Packagecom.whirled
Classpublic class ControlEvent
InheritanceControlEvent Inheritance flash.events.Event

An Event dispatched on controls (AvatarControl, PetControl...) to indicate that something has happened. Not all event types will be dispatched to all controls, please see the documentation for those controls.



Public Properties
 PropertyDefined by
  name : String
[read-only] Retrieve the 'name' for this event, which is a String value whose meaning is determined by the event type.
ControlEvent
  target : Object
[read-only] Retrieve the event target, which will be the Control instance that dispatched this event.
ControlEvent
  value : Object
[read-only] Retrieve the object 'value' for this event, which is a value whose meaning is determined by the event type.
ControlEvent
Public Methods
 MethodDefined by
  
ControlEvent(type:String, name:String = null, value:Object = null)
Create a new ControlEvent.
ControlEvent
  
clone():Event
ControlEvent
  
toString():String
ControlEvent
Public Constants
 ConstantDefined by
  ACTION_TRIGGERED : String = "actionTriggered"
[static] An event type dispatched when an action is triggered.
ControlEvent
  APPEARANCE_CHANGED : String = "appearanceChanged"
[static] An event type dispatched when an Actor has had its appearance changed.
ControlEvent
  AVATAR_SPOKE : String = "avatarSpoke"
[static] An event type dispatched when this avatar speaks.
ControlEvent
  CHAT_RECEIVED : String = "chatReceived"
[static] An event type dispatched to all entities when someone chats.
ControlEvent
  CONTROL_ACQUIRED : String = "controlAcquired"
[static] An event type dispatched when this client-side instance of the item has gained "control" over the other client-side instances.
ControlEvent
  ENTITY_ENTERED : String = "entityEntered"
[static] An event dispatched when a new entity has been added to the room.
ControlEvent
  ENTITY_LEFT : String = "entityLeft"
[static] An event dispatched when an entity has been removed from the room.
ControlEvent
  ENTITY_MOVED : String = "entityMoved"
[static] An event dispatched when an actor begins and ends walking within the room.
ControlEvent
  HOVER_OUT : String = "hoverOut"
[static] An event type dispatched to Furniture and Toys when the mouse is leaves them.
ControlEvent
  HOVER_OVER : String = "hoverOver"
[static] An event type dispatched to Furniture and Toys when the mouse is over them.
ControlEvent
  MEMORY_CHANGED : String = "memoryChanged"
[static] An event type dispatched when the memory has changed.
ControlEvent
  MESSAGE_RECEIVED : String = "messageRecieved"
[static] An event type dispatched when a message is received.
ControlEvent
  MUSIC_ID3 : String = "musicId3"
[static] An event that may be dispatched soon after music starts playing.
ControlEvent
  MUSIC_STARTED : String = "musicStarted"
[static] An event dispatched when some music starts playing.
ControlEvent
  MUSIC_STOPPED : String = "musicStopped"
[static] An event dispatched when some music stops playing.
ControlEvent
  SIGNAL_RECEIVED : String = "signalRecieved"
[static] An event type dispatched when a signal is received.
ControlEvent
  STATE_CHANGED : String = "stateChanged"
[static] An event type dispatched to actors to indicate that they should be in the specified state.
ControlEvent
Property detail
nameproperty
name:String  [read-only]

Retrieve the 'name' for this event, which is a String value whose meaning is determined by the event type.

Implementation
    public function get name():String
targetproperty 
target:Object  [read-only]

Retrieve the event target, which will be the Control instance that dispatched this event.

Implementation
    public function get target():Object
valueproperty 
value:Object  [read-only]

Retrieve the object 'value' for this event, which is a value whose meaning is determined by the event type.

Implementation
    public function get value():Object
Constructor detail
ControlEvent()constructor
public function ControlEvent(type:String, name:String = null, value:Object = null)

Create a new ControlEvent.

Parameters
type:String
 
name:String (default = null)
 
value:Object (default = null)
Method detail
clone()method
public override function clone():Event

Returns
Event
toString()method 
public override function toString():String

Returns
String
Constant detail
ACTION_TRIGGEREDconstant
public static const ACTION_TRIGGERED:String = "actionTriggered"

An event type dispatched when an action is triggered.
name - action name
value - action value

APPEARANCE_CHANGEDconstant 
public static const APPEARANCE_CHANGED:String = "appearanceChanged"

An event type dispatched when an Actor has had its appearance changed. Your code should react to this event and possibly redraw the actor, taking into account the orientation and whether the actor is moving or sleeping.
name - unused
value - unused

AVATAR_SPOKEconstant 
public static const AVATAR_SPOKE:String = "avatarSpoke"

An event type dispatched when this avatar speaks.
name - unused
value - unused

CHAT_RECEIVEDconstant 
public static const CHAT_RECEIVED:String = "chatReceived"

An event type dispatched to all entities when someone chats. Note that only the instance in control receives this event.
name - the speaker's entity ID
value - chat message

CONTROL_ACQUIREDconstant 
public static const CONTROL_ACQUIRED:String = "controlAcquired"

An event type dispatched when this client-side instance of the item has gained "control" over the other client-side instances.
name - unused
value - unused

ENTITY_ENTEREDconstant 
public static const ENTITY_ENTERED:String = "entityEntered"

An event dispatched when a new entity has been added to the room. Note: only the instance in control receives this event.
name - The new entity ID
value - unused

ENTITY_LEFTconstant 
public static const ENTITY_LEFT:String = "entityLeft"

An event dispatched when an entity has been removed from the room. Note: only the instance in control receives this event.
name - The entity ID. Note that this will no longer exist in the room.
value - unused

ENTITY_MOVEDconstant 
public static const ENTITY_MOVED:String = "entityMoved"

An event dispatched when an actor begins and ends walking within the room. Note: only the instance in control receives this event.
name - The moving entity's ID
value - If the actor has started moving, this is an array containing the logical location it is moving to. Null when this event fires in response to the actor arriving at its destination.

HOVER_OUTconstant 
public static const HOVER_OUT:String = "hoverOut"

An event type dispatched to Furniture and Toys when the mouse is leaves them. Note that the normal MouseEvents will be blocked if the furniture has an action, so this is necessary to make doorways that react to mouse hovering.
name - unused
value - unused

HOVER_OVERconstant 
public static const HOVER_OVER:String = "hoverOver"

An event type dispatched to Furniture and Toys when the mouse is over them. Note that the normal MouseEvents will be blocked if the furniture has an action, so this is necessary to make doorways that react to mouse hovering.
name - unused
value - unused

MEMORY_CHANGEDconstant 
public static const MEMORY_CHANGED:String = "memoryChanged"

An event type dispatched when the memory has changed.
name - memory name
value - memory value

MESSAGE_RECEIVEDconstant 
public static const MESSAGE_RECEIVED:String = "messageRecieved"

An event type dispatched when a message is received.
name - message name
value - message value

MUSIC_ID3constant 
public static const MUSIC_ID3:String = "musicId3"

An event that may be dispatched soon after music starts playing.
name - unused
value - an Object from which id3 tags may be read.

MUSIC_STARTEDconstant 
public static const MUSIC_STARTED:String = "musicStarted"

An event dispatched when some music starts playing.
name - unused
value - unused

MUSIC_STOPPEDconstant 
public static const MUSIC_STOPPED:String = "musicStopped"

An event dispatched when some music stops playing.
name - unused
value - unused

SIGNAL_RECEIVEDconstant 
public static const SIGNAL_RECEIVED:String = "signalRecieved"

An event type dispatched when a signal is received. Dispatched only to the instance in control.
name - signal name
value - signal value

STATE_CHANGEDconstant 
public static const STATE_CHANGED:String = "stateChanged"

An event type dispatched to actors to indicate that they should be in the specified state.
name - state name
value - unused