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ActionScript 3 interactive objects tutorial. This article or section is incomplete and its contents need further attention. Some sections may be missing, some information may be wrong, spelling and grammar may have to be improved etc. Use your judgment! 1 Overview Learning materials Grab the various *.fla files from here: 2 Manipulating objects The principle of (simple) object manipulation is fairly simple: change properties of a display object. Below, we show a few little examples that demonstrate how to manipulate objects with mouse events (see the ActionScript 3 event handling tutorial for more details).

Symbol instances you want to manipulate must be named You could imagine dozens of other simple examples, but it's not so easy to understand the technical ActionScript documentation which is made for programmers and not designers. 2.1 Simple repositioning example To understand what is going on below, you may want to look at: actionscript3-simple-object-manipulation.html. ActionScript 3 event handling tutorial. This article or section is a stub. A stub is an entry that did not yet receive substantial attention from editors, and as such does not yet contain enough information to be considered a real article. In other words, it is a short or insufficient piece of information and requires additions. 1 Overview Learning goals Learn some essentials of the event handling model of Flash 9 (CS3) / ActionScript 3.

Learn some Action Script 3 (to be used within the Flash IDE) Prerequisites Flash CS3 desktop tutorial Flash drawing tutorial Flash button tutorial Flash components tutorial Moving on ActionScript 3 interactive objects tutorial (you also may directly read this piece) The Flash article has a list of other tutorials. Quality This text should technical people get going and may not be good enough for self-learning beginners. Level Learning materials Grab the various *.fla files from here: 2 Introduction Below a few basic principles This name must be legal: AS3 navigation for a noob. While there's nothing explicitly wrong with Micropixel's code, if you're dealing with multiple buttons, you might want to think about using a loop and arrays to register your events. Also, you could actually register the same listener for all mouse events, then run a switch conditional within your listener to determine what code runs upon user interaction.

Lastly, I'm not sure how you're intending the links to work. I wouldn't think that you would call the same URL for all buttons... right? Or does one button link to a URL while the rest of them do something else..? Either way, that could all be handled with a couple arrays and a loop. Here's a quick example of how you could handle 3 buttons, all with different URL's: Code: Select all var buttons : Array = [button1, button2, button3];var urls : Array = ['www.google.com', 'www.yahoo.com', 'www.adobe.com'];var i:int = 0; As you could see, using a loop could cut your code down substantially, depending on the number of buttons you have.

AS3 Tutorial: Moving Based On Mouse Location | Flashmech.net. April 22nd, 2008 · 34 Comments · ActionScript, Flash Platform, Tutorials Learn a simple way to detect location differences.Make something move using that difference.Tutorial Files In its entirety, this is a very basic tutorial. However, I’ve planned for great things through the use of this technique, so getting through the basics is necessary. The inline comments are actually pretty self-explanatory, so there’s no point in me repeating them all over again. What I wish to highlight is that in line 10, diff may be either a positive or negative integer, depending on where the mouseX is.

This is the key which determines which direction the square mc should be moving towards. If you like, you can alter this class variable, maxSpeed, to change the maximum movement speed of the square: private var maxSpeed:uint = 10; Tags: Labs.zeh.com.br » Blog Archive » On user-triggered and user-controlled interface animation.

Attention: you're visiting an archived version of this post on my old website. Click here to view this same post on my new website. Working on the development of Flash interfaces, there’s a very important aspect of screen element animation that often comes up on advanced actionscript discussions. It’s an easy question, but one with no easy way to explain, much less respond - when to use tweening animation controlled by tweening engines or classes, and when to use some other custom approach? I have to admit my academic vocabulary isn’t exactly the best when it comes to this issue; I don’t know if such a thing even exists.

However, here, I’ll try to show two different ways of animating screen elements; and since it’s at the heart of this matter, and also because it allows me to feature a couple of new examples with source, I’ll do so by using Tweener, my own tweening extension. An user triggered animation is what happens when, say, you click a button and something happens. AS3 Mouse Events and Mouse Related User Actions - web, game and interactive development with flash, flex, silverlight, unity 3d, torque 3d, canvas - actionscript, c#, javascript, mono, python » AS3 Mouse Events and Mouse Related User Actions. Flash is great for monitoring all actions by a user from what they type to what their mouse is doing and for how long. We have many tracking systems that rely on script in Flash and HTML when not using flash that can detect user interaction with our applications.

Many tracking companies also use this info for hotspot or heat maps to see what your users are messing with. To do all this interaction logging and tracking you need mouse events. Mouse events drive games, applications, cool user controlled interfaces, expected user direction and simplify your application. Here is a list of all the events that are clearly implemented in AS3: CLICK : String = “click” MouseEvent Used to detect mouse clicks. DOUBLE_CLICK : String = “doubleClick” MouseEvent Used to detect double clicks. MOUSE_DOWN : String = “mouseDown” MouseEvent Checks when mouse is pressed down. MOUSE_LEAVE : String = “mouseLeave” Event Monitors when the mouse leaves the stage.

Wiring up Events in AS3 is easier than its ever been. Gesture.zip MouseGesture.as. Quick Tip: How to Detect Mouse Direction Using ActionScript. In this Quick Tip you will learn how to get the mouse's current direction in your Flash application using AS3. You could use this to create an interesting control method for a game, using a mouse like a joystick, for example. For now we will just display the direction on screen. Preview Here's a quick example to demonstrate what we're working towards: Brief Overview Using a MouseEvent.MOUSE_MOVE event we'll monitor the movement of the mouse cursor, store the data in variables and display its current direction.

Step 1: Create a New File Open Flash and create a new Flash File (ActionScript 3). Step 2: Open Actions Panel Press Option + F9, or go to Window > Actions to open the Actions Panel. Step 3: Variables Enter the variables we'll use; their names are fairly self-explanatory: Step 4: Main Function This is the main function: Step 5: Check Direction This code calls the functions which check the direction and displays the result in the stage TextField. Step 6: Get Directions Check the mouse directions. Mouse Gesture. At the last Adobe Learning Summit, I attended Josh Cavalier’s presentation on Captivate for mobile.

It was a very good and entertaining presentation. Josh presented examples of Captivate courses built for his mobile. It was clear that the standard playbar and controls were not meant for the mobile world and Josh said quite a few times that you would need to build a widget for doing this or that. At some point, the subject of gesture recognition was brought forth and many wished that Captivate would include this in a future release. So, I used this API to create a widget that would recognize the standard gestures to switch page. If you want the widget, you can get it HERE. UDM Downloads > Mouse Gestures! Adding GML-Defined Manipulations, Using Method 2: AS3 Constructors & Manipulations | Flash Tutorials. Adding GML-Defined Manipulations, Using Method 2: AS3 Constructors & Manipulations The first step in creating an interactive touch object is to construct a new instance of a TouchSprite object.

This is done using methods similar to creating a Sprite. For example: var ts0:TouchSprite = new TouchSprite(); As with Sprites and MovieClips; images can be dynamically loaded directly into the display object. var Loader0:Loader = new Loader(); Loader0.load(new URLRequest("library/assets/crystal0.jpg")); ts0.addChild(Loader0); TouchSprites and TouchMovieClips inherit the complete set of public properties available to Sprites and MovieClips. Ts0.x = 200; ts0.y = 100; ts0.rotation = 45; ts0.scaleX = 0.5; ts0.scaleY = 0.5; addChild(ts0); Unlike Sprites and MovieClips, all TouchSprites and TouchMovieClips have the ability to detect and process multitouch gestures as defined by the root GML document. This adds the gesture "n-drag" to the touch object* effectively activating gesture analysis on "ts0". Adding GML-Defined Manipulations, Using Method 2: AS3 Constructors & Manipulations. This tutorial will teach you how to create a simple touch object using actionscript and attach a GML-defined multitouch gesture.Type: Flash TutorialsLevel: Beginner Daily Email Newsletters Weekly Email Newsletters Subscribe to receive the latest design and creative business news, tutorials, and resources delivered to you via email—either daily (below) or weekly, to your computer, tablet, or mobile phone.

IMPORTANT NOTE: The newsletters and subscription confirmation email will be sent from the address briefing@iampariah.com. Privacy and CAN-SPAM Compliance All Pariah Burke newsletters comply with the U.S. Canvas. Interpret mouse gestures with DoGesture. Fljot/Gestouch. Behind the Scenes: Mouse Gestures in a Usable Way. Our new .com was a great excuse to play around with some big ideas we’ve had kicking around. And, if you’ve visited the new AgencyNet.com, you probably noticed that we have a bit of a thing for user interface. Our new site explores a range of UX paradigms and inputs — exploring a building, navigating a slideshow, even using the touch-sensitive iPhone as an input mechanism.

We also employed a unique navigation system in our “Culture” section, exploring the ability to browse content without clicking buttons or scrolling in a page. The system was designed to facilitate a more human friendly interaction between the Flash application and the user by using “mouse gestures”. Most of us are already familiar with this concept. We’ve already revealed some of the secrets behind our eye-catching homepage and, in the spirit of open source, we thought we’d do the same here. Developer note: Gesture navigation is not suitable for every application. A horizontal line to zoom out.

A vertical line to zoom in. Detecting mouse gestures in Flash with AS3. How to Add Mouse Gesture Control to Your Flash Projects: Single-Stroke Gestures. I recently bought my first Bamboo, a Wacom tablet that recognises letters from shapes drawn with the stylus. It tickled memories of my first experience with gesture-controlled application: using mouse gestures, web browsers such as Maxthon (and later Opera) allowed users to quickly move back and forth through webpages in the history, switch between different tabs, and so on. I was facinated by its neat user interface, as it takes away traditional mouse clicks. Of course, sophisticated gesture-controlled devices such as the Kinect, iPad and iPhone are now available - but it all started with the good old PC.

In this tutorial, you'll learn how to develop a photo gallery that recognises singular mouse gestures. Final Result Preview Let's take a look at the final result we will be working towards. (Note: this doesn't snap to center the photo when panning; it's sensitive to the length of the line that you draw.) Step 1: Tutorial Flow Step 2: Gesture Detection: Vector Analysis Step 5: Variables.