Migrating _xmouse to as3

  • deafdigit
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  • deafdigit
  • Posts: 7

Post 3+ Months Ago

Hey guys,


I've scoured what feels like the entire internet to get an answer for this question, but it just doesn't seem to be out there, so I figured I'd get a straight answer once and for all.

In as2, attaching _xmouse to a object would return the mouse_coords relative to that object.
I know that _xmouse have changed to mouseX in as3, but this seems to return the absolute mouse-coords no matter what I attach it to, regardless that it is actually attachable to objects:

Code: [ Select ]
import flash.display.Sprite;
import flash.events.MouseEvent;

var square:Sprite = new Sprite();
square.graphics.beginFill(0xFF0000);
square.graphics.drawRect(100, 100, 100, 100);
addChild(square);

square.addEventListener(MouseEvent.CLICK, traceCoordinates);
stage.addEventListener(MouseEvent.CLICK, traceCoordinates2);

function traceCoordinates(e:Event):void {
  trace(square.mouseX, square.mouseY);
}

function traceCoordinates2(e:Event):void {
  trace(mouseX, mouseY);
}
  1. import flash.display.Sprite;
  2. import flash.events.MouseEvent;
  3. var square:Sprite = new Sprite();
  4. square.graphics.beginFill(0xFF0000);
  5. square.graphics.drawRect(100, 100, 100, 100);
  6. addChild(square);
  7. square.addEventListener(MouseEvent.CLICK, traceCoordinates);
  8. stage.addEventListener(MouseEvent.CLICK, traceCoordinates2);
  9. function traceCoordinates(e:Event):void {
  10.   trace(square.mouseX, square.mouseY);
  11. }
  12. function traceCoordinates2(e:Event):void {
  13.   trace(mouseX, mouseY);
  14. }


The above code returns the absolute value of the mouse-coords no matter where I click - on the square, or on the stage.

So my question is this: Is there a way to get the mouse-coords relative to an object in AS3?


As always, thank you all in advance,
// deafdigit
  • Anonymous
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Post 3+ Months Ago

  • IceCold
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  • Posts: 1254
  • Loc: Ro

Post 3+ Months Ago

Strange situation, but i'm afraid flash it's quite correct about what it returns, and in it's point of view, the coordinates are local :D
Let me explain what you do.
1. you create a new sprite, and since it's an empty sprite, it will start from 0,0 with a 0 x 0 width x height.
2. inside that sprite, starting from 100, 100, you draw a square. Flash consider that your sprite is starting from 0, 0 and you only draw the rectangle inside it. It calculates the width and height based on the width/height of the objects inside the sprite, but the coordinates are calculated from 0, 0, even if it doesn't consider the empty space as being part of the sprite.
So instead of creating the rectangle at 100, 100, create it at 0,0
and then move the square to 100, 100.
Code: [ Select ]
square.graphics.drawRect(0, 0, 100, 100);
square.x = 100; square.y = 100;
  1. square.graphics.drawRect(0, 0, 100, 100);
  2. square.x = 100; square.y = 100;

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