鼠标松开事件无法正常工作
谁能帮我解决这个问题吗? 附件是 fla,其中包含我正在为一个项目编写的部分代码。
在鼠标的帮助下,您可以在图像上画一个圆圈,但由于某些原因,鼠标向上事件不起作用。当事件侦听器附加到舞台时它工作正常,但当它附加到影片剪辑时则不起作用。
另外,我如何限制只在矩形影片剪辑内部绘制圆。
这是代码
const CANVAS:Sprite = new Sprite();
var _dragging:Boolean = false;
var _corner:Point;
var _corner2:Point;
menFront.addEventListener(MouseEvent.MOUSE_DOWN, setAnchor);
menFront.addEventListener(MouseEvent.MOUSE_UP, completeRect);
function setAnchor(e:MouseEvent):void{
trace("mouse down");
if(!_dragging){
CANVAS.graphics.clear();
_corner = new Point(e.stageX, e.stageY);
_dragging = true;
menFront.addEventListener(MouseEvent.MOUSE_MOVE, liveDrag);
}
}
function completeRect(e:MouseEvent):void{
trace("mouse up");
if(_dragging){
_dragging = false;
menFront.removeEventListener(MouseEvent.MOUSE_MOVE, liveDrag);
CANVAS.graphics.lineStyle(0, 0, 0);
CANVAS.graphics.beginFill(0x222222,.5)
_corner2 = new Point(e.stageX, e.stageY);
trace(Point.distance(_corner,_corner2).toFixed(2));
CANVAS.graphics.drawCircle(_corner.x, _corner.y, Point.distance(_corner,_corner2));
addChild(CANVAS);
}
}
function liveDrag(e:MouseEvent):void{
CANVAS.graphics.clear();
CANVAS.graphics.lineStyle(0, 0x999999);
_corner2 = new Point(e.stageX, e.stageY);
//trace(Point.distance(_corner,_corner2).toFixed(2));
CANVAS.graphics.drawCircle(_corner.x, _corner.y, Point.distance(_corner,_corner2));
addChild(CANVAS);
}
can anyone please help me on this.
attached is the fla which has a part of code i am working on for a project.
with help of mouse you can draw a circle on the image, but for some reasons the mouse up event does not work. it works fine when the eventlisteners is attached to the stage, but does not work when its attached to the movieclip.
also how can i restrict the circle to be drawn only inside the movieclip which is a rectangle.
here is the code
const CANVAS:Sprite = new Sprite();
var _dragging:Boolean = false;
var _corner:Point;
var _corner2:Point;
menFront.addEventListener(MouseEvent.MOUSE_DOWN, setAnchor);
menFront.addEventListener(MouseEvent.MOUSE_UP, completeRect);
function setAnchor(e:MouseEvent):void{
trace("mouse down");
if(!_dragging){
CANVAS.graphics.clear();
_corner = new Point(e.stageX, e.stageY);
_dragging = true;
menFront.addEventListener(MouseEvent.MOUSE_MOVE, liveDrag);
}
}
function completeRect(e:MouseEvent):void{
trace("mouse up");
if(_dragging){
_dragging = false;
menFront.removeEventListener(MouseEvent.MOUSE_MOVE, liveDrag);
CANVAS.graphics.lineStyle(0, 0, 0);
CANVAS.graphics.beginFill(0x222222,.5)
_corner2 = new Point(e.stageX, e.stageY);
trace(Point.distance(_corner,_corner2).toFixed(2));
CANVAS.graphics.drawCircle(_corner.x, _corner.y, Point.distance(_corner,_corner2));
addChild(CANVAS);
}
}
function liveDrag(e:MouseEvent):void{
CANVAS.graphics.clear();
CANVAS.graphics.lineStyle(0, 0x999999);
_corner2 = new Point(e.stageX, e.stageY);
//trace(Point.distance(_corner,_corner2).toFixed(2));
CANVAS.graphics.drawCircle(_corner.x, _corner.y, Point.distance(_corner,_corner2));
addChild(CANVAS);
}
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如果您将 MouseEvent.MOUSE_UP 添加到您正在拖动的对象,则只有当 MOUSE_UP 发生时该项目位于鼠标下方时,该事件才会触发,但由于您正在使用以下命令更新该项目MOUSE_MOVE,这是 MOUSE_UP 发生和 MOUSE_MOVE 发生之间的竞争条件。
为了避免此类问题,您需要保证在实时更新周期内每当 MOUSE_UP 触发时您都会收到 MOUSE_UP。为此,请在需要时将事件侦听器添加到舞台,如下所示:
这样,如果您单击其他地方,您的completeRect就不会被无意中调用。
希望这有帮助
If you add the MouseEvent.MOUSE_UP to the object that you are dragging, the event will only fire if the item is underneath the mouse at the moment the MOUSE_UP happens, but since you're updating the item with MOUSE_MOVE, that's a race-condition between when the MOUSE_UP happens and when the MOUSE_MOVE happens.
To avoid such problems you want to guarantee that you receive the MOUSE_UP whenever MOUSE_UP fires, during your live-update cycle. To do that, add the event listener to the stage just when it's needed, something like this:
so that your completeRect doesn't get called inadvertently if you're clicking elsewhere.
Hope This Helps