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Thread: Disable click event when object is hidden

  1. #1
    Junior Member
    Join Date
    Mar 2007
    Posts
    10

    Disable click event when object is hidden

    Hi all,

    I have a very confusing conundrum and am not even sure how to word it in the subject line. I have a game where "targets" hide behind trees and when they pop out from behind, you click them and they are destroyed. For some reason though, when you click the tree they are hiding behind, they still get destroyed. I want them to be safe from the user clicks when hiding. Here is a sample of the code I am using:

    Code:
    stage.addEventListener(MouseEvent.CLICK, onClickHandler, false, 0, true);
    function onClickHandler(event:MouseEvent):void
    {
        mousePositionX = stage.mouseX;
        mousePositionY = stage.mouseY;
        var bullet:MovieClip = createBullet();
        TweenMax.to(bullet, .5, {x:mousePositionX, y:mousePositionY, onComplete:removeSnowball});
    	function removeSnowball():void {
    		var poof:Poof = new Poof();
    		if(bullet.hitTestObject(target1)) {
    			poof.x = bullet.x;
    			poof.y = bullet.y;
    			addChild(poof);
    			target1.gotoAndPlay(21);
    			removeChild(bullet);
    			playerScore++; //increase playerScore by 1
    			updateTextFields();
    		} else {
    		removeChild(bullet);
    		bullet = null;
    		}
    	}
    }
    I tried adding an else if statement like so:
    Code:
    else if(bullet.hitTestObject(backtrees)) {
    			poof.x = bullet.x;
    			poof.y = bullet.y;
    			addChild(poof);
    			removeChild(bullet);
    }
    but that did nothing as well. As you can see, it is not the click of the user that causes the target to disappear, but the hittestobject that causes it to disappear. Would any one have an idea on what is causing this? Thank you so so much in advance!!!

  2. #2
    Mod cancerinform's Avatar
    Join Date
    Mar 2002
    Location
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    Posts
    13,448
    Try this:

    var _boundsm2:int = m2.x + m2.width;
    var _boundsm1:int = m1.x + m1.width;
    if (m3.hitTestObject(m1))
    {
    if((_boundsm1 > _boundsm2) || m1.x < m2.x)
    {
    trace ("HIT");
    }

    }

    m2 is the tree in this example, m3 the bullet and m1 the target.
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  3. #3
    Junior Member
    Join Date
    Mar 2007
    Posts
    10
    Thank you for your response! I just got around to trying out the code today. It's a bit glitchy though and I've been messing with it all morning. The best I seem to be able to do is get it so that the Target doesn't click when behind the Tree...but it also doesn't click at all. This is what I tried that worked closest:

    Code:
    var boundsTree1:int=Tree1.x + Tree1.width;
    var boundstarget1:int=target1.x + target1.width;
    if (bullet.hitTestObject(target1)) {
         if (boundsTree1 < boundstarget1) {
            poof.x = bullet.x;
    	poof.y = bullet.y;
    	addChild(poof);
    	target1.gotoAndPlay(21);
    	removeChild(bullet);
    	playerScore++; //increase playerScore by 1
    	updateTextFields();
         }else{
            removeChild(bullet);
            bullet=null;
    }
    Any thoughts???
    Thank you!!

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