Hi,
  You do not add the _sprite into the children list of the main movie.
  Add it here.

public function Moodbox2() {
            _sprite = new Sprite();
            addChild(_sprite );
            .....


On 4/10/07, ilteris kaplan <[EMAIL PROTECTED]> wrote:

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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>
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