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Responding to mouse events

From: ActionScript 3.0 in Flash CS3 Professional Essential Training

Video: Responding to mouse events

In this movie I'll explain the various mouse events and how to respond to them. If you'd like to follow along, I'm in the MouseEvents file and that's inside the chapter 04 folder with all the other exercise files. Let's click on the first keyframe of our actions layer and open up the Actions panel. Here we have the code that we wrote in the last movie that has an event handler, right here. We added an event listeners to boarder_mc, and we set the button mode to true so the hand cursor will show when you roll over the boarder.

Responding to mouse events

In this movie I'll explain the various mouse events and how to respond to them. If you'd like to follow along, I'm in the MouseEvents file and that's inside the chapter 04 folder with all the other exercise files. Let's click on the first keyframe of our actions layer and open up the Actions panel. Here we have the code that we wrote in the last movie that has an event handler, right here. We added an event listeners to boarder_mc, and we set the button mode to true so the hand cursor will show when you roll over the boarder.

Let's just add a simple rollover and rollout effect to the boarder. So, what I'm going to do is after the semicolon on line 1 I'm going to press Enter and I'm going to type boarder_mc.addEventListener. Make sure the E of Event and the L of Listener are capitalized. And then I'll type MouseEvent with a capital E, dot capital R then I'll press down on my keyboard to go to ROLL_OVER in the code hinting area.

And I'll just double-click that. Then I'll type a comma and a space. After the comma we specify the function that runs when we rollover with our mouse. I'm going to type boarderOver with a capital O, close parentheses and a semicolon. Press Enter a few times to go down a few lines and now we'll write the event handler for the rollover event. And this is going to be identical to our onClick, so I'm just going to copy that.

Let's select all of the onClick event handler. So from all the way at the bottom curly brace, all the way up to the function at the top. Right click it or Ctrl+Click on the Mac, select Copy. Click on a blank line. Right click and select Paste. Now I'm just going to change the event handler name. So instead of onClick, I will call this boarderOver with a capital O and it's still going to receive an event that is a mouse event type.

So now let's just erase this code in the middle Gonna gut it. And let's just say event.target. And that's going to be the target that we roll over, so it'll be boarder_mc event.target.alpha -= .5; So when you roll over the alpha will go down 50%.

Now if test the movie, roll over the boarder. Roll out, nothing happens. Roll over again and alpha is 0, so let's just say alpha equals .5 instead of equals minus .5. Now let's just create a roll out event so that when we roll back out the alpha goes back to normal. So I'm going to select line 2. Press Cmd+C or Ctrl+C on the PC to copy that line of code. After the semicolon, I'll go to the next line, and then paste the code by pressing Cmd or Ctrl+V.

All we need to change here is where it says MouseEvent.ROLL_OVER, change it to ROLL_OUT, just make sure it's all capitalized. Just like that. It should be blue when you're done typing it. We'll change the function name to boarderOut and then we'll copy the boarderOver function from the word function all the way to the close curly brace. Press Ctrl or Cmd+C to copy. Go down a few lines and paste the code using Ctrl or Cmd+V.

We'll change the function name to boarderOut and inside of the function in or inside of the curly braces we'll set the value of alpha to 1. Test the movie. Check out the animation. Roll over the boarder, turns transparent. Rollout, goes back to normal. And the click event still works. And there we have it. We can respond to a roll over and a rollout.

And that's how to capture and react to different mouse events.

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This video is part of

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  1. 2m 3s
    1. Introduction
      39s
    2. How to use the exercise files
      1m 24s
  2. 3m 53s
    1. Why you should learn ActionScript 3.0
      52s
    2. Differences from ActionScript 2.0
      1m 56s
    3. Moving beyond Script Assist
      1m 5s
  3. 21m 57s
    1. Communicating to MovieClips
      4m 7s
    2. Modifying MovieClips properties
      7m 0s
    3. Understanding variables
      50s
    4. Setting variable data types
      3m 23s
    5. Using trace statements
      2m 39s
    6. Using comments
      3m 58s
  4. 26m 3s
    1. Understanding functions
      1m 23s
    2. Using functions
      2m 27s
    3. Writing custom functions
      4m 25s
    4. Making a function modular
      11m 50s
    5. Making a function return a value
      5m 58s
  5. 41m 45s
    1. Understanding event types
      1m 28s
    2. Using a listener to catch an event
      3m 14s
    3. Writing event handlers
      6m 56s
    4. Responding to mouse events
      4m 33s
    5. Responding to keyboard events
      5m 45s
    6. Creating a link to a website
      5m 26s
    7. Using the enterframe to create animation
      7m 34s
    8. Using the timer event to control animation
      6m 49s
  6. 44m 32s
    1. Understanding classes
      1m 48s
    2. Writing a custom class
      4m 21s
    3. Extending an existing class
      2m 16s
    4. Understanding methods
      2m 11s
    5. Public vs. private properties and methods
      2m 46s
    6. Bringing a class object to the timeline
      14m 16s
    7. Defining a document class
      8m 13s
    8. Setting up a classpath
      6m 20s
    9. Creating useful classes
      2m 21s
  7. 36m 4s
    1. Understanding conditional statements
      1m 36s
    2. Writing a conditional statement
      4m 40s
    3. Understanding conditional operators
      1m 37s
    4. Using conditional operators
      4m 49s
    5. Setting up alternate conditions
      4m 43s
    6. Writing compound conditions
      4m 22s
    7. Understanding loops
      1m 30s
    8. Creating a code loop
      2m 58s
    9. Using a loop to generate instances of a class
      3m 44s
    10. Placing loop-created instances
      6m 5s
  8. 12m 49s
    1. Understanding the math class
      1m 5s
    2. Using basic math operators
      1m 46s
    3. Generating random numbers
      2m 15s
    4. Using different techniques to round numbers
      7m 43s
  9. 56m 20s
    1. Creating a text field
      3m 27s
    2. Styling a text field
      6m 28s
    3. Capturing data from a text field
      7m 38s
    4. Loading external text
      8m 25s
    5. Scrolling a text field
      5m 14s
    6. Understanding arrays
      9m 48s
    7. Using text and arrays to create a game
      8m 24s
    8. Finishing the text game
      6m 56s
  10. 1h 9m
    1. Storyboarding your application effectively
      3m 13s
    2. Writing a memory card class
      5m 57s
    3. Writing a memory game class
      3m 51s
    4. Adding graphics to cards
      9m 20s
    5. Placing cards
      7m 33s
    6. Detecting matches
      8m 40s
    7. Resetting cards
      4m 53s
    8. Handling incorrect matches
      5m 14s
    9. Determining a win
      3m 51s
    10. Adding additional cards
      6m 47s
    11. Randomizing cards
      10m 17s
  11. 36m 30s
    1. Drawing with code
      8m 12s
    2. Creating a color change
      5m 20s
    3. Generating a random color change
      6m 58s
    4. Animating a color change
      4m 50s
    5. Using filters
      3m 30s
    6. Modifying filter properties
      4m 13s
    7. Animating filters
      3m 27s
  12. 51m 50s
    1. Loading external images and Flash movies
      4m 1s
    2. Communicating to loaded movies
      6m 31s
    3. Loading sound
      4m 6s
    4. Starting and stopping sound
      6m 18s
    5. Pausing and resuming sound
      9m 46s
    6. Managing the volume of sound
      5m 41s
    7. Understanding Flash video connections
      1m 0s
    8. Loading video
      5m 33s
    9. Controlling video playback
      8m 54s
  13. 45m 54s
    1. Overview of creating a drag-and-drop game
      57s
    2. Creating drag-and-drop class
      12m 7s
    3. Detecting collisions
      8m 44s
    4. Responding to collisions
      9m 1s
    5. Detecting a win
      4m 2s
    6. Adding drop shadows
      3m 43s
    7. Randomly placing objects
      7m 20s
  14. 23s
    1. Closing
      23s

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