ActionScript 1/2 :: Detect The Name Of Any Object Pressed?
Aug 12, 2010
I need to detect the name of any object pressed that is on the stage. This needs to be done by simply pressing the mouse on that particular object on screen.I tried looking down the Mouse.addEventListener and myObject.target route but did not get very far. Baring in mind that this needs to be done in AS2. I have found a way to do it in AS3 but could not work out how to reverese this as so it works within AS2
Im getting kinda frustrated as I try to come up with a simple way of telling when a key was just pressed... I've used both senoculars KeyObj class and the KEY_DOWN event, but i dont quite work as a would want the to work (if i press enter I get a zillions events - i just want ONE).
I am doing a Flash game for school with parallax scrolling. Though I am going a much simpler way of the art, I am having one major error. My error is that when I stop pressing the Up Arrow Key, my ship does not move. All that my ship does, is sit there doing nothing, except for the following; exhausting fuel and showing the flame animation. Detecting if the Up Arrow Key (evt.keyCode == 38), I have tried both code below:
It is an usual code to listen the key presed on the keyboard. For some reason, I cannot detect any letter-key exept letters "w", "x", "d" and "J". I tested it on a different computer and results are the same.
my fla file will be attached below. (its not the greatest looking thing but i just need to understand how to do what i want it to). i've got a navigation menu at the bottom of my stage with 2 movieclips. each movieclip has an instance of a button inside, a motion tween of a _alpha graphic flying in, and text to distinguish each button.
my problem #1: on the stage when you hit 'home', it'll fly in, but when you hit 'schedules' next, that will fly in too, right over anything i would have placed on 'home'. i'd like to prevent that by maybe having an outro animation (like a reverse of the intro animation) that can check whether another button was pressed before playing & when its completely off the stage, to play the next content corresponding to the button pressed.
my problem #2: i dont like how everytime when on the stage, i press the 'home' button or 'schedules' button multiple times, that they keep replaying the animation. i'd like it to know that its already been pressed & doesnt need to play again. i have a feeling this problem might be an easier one to figure out but i'm drawing a blank with it.
It is an usual code to listen the key presed on the keyboard. For some reason, I cannot detect any letter-key exept letters "w", "x", "d" and "J". I tested it on a different computer and results are the same. It is driving me crazy. I am not sure what is the problem.
[code]This code will trace "up is pressed." into the output panel whenever the UP ARROW KEY is pressed.Try pressing up a couples times to make sure it works.Now hold down the SPACE BAR and the LEFT ARROW KEY at the same time.Try pressing up while you hold BOTH those keys down, and it wont detect the UP ARROW KEY being pressed.It also wont detect the UP ARROW KEY being pressed if you hold down the combination CTRL+LEFT ARROW KEY.
I'm developing a little game. I use the following code to detect the keys pressed by the player:
[Code]...
Basically the shootKey will be hold down by the player almost all the time. And the changeColorKey will be pressed very often but not hold down. While testing I noted that holding the shootKey and the right arrow down, the onKeyUp events for the changeColorKey don't get fired. Holding the up or down arrow key instead of the right arrow has the same effect. If I hold the left arrow key the events get fired. Why does it occour? Is there something wrong with my code?
I'm using a keyboard event to detect when a key is pressed. This is what it looks like:
Code: private function keyPressed(event:KeyboardEvent) { switch(event.keyCode) { case Keyboard.CONTROL: ctrlHandle=true;
[Code]...
It's worked up until now. I know that all the keys except the last one work because they carry out their function and the trace on DOWN works. However, for the last one, I've tried W and ALTERNATE (and got errors) and ESCAPE and TAB (both not doing anything, not even returning the trace).
I understand that this class allow the script to detect when keys are pressed in combination.
But what is exactly the implementation when a key is used both in single and combination states. Let's say that you've the "q" key used alone and "shift-q"...how would one proceed to achieve this detection?
How do you detect the enter key being pressed on a button.. I want 2 text boxes 1 for user name 1 for the password and a button the user enters username presses tab - enters password - presses tab - button gets focus - presses enter on the keyboard form gets submited I can detect the enter key press but not when the button has the focus..
I have 1 button that when pressed 1 time should play "movieclip 1" and when hit for the second time should play "mc 2" on so on untill "mc9"(each movieclip plays continously when once activated)
so I need the button to register how many times it has been activated to play the right movie at the right time
I know I saw a script once that would work sometime, just cant find at anymore
with the following problem:I have 1 button that when hit 1 time shouldplay "movieclip 1"when hit for the second timeplays "mc 2"on so on untill mc9(each movieclip plays continously when once activated)
I want the press button to detect the last button pressed and if the shapes match, make them do something...obviously. I think I'm going at it the wrong way. I need to stick a "triange" id into the button/mc then if compares that and then if there is a match works then... right?
i am new to flash AS,i have 4 movieclips, those have the 4 option of a question, when i select the answer,if it correct means my score will increase otherwise it will show alert,for that first i have to press the any one movieclip out of 4 options, in AS3.0 addEventHandler will work for AS2.0 what will i use to achive this
[Code]...
in this answer1, answer2,answer3,answer4 are the movieclip for 4 options
I am using flash 8 and actionscript 2 I am new to coding so am unsure how to perform certain tasks Im creating a game where i need, to press the spacebar button upon nearing an object and then that object vanishes.
button to reset position (action-script 3) how do you make a button that when pressed it resets/changes the position of a object yes i am new to action script 3 but not to flash i want button to change the x y coordinates back to the original but dont know how?
_root.fadeBox_mc.onEnterFrame = function (){ if (fade){ this.nextFrame();[code]....
This causes a mc to fade in and out on rollover/rollout. But what I wanna make is a box that fades in when pressed on the button and fade out when pressed for the second time. But if I say
on (press){ _root.fade = true; }
the mc fades in, but I cant do another on (press) to fade out. Is this too confusing?
when i do zoom in (by scaleX and scaleY), some of the object are shown and others disappear somewhere in the game area and on zoom out i see the whole grid again, the point is that i need to detect which objects are currently shown to the player and which aren't and hiding in the rest of the game's area.
How do i actually detect an object from parent(maintimeline)? I'm trying to add a listener on this loaded picture_mc such that when it's drag to this specific object, box_mc on the maintimeline, picture_mc will perform some animation.
I'm trying to detect when an object (a golf ball) in my game stops bouncing. I need to track it's x and y position and tell when they both equal a set figure (the hole) a hitTest wasn't working as it was detecting each ball bounce not when it stopped rolling. So when the x and y both equal a figure.
if ((this._x = -106.5) && (this 47.55)){ _root.cheer.play(); }