Video clip of Drag AND change of cursor

Is there another way to change the icon of the other than for startDrag/hidecursor use cursor? I have a SWF that uses stopDrags to another clip, and of course every time that the script stopDrag is called following the judgment of the cursor. Any ideas?

bcmpro,

> Is there another method of changing the cursor icon
> other than using startDrag/hidecursor?

Sure thing. It, just put the cursor x and is coordinated at
the mouse on a kind of rehearsal loop, like MovieClip.onEnterFrame
or setInterval() in ActionScript 2.0 or Event.ENTER_FRAME or the Timer class
in ActionScript 3.0.

> I have a SWF that uses stopDrags to another clip,.
> and of course whenever the script stopDrag is called the
> cursor stops after. Any ideas?

Included; makes perfect sense. Here's a short article that shows my
above the suggestion in a slightly different way. It is certainly more complex
that you're asking for, but the same mechanism applies.

http://www.quip.net/blog/2006/Flash/ActionScript-20/how-to-constrain-circle

In this article, the loop of 'slide' is based on the
MovieClip.onMouseMove events in ActionScript 2.0. The article goes into some
detail explaining the process, but here is a quick example. What follows
assumes that your video clip of "cursor" contains the instance name mcCursor.

mcCursor.onEnterFrame = function (): Void {}
This ._x = _root._xmouse;
This ._y = _root._ymouse;
}

It's a simple MovieClip.onEnterFrame approach. A function is affected
in the event the mcCursor clip MovieClip.onEnterFrame. The
function sets the MovieClip._x and MovieClip._y of this clip properties
in the corresponding properties of mouse from the main timeline. The main
timeline (here referenced by _root) is, in fact, a clip, that's why
a reference to it is supported by the properties of the MovieClip class.

The previous example is as good as your framerate. In
low-framerate movies, the "cursor" will be a little jitter. The setInterval()
approach could better meet your needs, since setInterval() allows the
function updateAfterEvent(), which updates the screen immediately, rather
Once each image:

setInterval)
function (): Void {}
mcCursor._x = _root._xmouse;
mcCursor._y = _root._ymouse;
updateAfterEvent();
}, 33
);

The setInterval() function takes two parameters: a) a function of
repetition and (b) the period of time in which to repeat (in this case, 33
milliseconds).

setInterval (functionToPerform, whenToPerform);

In the light of the foregoing, the housing looks:

function (): Void {}
mcCursor._x = _root._xmouse;
mcCursor._y = _root._ymouse;
updateAfterEvent();
}

... While the slot gets 33.

David Stiller
Co-author, Foundation Flash CS3 for designers
http://tinyurl.com/2k29mj
"Luck is the residue of good design."

Tags: Adobe Animate

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