Your issue is basically that you're adding the listener to the parent for the Enter_frame events so the target when that event dispatches isn't your buttons as you desire. I think instead of moving the listener though you're better off using a variable to hold a reference to your buttons like this:
private var curButton:Sprite;
resetBtn.addEventListener(TouchEvent.TOUCH_BEGIN , tapHandler);
ballBtn.addEventListener(TouchEvent.TOUCH_BEGIN , tapHandler );
leftArrow.addEventListener(TouchEvent.TOUCH_BEGIN , tapHandler );
rightArrow.addEventListener(TouchEvent.TOUCH_BEGIN , tapHandler );
private function tapHandler(event:TouchEvent):void
{
curButton = event.target;
curButton.addEventListener(TouchEvent.TOUCH_END, endTouch);
addEventListener(Event.ENTER_FRAME, pressed);
}
function endTouch(e:Event):void
{
trace("touch end received");
removeEventListener(Event.ENTER_FRAME, pressed);
curButton.removeEventListener(TouchEvent.TOUCH_END, endTouch);
curButton = null;
}
function pressed(e:Event):void
{
trace("currently pressed");
space.step(1 / stage.frameRate);
if(curButton == leftArrow)
{
trace("going left");
crane.position.x -= 5;
boom.position.x -= 5;
c.position.x -= 5;
}
if(curButton == rightArrow)
{
trace("going Right");
crane.position.x += 5;
boom.position.x += 5;
c.position.x += 5;
}
}
Okay see my edits above, hopefully should help resolve. Also as it seems you've probably already figured out the instance name that you give a variable when you define it, isn't the same as the .name property or the .id property, the instance name is no longer available at run time (if you really want to you can use the name property but you have to populate it yourself, and generally it's best to just use the instance names in the code instead, as this is checked at compile time, and incurs no extra run-time overhead).