(MouseEvent.MOUSE_UP, stageMouseUpHandler, false);
/*Don't track mouse movement once mouse button gets released*/
stage.removeEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler, false);
}
private function stageMouseMoveHandler(event:MouseEvent):void
{
/*dispatch MoveEvent.MOVE when mouse is moved.
If you read the above setup again, this should get dispatched on mouse moves
happening after a mouse down and before a mouse up
*/
dispatchEvent(new MoveEvent(MoveEvent.MOVE));
}
HTH.
Explanation of custom events as asked in the comment by OP
Custom events are useful to add custom message passing semantics. e.g. in this case, mouse drag is a detected by a series of mouse events, and once those events happen a custom event is dispatched to notify the connectors should be redrawn. Similarly, you might have a refresh button and clicking on it might dispatch the same event to force redraw.
So I have a custom preloader with 200 frames and the corresponding in Flex:
gotoAndStop(Math.ceil(e.bytesLoaded/e.bytesTotal*100));
So basically each procent is one frame in the movieClip. So when 100% the movie ends and application initializes.
How can I say for example so that when 100% don't start the app but play from frame 100-200 in the movieClip and then initialize the app?
Thanks,
How about adding an event listener when loading is complete, then displaying the MovieClip frame one after another from 100-200. When that is done, you can dispatch the complete event.
private var _currentFrame:int;
private function initComplete(e:Event):void
{
_currentFrame = 100;
addEventListener( Event.ENTER_FRAME, onEnterFrame );
}
private function onEnterFrame( e:Event ):void {
if ( _currentFrame < 200 ) {
_currentFrame++;
cp.gotoAndStop( _currentFrame );
} else {
removeEventListener( Event.ENTER_FRAME, onEnterFrame );
dispatchEvent(new Event(Event.COMPLETE));
}
}
I am trying to add an init() function to a MovieClip, but when I run the function from scene1 the variables that were set in the MovieClip are not defined yet... The MovieClip was dragged to the stage from the library.
scene1:
mc.init(null);
MovieClip:
var _default = 5;
function init(num) {
if(num == null) {
trace(_default);
} else {
trace(num);
}
}
This is tracing "undefined" instead of "5"; Is there a way of fixing this problem?
The problem is that any code thats placed directly in the main timeline will always run before the code thats directly in the MovieClip.
The way to get around this would be to let flash finish running that code in both timeline and the MovieClip first, and then call the function from the timeline after its done.
The easiest way to do this would be to use an event listener:
Timeline:
addEventListener( Event.ENTER_FRAME, onEnterFrame );
function onEnterFrame( e:Event ):void {
myObject.init(null);
removeEventListener( Event.ENTER_FRAME, onEnterFrame );
}
That way the timeline will wait until the first frame has started to call the init function of your MovieClip.