As far as I am aware there is no conflict between the resize handler,
and the API. It might have something to do with the TweenLite class
you are using.

Jonathan
Scribblemaps.com

On Dec 13, 6:30 pm, creacionro <[email protected]> wrote:
> Hi,
> I have a site fully designed using as3 classes. My design is based on
> a liquid layout. All the assets and elements dinamicly generated are
> inside a container. When the browser resizes, the container relocates
> itself in a determinate position.
> I put the google API inside a Sprite as a holder. This holder is
> generated dinamicly. When the API is visible and the browser resizes,
> all the content moves away.
> If the zoom value of the setCenter method is 1, the map center itself
> on the browser, avoiding any method.
> If the value is higher, the content goes away according to the zoom
> value.
>
> Exist any conflict between this api and the resize stage event?
> How is possible to avoid the api takes control over the movie?
>
> this is the code in the main class that controls resize and
> relocating
>
> /////////////////////////////////////////////////////////////////////////// 
> ­//////////////////////////////////////
> public function resizeStage(e:Event):void {
>
> //// in the stage theres several assets and no one suffers de google
> API effect but The_MasterCont
>
>         stageW =  root.stage.stageWidth;
>                 stageH  =  root.stage.stageHeight;
>         theGradient.width   =   stageW;
>         theGradient.height  =   stageH;
>
>                 ////// The_MasterCont is the holder of the menu and
> sections and
>                //////  run away when the Google API is visible and
> the
> browser resizes
>
>         var theMasterContX:int  =   (stageW/2)-(The_MasterCont.width/
> 2);
>         var theMasterContY:int=stageH/6;
>
>                 /////The ground is an asset in the stage
>
>         var theGroundDestinyX:int  = (theGround.width - stageW) *
> -0.5;
>         var theGroundDestinyY:int =  stageH-theGround.height;
>
>         if (stageW>200 && stageH>300) {
>               TweenLite.to(theGround,((theGround.y<theGroundDestinyY)?
> 0:1),
> {x:theGroundDestinyX,y:theGroundDestinyY,delay:
> ((theGround.y<theGroundDestinyY)?0:0.5) , ease:Expo.easeOut});
>              TweenLite.to(The_MasterCont,1,
> {x:theMasterContX,y:theMasterContY, ease:Expo.easeOut});
>         }
>
> }
>
> /////////////////////////////////////////////////////////////////////////// 
> ­//////////////////////////////////////
>
> here the code in the class that creates the map
>
> var mapCont:Sprite=new Sprite() ;
>                         The_mapCont=mapCont;
>                         The_section.addChild(mapCont);
>                         var map:Map = new Map();
>                         mapCont.addChild(map);
>                         The_map=map;
>                         map.key =" the key"; // I got the number...
>                         The_map.setSize(new Point(300, 300));
>                         The_map.addEventListener(MapEvent.MAP_READY,
> onMapReady,false,
> 0,true);
>
> ////////////////////////////////////////////////////////////////////
>
> function onMapReady(event:MapEvent):void {
>         The_map.removeEventListener(MapEvent.MAP_READY,
> onMapReady,false);
>         The_map.x=0;
>         The_map.y=0;
>         The_map.setCenter(new LatLng(40.427022,-3.757925), 2,
> MapType.NORMAL_MAP_TYPE);
>
> ////Depending on the zoom value, The_MasterCont moves away more or
> less.
>
>         The_map.addOverlay(new Marker(new LatLng
> (40.427022,-3.757925)));
>         The_map.addControl(new OverviewMapControl());
>                 The_map.addControl(new MapTypeControl());
>                 The_map.addControl(new PositionControl());
>                 The_map.addControl(new ZoomControl());
>                 }
>
> Any Idea?
>
> Thanks,RO

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