If you didn't want to hard code the paths you could do this:

public function handlePressedUP(){
    theBall.onEnterFrame = function () {
      _y -= 5; // Move ball by 5 px.
    }
}

JOR

___________________________________
===  James O'Reilly
===
===  SynergyMedia, Inc.
===  www.synergymedia.net



Steven Loe wrote:
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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