Solved. Was just a path-to-object problem. Changing the code to this takes care
of it:
public function handlePressedUP(){
trace("function");
_level0.Ball.onEnterFrame = function () {
_level0.Ball._y -= 5;
}
}
}
Thanks!
-Steven Loe
<><><><><><><
--- Hans Wichman <[EMAIL PROTECTED]> wrote:
> Hi,
> in your example i think it would have to be:
>
> > public function handlePressedUP(){
> > this.onEnterFrame = function () {
> > theBall._y -= 5; // Move ball by 5 px.
> >
> > }
> > }
>
> greetz
> Hans
>
>
> At 06:56 PM 11/22/2005, Steven Loe wrote:
> >I'd like to use a listener to instantiate an onEnterFrame when a keyDown
> >occurs.
> >
> >In the code below, it seems that the the onEnterFrame
> >exists but "ball" dosen't move across the stage.
> >Is there a better way to approach this?
> > -Steven Loe
> >
> >
> >My code:
> >
> ><code on frame 1 of fla >
> >
> >var myBall:Ball = new Ball(this, 4);
> >var keyListener_obj:Object = new Object();
> >
> >keyListener_obj.onKeyDown = function() {
> > switch (Key.getCode()) {
> > case 38 : // Key: UP ARROW
> > myBall.handlePressedUP();
> > break;
> > }
> >};
> >Key.addListener(keyListener_obj);
> >
> >
> >
> ><class Ball>
> >
> >class Ball extends MovieClip {
> > var theBall:MovieClip;
> > function Ball(target, depth) {
> > theBall = target.createEmptyMovieClip("Ball", depth);
> > theBall.attachMovie("Ball", "b0", depth);
> > }
> > public function handlePressedUP(){
> > function onEnterFrame() {
> > theBall._y -= 5; // Move ball by 5 px.
> >
> > }
> > }
> >}
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