On 26 Jan 2006, at 11:38, Roman Blöth wrote:

<g> - well, in my case I switched to a onEnterFrame-method checking the _mousex and _mousey relative to the mc itself (i.e. the background-mc) and only when the mouse is outside the mc's coordinates I let Flash do what else would be in a onMouseLeave- method. Not the smartest way, maybe, but it works as intended.


I was really hoping to avoid that kinda thing.


Andreas:

There is no quick solution. If clip A contains clip B and both have mouse events, clip A takes precedence. Period. Use xmouse/ymouse vs the clip width and height. That's the extent of it. Or use a different nesting order, using levels instead of depth for instance. But a clip with mouse events containing a button will take precedence until those events are removed.

Can you please explain how I would use Levels instead of Depth?


Tom:

one way is to change your hit areas dependent on state, if you know what I
mean.

I think that is what I will try next. Pretty much what I used to do when I timelined it instead.

or you can use a bit of AS to do a simple hitTest against the mouse instead
of using a hitArea at all....

Can explain this to me please? And I would be doing the hitTest onEnterFrame right?

more than one way to skin this particular cat...

Great, the more the merrier. It seems like one of those simple issues that should have been worked out by now. Every method suggested so far sounds like a workaround. Anything coming in AS3 that will make things easier?

Thanks a lot for all your help 
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