Sprite
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extern class flash.display.Spriteextends DisplayObjectContainerAvailable in flash9The Sprite class is a basic display list building block: a display list node that can display graphics and can also contain children.
A Sprite object is similar to a movie clip, but does not have a timeline. Sprite is an appropriate base class for objects that do not require timelines. For example, Sprite would be a logical base class for user interface (UI) components that typically do not use the timeline. var buttonMode : Bool var dropTarget(default,null) : DisplayObjectSpecifies the display object over which the sprite is being dragged, or on which the sprite was dropped. var graphics(default,null) : GraphicsSpecifies the Graphics object that belongs to this sprite where vector drawing commands can occur. var hitArea : SpriteDesignates another sprite to serve as the hit area for a sprite. If the hitArea property does not exist or the value is null or undefined, the sprite itself is used as the hit area. var soundTransform : SoundTransformControls sound within this sprite. var useHandCursor : BoolA Boolean value that indicates whether the pointing hand (hand cursor) appears when the mouse rolls over a sprite in which the buttonMode property is set to true. The default value of the useHandCursor property is true. If useHandCursor is set to true, the pointing hand used for buttons appears when the mouse rolls over a button sprite. If useHandCursor is false, the arrow pointer is used instead. function new() : VoidCreates a new Sprite instance. function startDrag( ?lockCenter : Bool, ?bounds : Rectangle ) : VoidLets the user drag the specified sprite. The sprite remains draggable until explicitly stopped through a call to the Sprite.stopDrag() method, or until another sprite is made draggable. Only one sprite is draggable at a time. function stopDrag() : VoidEnds the startDrag() method.
A Sprite object is similar to a movie clip, but does not have a timeline. Sprite is an appropriate base class for objects that do not require timelines. For example, Sprite would be a logical base class for user interface (UI) components that typically do not use the timeline. var buttonMode : Bool var dropTarget(default,null) : DisplayObjectSpecifies the display object over which the sprite is being dragged, or on which the sprite was dropped. var graphics(default,null) : GraphicsSpecifies the Graphics object that belongs to this sprite where vector drawing commands can occur. var hitArea : SpriteDesignates another sprite to serve as the hit area for a sprite. If the hitArea property does not exist or the value is null or undefined, the sprite itself is used as the hit area. var soundTransform : SoundTransformControls sound within this sprite. var useHandCursor : BoolA Boolean value that indicates whether the pointing hand (hand cursor) appears when the mouse rolls over a sprite in which the buttonMode property is set to true. The default value of the useHandCursor property is true. If useHandCursor is set to true, the pointing hand used for buttons appears when the mouse rolls over a button sprite. If useHandCursor is false, the arrow pointer is used instead. function new() : VoidCreates a new Sprite instance. function startDrag( ?lockCenter : Bool, ?bounds : Rectangle ) : VoidLets the user drag the specified sprite. The sprite remains draggable until explicitly stopped through a call to the Sprite.stopDrag() method, or until another sprite is made draggable. Only one sprite is draggable at a time. function stopDrag() : VoidEnds the startDrag() method.
version #4206, modified 2008-09-08 21:05:19 by vhesselbom
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