对于从Sprite类继承来的对象,要实现拖放当然是Flash/Flex学习笔记(13):对象拖动(startDrag/stopDrag) 里讲的方法最方便,但是对于不是从Sprite类继承得来的对象,这startDrag/stopDrag是不能用的,这时候只能采用最通常用做法:利用Mouse_Down,Mouse_UP,Mouse_Move事件来处理
注意:对象的Mouse_Move事件,只有当鼠标在对象上时才能被监听,如果用户鼠标移动过快,超出了对象的范围,该事件就不起作用了,所以监听Mouse_Move事件时,应该监听stage对象的Mouse_Move事件,而非对象本身的(详情见下面的代码)
package { import flash.display.Sprite; import flash.events.MouseEvent; import flash.ui.MouseCursor; import flash.ui.Mouse; public class MouseMoveDrag extends Sprite { private var offsetX:Number; private var offsetY:Number; private var arrBalls:Array; private var _draggedBall:Ball; public function MouseMoveDrag():void { arrBalls=new Array(7); for (var i:uint=0; i<arrBalls.length; i++) { arrBalls[i]=new Ball(20+Math.random()*30,Math.random()*0xffffff); arrBalls[i].x=stage.stageWidth*Math.random(); arrBalls[i].y=stage.stageHeight*Math.random(); arrBalls[i].addEventListener(MouseEvent.MOUSE_DOWN, MouseDownHandler); arrBalls[i].addEventListener(MouseEvent.MOUSE_UP, MouseUpHandler); arrBalls[i].addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler); arrBalls[i].addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); addChild(arrBalls[i]); } } function MouseOverHandler(e:MouseEvent):void { Mouse.cursor=MouseCursor.BUTTON; } function MouseOutHandler(e:MouseEvent):void { Mouse.cursor=MouseCursor.AUTO; } //开始移动 function MouseDownHandler(e:MouseEvent):void { offsetX=e.localX; offsetY=e.localY; _draggedBall = e.target as Ball; stage.addEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler); } //停止拖动 function MouseUpHandler(e:MouseEvent):void { _draggedBall = null; //拖动完成后,移除舞台的Mouse_Move监听 stage.removeEventListener(MouseEvent.MOUSE_MOVE, stageMouseMoveHandler); } function stageMouseMoveHandler(e:MouseEvent):void { //trace(e.target); var _ball:Ball=e.target as Ball; if (_ball!=null) { //设置新的坐标 _ball.x=mouseX-offsetX; _ball.y=mouseY-offsetY; } else { //trace("您拖得太快了!" + _draggedBall.toString()); if (_draggedBall!=null){ _draggedBall.x=mouseX-offsetX; _draggedBall.y=mouseY-offsetY; } } } } }