I have a movie clip named button1 and in this movie clip
there is a dynamic text named txt
public function mouse_down(event:MouseEvent)
{
if(event.target==button1)
{
...//this only recognizes when i click the button without intersecting the dynamic text area
}
if(event.target==button1||event.target==button1.txt)
{
...//this works
}
i would like to know why it dosen't recognize clicks made in the area that contains the dynamic click if i don't specify it, because txt is part of button1, so normally i would only need to check if the target is button1 but it dosen't work:i also have to check if the target is button1.txt
Thanks for your help!
event.target always points to the object the event originated from, even if it is nested in the object you added the listener to. Use event.currentTarget instead.
Check out this blog post to learn more.
Related
I am not a programmer, so please forgive me if my question is too noobish.
I created a MovieClip in my library called "skill". Then I added three instances of that MovieClip into my stage called "skill_01", "skill_02", and "skill_03" respectively. I selected all three instances and created another MovieClip called "diagram" to nest them inside it. I will later add more skill instances inside this MovieClip called "diagram" but for now, I need the basics to work with three instances.
The main timeline or stage only has 1 frame, and so does the "diagram" MovieClip instance. However, the skill instances all have two frames: in frame 1 I have an PNG image showing them as being locked/offline, and in frame 2 I have another PNG showing them as unlocked/online. I need to be able to toggle them by clicking and right clicking on them, just like in the example below (see link)
I am trying to make it so that when you left click the skill instances they toggle to Online/Unlocked by switching to the PNG image in frame 2, and when you right click them, it goes back to frame 1 (Offline/Locked). I've tried several different lines of code, including the ones recommended by Adobe itself, and others, and I can't figure out what I'm doing wrong. It will go to frame 2 and refuse to go back to frame 1 when right clicked.
This is the code I have in the MovieClip:
stop();
skill_01.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
function fl_ClickToGoToNextFrame(event:MouseEvent):void
{
gotoAndStop(2);
}
This part of the code doesn't work:
skill_01a.addEventListener(MouseEvent.RIGHT_CLICK, fl_ClickToGoToPreviousFrame);
function fl_ClickToGoToPreviousFrame(event:MouseEvent):void
{
prevFrame();
}
Screenshot 1:
gyazo (dot) com/e622baee46c3fabbd8c9a8d2df8396fe
Screenshot 2:
gyazo (dot) com/1b360716a5d243aa74e2be4127fe9a5b
(Sorry for typing the links like that, it won't let me add more than 1 link because I just signed up to this Forum)
For more context, I am trying to make a Skill Tree, that works similar to this one: http://www.dungeonsanddevelopers.com/#__6_Your
I will appreciate any help figuring this out!
if you have named your movieclip, skill_01, so what is the skill_01a ?
also add your event listener and its callback function in to the movieclip's parent and inside the callback function, for accessing the event owner, use
// stop(); not necessary to call stop if you have only 1 frame
with (this.diagram) {
skill_01.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
skill_02.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
skill_03.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
skill_04.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
skill_01.gotoAndStop(1);
skill_02.gotoAndStop(1);
skill_03.gotoAndStop(1);
skill_04.gotoAndStop(1);
}
function fl_ClickToGoToNextFrame(event:MouseEvent):void
{
if (MovieClip(event.target.parent).currentFrame == 1)
MovieClip(event.target.parent).gotoAndStop(2);
else
MovieClip(event.target.parent).gotoAndStop(1);
}
Edit: when an event is dispatched from clicked movieclip, only the last movieclip inside hierarchy tree will be passed as event.target in your exaple, that can be skill_01 (if currentframe is 1) or skill_1a (if currentframe is 2) athwart the question body, you have not only a png image inside skill's frame 1 and 2, they are movieclip's and will be returned as event.target. but if you only put your bitmaps (locked.png & unlocked.png) instead of skill_01 and skill_01a, the previous code works fine. bitmaps does not capture event so its parent is who accepted click event and its all a little confusing, i'm not good at explain
if its hard to comprehend
we shall use some thing like it, easier but larger code
with (this.diagram) {
skill_01.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_s1);
skill_02.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_s2);
skill_03.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_s3);
skill_04.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_s4);
skill_01.gotoAndStop(1);
skill_02.gotoAndStop(1);
skill_03.gotoAndStop(1);
skill_04.gotoAndStop(1);
}
function fl_ClickToGoToNextFrame_s1(event:MouseEvent):void {
toggle_buttons(skill_01);
}
function fl_ClickToGoToNextFrame_s2(event:MouseEvent):void {
toggle_buttons(skill_02);
}
function fl_ClickToGoToNextFrame_s3(event:MouseEvent):void {
toggle_buttons(skill_03);
}
function fl_ClickToGoToNextFrame_s4(event:MouseEvent):void {
toggle_buttons(skill_04);
}
function toggle_buttons(button:MovieClip):void
{
if (button.currentFrame == 1)
button.gotoAndStop(2);
else
button.gotoAndStop(1);
}
I got a simple flash scene that contain movie clip that contain sliding button that changing every few seconds:
every layer contain a button and another movie clip.
If I want to add event-listener to a simple button on stage, i just write:
f4.addEventListener(MouseEvent.CLICK, f4Click);
function f4Click(event:MouseEvent):void
{
flash.external.ExternalInterface.call("dlHTCMD", "switchtogame?code=fnf50");
}
but when I'm trying to access the button inside the two movie clips, like
optContainer.optBeach.btnBeach.addEventListener(MouseEvent.CLICK, btnBeachClick);
and I'm adding a trace function to see if the event are triggered but nothing is happening.
looks like a simple problem but i didn't find a solution.
I thought about extending the button class and add a bind function with the value as the name of the button and set the Event Listener but I'm not an AS3 expert :(
Thanks.
Try this:
// Pass mouse events to children
optContainer.mouseChildren = true;
optContainer.optBeach.mouseChildren = true;
// Reset hit area
optContainer.hitArea = null;
optContainer.optBeach.hitArea = null;
// Reset masks
optContainer.mask= null;
optContainer.optBeach.mask= null;
Also check whether on each key frame button have name.
I have a movieclip with several layers and frames. Some of those contain buttons. When I click button 1 I want it to go to the next frame. When I click button 2 I want it to go to frame 23. This is the code I'm using for button 1:
this.addEventListener(MouseEvent.CLICK, convnext);
function convnext(evt:MouseEvent):void
{
MovieClip(parent).gesprekkencivcen.nextFrame();
}
and this is the code for button 2:
this.addEventListener(MouseEvent.CLICK, convend1);
function convend1(evt:MouseEvent):void
{
MovieClip(parent).gesprekkencivcen.gotoAndStop(23);
}
What happens now is that when I click either of the buttons, or in fact anywhere inside the movieclip (even layers I haven't applied actions to) it executes both functions at the same time so I end up going to frame 24. Can somebody provide an answer to this problem?
Obviously this in both cases refers to the same object, and not to the buttons in particular. Record the names of those buttons as you've named their instances on the timeline, say button1 and button2 and write the code employing those names.
button1.addEventListener(MouseEvent.CLICK, convnext);
function convnext(evt:MouseEvent):void
{
parent.parent.gesprekkencivcen.nextFrame();
}
button2.addEventListener(MouseEvent.CLICK, convend1);
function convend1(evt:MouseEvent):void
{
parent.parent.gesprekkencivcen.gotoAndStop(23);
}
With this, however, you will need to update the link to gesprekkencivcen in both listeners, as those buttons will have this as parent, and their target apparently is not a child of this. I have tried to plainly set a call to parent.parent.gesprekkencivcen, which might not work.
I am relatively new to ActionScript (have started with it 2 months ago), and have a little doubt of 'procedure' or 'technique' related to passing information between objects.
I have made a class that Pops-up a window that contains a panel with a textbox and two buttons, one for accepting, other for cancelling. It should work as a prompt in which you enter some text, and then if you like the changes, you accept, else, you cancel and the text you entered is discarded.
The thing I'm not sure how to handle is how to receive the text, once the user presses 'Accept', from the class I want to receive it from.
So, the approach I took is a bit cumbersome: firstly, when launching the popup, I associate with it a function (called onResult() in the code) from the 'class that launches', which will be called after the user presses the 'Accept' or 'Cancel' buttons; secondly, to get the text that the user inserted in the box, I keep a reference to it public from my class.
Please have a look at the code here:
http://pastebin.com/Kmud8rBe
I've also programmed in Android before, and the approach there would be much cleanier, just putting the text result from the popup inside a bundle inside an intent, and receiving it from the launched class. Here, I have to pass functions and such, which I don't like at all (although it works!).
So, my question is, for you ActionScript gurus out there, how would you approach this?
Thanks and regards!
pepillo
good that you created a class for your popup-functionality but why did you make all functions static? normal class with normal methods would be better ... and let the class extend from Sprite so that you can add the instance right to the stage.
package
{
import flash.display.Sprite;
public class Popup extends Sprite
{
public function Popup (label:String)
{
// add text and buttons ...
}
}
}
then you can just say:
var pop:Popup = new Popup("message");
addChild(pop);
and to get the data back after the popup is closed you would do sth like this:
private function onPressedAccept(event:MouseEvent):void
{
var text:String = _label.text;
// dispatch a custom event which saves the text as its data
dispatchEvent(new MyEvent(MyEvent.ACCEPT, text));
// close popup ...
parent.removeChild(this);
// or you would remove the popup in the ACCEPT eventlistener ...
}
listening for accept/cancel:
var pop:Popup = new Popup("message");
addChild(pop);
// add eventlistener
popup.addEventListener(MyEvent.ACCEPT, onAccept);
popup.addEventListener(MyEvent.CANCEL, onCancel);
private function onAccept(event:MyEvent):void
{
trace(event.data);
}
link about creating custom events:
http://www.8bitrocket.com/2007/7/31/Creating-Custom-Events-In-Flash-AS3-ActionScript-3/
Before i start i want to let you know today is my first day with AS3.
I wanted to know how to do an onclick function in AS3.
For example i have button 1 ( as Instance name)
and when clicked i want it to hide and show another box. this is what i found online but how can i make it on click.
this.button1.alpha = 100;
Thanks so much.
You want
button1.addEventListener(EventType, callback);
You replace EventType with a mouse event (such as MouseEvent.MOUSE_DOWN) and callback is a function that you define, which is called whenever the event occurs.
See the following example, taken from this page on the FlashEnabled Blog:
// attach the event listener to this object, if you want a global event outside
// the current class attach to stage.addEventListener([event],[callback])
this.addEventListener(MouseEvent.CLICK, onMouseClickEvent);
// then make the callback
public function onMouseClickEvent(event:Event) {
trace(event);
if(event.buttonDown)
// if primary button down, left mouse button
trace(”left button was down”);
else
trace(”left button was not down”);
}
}
The above code sample attaches a click event handler to this (whatever context this code is executed in - it could be global, or inside a class). Inside your event handler, you'd want to use the Tween class (as explained on Kirupa.com) to animate the box out and the other box in.
Since you mentioned that it's your first day, note that trace() writes to the console.