gotoAndPlay not finding Frame Label AS3 - ios

I'm trying to build a simple Flash game where the user drags a sombrero onto a cactus. I've got it so that when you drag the sombrero anywhere but the cactus, it snaps back to it's original position. I had it so when you drag it onto the cactus, it stays there.
What I want is when the user drags the sombrero onto the cactus, it takes you to a screen that says "YAY! Play again?" I put a gotoAndPlay() inside my if statement:
if(dropTarget.parent.name == "cactus")
{
//scaleX = scaleY = 0.2;
//alpha = 0.2;
//y = stage.stageHeight - height - -100;
//buttonMode = false;
//removeEventListener(MouseEvent.MOUSE_DOWN, down);
gotoAndPlay("playAgain");
trace("dropped on cactus");
}
else
{
returnToOriginalPosition();
}
I labeled my second frame as "playAgain." I get an error saying:
ArgumentError: Error #2109: Frame label playAgain not found in scene playAgain.
at flash.display::MovieClip/gotoAndPlay()
at net.dndgtal.Cactus_Game::sombrero/stageUp()
I have Googled and checked and double checked all the suggestions, but cannot get it to work. I don't have a scene "playAgain," only "scene1." I've tried specifying both the scene and the frame- that doesn't work either. And I tried just putting in gotoAndPlay(2), for frame two, but that just does nothing.
Am I missing something? Any help would be appreciated. Here is all of my code if that helps:
package net.dndgtal.Cactus_Game
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
public class sombrero extends MovieClip
{
protected var OriginalPosition:Point;
public function sombrero ()
{
OriginalPosition = new Point(x, y);
buttonMode = true;
addEventListener ( MouseEvent.MOUSE_DOWN, down );
//trace("sombrero constructor");
}
protected function down (event:MouseEvent):void
{
parent.addChild(this);
startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, stageUp);
//trace("DOWN");
}
protected function stageUp(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, stageUp);
stopDrag();
if (dropTarget)
{
if(dropTarget.parent.name == "cactus")
{
//scaleX = scaleY = 0.2;
//alpha = 0.2;
//y = stage.stageHeight - height - -100;
//buttonMode = false;
//removeEventListener(MouseEvent.MOUSE_DOWN, down);
gotoAndPlay("playAgain");
trace("dropped on cactus");
}
else
{
returnToOriginalPosition();
}
}
else
{
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition(): void
{
x = OriginalPosition.x;
y = OriginalPosition.y;
}
}
}
Thanks! Let me know if you have any questions.

Your issue is likely one of scope. When you use gotoAndPlay("playAgain"), it will take the current timeline (scope), which is the sombrero class, and attempt to find a frame label or scene called "playAgain" on it's timeline.
Presumably, you want the main timeline to gotoAndPlay the frame label "playAgain", not the sombrero.
To access the main timeline, you can use MovieClip(root).gotoAndPlay("playAgain").
If it's not the main timeline, but the parent of sombrero, you can access it with MovieClip(parent).gotoAndPlay("playAgain")
If the relationship between the sombrero and whichever timeline your trying to advance is more complicated than that, then you could pass in a reference to it in your sombrero constructor:
private var targetTimeline:MovieClip;
public function sombrero (targetTimeline_:MovieClip)
{
targetTimeline = targetTimeline_;
//...rest of constructor code
And then:
if(dropTarget.parent.name == "cactus"){
targetTimeline.gotoAndPlay("playAgain");
And when you create the sombrero, pass in the target timeline:
var hat:sombrero = new sombrero(target);

Related

Action not working correctly in SpriteKit

I'm new to iOS programing and I'm experimenting to learn trying to create a game in swift using Sprite Kit.
What I'm trying to achieve is having a constant flow of blocks being created and moving rightwards on the screen.
I start by creating a set which contains all the initial blocks, then an action "constant movement" is added to each one, which makes them move slowly to the right. What I'm having trouble is adding new blocks to the screen.
The last column of blocks has an "isLast" boolean set to true, when it passes a certain threshold it is supposed to switch to false and add a new column of blocks to the set which now have "isLast" set to true.
Each block in the set has the "constantMovement" action added which makes them move slowly to the right, the new blocks have it added as well, but they don't work as the original ones.
Not all of the move, even tho if I print "hasActions()" it says they do, and the ones that do move stop doing so when they get to the middle of the screen. I have no idea why this happens, can somebody experienced give me a hint please?
This is the update function:
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let constantMovement = SKAction.moveByX(-1, y: 0, duration: 10);
background.runAction(SKAction.repeatActionForever(constantMovement));
let removeBlock = SKAction.removeFromParent();
let frame = self.frame;
var currentBlockSprite:SKSpriteNode;
var newBlock: Block;
for block in blocks {
currentBlockSprite = block.sprite!;
currentBlockSprite.runAction(constantMovement);
if(block.column == NumColumns - 1) {
block.isLast = true;
}
if(block.isNew) {
println("position \(currentBlockSprite.position.x) has actions \(currentBlockSprite.hasActions())");
}
if(block.isLast && currentBlockSprite.position.x < frame.maxX - 50) {
println("the block that hits is " + block.description);
println("HITS AT \(currentBlockSprite.position.x)");
block.isLast = false;
for row in 0..<NumRows {
newBlock = Block(column: NumColumns - 1, row: row, blockType: BlockType.random(), isLast: true, isNew: true);
blocks.addElement(newBlock);
addBlockSprite(newBlock);
println("new block: " + newBlock.description + "position \(newBlock.sprite?.position.x)");
}
}
if(currentBlockSprite.position.x < frame.minX) {
currentBlockSprite.runAction(removeBlock);
blocks.removeElement(block);
}
}
}
My whole project is in here: https://github.com/thanniaB/JumpingGame/tree/master/Experimenting
but keep in mind that since I'm new to this it might be full of cringeworthy bad practices.
I would remove any SKAction code from the update function as that's kind of a bad idea. Instead I would just apply the SKAction when you add your block sprite to the scene, like this.
func addBlockSprite(block: Block) {
let blockSprite = SKSpriteNode(imageNamed: "block");
blockSprite.position = pointForColumn(block.column, row:block.row);
if(block.blockType != BlockType.Empty) {
addChild(blockSprite);
let constantMovement = SKAction.moveByX(-10, y: 0, duration: 1)
var currentBlockSprite:SKSpriteNode
let checkPosition = SKAction.runBlock({ () -> Void in
if(blockSprite.position.x < -512){
blockSprite.removeAllActions()
blockSprite.removeFromParent()
}
})
let movementSequence = SKAction.sequence([constantMovement, checkPosition])
let constantlyCheckPosition = SKAction.repeatActionForever(movementSequence)
blockSprite.runAction(constantlyCheckPosition)
}
block.sprite = blockSprite;
}
That would then allow you to simply add a new block whenever you see fit and it will have the appropriate action when it's added.
I've used 512 as thats the size of the iPhone 5 screen but you could swap this out for another screen size or what would be better would be a variable that dynamically reflects the screen size.

XNA mouse 'position relative-to' changes every build

Okay so I'm starting to make a main menu for a small flash game and to do this I want to use the mouse to click on buttons etc. I have a button class in which I create two rectangles: a rectangle for the button and a rectangle for the mouse based on its X and Y, 1 pixel by 1 pixel. I use Rectangle.Intersects to check if they are touching before seeing if left mouse button is down. Problem is, the thing the mouse position is relative to changes every time so no matter where the mouse button is on the screen, it's never the same co-ordinates as in a different build in that exact same position. I seriously just need ideas now as I'm running out. If I didn't explain it very well or you need further details to help please ask - I WOULD BE SO GRATEFUL.
Will post back if I find an answer
Update - Okay here's the button class
class OnScreenButton
{
public Texture2D texture;
Vector2 position;
Rectangle rectangle;
Color colour = new Color(255, 255, 255, 255);
public Vector2 size;
public OnScreenButton(Texture2D newtexture, GraphicsDevice graphics)
{
texture = newtexture;
// ScreenW = 500, ScreenH = 600
// Img W = 80, Img H = 20
size = new Vector2(graphics.Viewport.Width / 10, graphics.Viewport.Height / 30);
size = new Vector2(texture.Width, texture.Height);
}
bool down;
public bool isClicked;
public void Update(MouseState mouseState)
{
rectangle = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
Rectangle mouseRectangle = new Rectangle(mouseState.X, mouseState.Y, 1, 1);
if (mouseRectangle.Intersects(rectangle))
{
if (colour.A == 255)
{
down = false;
}
if (colour.A == 0)
{
down = true;
}
if (down)
{
colour.A += 3;
}
else
{
colour.A -= 3;
}
if (mouseState.LeftButton == ButtonState.Pressed)
{
isClicked = true;
}
}
else if (colour.A < 255)
{
colour.A += 3;
isClicked = false;
colour.A = (255);
}
}
public void SetPosition(Vector2 newPos)
{
position = newPos;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, rectangle, colour);
}
}
}
(Sorry for weird formatting, brand new to stack overflow and the posting is still a little confusing)
Here is some other code I think is relevent...
Game.1 initializing stuff
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
protected override void Initialize()
{
// TODO: Add your initialization logic here
Mouse.WindowHandle = Window.Handle;
base.Initialize();
}
public Main()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
KeyboardState keyboardState;
MouseState mouseState;
Main menu update routine...
private void UpdateMainMenu(GameTime gameTime)
{
// Button options
if (buttonPlay.isClicked == true)
{
CreateNewGame();
currentGameState = GameState.playing;
}
buttonPlay.Update(mouseState);
if (buttonExit.isClicked == true)
{
this.Exit();
}
buttonExit.Update(mouseState);
// Press enter to play
if (keyboardState.IsKeyDown(Keys.Enter))
{
CreateNewGame();
currentGameState = GameState.playing;
}
}
Here's thee draw routine for main menu...
public void DrawMainMenu()
{
spriteBatch.Draw(mainMenuBackground, new Vector2(0, 0), Color.White);
buttonPlay.Draw(spriteBatch);
buttonExit.Draw(spriteBatch);
spriteBatch.DrawString(playerAmmoFont, String.Format("{0}", mouseState), new Vector2(0, 0), Color.White);
}
okay that's all I can think of
UPDATE - Okay so I know a few things that aren't the problem...
The whole of my button class is fine, I made a new project and inserted all the relevant code into it and it worked absolutely perfectly so I'm starting to think its something to do with the code positioning and the graphics device stuff although I still don't have a clue how to fix it.
the window appears at the same spot every time
there is no pattern to the change in coordinates at all
this is really annoying
UPDATE - OKAY. I spent a long time writing down the coordinates that I got each time I ran the code and stuck to cursor in the top right corner of the screen. Here is what I got.
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-78, -100)
(-128, -150)
(-178, -200)
(-228, -250)
(-28, -50)
(-53, -75)
(-103, -125)
(-153, -175) < AND FROM HERE THE PATTERN LOOPS ROUND.
I just don't get how the same code can execute a different bug on different executions like this.
Also, mouse.Wheel doesn't go up or down whereas it works on the project that I made to test the relevant code where the mouse position was relevant to the top left pixel of the game window.
UPDATE - EVEN MORE DAMN COMPLICATIONS - So I just rand it a few times again and the offset values are offset... the increase is the same but I got values like (-178, -200) then (-228, -250). I have also discovered that the mouse is not relative to the game window what so ever, if I jam the mouse in the top right corner of the screen and check the coordinates, then move the game window and do the same again, the coordinates don't change. Please please please help me, or tell me if I'm being stupid, or something. Thanks.
The mouse coordinates are relative to the monitor. Here is my general button class to try and work for your situation.
public class Button
{
public event EventHandler<EventArgs> Clicked;
public Vector2 Position { get; set;}
public Texture2D Texture { get; set;}
public Color Tint { get; set; }
public float Scale { get; set; }
public float Rotation { get; set; }
public int Width
{
get
{
if (texture == null)
return 0;
else
return texture.Width;
}
}
public int Height
{
get
{
if (texture == null)
return 0;
else
return texture.Height;
}
}
private void OnClick()
{
if (Clicked != null)
Clicked(this, EventArgs.Empty);
}
public Button(Vector2 position, Texture2D texture)
: base(parent)
{
Position = position;
Texture = texture;
Tint = Color.White;
Scale = 1.0f;
Rotation = 0.0f;
}
public bool HandleClick(Vector2 vector)
{
if (vector.X >= Position.X)
{
if (vector.X <= Position.X + Width)
{
if (vector.Y >= Position.Y)
{
if (vector.Y <= Position.Y + Height)
{
OnClick();
return true;
}
}
}
}
return false;
}
public bool HandleEntered(Vector2 vector)
{
if (vector.X >= Position.X)
{
if (vector.X <= Position.X + Width)
{
if (vector.Y >= Position.Y)
{
if (vector.Y <= Position.Y + Height)
{
return true;
}
}
}
}
return false;
}
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, null, Tint, Rotation, Vector2.Zero, Scale, SpriteEffects.None, 0.0f);
}
Declare a button:
Button btn = new Button(position where you want the button, texture for the button);
btn.Clicked += () => { /* Handle button clicked code here */ };
In your update method inside your main game:
public void Update (GameTime gameTime)
{
MouseState mouseState = Mouse.GetState();
if(mouseState.LeftButton == ButtonState.Pressed) // check if mouse is clicked
{
btn.HandleClicked(new Vector2(mouseState.X, mouseState.Y)); // If true then the button clicked event will fire
// Here you can also change the color of the button if the button is currently clicked
}
// Here you can change the color of the button if the mouse is hover over the control
// Example:
btn.Tint = btn.HandleEntered(new Vector2(mouseState.X, mouseState.Y)) ? Color.White * 0.75f : Color.White;
}
Note: You can also use a rectangle for the button to adjust its size instead of strictly using the textures dimensions. Hope this gives some insight.
So here's what was going on: I had a bullet class in my game for every bullet shot. In this class I check whether the bullets hits nothing, hits the asteroid, or destroys the asteroids. If the latter is true then I would increment playerScore by 5. PlayerScore was a Game1 attribute so I thought the easiest way to do this would be to create a new Game1 in bullet.cs to allow me to refer to the variable. Deleting the "Main mainGame = new Main():" in Bullet.cs fixed this issue and I think the issue was coming from a new graphics device being made every single time I fired a single bullet.

actionscript 3.0 built-in collision detection seems to be flawed even with perfect rectangles

This is my first post. I hope the answer to this is not so obviously found- I could not find it.
I have a collision detection project in as3- I know that odd shapes will not hit the built-in detection methods perfectly, but supposedly perfect rectangles are exactly the shape of the bounding boxes they are contained it- yet- running the code below, I find that every once in a while a shape will not seem to trigger the test at the right time, and I cannot figure out why.
I have below two classes- one creates a rectangle shape, and a main class which creates a shape with random width and height, animates them from the top of the screen at a random x value towards the bottom at a set rate, mimicking gravity. If a shape hits the bottom of the screen, it situates itself half way between the displayed and undisplayed portions of the stage about its lower boundary, as expected- but when two shapes eventually collide, the expected behavior does not always happen- the expected behavior being that the shape that has fallen and collided with another shape should stop and rest on the top of the shape it has made contact with, whereas sometimes the falling shape will fall partially or completely through the shape it should have collided with.
does anyone have any idea why this is?
here are my two classes below in their entirety:
// box class //
package
{
import flash.display.Sprite;
public class Box extends Sprite
{
private var w:Number;
private var h:Number;
private var color:uint;
public var vx:Number = 0;
public var vy:Number = 0;
public function Box(width:Number=50,
height:Number=50,
color:uint=0xff0000)
{
w = width;
h = height;
this.color = color;
init();
}
public function init():void{
graphics.beginFill(color);
graphics.drawRect(0, 0, w, h);
graphics.endFill();
}
}
}
//main class//
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Boxes extends Sprite
{
private var box:Box;
private var boxes:Array;
private var gravity:Number = 16;
public function Boxes()
{
init();
}
private function init():void
{
boxes = new Array();
createBox();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
box.vy += gravity;
box.y += box.vy;
if(box.y + box.height / 2 > stage.stageHeight)
{
box.y = stage.stageHeight - box.height / 2;
createBox();
}
for(var i:uint = 0; i < boxes.length; i++)
{
if(box != boxes[i] && box.hitTestObject(boxes[i]))
{
box.y = boxes[i].y - box.height;
createBox();
}
}
}
private function createBox():void
{
box = new Box(Math.random() * 40 + 10,
Math.random() * 40 + 10,
0xffaabb)
box.x = Math.random() *stage.stageWidth;
addChild(box);
boxes.push(box);
}
}
}
Make sure box.vy never exceeds any of the heights of any boxes created. Otherwise, it is possible the box can pass through other boxes while falling. (if box.vy = 40 and boxes[i].height=30, it is possible to pass right over it).
Just add a check:
if(box.vy>terminalVelocity)box.vy=terminalVelocity)
Where terminalVelocity is whatever the minimum height a box can be (in your code, it looks like 10). If you really want those small boxes, you will have to use something more precise than hitTestObject.

Newly loaded sprites not behaving properly in XNA 4.0

Here is the code for a project im working on, where an enemy moves back and forth at the bottom of the screen.
class enemy1
{
Texture2D texture;
public Vector2 position;
bool isAlive = false;
Random rand;
int whichSide;
public enemy1(Texture2D texture, Vector2 position)
{
this.texture = texture;
this.position = position;
}
public void Update()
{
if (isAlive)
{
if (whichSide == 1)
{
position.X += 4;
if (position.X > 1000 + texture.Width)
isAlive = false;
}
if (whichSide == 2)
{
position.X -= 4;
if (position.X < 0)
isAlive = false;
}
}
else
{
rand = new Random();
whichSide = rand.Next(1, 3);
SetInStartPosition();
}
}
private void SetInStartPosition()
{
isAlive = true;
if (whichSide == 1)
position = new Vector2(0 - texture.Width, 563 - texture.Height);
if (whichSide == 2)
position = new Vector2(1000 + texture.Width, 563 - texture.Height);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, position, Color.White);
}
}
Now i want there to be a few enemys going back and forth but they start at differant positions so it looks like there is a few enemys going back and forth at the bottom of the screen. I have managed to draw a few other enemies on the screen, except they do not behave like the first enemy. They just are pictures on a screen not moving anywhere. So now all i have is the hero moving around and one enemy at the bottom of the screen, along with 5 other enemys sitting at the top of the screen doing nothing. How do i easily add a new sprite from a class that has the same behavior, at any time, while not making a billion variables to store them in?
Generally it's a good idea to have similar logic contained within the proper class, so if all Sprites where to do the same thing, then all you would need to do is put your movement code inside a public method and then call that method inside Update().
So, if your Sprite class looks something like this:
public class Sprite
{
private Vector2 Position;
public Sprite(Texture2D texture, Vector2 position)
{
Position = position;
}
//then just add this
public void MoveSprite(int amount)
{
position.X += amount;
}
}
Now, the object name "Sprite" is pretty generic, you will more than likely have many "Sprites" in your game.
So you're going to want to follow good OOP practices and maybe name this specific sprite something different and then have it derive from this class we're looking at right now. (But i'm not going to make design decisions for you)
This was a vague question, but that's my best shot at an answer for you.

ray doesn't reach JSON

I'm trying to catch a JSON object with a mouse click event. I use ray to identify the object, but for some reason, the objects are not always identified. I suspect that it is related to the fact that I move the camera, because when I click nearby the object, i is identified.
Can you help me figure out how to set the ray correctly, in accordance with the camera move?
Here is the code :
this is the part of the mouse down event *
document.addEventListener("mousemove", onDocumentMouseMove, false);
document.addEventListener("mouseup", onDocumentMouseUp, false);
document.addEventListener("mouseout", onDocumentMouseOut, false);
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
var ray, intersections;
_vector.set((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0);
projector.unprojectVector(_vector, camera);
ray = new THREE.Ray(camera.position, _vector.subSelf(camera.position).normalize());
intersections = ray.intersectObjects(furniture);
if (intersections.length > 0) {
selected_block = intersections[0].object;
_vector.set(0, 0, 0);
selected_block.setAngularFactor(_vector);
selected_block.setAngularVelocity(_vector);
selected_block.setLinearFactor(_vector);
selected_block.setLinearVelocity(_vector);
mouse_position.copy(intersections[0].point);
block_offset.sub(selected_block.position, mouse_position);
intersect_plane.position.y = mouse_position.y;
}
}
this is the part of the camera move *
camera.position.x = (Math.cos(timer) * 10);
camera.position.z = (Math.sin(timer) * 10);
camera.lookAt(scene.position);
Hmmm, It is hard to say what your problem might be without seeing some kind of demonstration of how your program is actually acting. I would suggest looking at my demo that I have been working on today. I handle my camera, controls, and rays. I am using a JSON as well.
First you can view my demo: here to get an idea of what it is doing, what your describing sounds similar. You should be able to adapt my code if you can understand it.
--If you would like a direct link to the source code: main.js
I also have another you might find useful where I use rays and mouse collisions to spin a cube. --Source code: main.js
Finally I'll post the guts of my mouse events and how I handle it with the trackball camera in the first demo, hopefully some of this will lead you to a solution:
/** Event fired when the mouse button is pressed down */
function onDocumentMouseDown(event) {
event.preventDefault();
/** Calculate mouse position and project vector through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
SELECTED = intersects[0].object;
var intersects = ray.intersectObject(plane);
offset.copy(intersects[0].point).subSelf(plane.position);
killControls = true;
}
else if (controls.enabled == false)
controls.enabled = true;
}
/** This event handler is only fired after the mouse down event and
before the mouse up event and only when the mouse moves */
function onDocumentMouseMove(event) {
event.preventDefault();
/** Calculate mouse position and project through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
if (SELECTED) {
var intersects = ray.intersectObject(plane);
SELECTED.position.copy(intersects[0].point.subSelf(offset));
killControls = true;
return;
}
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
plane.position.copy(INTERSECTED.position);
}
}
else {
INTERSECTED = null;
}
}
/** Removes event listeners when the mouse button is let go */
function onDocumentMouseUp(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
killControls = false;
}
}
/** Removes event listeners if the mouse runs off the renderer */
function onDocumentMouseOut(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
}
}
And in order to get the desired effect shown in my first demo that I wanted, I had to add this to my animation loop in order to use the killControls flag to selectively turn on and off the trackball camera controls based on the mouse collisions:
if (!killControls) controls.update(delta);
else controls.enabled = false;

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