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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • How do I get my Flash CS4 buttons to direct the user to another URL?

    - by goldenfeelings
    My apologies if this has been fully addressed before, but I've read through several other threads and still can't seem to get my file to work. My actionscript code is at the bottom of this message. I created it using instructions from the Adobe website: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fd7.html I believe I have all of my objects set to the correct type of symbol (button) and all of my instances are named appropriately (see screenshot here: www.footprintsfamilyphoto.com/wp-content/themes/Footprints/images/flash_buttonissue.jpg) Action Script here. Let me know if you have suggestions! (Note: I am very new to Flash): stop (); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } bc_btn1.addEventListener(MouseEvent.CLICK, families); bc_btn2.addEventListener(MouseEvent.CLICK, families); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } f_btn1.addEventListener(MouseEvent.CLICK, families); f_btn2.addEventListener(MouseEvent.CLICK, families); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } cw_btn1.addEventListener(MouseEvent.CLICK, families); cw_btn2.addEventListener(MouseEvent.CLICK, families);

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  • Why I'm getting the same result when deleting target?

    - by XNA
    In the following code we use target in the function: moon.mouseEnabled = false; sky0.addChild(moon); addEventListener(MouseEvent.MOUSE_DOWN, onDrag, false, 0, true); addEventListener(MouseEvent.MOUSE_UP, onDrop, false, 0, true); function onDrag(evt:MouseEvent):void { evt.target.addChild(moon); evt.target.startDrag(); } function onDrop(evt:MouseEvent):void { stopDrag(); } But if I rewrite this code without evt.target it still work. So what is the difference, am I going to get errors later in the run time because I didn't put target? If not then why some use target a lot while it works without it. function onDrag(evt:MouseEvent):void { addChild(moon); startDrag(); }

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  • Flash AS3 blur or liquify part of an image with mouse

    - by hamlet
    Hi, I am very beginner in flash. I want to load an image, show a cursor over the image and on mousedown I want to blur that actual part of the image. (e.g you can blur your face on the image and then save the new image). I can delete parts of the image with white line, but I would like to blur it instead // LIVE JPEG ENCODER 0.3 // from bytearray.org import asfiles.encoding.JPEGEncoder; import flash.external.ExternalInterface; ExternalInterface.addCallback("flash_saveImage", inflash_saveImage); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleComplete); loader.load(new URLRequest(loaderInfo.parameters._filename)); //loader.load(new URLRequest("b.jpg")); var container_mc:MovieClip = new MovieClip;//create movieclip function handleComplete(e:Event):void { addChild(container_mc); var bitmapData:BitmapData = Bitmap(e.target.content).bitmapData; var matrix:Matrix = new Matrix(); container_mc.graphics.clear(); container_mc.graphics.beginBitmapFill(bitmapData, matrix, false); //container_mc.graphics.beginFill(0xFFFFFF,0); container_mc.graphics.drawRect(0, 0, bitmapData.width, bitmapData.height); container_mc.graphics.endFill(); swapChildren(container_mc, pencil); container_mc.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing); container_mc.addEventListener(MouseEvent.MOUSE_UP, stopDrawing); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } stage.addEventListener(MouseEvent.MOUSE_MOVE, moveCursor); Mouse.hide(); function moveCursor(event:MouseEvent):void { pencil.x = event.stageX; pencil.y = event.stageY; } function startDrawing(event:MouseEvent):void{ container_mc.graphics.lineStyle(20, 0xFFFFFF, 1); container_mc.graphics.moveTo(mouseX, mouseY); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function stopDrawing(event:MouseEvent):void{ container_mc.removeEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function makeLine(event:MouseEvent):void{ container_mc.graphics.lineTo(mouseX, mouseY); } function inflash_saveImage ( ):void { var myURLLoader:URLLoader = new URLLoader(); var myBitmapSource:BitmapData = new BitmapData ( container_mc.width, container_mc.height ); // render the player as a bitmapdata myBitmapSource.draw ( container_mc ); // create the encoder with the appropriate quality var myEncoder:JPEGEncoder = new JPEGEncoder( 80 ); // generate a JPG binary stream to have a preview var myCapStream:ByteArray = myEncoder.encode ( myBitmapSource ); var header:URLRequestHeader = new URLRequestHeader ("Content-type", "application/octet-stream"); var myRequest:URLRequest = new URLRequest ( "save.php" ); myRequest.requestHeaders.push (header); myRequest.method = URLRequestMethod.POST; myRequest.data = myCapStream; myURLLoader.load ( myRequest ); } Thanks, hamlet

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  • Java MouseListener

    - by ikurtz
    I have a bunch of JLabels and i would like to trap mouse click events. at the moment i am having to use: public void mouseClicked(MouseEvent arg0) { } public void mouseExited(MouseEvent arg0) { } public void mouseEntered(MouseEvent arg0) { } public void mousePressed(MouseEvent arg0) { } public void mouseReleased(MouseEvent arg0) { System.out.println("Welcome to Java Programming!"); } I was wondering if there is a tidier way of doing this instead of having a bunch of events I do not wish trap?

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  • SoundChannel, removeEventHandler, AS3

    - by pixelGreaser
    Is there a better way to use the sound channel is AS3? This works, but I hate it when I tap the play button twice and it starts doubling. Please advise. var mySound:Sound = new Sound(); playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler); var myChannel:SoundChannel = new SoundChannel(); function myPlayButtonHandler (e:MouseEvent):void { myChannel = mySound.play(); } stopButton.addEventListener(MouseEvent.CLICK, onClickStop); function onClickStop(e:MouseEvent):void{ myChannel.stop(); } /*-----------------------------------------------------------------*/ //global sound buttons, add instance of 'killswitch' and 'onswitch' to stage killswitch.addEventListener(MouseEvent.CLICK, clipKillSwitch); function clipKillSwitch(e:MouseEvent):void{ var transform1:SoundTransform=new SoundTransform(); transform1.volume=0; flash.media.SoundMixer.soundTransform=transform1; } onswitch.addEventListener(MouseEvent.CLICK, clipOnSwitch); function clipOnSwitch(e:MouseEvent):void{ var transform1_:SoundTransform=new SoundTransform(); transform1_.volume=1; flash.media.SoundMixer.soundTransform=transform1_; }

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  • Calling button in Action Script 3.0

    - by Meko
    I am trying to make button panel. each button have two type btn_home and btn_home_white I am trying to reach those buttons.It is work if I write for each button their own methods like btn_home.addEventListener(MouseEvent.MOUSE_OVER,overEffect); btn_home_white.addEventListener(MouseEvent.MOUSE_OUT,outEffect); function overEffect(e:MouseEvent) { var myTweenHight:Tween = new Tween( btn_home,"height",Bounce.easeOut,25,0,3,true); var myTweenHight2:Tween = new Tween(btn_home_white,"height",Bounce.easeOut,0,25,3,true); var myTweenAlpha:Tween = new Tween(btn_home_white,"alpha",Strong.easeOut,0,1,2,true); } function outEffect(e:MouseEvent) { var myTweenHight:Tween = new Tween btn_home,"height",Bounce.easeOut,0,25,3,true); var myTweenHight2:Tween = new Tween(btn_home_white,"height",Bounce.easeOut,25,0,3,true); var myTweenAlpha:Tween = new Tween(btn_home_white,"alpha",Strong.easeOut,1,0,2,true); } But I have 10 buttons as btn_buttonname and btn_buttonname_white . I tryed to create Event listener on stage for all.It works for firts type buttons btn_buttonname but How can I get second type buttons? I tryed e.target["_white"] but it does not work . stage.addEventListener(MouseEvent.MOUSE_OVER , overEffect); stage.addEventListener(MouseEvent.MOUSE_OUT , outEffect); function overEffect(e:MouseEvent) { var myTweenHight:Tween = new Tween(e.target,"height",Bounce.easeOut,25,0,3,true); trace("height"); var myTweenHight2:Tween = new Tween(e.target["_white"],"height",Bounce.easeOut,0,25,3,true); var myTweenAlpha:Tween = new Tween(e.target["_white"],"alpha",Strong.easeOut,0,1,2,true); } function outEffect(e:MouseEvent) { var myTweenHight:Tween = new Tween(e.target,"height",Bounce.easeOut,0,25,3,true); var myTweenHight2:Tween = new Tween(e.target["_white"],"height",Bounce.easeOut,25,0,3,true); var myTweenAlpha:Tween = new Tween(e.target["_white"],"alpha",Strong.easeOut,1,0,2,true); }

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  • SoundChannel, Flash AS3

    - by pixelGreaser
    Is there a better way to use the sound channel is AS3? This works, but I hate it when I tap the play button twice and it starts doubling. Please advise. var mySound:Sound = new Sound(); playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler); var myChannel:SoundChannel = new SoundChannel(); function myPlayButtonHandler (e:MouseEvent):void { myChannel = mySound.play(); } stopButton.addEventListener(MouseEvent.CLICK, onClickStop); function onClickStop(e:MouseEvent):void{ myChannel.stop(); } /*-----------------------------------------------------------------*/ //global sound buttons, add instance of 'killswitch' and 'onswitch' to stage killswitch.addEventListener(MouseEvent.CLICK, clipKillSwitch); function clipKillSwitch(e:MouseEvent):void{ var transform1:SoundTransform=new SoundTransform(); transform1.volume=0; flash.media.SoundMixer.soundTransform=transform1; } onswitch.addEventListener(MouseEvent.CLICK, clipOnSwitch); function clipOnSwitch(e:MouseEvent):void{ var transform1_:SoundTransform=new SoundTransform(); transform1_.volume=1; flash.media.SoundMixer.soundTransform=transform1_; }

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  • Flash Buttons Don't Work: TypeError: Error #1009: Cannot access a property or method of a null objec

    - by goldenfeelings
    I've read through several threads about this error, but haven't been able to apply it to figure out my situation... My flash file is an approx 5 second animation. Then, the last keyframe of each layer (frame #133) has a button in it. My flash file should stop on this last key frame, and you should be able to click on any of the 6 buttons to navigate to another html page in my website. Here is the Action Script that I have applied to the frame in which the buttons exist (on a separate layer, see screenshot at: http://www.footprintsfamilyphoto.com/wp-content/themes/Footprints/images/flash_buttonissue.jpg stop (); function babieschildren(event:MouseEvent):void { trace("babies children method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/babies-children"); navigateToURL(targetURL, "_self"); } bc_btn1.addEventListener(MouseEvent.CLICK, babieschildren); bc_btn2.addEventListener(MouseEvent.CLICK, babieschildren); function fams(event:MouseEvent):void { trace("families method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL, "_self"); } f_btn1.addEventListener(MouseEvent.CLICK, fams); f_btn2.addEventListener(MouseEvent.CLICK, fams); function couplesweddings(event:MouseEvent):void { trace("couples weddings method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/couples-weddings"); navigateToURL(targetURL, "_self"); } cw_btn1.addEventListener(MouseEvent.CLICK, couplesweddings); cw_btn2.addEventListener(MouseEvent.CLICK, couplesweddings); When I test the movie, I get this error in the output box: "TypeError: Error #1009: Cannot access a property or method of a null object reference." The test movie does stop on the appropriate frame, but the buttons don't do anything (no URL is opened, and the trace statements don't show up in the output box when the buttons are clicked on the test movie). You can view the .swf file here: www.footprintsfamilyphoto.com/portfolio I'm confident that all 6 buttons do exist in the appropriate frame (frame 133), so I don't think that's what's causing the 1009 error. I also tried deleting each of the three function/addEventListener sections one at a time and testing, and I still got the 1009 error every time. If I delete ALL of the action script except for the "stop ()" line, then I do NOT get the 1009 error. Any ideas?? I'm very new to Flash, so if I haven't clarified something that I need to, let me know!

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  • FLEX, Actionscript: how can I invoke a CustomEvent ?

    - by Patrick
    hi, I've created a custom MouseEvent in Flex: package { import flash.events.MouseEvent; public class CustomMouseEvent extends MouseEvent { public var tags:Array = new Array(); public function CustomMouseEvent(type:String, tags:Array) { super(type, true); this.tags = tags; } } } Now I would like to understand how to pass the parameter tags from both Actionscript and MXML: From actionscript I'm trying something like this, but it doesn't work: newTag.addEventListener(MouseEvent.MOUSE_UP, dispatchEvent(new CustomMouseEvent(MouseEvent.MOUSE_UP,[newTag.name]))); From MXML i'm doing this and it doesn't work as well: <mx:LinkButton click="dispatchEvent(new CustomMouseEvent(MouseEvent.MOUSE_UP, bookmarksRepeater.currentItem.tags))" /> thanks

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  • Flash: Closest point to MovieClip

    - by LiraNuna
    I need to constrain a point inside a DisplayObject given to me by the artist. I got it working but only for the occations where the cursor is still inside bounds. The limited object is called limited. function onSqMouseMove(event:MouseEvent) { if(bounds.hitTestPoint(event.stageX, event.stageY, true)) { limited.x = event.stageX; limited.y = event.stageY; } else { /* Find closest point in the Sprite */ } } limited.addEventListener(MouseEvent.MOUSE_DOWN, function(event:MouseEvent) { stage.addEventListener(MouseEvent.MOUSE_MOVE, onSqMouseMove); }); limited.addEventListener(MouseEvent.MOUSE_UP, function(event:MouseEvent) { stage.removeEventListener(MouseEvent.MOUSE_MOVE, onSqMouseMove); }); How do I go about implementing the other half of the function? I am aware Sprite's startDrag accepts arguments, where the second one is the constraint rectangle, but in my case, bounds are an arbitrary shape. When the object is dragged outside the bounds, I want to calculate the closest point from the cursor to bounds' polygon. Just to note that bounds can have 'holes'.

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  • Please Critique Code (Java, Java2D, javax.swing.Timer)

    - by Trizicus
    Learn by practice right? Please critique and suggest anything! Thanks :) import java.awt.EventQueue; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } JFrame frame; GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); gp.addMouseListener(new MouseListener() { public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }); gp.addMouseMotionListener(new MouseMotionListener() { public void mouseDragged(MouseEvent e) {} public void mouseMoved(MouseEvent e) {} }); frame.add(gp); } }); } } GraphicsPanel: import java.awt.BorderLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { Test t; Timer test; GraphicsPanel() { t = new Test(); setLayout(new BorderLayout()); add(t, BorderLayout.CENTER); test = new Timer(17, new Gameloop(this)); test.start(); } class Gameloop implements ActionListener { GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { t.incX(); gp.repaint(); } catch (Exception ez) { } } } } Test: import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import javax.swing.JComponent; public class Test extends JComponent { Toolkit tk; Image img; int x, y; Test() { tk = Toolkit.getDefaultToolkit(); img = tk.getImage(getClass().getResource("images.jpg")); this.setPreferredSize(new Dimension(15, 15)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.red); g2d.drawString("x: " + x, 350, 50); g2d.drawImage(img, x, 80, null); g2d.dispose(); } public void incX() { x++; } }

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  • Some nav buttons working, others not

    - by boz
    the buttons within my submenue movie clip don't work. the one's not within a submenu work fine. my code validates and i'm not getting any errors any idea on what else i should be checking? ///this one doesn't work//// aboutSub.bio.addEventListener(MouseEvent.CLICK, goBio); function goBio(evtObj:MouseEvent) { gotoAndStop("bio"); } /// this one works//// home.addEventListener(MouseEvent.CLICK, gohome); function gohome(evtObj:MouseEvent) { gotoAndStop("home"); }

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  • mp3 playback stop echoing, as3

    - by pixelGreaser
    Hitting play more than once, causes an echo and I can't stop my mp3 player. What's the best practice for mp3 playback? var mySound:Sound = new Sound(); playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler); var myChannel:SoundChannel = new SoundChannel(); function myPlayButtonHandler (e:MouseEvent):void { myChannel = mySound.play(); } stopButton.addEventListener(MouseEvent.CLICK, onClickStop); function onClickStop(e:MouseEvent):void{ myChannel.stop(); }

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  • DOUBLE_CLIC dont work in actionscript3

    - by ScarX
    I have MyMovie.addEventListener(MouseEvent.CLICK, goClick) function goClick(e:MouseEvent):void { trace("Trololo"); } It's work. Why don't work? MyMovie.addEventListener(MouseEvent.DOUBLE_CLICK, goDouble) function goDouble(e:MouseEvent):void { trace("Trololo"); }

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  • Actionscript3 button tip

    - by Mango
    Please, someone could help me? I need to send the parameter ad_mc by the command: ad_btn.addEventListener (MouseEvent.MOUSE_MOVE, MouseOver); to use the same function for all buttons function MouseOver(evt:MouseEvent):void{ ad_mc.gotoAndPlay("on"); } function MouseOut(evt:MouseEvent):void{ ad_mc.gotoAndPlay("off"); } ad_btn.addEventListener(MouseEvent.MOUSE_OUT, MouseOut); ad_btn.addEventListener(MouseEvent.MOUSE_OVER, MouseOver); If I wanted to send the parameter ad_btn I would use: MovieClip (evt.target). GotoAndPlay ("on"); but is not the case

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  • Help needed throwing a ball in AS3

    - by Opoe
    I'm working on a flash game, coding on the time line. What I'm trying to accomplish is the following: With the mouse you swing and throw/release a ball which bounces against the walls and eventualy comes to point where it lays still (like a real ball). I allmost had it working, but now the ball sticks to the mouse, in stead of being released, my question to you is: Can you help me make this work and explain to me what I did wrong? You can simply preview my code by making a movieclip named 'circle' on a 550x400 stage. stage.addEventListener(Event.ENTER_FRAME, circle_update); var previousPostionX:Number; var previousPostionY:Number; var throwSpeedX:Number; var throwSpeedY:Number; var isItDown:Boolean; var xSpeed:Number = 0; var ySpeed:Number = 0; var friction:Number = 0.96; var offsetX:Number = 0; var offsetY:Number = 0; var newY:Number = 0; var oldY:Number = 0; var newX:Number = 0; var oldX:Number = 0; var dragging:Boolean; circle.buttonMode = true; circle.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); circle.addEventListener(Event.ENTER_FRAME, throwcircle); circle.addEventListener(MouseEvent.MOUSE_DOWN, clicked); circle.addEventListener(MouseEvent.MOUSE_UP, released); function mouseDownHandler(e:MouseEvent):void { dragging = true; stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); offsetX = mouseX - circle.x; offsetY = mouseY - circle.y; } function mouseUpHandler(e:MouseEvent):void { dragging = false; } function throwcircle(e:Event) { circle.x += xSpeed; circle.y += ySpeed; xSpeed *= friction; ySpeed *= friction; } function changeFriction(e:Event):void { friction = e.target.value; trace(e.target.value); } function circle_update(e:Event){ if ( dragging == true ) { circle.x = mouseX - offsetX; circle.y = mouseY - offsetY; } if(circle.x + (circle.width * 0.50) >= 550){ circle.x = 550 - circle.width * 0.50; } if(circle.x - (circle.width * 0.50) <= 0){ circle.x = circle.width * 0.50; } if(circle.y + (circle.width * 0.50) >= 400){ circle.y = 400 - circle.height * 0.50; } if(circle.y - (circle.width * 0.50) <= 0){ circle.y = circle.height * 0.50; } } function clicked(theEvent:Event) { isItDown =true; addEventListener(Event.ENTER_FRAME, updateView); } function released(theEvent:Event) { isItDown =false; } function updateView(theEvent:Event) { if (isItDown==true){ throwSpeedX = mouseX - previousPostionX; throwSpeedY = mouseY - previousPostionY; circle.x = mouseX; circle.y = mouseY; } else{ circle.x += throwSpeedX; circle.y += throwSpeedY; throwSpeedX *=0.9; throwSpeedY *=0.9; } previousPostionX= circle.x; previousPostionY= circle.y; }

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Java swing hold buttons

    - by Simon Charette
    Hi, I'm trying to create a subclass of JButton or AbstractButton that would call specified .actionPerformed as long as the mouse is held down on the button. So far I was thinking of extending JButton, adding a mouse listener on creation (inside constructor) and calling actionPerformed while the mouse is down. So far i came up with that but I was wondwering if I was on the right track and if so, how to correctly implement the "held down" logic. package components; import java.awt.event.ActionEvent; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.Action; import javax.swing.Icon; import javax.swing.JButton; public class HoldButton extends JButton { private class HeldDownMouseListener implements MouseListener { private boolean mouseIsHeldDown; private HoldButton button; private long millis; public HeldDownMouseListener(HoldButton button, long millis) { this.button = button; this.millis = millis; } @Override public void mouseClicked(MouseEvent arg0) { } @Override public void mouseEntered(MouseEvent arg0) { } @Override public void mouseExited(MouseEvent arg0) { } @Override public void mousePressed(MouseEvent arg0) { mouseIsHeldDown = true; // This should be run in a sub thread? // while (mouseIsHeldDown) { // button.fireActionPerformed(new ActionEvent(button, ActionEvent.ACTION_PERFORMED, "heldDown")); // try { // Thread.sleep(millis); // } catch (InterruptedException e) { // e.printStackTrace(); // continue; // } // } } @Override public void mouseReleased(MouseEvent arg0) { mouseIsHeldDown = false; } } public HoldButton() { addHeldDownMouseListener(); } public HoldButton(Icon icon) { super(icon); addHeldDownMouseListener(); } public HoldButton(String text) { super(text); addHeldDownMouseListener(); } public HoldButton(Action a) { super(a); addHeldDownMouseListener(); } private void addHeldDownMouseListener() { addMouseListener(new HeldDownMouseListener(this, 300)); } } Thanks a lot for your time.

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  • How can I stop a movie (from current frame) playing when I click on next frame - FLASH CS4?

    - by ladygeekgeek
    I have four movie clips (.f4v) in 4 frames in a movie with watch buttons.. This movie has them been imported into a main movie container that has next and previous buttons. However if i play a movie then hit next frame, the movie continues to play in the background. How can I shop this? The code below shows one of the actionscripts for a movie clip and then the main actionscript in the main movie. I am a flash newbie, so all help appreciated. Many thanks. stop(); watch1_btn.addEventListener(MouseEvent.CLICK, playMovie1); function playMovie1(event:MouseEvent):void { movie1_mc.play(); } // Button Listeners next_btn.addEventListener(MouseEvent.CLICK, nextSection); prev_btn.addEventListener(MouseEvent.CLICK, prevSection); function nextSection(event:MouseEvent):void { var thisLabel:String = pages_mc.currentLabel; // gets current frame label as string var thisLabelNum:String = thisLabel.replace("sct", ""); // cuts the leading letters off of the number var curNumber:Number = Number(thisLabelNum); // converts that string number to a real number if (curNumber < 5) { var nextNum:Number = curNumber + 1; // adds 1 to the number so we can go to next frame label pages_mc.gotoAndStop("sct" + nextNum); // This allows us to go to the next frame label } } /////////////////////////////////////////////////////////////////////////// function prevSection(event:MouseEvent):void { var thisLabel:String = pages_mc.currentLabel; // gets current frame label as string var thisLabelNum:String = thisLabel.replace("sct", ""); // cuts the leading letters off of the number var curNumber:Number = Number(thisLabelNum); // converts that string number to a real number var prevNum:Number = curNumber - 1; // subtracts 1 from the number so we can go to next frame label pages_mc.gotoAndStop("sct" + prevNum); // This allows us to go to the previous frame label }

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  • Flex/Flash: Don't show 'bar' cursor when dragging over a TextField/TextArea?

    - by David Wolever
    As the title suggests, how can I prevent the "bar" cursor from appearing when I click-and-drag over a TextField? For example, consider this interaction: I'd like to prevent the cursor changing to the "bar" in step "2". How can I do that? I've tried fiddling with the selectable flag: protected static function fixMouseOverAfordance(field:TextField):void { var iOwnClick:Boolean = false; function handleMouseOver(event:MouseEvent):void { if (event.buttonDown) { field.selectable = iOwnClick; } else { field.selectable = true; iOwnClick = false; } } field.addEventListener(MouseEvent.MOUSE_OVER, handleMouseOver, false, EventPriority.CURSOR_MANAGEMENT+1); field.addEventListener(MouseEvent.ROLL_OVER, handleMouseOver, false, EventPriority.CURSOR_MANAGEMENT+1); field.addEventListener(MouseEvent.MOUSE_MOVE, handleMouseOver, false, EventPriority.CURSOR_MANAGEMENT+1); field.addEventListener(MouseEvent.MOUSE_DOWN, function(event:MouseEvent):void { iOwnClick = true; field.selectable = true; }); } But the "bar" cursor still appears the first time the mouse is moved over the text field (however, after it has been moved out then moved back in, it does the right thing).

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  • AS3---TypeError: Error #1009: Cannot access a property or method of a null object reference

    - by user571620
    I'm very new to flash and I really have no idea what I'm doing. Thank you in advance. its giving me that error after I click a button to go to another frame. After I get the error, some buttons do not go to its destination and instead it just does nothing. The error is as follows: TypeError: Error #1009: Cannot access a property or method of a null object reference. at wmhssports_fla::MainTimeline/frame39() Here is the code for frame 39: stop(); winter_btn.addEventListener(MouseEvent.CLICK, buttonClick1); function buttonClick1(event:MouseEvent):void{ gotoAndPlay(39); }; spring_btn_boys.addEventListener(MouseEvent.CLICK, buttonClick10); function buttonClick10(event:MouseEvent):void{ gotoAndPlay(114); }; fall_btn_boys.addEventListener(MouseEvent.CLICK, buttonClick11); function buttonClick11(event:MouseEvent):void{ gotoAndPlay(135); }; Edit: I could email the file to someone, if they could look at it for me? Its REALLY sketchy due to my inexperience with flash, but then again its not that big of a clip. email me at: [email protected]

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  • ActionScripting Issue: adding/removing children

    - by user1890698
    I have three movie clips all linked to the stage and I want them to behave like a button/ But I am not using a button because I have not found a way to have each part (up, over, down, hit) be animated and not just change when the mouse is in use with it. So far I have been able to have all three appear on my stage and show when I have the mouse over and as well when I click, but I think I'm doing something wrong with removeChild. Each MC should appear one at a time and now all three show up when I hover over and seem to "flash". Here's my code: var mainMoon:swayingMoon = new swayingMoon(); mainMoon.x = 50; mainMoon.y = 10; addChild(mainMoon); var hoverMoon:glowMoon = new glowMoon(); hoverMoon.x = 50; hoverMoon.y = 10; var movieMoon:clickedMoon = new clickedMoon(); movieMoon.x = 50; movieMoon.y = 10; mainMoon.addEventListener(MouseEvent.ROLL_OVER, showHoverMoon); mainMoon.addEventListener(MouseEvent.ROLL_OUT, hideHoverMoon); hoverMoon.addEventListener(MouseEvent.CLICK, startMovieMoon) function showHoverMoon(event:MouseEvent):void { addChild(hoverMoon); } function hideHoverMoon(event:MouseEvent):void { removeChild(hoverMoon) } function startMovieMoon(event:MouseEvent):void { addChild(movieMoon); }

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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