Thanks Atila,
I am totally new to programming in as3 and I am trying to make sense :)
I though it would be a good idea to keep the mouseEvents on the main
class file along with everything but as you said I moved it from there
to particleManager and it solved my problem. thanks.
On 4/9/07, Rákos Attila <[EMAIL PROTECTED]> wrote:
You didn't add _sprite to the display list, so how could it trigger mouse
events if it is not even visible? And on the other hand, _sprite is
totally empty, it has no hit area where you can click and fire the
MOUSE_DOWN event. Why don't you add event listener to the particle
manager? Sorry if I miss something, but I don't understand exactly what
are you going to do.
Attila
> Hello All,
>
> I am having a difficulty using mouseEvents in AS3.0 with Flex
> Builder. When I test a basic example it works fine but my setup is
> different. It is like this: I do have some circles which is
> controlled by particleManager class. Basically Iam adding
> particleManager with addChild method in order to render it on the
> stage. Next I created _sprite in order to call mouseEvents on top of
> it. And in the below code, I didn't do anything different, I just
> added Listeners for mouseEvents. Do I have to do something special
> with pm object? Should I be instantiating mouse Events on top of pm
> object? Am I supposed to register pm objects with mouseEvents so that
> they can be triggered? If so what's the right way to do it?
>
> I really appreciate any help.
> best,
> ilteris
>
>
> /**
> * saturday april 7.
> * first iteration.
> */
> package {
> import flash.display.Sprite;
> import flash.events.Event;
> import flash.events.TimerEvent;
> import flash.utils.Timer;
> import flash.events.MouseEvent;
>
> [SWF(backgroundColor="#1C1A14", width="400", height="180",
> frameRate="61")]
>
>
> public class Moodbox2 extends Sprite {
> private var _timer:Timer;
> public var pm:ParticleManager;
> private var _sprite:Sprite;
> public function Moodbox2() {
> pm = new ParticleManager();
> _sprite = new Sprite();
> addChild(pm);
>
>
> _sprite.addEventListener(MouseEvent.MOUSE_DOWN,
onMouseDown);
> _sprite.addEventListener(MouseEvent.MOUSE_UP,
onMouseUp);
>
>
> _timer = new Timer(3);
> _timer.addEventListener("timer", onTimer);
> _timer.start( );
>
>
> }
>
> public function onTimer(event:TimerEvent):void {
> pm.idle(0.4);
> pm.draw();
> // addChild(pm);
> }
>
> private function onMouseDown(event:MouseEvent):void {
> trace(pm.PRTS[0].pos.x);
> // pm.PRTS[0].pos.setN(mouseX,mouseY);
> _sprite.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
> }
>
> private function onMouseUp(event:MouseEvent):void {
> _sprite.removeEventListener(MouseEvent.MOUSE_MOVE,
> onMouseMove);
> }
>
>
> private function onMouseMove(event:MouseEvent):void {
> trace("yes");
> }
>
>
> }
> }
>
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