Ok, thanks for the help, I will post language questions elsewhere in future. 
For interest sake (from the Actionscript 3 programming guide) :

"To ensure that your program responds to events, you must add event listeners, 
either to the event target or to any display list object that is part of an 
event object’s event flow."

which explains why your examples worked and mine didn't.
Izak



----- Original Message ----
From: Scott Langeberg <[EMAIL PROTECTED]>
To: Open Source Flash Mailing List <[email protected]>
Sent: Tuesday, August 19, 2008 5:24:59 PM
Subject: Re: [osflash] Am I overlooking any crucial tools?


Yes, new thread would be better. And also probably the wrong group, as there is 
also flashcoders, flexcoders, etc.

Simple (not best?) answer is to add listeners to the full app, such as:

this.parent.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown)     
this.parent.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown)   

And you must first click into the app. Your code would work, if you clicked the 
text, as the parent Sprite only stretched to contain the TextField.

I normally do flex projects, so am only guessing in AS project, but this change 
did work for me.

-Scott


On Tue, Aug 19, 2008 at 9:59 AM, izak marais <[EMAIL PROTECTED]> wrote:

Hi there,

I don't know if it might be better to start a new thread, but this question is 
related to porting my code from AS2 to AS3 as suggested in this thread. Can 
anyone please help? It is (I think) a simple problem.

I can't get keyboard and mouse events to function properly. KeyBoard events 
(KEY_DOWN) don't seem to have any effect while mouse events only work 
occasionally. Below  is a minimal example. When I run it and press keys and the 
mouse (while flash has focus), I occasionaly  see "onMouseDown():called", 
although  it is very random, the number of traces is much fewer than the amount 
of actual mouse presses and generelly require at least 2 seconds between 
presses to register (although sometimes it does not work even when I wait 
longer). Key presses do not result in any traced output. 

(I did check wheter the problem perhaps lies with "trace()" by doing someting 
in the event-functions, but this is not the case).

Please help somebody! 
Thanks
Izak


"
package { 
    import flash.display.Sprite; 
    import flash.text.TextField; 
    import flash.events.KeyboardEvent 
    import flash.events.MouseEvent 

     
    public class HelloWorld extends Sprite { 
         
        public function HelloWorld() { 
            var display_txt:TextField = new TextField(); 
            var i:int; 
            trace("HelloWorld():called") 

            display_txt.text = "Hello World!"; 
             
            addChild(display_txt) 
            addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown)     
            addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown) 
             
        } 
         
        public function onKeyDown(event:KeyboardEvent):void { 
            trace("onKeyDown():called with "+event.charCode+", "+event.keyCode) 
        } 
         
        public function onMouseDown(event:MouseEvent):void { 
            trace("onMouseDown():called")     
        } 
    } 
} 
"



----- Original Message ----
From: Niels Wolf <[EMAIL PROTECTED]>

To: Open Source Flash Mailing List <[email protected]>

Sent: Tuesday, August 12, 2008 6:51:33 PM
Subject: Re: [osflash] Am I overlooking any crucial tools?

@Daren.. Thanks, but we use our own logging system that has different output 
options.


On 8/12/08 1:42 PM, "izak marais" <[EMAIL PROTECTED]> wrote:


@Niels: Thanks for clearing up my misunderstanding. 
@Daren: With AS2 I had been using a similar custom class to write to the 
top-level of the movie; based on that I had completely the wrong idea of what 
trace() should do. I'll try using trace() and 'tail' to output to shell and 
file; it seems useful. 

 Original Message ----
From: Darren Cook <[EMAIL PROTECTED]>
To: Open Source Flash Mailing List <[email protected]>
Sent: Tuesday, August 12, 2008 12:51:11 PM
Subject: Re: [osflash] Am I overlooking any crucial tools?

>> When you right-click the debug player you'll see an option there
>> called "Debugger".
> 
> Yes, but clicking on that does nothing as far as I can tell. (Perhaps
> it would link to the flex builder debugger if one had that...)

Sorry for the confusion; I just meant as a way to identify that you are
using the debug player. Like you Debugger doesn't actually do anything
for me.

BTW, I have a Logger class that has an option to write to the top-level
of the movie, and hide/show with the D key. It is open source (as soon
as I get around to doing a release); if you want a copy before then let
me know.

Darren


 

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-- 
: : ) Scott

Helping your grandma on the interweb
at: http://blog.criticalpile.com



      
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