Flash Expandable Banner - Detect Mouse Leave - actionscript-3

I have created an expandable banner ad in Flash. Everything is great except one thing. How can I detect when the user is no longer hovering over the flash ad? I have tried to ad a "hit area" which can be used to detect MOUSE_OUT. The issue is, there is a video playing, as well as social media buttons which need to be clickable. If I place a hit area over these, they are no longer clickable. If I place the hit area behind the buttons, the MOUSE_OUT event triggers when you hover over the button.
What is the best practice for a scenario such as this? I have also tried detecting MOUSE_LEAVE on the stage object, but this doesn't seem to function correctly once deployed on an HTML page. Thanks for the assistance.

You can try adding an ENTER_FRAME event that constantly checks stage.mouseX and stage.mouseY. These values should report correctly while the mouse is on the Flash content, and will report the last known mouse coordinates when the mouse is no longer on the stage. However, the last known mouse coordinates may not always be the actual width or height of the stage, so you probably want to add some tolerance in there.
For instance, if your (expanded) Flash content width is 500px, in the ENTER_FRAME event you can check if stage.mouseX is less than 10px (mouse moving off to the left) or more than 490px (mouse is moving off to the right) and minimize the Flash content. Repeat for the height, and adjust tolerance values as needed.
This should give you the effect you want. The only downside that I can see is the overhead of the ENTER_FRAME event just to check whether the mouse has left the content, but I don't see any way around that.

Related

Move mouse out of bounds Actionscript 3

My problem is really simple
I´ve an artifact with a mouse inside. When you use it it simulates moving the mouse cursor indefinitely to the right.
Of course when i run my project at some point the mouse will reach the right side of the movieclip and the Mouse_Move event wont work anymore
I need a way make my actionscript to recongnise mouse movement even if im out of bounds
(It´s a mobile aplication so using full screen wont work)
In other words i need a Mouse-Motion Listener!
Though it is not possible to track mouse movements outside of flash with only ActionScript, you could capture the mouse position with javascript in the browser and pass it to your SWF.
See this blog as an example. http://www.nelsond8.com/?p=515
You cannot track the mouse position or actions when it moves outside of the stage.
You can however track when the mouse actually leaves the stage using Event.MOUSE_LEAVE:
function mouseLeave(e:Event):void
{
trace("Mouse left the stage.");
}
stage.addEventListener(Event.MOUSE_LEAVE, mouseLeave);
From here you can decide what the most appropriate course of action will be for your application - adding some 'pause' functionality is pretty common.
Tip: MouseEvent.MOUSE_MOVE is what you should use to detect when the mouse re-enters the stage.

MOUSE_OUT outside of a movieclip?

I'm having a little problem here,
I'm new to Actionscript 3, and what I'm trying to do is build a navigation menu.
What I did is I made a movieclip, added two listeners to it, MOUSE_OVER, and MOUSE_OUT,
the MOUSE_OVER tells the menu to play, so it then animates the opening of it,
the problem though, that when I put my mouse on the buttons themselves, the menu thinks that the mouse is out of it,
I understand that the mouse left the menu itself and entered some other object,
I thought of making a new rectangle, and on the mouse out, to check whether the mouse is really out of the menu's regions, it didn't work though,
I'd be glad to know how to do that,
thanks in advance
You should use the MouseEvent.ROLL_OUT event which fires only if you your mouse is out of the clip and all its children whereas MOUSE_OUT only considers the clip itself.

Redirecting Swing mouse events

I am trying to make it possible to display and interact with Java Swing components on top of a Java3D canvas. I am displaying the components by painting a transparent JPanel to a buffered image, and then painting that buffer over the canvas using J3DGraphics2D.
What I can't figure out is how to forward mouse events to the swing components in the JPanel.
I want all keyboard and mouse events on the Canvas3D to be dispatched to the JPanel, and then fall back through to the Canvas3D if they aren't captured by any swing components (e.g. the mouse isn't over any of them).
I tried calling Container.dispatchEvent(AWTEvent), but it doesn't successfully dispatch the events to the proper components, even when for example the mouse cursor is right over a button in the Container.
Does anyone know a way to do this? It should be possible.
At long last, I figured it out! It's already been done -- use JCanvas3D and a JLayeredPane. This is the opposite approach to rendering the Swing components in postRender()-- JCanvas3D renders into an offscreen buffer, and then paints to the screen with AWT, creating a lightweight canvas that interacts properly with components in the JLayeredPane, even if they are transparent.
One thing to watch out for -- JCanvas3D redirects all input to the offscreen Canvas3D, but at first my Orbiter didn't work like it had with a heavyweight Canvas3D. All you have to do is add mouse & key listeners to the JCanvas3D, because AWT won't even deliver those events if there are no listeners registered for them.

Key press issue in ActionScript 3

I'm creating a DDR-like game for an assignment and my keyboard seems to respond and trace it, but only if I press on the screen with the mouse first.
How can I get rid of that and just have it respond right away?
right_mc is the arrow that's moving
ArrowRight_mc is the arrow at the top
perfect_mc should pop up briefly
and so should a glowing arrow where it hits.
Here is what I have so far:
if(rightDown){
trace("right arrow");
if(right_mc){
if(right_mc.y >= ArrowRight_mc.y){
perfect_mc.visible = true;
glowRight_mc.visible = true;
}
}
}
This has been a long standing issue for Flash developers. Flash needs keyboard focus before it can detect keyboard events.
The problem is that the browser does not give focus to the SWF until the user clicks somewhere inside the SWF. This does make sense though. I don't want the web page I am on to lose focus just because there is a flash movie embedded somewhere. This is a security feature, to stop things like Flash banner ads being silent key loggers. However there are some instances that it makes sense to force the focus e.g. a Flash game where its the only thing on the HTML page.
Usually the best thing to do is have start menu screen with a "play" button. This forces the user to click on the SWF without even knowing about this "focus issue".
There is more info at the Adobe Technote - Giving keyboard focus to an embedded Flash movie.
***EDIT****
Whether the Flash has focus or not, only affects keyboard events. It will not affect code from running, movieclips from playing, or sounds/video from playing.
The issue here is that the embedded SWF file does not have focus when the screen first loads. You can assign focus to it using JavaScript but in my experience, this does not always work 100% of the time because of variations in the way browsers interpret JS. What a lot of people do is have a big START button following the load of the game so that players have to click on the SWF to begin playing. Some sites, even use JS to detect when the game has lost focus and will pause the game and alert the user.
I suppose I haven't exactly answered your question because I'm not that great at JavaScript but I hope this points you in the right direction.
In response to your comment...
I'm unclear on something. If you have to click to start the song then you've already clicked on the SWF and you should be getting keyboard events, right? So if you're having to click to start then click again, maybe you need to make sure your mouse listener is at the root of your display list.
// in your document class / main AS file...
this.stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
Or perhaps you need to poll for input during an EnterFrame loop rather than listen for key events.
I know what you mean. You have a specific object on the stage that needs focus before keyboard events will trigger. I'm having the same issues with a game here. A sprite needs to move with the keyboard arrows but the container needs focus so it will respond. I'm just setting the object I want to move to be tabEnabled as my requirements are only for accessibility purposes so tabbing to the object first will give it keyboard control.

going left: unrestricted / wrapping mouse tracking? in Flash?

So, I'm shooting up dudes in [3D Game], and I can keep dragging my mouse to turn left round and round.
Is this possible in Flash? Or have I misunderstood how the mouse is handled within [operating system] and then passed to the Flash Player?
As far as I am aware, you cannot lock the mouse to the flash window for security reasons - if you could, imagine the flash ad nightmare!
However, Flash does track the mouse position if it does move outside of the window frame. You just have to watch out for clicking - you might have to remap fire to the CTRL key or something.