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I have been trying to figure out why from within Flash 10 using the ShaderFilter the shader input[0] can be set to any displayobject but if I try to set an input manually ie for a second input (for something like a crossfade) it will only accept bitmapdata. According the documentation input is typed as Object so it seems I should be able to input any displayobject into any input. Example     

Group: macromedia.labs.aif_toolkit · Group Profile · Search for Sprite2 in macromedia.labs.aif_toolkit
Author: David August
Date: Jul 18, 2008 14:50

To expend on the previous replies: To understand e.target and e.currentTarget it is important to take into consideration event flow. Also, the difference between these two transpires mainly when objects are nested within each other in the display list. There are three phases in the event flow: capture, target and bubbling. Say, you have three nested display objects: sprite1 is the
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give the sprites that you declare names (as in set their name properties) - then have the event listener function always be the same - so sprite1.addEventListener(MouseEvent.MOUSE_MOVE, onMouseOver); sprite2.addEventListener(MouseEvent.MOUSE_MOVE, onMouseOver); Now everything gets passed to the onMouseOver function - in that function you can use the objects name from the event's target     

Group: macromedia.flash.actionscript3 · Group Profile · Search for Sprite2 in macromedia.flash.actionscript3
Author: Andrei1
Date: Jul 12, 2008 06:23

Hello, for a few reasons, I'm wondering what the best way to handle dispatching mouse events when there is more than one sprite that could potentially receive the event. In the code below, I've drawn two overlapping squares. The question is: when a mouse event occurs in the overlap area, is there anything I can do to redirect the event to the lower square instead of the upper square?
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Hi everyone, I don't know how to create objects with varying suffixes in their references "constructed" on the fly via "for" loop. What I mean is, the "typical" way of creating few sprites could be: var sprite1:Sprite = new Sprite(); var sprite2:Sprite = new Sprite(); container.addChild(sprite1); container.addChild(sprite2); and what if we want to create 100 such objects using     

Group: macromedia.flash.actionscript3 · Group Profile · Search for Sprite2 in macromedia.flash.actionscript3
Author: ccoonen
Date: May 20, 2008 20:03

On 17 Jan 2008 Paul Vigay <invalid-email-address@invalid-domain.co.uk> wrote: In a dim and distant universe <04e9c2624f.john@user.orpheusmail.co.uk>, J Peachey <john@jpeachey.co.uk> enlightened us thusly: Just a thought, but rather than it being a programming issue, is it a sprite issue? Is the sprite standard, or one with an alpha? channel? Sprites are fine, and load perfectly
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Group: macromedia.flash.actionscript3 · Group Profile · Search for Sprite2 in macromedia.flash.actionscript3
Author: jigidyjim
Date: May 20, 2008 15:52

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Group: macromedia.flash.actionscript3 · Group Profile · Search for Sprite2 in macromedia.flash.actionscript3
Author: WojciechF
Date: May 19, 2008 17:25

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Group: comp.sys.acorn.programmer · Group Profile · Search for Sprite2 in comp.sys.acorn.programmer
Author: druck
Date: Jan 17, 2008 15:31

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