Event.target movieclip

I have a movieclip named button1 that contains a dynamic text named txt in it.
My problem is that if i try
if(event.target==button1)
it will only recognize the click when it dosent intersect the dynamic textfield
So i have to do:
if(event.target==button1||event.target==button1.txt)
do you have any explanation for why i cant only check if the target is button1? because the textfield is inside the button so normally it is considered as a part of it
because the movieclip button1 is the container

Use currentTarget instead of target.
The difference between them is that target is the object that dispatched the event, while currentTarget is the object with the listener assigned to it.  Sometimes they are the same object, but target can often be another object within the object that has the listener assigned to it.
If you would like an explanation/with examples...
http://www.wastedpotential.com/?p=10

Similar Messages

  • How to check event.target type in "if" statement

    Hi, i have "roll over" event listener and i would like to that works only with MovieClips (without textfields etc.). I would like to write something like that:
    if(event.target == MovieClip){ do something }
    else { do something else}
    This doesn`t work properly.
    How to check type of event.target in "if" statement?
    Thanks for any help.


    if(getQualifiedClassName(event.target) == "flash.display::MovieClip"){ do something }
    else { do something else}
     .

  • Remove MovieClip with event.target.content

    Hi every one please i need your help i have this code and i want to remove baresClip but i cante removeit please helpme
    var loaderBares:Loader = new Loader();
        loaderBares.unload();
        loaderBares.load(new URLRequest("negocio/bares.swf"));
    loaderBares.contentLoaderInfo.addEventListener(Event.COMPLETE,loadBares);
    function loadBares(event:Event){
              var baresClip:MovieClip = event.target.content;
              baresClip.x= -474;
              baresClip.y= -135;
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              function prueba(event:MouseEvent):void{
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    function goToBotanas(event:MouseEvent):void
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              gotoAndPlay("botanas");

    oh, i see what you're doing.  you made baresClip local to loadBares.
    to remedy, use:
    var baresClip:MovieClip
    var loaderBares:Loader = new Loader();
        loaderBares.unload();
        loaderBares.load(new URLRequest("negocio/bares.swf"));
    loaderBares.contentLoaderInfo.addEventListener(Event.COMPLETE,loadBare s);
    function loadBares(event:Event){
              baresClip = event.target.content;
              baresClip.x= -474;
              baresClip.y= -135;
              addChild(baresClip);
    baresClip.over1.receta1.addEventListener(MouseEvent.CLICK, prueba);
              function prueba(event:MouseEvent):void{
                                  gotoAndStop("receta1");
                                  removeChild(baresClip); /*Here is working*/
    MovieClip(root).mc_negocio.menu_negocio.btn_botanas.addEventListener(M ouseEvent.CLICK, goToBotanas);
    function goToBotanas(event:MouseEvent):void
      removeChild(baresClip);   /*Here is not working*/
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  • How do I use event.target.name in AS2?

    Thanks to kglad I was able to see how event.target.name in AS3 could make a button load a movieclip with the same namesake.
    I'm doing the same thing now in AS2 but don't know what to write instead of event.target.name.
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    img3.onRelease = function() { trace (nextLoad); nextLoad.pop(); nextLoad.push("img3"); btnClick() }
    img2.onRelease = function() { trace (nextLoad); nextLoad.pop(); nextLoad.push("img2"); btnClick() }
    img1.onRelease = function() {
    nextLoad.pop();
    nextLoad.push("img1");
    btnClick()
    img0.onRelease = function() {
    nextLoad.pop();
    nextLoad.push("img0");
    btnClick()
    // The btn function
    function btnClick() {
    trace ("click");
    var myImgTween:Object = new Tween(imgholder, "_alpha", Strong.easeOut, 100, 0, 1, true);
    myImgTween.onMotionFinished = function() {
    fadeOutImg();
    // The btn function part II
    function fadeOutImg() {
    trace ("fadeOutImg");
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    var myImgTween:Object = new Tween(imgholder, "_alpha", Strong.easeOut, 0, 100, 1, true);
    I know I should be able to push the button name into the array, but am having to use a string... I'm sure my code is cumbersome!! But it works. I've tried pushing the button name but it end up including the full stage reference.
    Is there a cleaner way of doing this using event.target.name?
    Thanks for looking!

    There is no event.target in AS2. However since AS2 has no way of remembering the scope object where the target object resides, you can use this to your advantage to retrieve the name of the target by using the "this" command in the function whenever you use the above format "mc.onPress = myfunc". FYI, the popular workaround Delegate, made it possible that when you called "this" in the function, you could retrieve the scope object where the target instance resides. So without its use, "this" will return the name of the target object. Anyway this is the code you can use:
    imgholder.attachMovie("img0","image0_0",1);
    var nextLoad = ["img0"];
    img5.onRelease = onImgRelease;
    img4.onRelease = onImgRelease;
    img3.onRelease = onImgRelease;
    img2.onRelease = onImgRelease;
    img1.onRelease = onImgRelease;
    img0.onRelease = onImgRelease;
    function onImgRelease():Void {
       nextLoad.pop();
       nextLoad.push(this._name);
       btnClick();
    // The btn function
    function btnClick() {
       trace("click");
       var myImgTween:Object = new Tween(imgholder, "_alpha", Strong.easeOut, 100, 0, 1, true);
       myImgTween.onMotionFinished = function() {
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    // The btn function part II
    function fadeOutImg() {
       trace("fadeOutImg");
       imgholder.attachMovie(nextLoad,"image1_1",1);
       var myImgTween:Object = new Tween(imgholder, "_alpha", Strong.easeOut, 0, 100, 1, true);

  • Attached corresponding image in mouse without using event.target.name in actionscript 3

    Hi,
    AS3:
    How to get general id (or) name from xml loaded images. bcoz, i want to drag and drop that images in generic method. Now, i currently used the event.target.name for each one.
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              columns_bg=bg_myXML.@COLUMNS;
              bg_my_x=bg_myXML.@XPOSITION;
              bg_my_y=bg_myXML.@YPOSITION;
              bg_my_thumb_width=bg_myXML.@WIDTH;
              bg_my_thumb_height=bg_myXML.@HEIGHT;
              bg_my_images=bg_myXML.IMAGE;
              bg_my_total=bg_my_images.length();
              bg_container_mc = new MovieClip();
              bg_container_mc.x=bg_my_x;
              bg_container_mc.y=bg_my_y;
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                       bg_thumb_loader.load(new URLRequest(bg_thumb_url));
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                       if (bg_x_counter+1<columns_bg) {
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                                 bg_x_counter=0;
                                 bg_y_counter++;
    function thumbLoaded_bg(e:Event):void {
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              sprite.addChild(my_thumb_bg);
              sprite.x=4;
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    I want to change this code in generic method. do needful.
    function bg_down(event:MouseEvent):void {
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              if (event.currentTarget.name=="bg_load0") {
                      var alaska_mc:alaska_png=new alaska_png();
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                       alaska_mc.x=stage.mouseX;
                       alaska_mc.y=stage.mouseY;
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                       alaska_inc++;
                       alaska_mc.startDrag(false);
                      alaska_mc.addEventListener(MouseEvent.MOUSE_UP, stdrag);
                       alaska_mc.addEventListener(MouseEvent.MOUSE_UP, stdrag);
              if (event.currentTarget.name=="bg_load1") {
                       var lake_mc:lake_png=new lake_png();
                       addChild(lake_mc);
                       lake_mc.x=lake_mc.mouseX;
                       lake_mc.y=lake_mc.mouseY;
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                       lake_mc.startDrag(false);
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                       var mountn_mc:mountn_png=new mountn_png();
                       addChild(mountn_mc);
                       mountn_mc.x=mountn_mc.mouseX;
                       mountn_mc.y=mountn_mc.mouseY;
                       mountn_mc.name="mountn_duplicate"+mountn_inc;
                       mountn_inc++;
                       mountn_mc.startDrag(false);
                       mountn_mc.addEventListener(MouseEvent.MOUSE_UP, stdrag);
              if (event.currentTarget.name=="bg_load3") {
                       var town_mc:town_png=new town_png();
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                       town_mc.x=town_mc.mouseX;
                       town_mc.y=town_mc.mouseY;
                       town_mc.name="town_duplicate"+town_inc;
                       town_inc++;
                       town_mc.startDrag(false);
                       town_mc.addEventListener(MouseEvent.MOUSE_UP, stdrag);
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                       var water_mc:water_png=new water_png();
                       addChild(water_mc);
                       water_mc.x=water_mc.mouseX;
                       water_mc.y=water_mc.mouseY;
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                       water_inc++;
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                       city_mc.y=city_mc.mouseY;
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                       city_mc.startDrag(false);
                      city_mc.addEventListener(MouseEvent.MOUSE_UP, stdrag);
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                       addChild(citywide_mc);
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                       tropical_mc.y=tropical_mc.mouseY;
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                       var waters_mc:waters_png=new waters_png();
                       addChild(waters_mc);
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                       waters_mc.y=waters_mc.mouseY;
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    Please suggest me if any  one.
    Regards,
    Viji. S

    for each loader created, create a movieclip and add your loader to the movieclip.  assign all the properties you want to retrieve later to the movieclip and assign your event listeners to the movieclip.

  • Event.Target issue

    Hi, I think I wrote this wrong but can't find a solution.
    This works:
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    function RunTraining(e:MouseEvent):void
    Global.run = Parts1_mc.Parts1.text;
    trace(Global.run);
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    function RunTraining(e:MouseEvent):void
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    Simpler is a relative thing, so I may miss since my understanding of this is also simple (more of an acceptance than an understanding)... greater minds might prevail here with a better explanation (or possibly a more confusing one).
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        trace("     "+evt.target.name);
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  • Event.target confusion?

    I'm trying to reusing function by using event.target, but after searching and trying different method online, I found the hardest part to understand is event.target part...
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    2.event.target.name
    3.event.currentTarget                             //e.g. event.currentTarget.addChild(myMc);
    4.event.currentTarget.name                    //e.g. var newswf:URLRequest= new URLRequest( event.target.name +".swf");
    5. MovieClip(event.currentTarget)            //e.g. addChild(MovieClip(event.currentTarget));

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    MovieClip  Sprite DisplayObjectContainer InteractiveObject DisplayObject EventDispatcher Object
    The main culprit is the event.currentTarget property, which returns the safest option, Object. But it doesn't mean the circle becames only Object and nothing more, it means that the circle is just treated as just-an-object until you explicitly say "treat it as a MovieClip" by casting it as MovieClip: MovieClip(event.currentTarget).

  • Why can't I remove event.target?

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              var hitBrick:Brick;
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              var levelNum:Number=1;
              var bonus:Bonus;
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              var hitTest:Boolean;
              var hitArray:Array;
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              private function setUpGame(frameNo:Number){
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                   paddle.x=300;
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                   addChild(level)
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              private function addBonus(xPos:Number,yPos:Number){
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              private function applyBonus(){
              private function removeBonus(e:Event){
                   bonusToBeRemoved=Bonus(e.target)
                   removeChild(DisplayObject(e.target))

  • How do I use the event.target.name String with an external dispatchEvent?

    ...I hope the title question makes sense...
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    Loading the SWFs was working until I tried to create a universal button function for the dispatchEvent buttons...
    The problem I have is that I don't know how to define the String to tell the newSWFRequest where to find the SWF when triggered by the external buttons.
    (I may be doing this all wrong... but figured the best way to load an SWF on to the main stage from an external SWF was by using dispatchEvent??)
    My code triggers the Event and the gallery loader fades out, but then it cannot find the new SWF:
    Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.
    Please can someone help me understand the way to make the String point in the right direction? (I think the only errors are in bold below)
    Code:
    var myTweenIn2:Tween;
    var myTweenOut2:Tween;
    var nextLoadS2:String;
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    addEventListener("contactStage", btnClickExtrnl);
    function btnClickExtrnl(e:Event):void {
    nextLoadS2 = ?????
    myTweenOut2=new Tween(gallery,"alpha",None.easeOut,gallery.alpha,0,0.2,true);
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    function tweenOutCompleteF2(e:TweenEvent){
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    That works – thank you!
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        gallery.y = Ypos;
    But I cannot add the fade out function. I have amended the above code to create:
    var myTweenOutX:Tween;
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    myTweenOutX=new Tween(gallery,"alpha",None.easeOut,gallery.alpha,0,0.2,true);
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    myTweenOutX.removeEventListener(TweenEvent.MOTION_FINISH,tweenOutCompleteFX);
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    Author:   [email protected]
    Date:     2009-08-26 12:53:16 -0700 (Wed, 26 Aug 2009)
    Log Message:
    Handle complete events where event.target is not of type LoaderInfo.
    QE notes: None.
    Doc notes: None.
    Bugs: SDK-22710
    Reviewer: Alex
    Tests run: checkintests
    Is noteworthy for integration: no
    Ticket Links:
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