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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