ActionScript 1/2 :: Can Create A Keypress That Relates To Counter?
Apr 22, 2009
I am making a game that utilizes a keypress to play a movie clip. It runs perfectly but I am trying to add to the script. After twenty key presses play a different movie.In case that doesn't make sense this is a little more in depth description, The game is a boxing game and when Key "0" is pressed a movie clip plays(showing the boxer punching) that part is fine. I am trying to have it to where after Key "0" is pressed 20 times, it will que a movie clip to kick in(the boxer that is being punched will fall down).
I need to create a login page in my flash site that relates to information input to a mysql database. after the submit their information we want to send them a link to a differnt flash page with a login screen they will use their first name and a password (already in our database) to gain access to this "new" page. on that page there will be a welcome message that says "Welcome, User First Name" so I guess i have two questions
1: how do i set up a login page?
2: how do i pull that login info to a welcome page?
looking for a way to create a counter. It needs to count from 0 - 1,000,000,000 at a speed of 45 counts per second. Can someone please give me a code or a webpage I can work with?
I'm trying to create a "counter" element that uses a formatted dynamic text box to count up in .1 increments, starting from a specified value.[code]...
i'm trying to create a flash counter.each time the movie clip is loaded, it loads an external variable (number of seconds).so lets say the variable is:
secondsToEnd = 260;
the timer will be working until it gets to zero, then the movie clip will go to frame number 2.after a refresh of the page, the "banner" will check again for a new xml variable. creating the counter (after receiving the variable secondsToEnd) till it gets to zero.
quick opinion question for anybody who cares to sound off. I am doing an implementation of the Command Pattern right now, and thought I might try defining my command structure almost entirely around interfaces. I am running into a problem however with empty interfaces. Let's say I have the following two interfaces:
i am trying to create a hit counter in the background of a flash application. However, i can't seeem to get the code in flash correct to access the php script.
Flash Code:
Code: _root.checklot=0; setInterval(check,1) function check() {
I'm trying to create a "counter" element that uses a formatted dynamic text box to count up in .1 increments 3 times a second, starting from a specified value (so viewer would see 3.1, then 3.2...etc.)
Here's the code so far:
var counter:Number; counter = 3.0 counterText.text=(String(counter)); var timer:Timer = new Timer(300);
[Code]....
What I can't figure out is what should go in the function area, to add .1 seconds each time the timer cycles.
What I'd like it to do is find out what key was last pressed and then based on which key it was, go to a specific frame of guy_mc. So basically if the left key was the last key press I want it to go to frame "Left", if right key was the last, go to frame "Right," etc. I'm completely lost on this one and every tutorial I come across is based in AS2 which has much simpler methods than AS3.
Code:
//listen for guy_mc to see if all keys are up guy_mc.addEventListener(Event.ENTER_FRAME, allKeys); //if all keys are up...
I've made a popup div that shows a video if you press a button. If you press Esc, the div is hidden again and the video is removed. (Using JWPlayer in Flash.)
If you click on the JWPlayer video, Flash gets the focus and JavaScript can't listen for keypresses on the document anymore. Is it possible to make JavaScript get the focus after you've interacted with the JWPlayer video player, so that you can still press the Esc button after for example pausing the video?
I'm working on the timeline and have movieclips on each frame. Each movieclip should play completely before moving to next frame. Once the movieclip is completed playing, I'd like to set up a keyboard event that allows for movie to go to next frame onKeyUp.This is the code I have but it's not working ... I'm getting jumbled results. I know this should be simple enough, but oh well.
stop(); import flash.events.KeyboardEvent; var keyListener = new Object();
I'm using Flash CS3 (AS2.0) at school on a mac, but when I open the file on CS4 on my pc I can't get my keypress to work.[code]I want my animation to happen when I push "t" on the keyboard.I have the whole alphabet to go through but I'm stuck since I can't even get this first one to work!Do I have to convert it to AS3 somehow since that's how it opens in CS4 (I think)?I'm new to Flash and need to figure this out for a course project!
I'm developing an application for use on a tablet PC where the user has the option to make multiple selections with a List Component. I need the ability to simulate the CTRL key being pressed since the keyboard will most likely not be available so the user can select and de-select items from the list. I will most be attaching the code to a button that will open the List component.
I had an old version of air which loaded an swf that runs an as2 swf using as3 The as2 swf included keypressing and regular as2 stuff. I just installed the new version of air and exported the AIR file again Keypresses don't seem to workhow to fix this?I thought about exporting to an older version of air but I have no idea how since the only option I have in CS5 is 2.0
I have a viewstack which implements a 'wizard' interface for doing new orders. On the last page of the wizard, there is a button, with a fake accelerator on it, by which, if they press 'o', they can start the process over again.
Below is my handler:
protected function _keyDownHandler(e:KeyboardEvent):void { if((e.charCode == 111)) {
[Code]....
The problem is that when the user gets back to page 1 of the wizard, the 'o' the user just typed is now entered into a datagrid filtering textbox (filter by last names starting with 'o'), which is not what is desired.
As you can see, I've made some attempts at forbidding this interaction, but it appears to be not enough, even though the model.orderNew() bit contains all the code to swap the viewstack pages around, re-setting the focus to the txtSearchFilter, etc..
It appears that e.cancelable == false, which is probably why I'm getting this behavior..but the documentation says that KEY_DOWN IS cancelable, so..
How can I keep the keypress from propagating to the form ?
ive started a game in as3 and everything has been going smooth. got my character running around. have an array set up with all different types of variables inside for different things like floor, walls, doors, etc etc. theres only a couple things i want to clean up before adding npc's. im having a problem with my jump function. basically, i have my keypress' set up in booleans and its working A OK. But the problem is when u hold the jump key the function keeps running over and over. I tried the obvious by adding the function to an if statement to just the keypress and not the boolean but it makes the function only run partially and leaves the character floating in the air until you hold the key down long enough for the character to land again. so basically i need the function the run all the way through and stop and wait for another keypress so even if you hold the jump key, the character will only jump once.
i think i may have to create something other than a boolean. or maybe a class with a timer that is called on the keypress. am i even close?
So i know that the flash object needs to have focus in order for the key event to fire, but i am having an issue where i click a button in the flash window and the events stop firing.The button activates a box2d world and i don't know if that has anything to do with it. but as soon as i hit the start button, the key events no longer seem active until i click again.
I know this sounds really simple, but is there any way I can implement a key press to a function, I know this is wrong, but you've got an idea then:butmute.keyPress("m") = function {
I have recently made a piano in CS3 using AS2. The basic idea is that you can both click on a piano key and click on a key on your keyboard to hear the sound that particular key makes.Everything works just dandy apart from the fact that the sound doesn't seem to work at all.Below I have posted the action script (the comments are in Dutch) perhaps you'll need the FLA file as well.
Code: stop(); //Maakt een sound object en verbind het met de piano movie clip op de stage
I'm trying to do something like this, but keyRelease doesn't exist I think. on (keyRelease "<Right>") { nextFrame(); } I just want it to go to the next frame on the time line when the right key is released.
When a key is pressed, data is sent to PHP to be stored in a MySQL database. For each key press, only one entry should be posted. it re-posts exponentially (e.g., 1st key press = one post, 2nd key press = two posts, 3rd key press = three posts; thus, totaling six posts).Initially, the event listener for key press existed alone on a single frame. When that was the case. This issue did not occur. I added an additional frame so that I could set to clear out all variables and start fresh.
so frame 4 will have :
KeyListener = new Object(); KeyListener.onKeyDown = function(){ if (Key.isDown(69)){ // if key pressed is "E"
I am a high school teacher who is teaching Actionscript 3.0 for the first time. I am teaching my students how to create multiple scenes to understand actionscipt interactivity. The first scene has a button. The second scene has something happen when a key is pressed. The problem is that the second scene doesn't work. Flash doesn't even show the trace command that a key has been pressed. Keypresses work fine when done in the first scene, but when put in the second scene after a button has been pressed, it doesn't recognize the keypress event.
I have scoured google for every phrase combination I can think of. Right now, my ninja moves left, right, and jumps how I want him to. Unfortunatly the movement code is located under an onEnterFrame event, so it only plays the first frame of his walking/jumping animation. I found a tutorial at [URL] that looks like it has promise, but I cannot get it to work with my current setup. (Not to mention it has SERIOUS flaws itself) How can I make it so the ninja animates all the way through during his walking phase??