AS3 :: Flash - Check Keyboard State Without Using KeyboardEvent?
Apr 10, 2010
Is it possible to check for pressed keys without using the KeyboardEvent?
I have an ENTER_FRAME event setup called enterFrameHandler and I want to check within the function enterFrameHandler if any keys are pressed.
normally when using a KeyboardEvent I could check for keys easily using a switch that checks the KeyCode of the event, but in an ENTER_FRAME event this isn't possible for me.
Is there any other way of checking the keyboard's state within the ENTER_FRAME event?
UPDATE:
I found this AS2 script:
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x -= power;
[Code]....
This seems to be doing what I want, but it's in AS2, does anyone know how to 'translate' this into AS3?
I have been at this for 5 hours and I'm about to pull all my hair out.I have a seemingly very simple problem that I can NOT find any reason for why it's happening.I built a simple flash doc that has three distinct pieces in it (2 frames):
1) A FLVplayback component on frame 1 - (working)
2) An AS listener that checks for end of Video and progresses to 2nd frame - (working)
3) a cookie script that checks to see if the video has been played and if it has skips frame 1 and goes to frame 2 (also working)
The video successfully plays the first time and moves to the 2nd frame. But, when the document is reloaded it checks the cookie (finds it) skips the 1st frame, moves to the 2nd BUT it does NOT display ANY of the elements in the 2nd frame. NOTHING!! There is a simple graphic and button that allows the users to replay the video (by simply clearing the cookie and going back to Frame 1) but they do not show up. (However, they DO show up if the video plays first and moves to frame 2 via the listener, just not via the cookie).I have placed traces in each frame to show if it is indeed arriving on frame 2. It is, but NOTHING shows.I have rebuilt the FLA step by step testing each time and have found that it works perfectly, right up until the FLV Component is dropped in. Then it moves to the 2nd frame and shows NONE of the 2nd frame elements. URl...
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I have already stumbled across two games (I mean... um... work related Flash stuff, yes boss, I'm working) which get "choppy" when you hold down the key to move (though it should apply to all keys)You know when you are typing in word, if you hold down one key, first you get one letter printed, and a second later it writes that letter really fast multiple times until you release? I believe that is what is happening that makes those games choppy. This is likely because the "KEY_DOWN" event gets dispatched very many times for the same reasons.
Now, either both those games were crappy enough so they forgot to test for this issue, or it's a Linux specific issue. I need you (yes you) to double check (stating your operating system and browser) if you get the same results.If you hold down the key to go left, (or right, doesn't matter) first you go left smoothly, and then after a second it starts "chopping" and resetting the movieclip's frame to the first walk frame.
I'm new to ActionScript development and am using the FlashDevelop IDE. I've been playing around with some really simplistic things and have come across a problem I can't seem to solve.My application compiles and runs, and a function that watches click events fires perfectly and I can see the event in the console when I pass it to trace(), yet the same code watching for KeyboardEvent fails to fire at all.Here's my code:
Ive been using the 'event' parameter for my KeyboardEvents and MouseEvents in a recent project ive been working on for my course (VERY BASIC).Im not entirely sure on what the 'e' part of e:KeyboardEvent actually does, and ive been asked to find out what information the parameter 'e' can actually access when using it.
EDIT: If A method takes the parameter (e:KeyboardEvent). what information could we access through the use of the parameter e?
I have a movieclip called keyCButton that I want to add a keyboardEvent ("C" Key) to. This will play an animation from frames 2-30 with a sound. I have watched a few tutorials but still haven't gotten the correct information to make it work. The following is my code.
stage.addEventListener(KeyboardEvent.KEY_DOWN, cNote); function cNote(event:KeyboardEvent):void { if (event.keyCode == Keyboard.C)
[Code]....
When I try it with the SPACE instead of C i don't get errors but it still doesn't work
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var request:URLRequest = new URLRequest("game.swf"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress);[code]....................
I'm getting this weird error, don't know why, I've reduced the code to minimum and found the source of the problem but I don't understand why it errors.
i want to ask how that part of code would looked if there was keyboard evevt:
Code: function enable_disable(a){ if(a==0){field1.mouseEnabled=false;field2.mouseEnabled=false;field3.mouseEnabled=false;} if(a==1){field1.mouseEnabled=true;field2.mouseEnabled=true;field3.mouseEnabled=true;}}
[code]...
after clicking on a field you chose its selection is pernament you cant change it
I'm using ActionScript to listen for key presses and route to a method to handle them. It works fine in Flash Player Debugger 10.1, but does not work with the SWF in a browser. I've tried it with all sorts of keys: letters, numbers, etc. But I can't get it to work at all in the browser. I'm using Safari 5.1 and Firefox 3.6.8 on the Mac. Here's my relevant code:
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Which is a pretty small component and I have panelContainer:
[Code]...
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Code:
C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D); ^ C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D);
I'm a Flash newbie and I'm trying to get some keyboard action going. I've followed some tutorials, but nothing seems to work. To test it I created a brand new fla file and added the following code in the first frame:
[Code]...
The first trace ("Add listener") shows up in the debug output, but no matter which keys I press I can't get the function to be called. Am I doing it wrong?