Solved

Mouse Listeners or not?

Posted on 2003-11-28
9
266 Views
Last Modified: 2010-05-18
In MX, I need to run a function only if and when the mouse is hovering over anything on the stage for 5 seconds or more.

How to I test for that?

ta.
blu.
0
Comment
Question by:blue-genie
  • 4
  • 3
  • 2
9 Comments
 
LVL 9

Expert Comment

by:OBCT
ID: 9837668
First of all add this bit of code into the frame you want to have the trace in:

_root.wait = 5

Now make a new movie clip, it doesn't have to contain any content because you will use this as an engine to run the trace.
In the first frame of the movie clip, add this code:

onClipEvent (enterFrame) {
      if (_root.delay) {
            if (Math.floor(getTimer()/1000) == _root.lastTime+5) {
                  _root.delay = false;
            }
      } else if (Math.floor(getTimer()/1000) == _root.lastTime+_root.wait) {
            _root.lastTime = Math.floor(getTimer()/1000);
            _root.delay = true;
            trace(_xmouse);
            trace(_ymouse);
      }
}

I found this bit of code from a tutorial I did a while ago, then played around with it until I got it to suit your needs.
If you have any problems let me know.

Cheers

-OBCT
0
 
LVL 9

Expert Comment

by:OBCT
ID: 9837678
Sorry dont add that code in the movie clip, add it in the main scene as actions for the MC

Cheers

-OBCT
0
 
LVL 9

Expert Comment

by:OBCT
ID: 9837708
Just to add onto that bit of code, its probably a good idea to use this as the trace:

trace("_x = " + _xmouse);
trace("_y = " + _ymouse);

That will just keep you from getting confused.

Cheers

-OBCT
0
Technology Partners: We Want Your Opinion!

We value your feedback.

Take our survey and automatically be enter to win anyone of the following:
Yeti Cooler, Amazon eGift Card, and Movie eGift Card!

 
LVL 39

Author Comment

by:blue-genie
ID: 9837838
no OBCT, that code is buggy.

it sets delay to true even when the mouse is moving around the screen.
0
 
LVL 39

Author Comment

by:blue-genie
ID: 9837905
let me explain a little better.

onRollover of various movieclips and buttons on the screen, they call a playAudio function, but the function must only be called if the mouse is over that particular movieclip or button for 5 seconds or more.
0
 
LVL 27

Expert Comment

by:negatyve
ID: 9839464
just to test. in the first frame of your movie:

_global.setExecutionDelay = function(custom_string)
{
      remExecutionDelay();
      _global.intervalID = setInterval(_global, "executeMyFunction", 2000, custom_string);
};
_global.remExecutionDelay = function()
{
      clearInterval(_global.intervalID);
};
_global.executeMyFunction = function(custom_string)
{
      trace(custom_string);
      remExecutionDelay();
};


on button 1:

on(rollOver){
      setExecutionDelay("custom_string_1");
}
on(rollOut){
      remExecutionDelay()
}


on button 2:

on button 1:

on(rollOver){
      setExecutionDelay("custom_string_2");
}
on(rollOut){
      remExecutionDelay()
}
0
 
LVL 39

Author Comment

by:blue-genie
ID: 9848497
Hey, i tried that but I don't think I understand that too well.

Negatyve, let me explain how the architecture of this project.

I have at _level0 the movie that controls everything, it loads movies on top of itself, and in _level0, there is a global.playAudio, which other levels refer to using theRooter.playAudio("audiolinkage") where theRooter is a global refering to _level0.

on all other layers (there's about 40) when i rollover a button or movieclip, it must check whether the mouse if over it for more than 2 seconds, if yes then it must call the playAudio function. i tried using setIntervals which worked a little bit, but at times it seemed to keep playing every 2 seconds. I don't know if i need a new interval ID in each case, if so that would be very cumbersome.

pls, if you think of something, i'll be most grateful.

ta.
blu.
0
 
LVL 27

Accepted Solution

by:
negatyve earned 70 total points
ID: 9848805
That's ok. In the main movie:

_global.theRooter = _level0;
theRooter.playAudio = new Sound();

theRooter.setExecutionDelay = function(linkage)
{
      theRooter.remExecutionDelay();
      theRooter.intervalID = setInterval(theRooter, "executeMyFunction", 2000, linkage);
};
theRooter.remExecutionDelay = function()
{
      clearInterval(theRooter.intervalID);
      theRooter.playAudio.stop();
};
theRooter.executeMyFunction = function(linkage)
{
      remExecutionDelay();
      theRooter.playAudio.stop();
      theRooter.playAudio.attachSound(linkage);
      theRooter.playAudio.start(0, 999);
};


To any button you want to be envolved:

on(rollOver){
      theRooter.setExecutionDelay("loop");
}
on(rollOut){
      theRooter.remExecutionDelay();
}
0
 
LVL 39

Author Comment

by:blue-genie
ID: 9849052
Negatyve, i've just seen the error of my ways.

my approach was...

on (rollOver) {
      delay = setInterval(theRooter.playAudio, 1000, "_continue");
}
on (rollOut) {
      clearInterval(delay);
}

the reason it wasn't clearing all the time was because I didn't include a clear in the press /release handler, as the press/release handler was navigating to other levels, it wasn't clearing, thus playing still.

i've kept a copy of your code, and i'll try it as soon as i can, if it also works you'll get your points then ok.

ta :-)
blu
0

Featured Post

Industry Leaders: We Want Your Opinion!

We value your feedback.

Take our survey and automatically be enter to win anyone of the following:
Yeti Cooler, Amazon eGift Card, and Movie eGift Card!

Question has a verified solution.

If you are experiencing a similar issue, please ask a related question

This is intended to introduce all collision detection principles in flash, their strengths, weaknesses and workarounds. The main method for Collision Detection in flash is using hitTestObject. But unless you'll be pushing rectangular shapes without …
While working over numerous projects I often had the requirement for doing a screen capture in AS3.0. Unfortunately I found no "ready made" solutions in google search that suited my requirements. But I did come across some great resources which help…
In this tutorial viewers will learn how to create a basic motion tween animation in Flash Open a new document in Flash: Draw/import an image: Press CTRL + F8 to convert it into a graphic symbol: Select a frame (how long you want the tween to last): …
The goal of the tutorial is to teach the user how to select the video input device. Make sure you have an input device that in connected and work and recognized by Adobe Flash Media Live Encoder and select it in the “video input” menu.

763 members asked questions and received personalized solutions in the past 7 days.

Join the community of 500,000 technology professionals and ask your questions.

Join & Ask a Question