I'm working on a game where movement is controlled with WASD, and other commands are controlled with YUIOHJKLNM<>. The problem I'm encountering occurs when pressing down certain combinations of three keys. For example, when I'm holding down J and M, the ASD keys won't work; only W will. The same applies to J and N, and K and <; W is the only key of the movement commands that will work.
There is nothing in my programming that I can see or find that is causing this error; I've performed several tests and managed to pretty much isolate the problem being something to do with the keycodes. Does actionscript 2.0 have some inherent issues with certain 3-key combinations being pressed?
I'm building up an image resize gallery, and I want to navigate using the left and right arrow keys on my keyboard. I've been trying to figure this out a while now, but I can't get it working. Here's my code:
I want to be able to toggle images on and off on key press.I cannot get multiple keys to work. I used to do this in Flash MX with the code placed on buttons off the stage. I used tell targeting with movie clips on the stage that had blank first frames and images on the second frame. Each button would call the second frame of a movie clip on keypress.Below is the code that is not working in AS3/CS4 - "M1" and "M2" are the two test movies, but only M1 works.[code]
Trying to check for keypress combos and setting properties true accordingly, the trouble is I'm not being able to set the properties false to the corresponding keyreleases.
Code: // X3msnake v1.1.060510 // Controller checks for keypresses translates it to property states, sets up and gets keys. package{ import flash.display.Sprite; import flash.display.Stage; import flash.events.KeyboardEvent; [Code] .....
From time to time the letter keys in my flash player stop working. They work ONLY if I hold down CTRL at the same time. It's really annoying, because some flash content I like to use requires typing, and this weirdness doesn't change if I restart the browser or the computer altogether. It is some general setting too, because when this happens NONE of the flash windows will take any letters.
We're having a strange issue with the UP and DOWN keys on Chrome browsers. They're simply not being captured at all.Other browsers work fine (tested on Firefox and IE).I looked for the issue on Google and came up with some old threads from a couple of months ago describing the issue as a Chrome bug, however some of these threads say the problem has been fixed by Google. It hasn't been fixed for us
I've only had several Flash and AS classes so my knowledge on them is pretty limited.The eLearning I created in Adobe Captivate 5 is launched by my employer's LMS in Internet Explorer. As I'm sure you're aware, IE maintanes focus on certain keystrokes. The eLearning covers our proprietary software where a user must use certain combos such as Ctrl + L, Ctrl + E and the like.I've been searching for a solution that would allow the user to perform the actual keystroke. One of our IT guys found some code and inserted it into the htm and js files that Captivate generates and it worked in Firefox but not IE and IE is the only browser my employer supports.I am already employing a workaround but it's just not the same as being able to have the user perform the actual keystroke.
(Flash 5) Ok guys, I am trying to get a button to work by pressing keys. Problem 1) I want the keys that are pressed to be ,1,2,3,etc... and those keys aren't in Flash's actions, can they still work? Or do I have to use keys like SPACE, RETURN, etc...??? Problem 2) Here is the code I'm using. I also want a sound to be played while the button is going down. The sound is in the "down" of the button, but I linked it. THe linkage name is "sound1" here is the code;
I'm using a keyboard event listener to move a sprite around, however, I have to click on the stage before the keys work. I'm even giving focus to the sprite that is supposed to move and telling flash not to use the yellow box. However, the box shows up around the sprite until I click anywhere on the stage.
Code: public function activate_photo():void { stage.focus = photoContainer;
whether using a String as the key in a Dictionary results in slower lookups than using an Object, Class or Custom Object (an instance of developer defined Type)?
When using a String as a key, does the literal String have to be parsed, or does the Dictionary key point to the String Object?
I have several input text boxes all of which are activated by the use of the enter key. I only want the one the user is using to run its script when they press enter instead of the keylistener on all of them picking up when enter is pressed. I have tried
ActionScript Code: listenForEnterObject = new Object(); listenForEnterObject.onKeyDown=function(){
I want to have it to that when i press up on my keyboard, my ball will jump up, and if i keep holding it down, it will not jump again until up is released and re-pressed.How my code looks right now
Code: if (Key.isDown(Key.UP)) { speedy = -30; } my ball's instance name is fivepointstar.
I'm trying to add arrow key control to my image gallery to increment and decrement the image number, but if I go to another section and go back to the gallery, the incrementing is doubled, so that I step through the images by two's. If I repeat this, it always adds 1. Here's the code I have for the Arrow keys:
so iv been using the Key.IsDown commands to change the yscale (of something), but i am at a loss at getting the yscale (of that something) back to the starting scale when the key is released.
I have a character with multiple animations by way of movieclips, and I'm trying to have it move using the Key.isDown function. Now, my character is moving correctly, but when the key is released, the animation keeps playing. I tried adding a stop command at the end of the walkcycle animation, but that just causes the character to stay frozen on the last frame of the cycle.
Here is the ActionScript Code: onClipEvent(load) { var direction = "left"; var speed = 2; } onClipEvent(enterFrame) { [Code] .....
I have a logic-sorta question about finding an alternative to an if/else statement that controls key.isDown detection.(NOTE: I am using senocular's KeyObject class, the utility found on his website senocular.com, that returns key.IsDown functionality to AS3)
typically in most game/character movement tutorials I see this:
Code: Select allif (key.isDown(Keyboard.RIGHT)) moveRight(); else if (key.isDown(Keyboard.LEFT))
[code]....
The problem im having with this code is the fact that theres an order it checks the keys due to the if/else statement.For example, if I was holding down the LEFT key and then simultaniously began holding down the RIGHT key, the RIGHT key's function would execute and override whatever the LEFT key's function was doing, since the RIGHT key is the first thing checked in the if/else statment.
The only work-around i can think of is making all the keys a single If statement, and a switch statement that controlls the movement. Which im having a lot of trouble getting to work at the moment...
How do I make it so that a key down function acts as a hard on/off switch, Instead of the momentary temporary toggle normally associated with "if Key.isdown"
Example: The "CONTROL" key is pressed, gotoAndPlay's an action, until the key is pressed again, which then gotoAndStop'S the action. Would I still use "if Key.isDown" or something else entirely.
I'm working on a pretty neat interactive music remixing site where you remix a song, then interact with a music video to make some cool stuff happen. I saw a few related posts on here, but I've got a bit of a more specific problem. originally I had the controls set so that whenever you click the mouse on the background (which I set as one giant blank button), that it would load a movie clip and unload the previous one:
[Code]....
This has been working fine, although now I'm trying to change the overall controls to assign every key on the keyboard to load a particular movie clip at the mouse x,y when pressed AND to unload the movie clip when it is pressed again. I think I might be applying the code to the wrong portion (in a blank frame in the timeline, not as part of any button or movie clip). I had the code setup so that I wasn't getting any errors, but nothing is happening when pressing the key. I also don't have a start on how to tell if a key has already been pressed, to perform a second action when pressed again (to unload the assigned movie clip). Here's what I've got so far:
My code doesnt detect 2 kest at once.I want to press an arrow key and spce bar. In .net the below code does do this but in flash if I hold down an arrow key and press space bar the arrow key event will stop working.[code]
in AS2 how would i use the down arrow key to make the timeline play? at the moment i have this and i presume i need to put something after that to make it play. [code]but i presume this is totaly wrong because the "stop();" doesnt stop the clip when the "if (Key.isDown(40))" bit is after it.