Look into Event bubbling
http://www.google.com/search?hl=en&q=AS3+event+bubbling&meta=
- Original Message -
From: "Lehr, Ross (N-SGIS)"
To: "Flash Coders List"
Sent: Thursday, February 05, 2009 8:14 PM
Subject: RE: [Flashcoders] Best way to access my ma
riginal Message-
> From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
> flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
> Sent: Thursday, February 05, 2009 1:03 PM
> To: Flash Coders List
> Subject: RE: [Flashcoders] Best way to access my main class?
>
> &g
Ross
(N-SGIS)
Sent: Thursday, February 05, 2009 2:15 PM
To: Flash Coders List
Subject: RE: [Flashcoders] Best way to access my main class?
This brings up a question I had about events. Is there a way to send an event
all the way to the document class, no matter where it's been dispatche
the document class
receive an event directly sent from the "icon button"?
Thanks,
Ross
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
Sent: Thursday, February 05, 2009 1:03 PM
al Message-
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
> Sent: Thursday, February 05, 2009 1:03 PM
> To: Flash Coders List
> Subject: RE: [Flashcoders] Best way to access my main class
Additionally, you should take a look at what the code is doing.
Why does Bouncing Ball have to call something in the parent?
Is it some sort of notification? ("I've finished animating/I've hit a
wall!"). In which case an event is definitely the right solution.
Is it to gain information of some s
>>I think I whip up custom events more than almost anything else.
Yup - me too - in fact, in FlashDevelop, I have a nice event template in the
form of a code snippet for a new custom events I use all the time:
package
{
import flash.events.Event;
public class extends Ev
Agreed on Option 3. Custom event inclusive of whatever kind of data you want
to send to the associated listening method. I think I whip up custom events
more than almost anything else.
- Eric
On Thu, Feb 5, 2009 at 1:30 PM, Nate Beck wrote:
> Option 3!
>
> Always opt to use event based architec
My preference is usually option 3, using an event. It means you can use
your ball in other situations, where that "call" back to the root may or may
not be necessary. Regarding cleaning up references in event listeners, you
can use a "weak reference" when you call addEventListener(). Also, I oft
Option 3!
Always opt to use event based architecture. It promotes loose coupling of
your components. Although it might be a bit more code, you will be able to
use BouncingBall within many games, or other applications.
On Thu, Feb 5, 2009 at 10:02 AM, Merrill, Jason <
jason.merr...@bankofamerica
>>*Option 3:* I create a custom event, dispatch that event, and create a
>>listener in MyGame rather than call a function directly.
>>I'm guessing this is the best way to go theoretically, and will allow me to
>>reuse my BouncingBall object in other applications, but it's a lot of extra
>>code, and
Hey, FlashCoders.
I'm wondering if you can help me out with a general style question that I
keep running into. Let's say I've got a setup like this...
class MyGame extends MovieClip
- It creates a "camera" sprite that I can add children into
- It then creates a "Bouncing Ball" object with t
12 matches
Mail list logo