ActionScript 3 event handling tutorial: Difference between revisions
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=== Principles of event driven programming === | === Principles of event driven programming === | ||
==== Events are detected by some object ==== | |||
Usually, events are usually broadcasted by an instance of an interactive object. | |||
In order to write code that can deal with user interaction, i.e. events generated by Flash objects, you must give a name to each symbol instance users interact with. Otherwise your AS code can't find them. | In order to write code that can deal with user interaction, i.e. events generated by Flash objects, you must give a name to each symbol instance users interact with. Otherwise your AS code can't find them. | ||
* So before you code anything in ActionScript, click on the instance, open the parameters window and fill in '''label''' parameter. | * So before you code anything in ActionScript, click on the instance, open the parameters window and fill in '''label''' parameter. | ||
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* Start the label name with a letter | * Start the label name with a letter | ||
* Do '''not use''' whitespaces or punctuation characters or dashes | * Do '''not use''' whitespaces or punctuation characters or dashes | ||
==== ActionScript for Flash designers ==== | |||
; All ActionScript goes to the timeline | ; All ActionScript goes to the timeline | ||
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==== Event registration ==== | ==== Event registration ==== | ||
For each event (user action or something else) you would like to intercept, you must register a so-called '''event listener'''. | |||
For each event (user action or something else) you would like to intercept, you must register a so-called '''event listener''' function. | |||
The syntax is the following: | The syntax is the following: | ||
addEventListener(''Type_of_event''.''Name_of_event'' Name_of_function_YOU_define); | addEventListener(''Type_of_event''.''Name_of_event'', Name_of_function_YOU_define); | ||
(Note: | (Note: | ||
Example: | Example: | ||
* Let's say you have a button instance. In the parameters panel you named it ''hello_button''. | * Let's say you have a button instance. In the parameters panel you named it ''hello_button''. | ||
* If you want to tell the button to watch out for user clicks then you have to write something like to register the event. | * If you want to tell the button to watch out for user clicks then you have to write something like to register the event with a function (see below). | ||
* So goto the ActionScript layer and hit F9. Then type: | * So goto the ActionScript layer and hit F9. Then type: | ||
hello_button.addEventListener(MouseEvent.CLICK, click_handler); | hello_button.addEventListener(MouseEvent.CLICK, click_handler); | ||
Programmers (only): You should be aware that a a component's events inherit from the parent classes. You also can remove a listener with the removeEventListener() | Programmers (only): You should be aware that a a component's events inherit from the parent classes. You also can remove a listener with the removeEventListener(). Also the correct explanation is "Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event". | ||
=== The event object === | |||
Let's recall that when an event happens, Flash will create an object that will be sent to the registered function. This object contains at least the following information: | |||
: type - a string indicating the type of event | |||
: target - the instance that sent the event (i.e. a reference to it). | |||
Since target refers to an object you then can also extract information about the target, e.g. its label (if it has one). | |||
==== The Event handler function ==== | |||
The event handler function (also called a callback function) will be called by Flash as soon as the event happens. Think a function as a kind of recipe that will do something with a given event. | |||
This function that you have to define '''yourself''' will receive the following information: | |||
* A single event object (just described before) that will contain information about the event type and the instance (e.g. the hello_button in our case). | |||
* In other words, the function will know "what" happened and "where". | |||
Now you must write some code that deals with it, e.g. moves to playhead in the timeline to another frame. | |||
Note: about multiple events and multiple listeners: | |||
* You can register multiple listeners to one instance. | * You can register multiple listeners to one instance. | ||
* You can register the same listener to multiple instances. | * You can register the same listener to multiple instances. | ||
After you registered an event handling function like | After you registered an event handling function like | ||
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* The function is called clickHandler (we can give it any name we like) | * The function is called clickHandler (we can give it any name we like) | ||
* The event object it will receive for processing when something happens is associated with ''event''. In more technical terms ''event'' is a parameter that you can use as a variable in subsequent code. | * The event object it will receive for processing when something happens is associated with ''event''. In more technical terms ''event'' is a parameter that you can use as a variable in subsequent code. | ||
* ''MouseEvent'' is the type of the ''event'' variable and we | * ''MouseEvent'' is the type of the ''event'' variable and we should declare this. | ||
* '':void'' means that the function will not return any information. | * '':void'' means that the function will not return any information. | ||
Non-programmers: Just insert these last two elements the same way and don't worry. | Non-programmers: Just insert these last two elements the same way and don't worry. | ||
Note: Flash also allows Flash designers who typically just insert little bits of code to ignore typing, e.g. you just could write: | |||
function clickHandler(event) | |||
but this is considered bad practice, it makes your program less secure. | |||
''switch'' is a programming statement that is use to organize program flow. In other words, we need to take different action for different user input. Its syntax is the following: | ''switch'' is a programming statement that is use to organize program flow. In other words, we need to take different action for different user input. Its syntax is the following: | ||
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So ''event.currentTarget.label'' means that we ask the event object ''event'' its current target (i.e. the button on which the user clicked) and from this its label (i.e. what the user sees). This will allow us to figure out which button was clicked. | So ''event.currentTarget.label'' means that we ask the event object ''event'' its current target (i.e. the button on which the user clicked) and from this its label (i.e. what the user sees). This will allow us to figure out which button was clicked. | ||
== | == Events obverview == | ||
All display objects with which you can interact: mouse, keyboard, and focus. | All display objects with which you can interact can produce events: mouse, keyboard, and focus. | ||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/InteractiveObject.html InteractiveObject] (Adope ActionScript 3.0 Language and Components Reference) | * [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/InteractiveObject.html InteractiveObject] (Adope ActionScript 3.0 Language and Components Reference) | ||
=== List of events === | |||
Here is a short list of all (most?) events that can be generated by interactive objects with which a user can interact through mouse, keyboard, and the more general concept of focus. It also includes loading/modification events like animation entering a frame or an object being inserted to the stage. | |||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/InteractiveObject.html InteractiveObject] (Adope ActionScript 3.0 Language and Components Reference) | * [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/InteractiveObject.html InteractiveObject] (Adope ActionScript 3.0 Language and Components Reference) | ||
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<th>Event</th> | <th>Event</th> | ||
<th>Description</th> | <th>Description</th> | ||
<th> | <th>Happens in target</th> | ||
<th>Event property</th> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when Flash Player gains operating system focus and becomes active.</td> | <td>Dispatched when Flash Player gains operating system focus and becomes active.</td> | ||
<td>EventDispatcher</td> | <td>EventDispatcher</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a display object is added to the display list.</td> | <td>Dispatched when a display object is added to the display list.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a display object is added to the on stage display list, either directly or through the addition of a sub tree in which the display object is contained.</td> | <td>Dispatched when a display object is added to the on stage display list, either directly or through the addition of a sub tree in which the display object is contained.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a user presses and releases the main button of the user's pointing device over the same InteractiveObject.</td> | <td>Dispatched when a user presses and releases the main button of the user's pointing device over the same InteractiveObject.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.CLICK</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when Flash Player loses operating system focus and is becoming inactive. </td> | <td>Dispatched when Flash Player loses operating system focus and is becoming inactive. </td> | ||
<td>EventDispatcher</td> | <td>EventDispatcher</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's doubleClickEnabled flag is set to true.</td> | <td>Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's doubleClickEnabled flag is set to true.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.DOUBLE_CLICK</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the playhead is entering a new frame.</td> | <td>Dispatched when the playhead is entering a new frame.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched after a display object gains focus.</td> | <td>Dispatched after a display object gains focus.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>FocusEvent.FOCUS_IN</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched after a display object loses focus.</td> | <td>Dispatched after a display object loses focus.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>FocusEvent.FOCUS_OUT</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user presses a key.</td> | <td>Dispatched when the user presses a key.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>KeyboardEvent.KEY_DOWN</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user attempts to change focus by using keyboard navigation.</td> | <td>Dispatched when the user attempts to change focus by using keyboard navigation.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>FocusEvent.KEY_FOCUS_CHANGE</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user releases a key.</td> | <td>Dispatched when the user releases a key.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>KeyboardEvent.KEY_UP </td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a user presses the pointing device button over an InteractiveObject instance in the Flash Player window.</td> | <td>Dispatched when a user presses the pointing device button over an InteractiveObject instance in the Flash Player window.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_DOWN</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user attempts to change focus by using a pointer device.</td> | <td>Dispatched when the user attempts to change focus by using a pointer device.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>FocusEvent.MOUSE_FOCUS_CHANGE </td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a user moves the pointing device while it is over an InteractiveObject.</td> | <td>Dispatched when a user moves the pointing device while it is over an InteractiveObject.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_MOVE</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user moves a pointing device away from an InteractiveObject instance.</td> | <td>Dispatched when the user moves a pointing device away from an InteractiveObject instance.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_OUT</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user moves a pointing device over an InteractiveObject instance in the Flash Player window.</td> | <td>Dispatched when the user moves a pointing device over an InteractiveObject instance in the Flash Player window.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_OVER</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a user releases the pointing device button over an InteractiveObject instance in the Flash Player window.</td> | <td>Dispatched when a user releases the pointing device button over an InteractiveObject instance in the Flash Player window.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_UP</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a mouse wheel is spun over an InteractiveObject instance in the Flash Player window.</td> | <td>Dispatched when a mouse wheel is spun over an InteractiveObject instance in the Flash Player window.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.MOUSE_WHEEL </td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a display object is about to be removed from the display list.</td> | <td>Dispatched when a display object is about to be removed from the display list.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when a display object is about to be removed from the display list, either directly or through the removal of a sub tree in which the display object is contained.</td> | <td>Dispatched when a display object is about to be removed from the display list, either directly or through the removal of a sub tree in which the display object is contained.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the display list is about to be updated and rendered.</td> | <td>Dispatched when the display list is about to be updated and rendered.</td> | ||
<td>DisplayObject</td> | <td>DisplayObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the user moves a pointing device away from an InteractiveObject instance.</td> | <td>Dispatched when the user moves a pointing device away from an InteractiveObject instance.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td>MouseEvent.ROLL_OUT </td> | |||
</tr> | |||
<tr> | <tr> | ||
<td>rollOver</td> | <td>rollOver</td> | ||
<td>Dispatched when the user moves a pointing device over an InteractiveObject instance.</td> | <td>Dispatched when the user moves a pointing device over an InteractiveObject instance.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the value of the object's tabChildren flag changes.</td> | <td>Dispatched when the value of the object's tabChildren flag changes.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the object's tabEnabled flag changes.</td> | <td>Dispatched when the object's tabEnabled flag changes.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Dispatched when the value of the object's tabIndex property changes.</td> | <td>Dispatched when the value of the object's tabIndex property changes.</td> | ||
<td>InteractiveObject</td> | <td>InteractiveObject</td> | ||
<td></td> | |||
</tr> | </tr> | ||
</table> | </table> | ||
== Links == | |||
=== Important manual pages === | |||
These are almost impossible to understand for non programmers, but otherwise the documentation at Adobe is excellent. | |||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/InteractiveObject.html InteractiveObject]. This InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse and keyboard. Most Events are documented here. (Make sure to list also the inherited events). | |||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/events/Event.html Event]. The Event class is used as the base class for the creation of Event objects, which are passed as parameters to event listeners when an event occurs. | |||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/events/EventDispatcher.html EventDispatcher]. This is the page you should consult when you want to look up details for methods like addEventListener(). | |||
* [http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/class-summary.html Summary of All Flash Player Classes], | |||
[[Category: Multimedia]] | [[Category: Multimedia]] |
Revision as of 10:35, 20 September 2007
This article or section is currently under construction
In principle, someone is working on it and there should be a better version in a not so distant future.
If you want to modify this page, please discuss it with the person working on it (see the "history")
Overview
- Learning goals
- Learn some essentials of the event handling model of Flash 9 (CS3) / ActionScript 3.
- Learn some Action Script 3 (to be used within the Flash IDE)
- Moving on
- The Flash article has a list of other tutorials.
- Quality
- This text should technical people get going and may not be good enough for self-learning beginners. It can be used as handout in a "hands-on" class. That is what Daniel K. Schneider made it for...
- Level
- It aims at Flash design beginners, not beginning ActionScript 3 programmers. However at some point you really should buy a introductory ActionScript programming book. We won't be able to really teach you programming.
- Learning materials
Grab the various *.fla files from here:
Introduction
According to the Flash CS3 documentation, retrieved 12:43, 7 September 2007 (MEST):
MouseEvent.CLICK
event and when a user selects an item in a List, the List dispatches an Event.CHANGE
event. An event can also occur when something significant happens to a component such as when content finishes loading for a UILoader instance, generating an Event.COMPLETE
event. To handle an event, you write ActionScript code that executes when the event occurs.Below a few basic principles
Principles of event driven programming
Events are detected by some object
Usually, events are usually broadcasted by an instance of an interactive object. In order to write code that can deal with user interaction, i.e. events generated by Flash objects, you must give a name to each symbol instance users interact with. Otherwise your AS code can't find them.
- So before you code anything in ActionScript, click on the instance, open the parameters window and fill in label parameter.
This name must be legal:
- Start the label name with a letter
- Do not use whitespaces or punctuation characters or dashes
ActionScript for Flash designers
- All ActionScript goes to the timeline
- Always put AS code into a separate layer, e.g. call it "Action"
- Note: AS2 also would allow you to attach code to instances. You can't do this.
- Action script code extends to frames in the same way as drawings
E.g. if you want the user to interact with buttons after the animation loads:
- Click on frame 1 of the "Action" layer
- Hit F9, then code :)
Code will only work within the frames the layer extends to. So if your code is supposed to be valid throughout the animation.
- Go to the last Frame
- Hit F5
Event registration
For each event (user action or something else) you would like to intercept, you must register a so-called event listener function.
The syntax is the following:
addEventListener(Type_of_event.Name_of_event, Name_of_function_YOU_define);
(Note:
Example:
- Let's say you have a button instance. In the parameters panel you named it hello_button.
- If you want to tell the button to watch out for user clicks then you have to write something like to register the event with a function (see below).
- So goto the ActionScript layer and hit F9. Then type:
hello_button.addEventListener(MouseEvent.CLICK, click_handler);
Programmers (only): You should be aware that a a component's events inherit from the parent classes. You also can remove a listener with the removeEventListener(). Also the correct explanation is "Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event".
The event object
Let's recall that when an event happens, Flash will create an object that will be sent to the registered function. This object contains at least the following information:
- type - a string indicating the type of event
- target - the instance that sent the event (i.e. a reference to it).
Since target refers to an object you then can also extract information about the target, e.g. its label (if it has one).
The Event handler function
The event handler function (also called a callback function) will be called by Flash as soon as the event happens. Think a function as a kind of recipe that will do something with a given event. This function that you have to define yourself will receive the following information:
- A single event object (just described before) that will contain information about the event type and the instance (e.g. the hello_button in our case).
- In other words, the function will know "what" happened and "where".
Now you must write some code that deals with it, e.g. moves to playhead in the timeline to another frame.
Note: about multiple events and multiple listeners:
- You can register multiple listeners to one instance.
- You can register the same listener to multiple instances.
After you registered an event handling function like
hello_button.addEventListener(MouseEvent.CLICK, click_handler);
you then have to define this function. E.g. if we called our function click_handler we get the following template:
function click_handler(event_object:MouseEvent) { /* Do something with this event */ }
event_object is a variable name (we came up with) and that will contain the name of instance we defined, e.g. hello_button in our case.
- A simple example
From the Flash button tutorial. When a user clicks on the "launch_button", then the launchRocket function is called. It will move the animation to Frame 2 and let it play.
launch_button.addEventListener(MouseEvent.CLICK,launchRocket);
function launchRocket(event:MouseEvent) { gotoAndPlay(2); }
- An example
This is the copy/pasted example from the Flash components tutorial.
We first register an event handling function with five different buttons.
btn_rainbow.addEventListener(MouseEvent.CLICK, clickHandler); btn_tecfa.addEventListener(MouseEvent.CLICK, clickHandler); btn_bosses.addEventListener(MouseEvent.CLICK, clickHandler); btn_my_computers.addEventListener(MouseEvent.CLICK, clickHandler); btn_credits.addEventListener(MouseEvent.CLICK, clickHandler);
The function itself looked like this:
function clickHandler(event:MouseEvent):void { switch (event.currentTarget.label) { case "Rainbow" : gotoAndStop(2); break; case "TECFA" : gotoAndStop(3); break; case "Bosses" : gotoAndStop(4); break; case "My computers" : gotoAndStop(5); break; case "Credits" : gotoAndStop(6); break; } }
The function will receive an object that contains information about the event.
Let's now look at the first line. What does it mean ?
function clickHandler(event:MouseEvent):void {
- The function is called clickHandler (we can give it any name we like)
- The event object it will receive for processing when something happens is associated with event. In more technical terms event is a parameter that you can use as a variable in subsequent code.
- MouseEvent is the type of the event variable and we should declare this.
- :void means that the function will not return any information.
Non-programmers: Just insert these last two elements the same way and don't worry.
Note: Flash also allows Flash designers who typically just insert little bits of code to ignore typing, e.g. you just could write:
function clickHandler(event)
but this is considered bad practice, it makes your program less secure.
switch is a programming statement that is use to organize program flow. In other words, we need to take different action for different user input. Its syntax is the following:
switch (value) { case value_1 : /* do something */ break; case value_2 : /* do something */ break; .... }
So event.currentTarget.label means that we ask the event object event its current target (i.e. the button on which the user clicked) and from this its label (i.e. what the user sees). This will allow us to figure out which button was clicked.
Events obverview
All display objects with which you can interact can produce events: mouse, keyboard, and focus.
- InteractiveObject (Adope ActionScript 3.0 Language and Components Reference)
List of events
Here is a short list of all (most?) events that can be generated by interactive objects with which a user can interact through mouse, keyboard, and the more general concept of focus. It also includes loading/modification events like animation entering a frame or an object being inserted to the stage.
- InteractiveObject (Adope ActionScript 3.0 Language and Components Reference)
Here is a list of events and mouse/keyboard/focus event properties:
Event | Description | Happens in target | Event property |
---|---|---|---|
activate | Dispatched when Flash Player gains operating system focus and becomes active. | EventDispatcher | |
added | Dispatched when a display object is added to the display list. | DisplayObject | |
addedToStage | Dispatched when a display object is added to the on stage display list, either directly or through the addition of a sub tree in which the display object is contained. | DisplayObject | |
click | Dispatched when a user presses and releases the main button of the user's pointing device over the same InteractiveObject. | InteractiveObject | MouseEvent.CLICK |
deactivate | Dispatched when Flash Player loses operating system focus and is becoming inactive. | EventDispatcher | |
doubleClick | Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's doubleClickEnabled flag is set to true. | InteractiveObject | MouseEvent.DOUBLE_CLICK |
enterFrame | Dispatched when the playhead is entering a new frame. | DisplayObject | |
focusIn | Dispatched after a display object gains focus. | InteractiveObject | FocusEvent.FOCUS_IN |
focusOut | Dispatched after a display object loses focus. | InteractiveObject | FocusEvent.FOCUS_OUT |
keyDown | Dispatched when the user presses a key. | InteractiveObject | KeyboardEvent.KEY_DOWN |
keyFocusChange | Dispatched when the user attempts to change focus by using keyboard navigation. | InteractiveObject | FocusEvent.KEY_FOCUS_CHANGE |
keyUp | Dispatched when the user releases a key. | InteractiveObject | KeyboardEvent.KEY_UP |
mouseDown | Dispatched when a user presses the pointing device button over an InteractiveObject instance in the Flash Player window. | InteractiveObject | MouseEvent.MOUSE_DOWN |
mouseFocusChange | Dispatched when the user attempts to change focus by using a pointer device. | InteractiveObject | FocusEvent.MOUSE_FOCUS_CHANGE |
mouseMove | Dispatched when a user moves the pointing device while it is over an InteractiveObject. | InteractiveObject | MouseEvent.MOUSE_MOVE |
mouseOut | Dispatched when the user moves a pointing device away from an InteractiveObject instance. | InteractiveObject | MouseEvent.MOUSE_OUT |
mouseOver | Dispatched when the user moves a pointing device over an InteractiveObject instance in the Flash Player window. | InteractiveObject | MouseEvent.MOUSE_OVER |
mouseUp | Dispatched when a user releases the pointing device button over an InteractiveObject instance in the Flash Player window. | InteractiveObject | MouseEvent.MOUSE_UP |
mouseWheel | Dispatched when a mouse wheel is spun over an InteractiveObject instance in the Flash Player window. | InteractiveObject | MouseEvent.MOUSE_WHEEL |
removed | Dispatched when a display object is about to be removed from the display list. | DisplayObject | |
removedFromStage | Dispatched when a display object is about to be removed from the display list, either directly or through the removal of a sub tree in which the display object is contained. | DisplayObject | |
render | Dispatched when the display list is about to be updated and rendered. | DisplayObject | |
rollOut | Dispatched when the user moves a pointing device away from an InteractiveObject instance. | InteractiveObject | MouseEvent.ROLL_OUT |
rollOver | Dispatched when the user moves a pointing device over an InteractiveObject instance. | InteractiveObject | |
tabChildrenChange | Dispatched when the value of the object's tabChildren flag changes. | InteractiveObject | |
tabEnabledChange | Dispatched when the object's tabEnabled flag changes. | InteractiveObject | |
tabIndexChange | Dispatched when the value of the object's tabIndex property changes. | InteractiveObject |
Links
Important manual pages
These are almost impossible to understand for non programmers, but otherwise the documentation at Adobe is excellent.
- InteractiveObject. This InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse and keyboard. Most Events are documented here. (Make sure to list also the inherited events).
- Event. The Event class is used as the base class for the creation of Event objects, which are passed as parameters to event listeners when an event occurs.
- EventDispatcher. This is the page you should consult when you want to look up details for methods like addEventListener().