Reputation: 5
I am having some difficulty figuring out how to get my animation to work so that when an object (movie clip) is clicked, a function is called and said function removes the object from the screen and shows an explosion. The code is below (From my EnemyShip.as file):
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.MouseEvent;
public class EnemyShipMed extends MovieClip
{
var speed:Number;
function EnemyShipMed()
{
this.x = 800;
this.y = Math.random() * 275 + 75;
speed = Math.random()*5 + 6;
addEventListener("enterFrame", enterFrame);
addEventListener(MouseEvent.MOUSE_DOWN, mouseShoot);
}
function enterFrame(e:Event)
{
this.x -= speed;
if(this.x < -100)
{
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
}
}
function kill()
{
var explosion = new Explosion();
stage.addChild(explosion);
explosion.x = this.x;
explosion.y = this.y;
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
}
function mouseShoot(event:MouseEvent)
{
kill();
}
}
}
I have replaced the mouse pointer with a crosshair (Movie clip is called crosshair_mc). Here is what I have in my Main.as file:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.ui.Mouse;
import flash.media.Sound;
import flash.media.SoundChannel;
public class Main extends MovieClip {
public var crosshair:crosshair_mc;
var enemyShipTimer:Timer;
var enemyShipTimerMed:Timer;
var enemyShipTimerSmall:Timer;
public function Main()
{
enemyShipTimer = new Timer(2000);
enemyShipTimer.addEventListener("timer", sendEnemy);
enemyShipTimer.start();
enemyShipTimerMed = new Timer(2500);
enemyShipTimerMed.addEventListener("timer", sendEnemyMed);
enemyShipTimerMed.start();
enemyShipTimerSmall = new Timer(2750);
enemyShipTimerSmall.addEventListener("timer", sendEnemySmall);
enemyShipTimerSmall.start();
//This creates a new instance of the cursor movie clip and adds it onto
//the stage using the addChild method.
crosshair = new crosshair_mc();
addChild(crosshair);
//Hides the default cursor on the stage so it will not be shown.
Mouse.hide();
//Adds an event listener onto the stage with the enter frame event which
//repeatedly executes the moveCursor function.
stage.addEventListener(Event.ENTER_FRAME, moveCursor);
}
function sendEnemy(e:Event)
{
var enemy = new EnemyShip();
stage.addChild(enemy);
stage.addChild(crosshair);//brings crosshair to topmost level on stage
}
function sendEnemyMed(e:Event)
{
var enemymed = new EnemyShipMed();
stage.addChild(enemymed);
stage.addChild(crosshair);//brings crosshair to topmost level on stage
}
function sendEnemySmall(e:Event)
{
var enemysmall = new EnemyShipSmall();
stage.addChild(enemysmall);
stage.addChild(crosshair);//brings crosshair to topmost level on stage
}
//This function set the x & y positions of the custom cursor to the x & y positions
//of the default cursor.
function moveCursor(event:Event)
{
crosshair.x=mouseX;
crosshair.y=mouseY;
}
}
}
Thanks.
Upvotes: 0
Views: 561
Reputation: 5978
My guess would be that your crosshair catches all the click events because it's always under the mouse. Set
crosshair_mc.mouseEnabled = crosshair_mc.mouseChildren = false;
to make it "transparent" for mouse events.
Upvotes: 1