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stage events — Gideros Forum

stage events

GregBUGGregBUG Guru
edited January 2012 in General questions
hi guys...

when subclassing the Sprite class and registering Event.ENTER_FRAME

from the documentation:
"Event.ENTER_FRAME event is dispatched to all Sprite instances no matter these instances are on the scene tree or not."

is there a way to avoid this?
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Comments

  • atilimatilim Maintainer
    Here is the solution :)
    MySprite = gideros.class(Sprite)
     
    function MySprite:init()
      self:addEventListener(Event.ADDED_TO_STAGE, self.onAddedToStage, self)
      self:addEventListener(Event.REMOVED_FROM_STAGE, self.onRemovedFromStage, self)
    end
     
    function MySprite:onAddedToStage()
      self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
    end
     
    function MySprite:onRemovedFromStage()
      self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
    end
     
    function MySprite:onEnterFrame()
    end
  • GregBUGGregBUG Guru
    edited January 2012
    oh... thanks...

    i'm cleanig the "raw" code of gidhelix and try to optimize more...
    but i need to better understand how Gideros manages events...
    and execution flow of lua sources... (and Lua oop) :P

    sorry form my continuos silly questions... :(

    but i'm new to Lua and Gideros ;)

    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • GregBUGGregBUG Guru
    edited January 2012
    @atilim

    1^st thanks for your code. it work fine

    but with this code i need to remove the sprite to the stage to stop it's events
    in my situation i need to leave the sprites on the stage but i would stop all events...

    i need to declare and raise an "user" event right?
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • atilimatilim Maintainer
    There isn't a direct way to stop/remove all events. You should remove each event you want by calling removeEventListener. Just leave the sprite on the stage, but call removeEventListener with the exact parameters of addEventListener.
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