ActionScript 2.0 :: [MX] Keyboard Input - Moves The Ship Around And Fires A Laser?
Mar 17, 2004
I'm making a top-down shooter game.I have keyboard input that moves the ship around and fires a laser. everything works perfect except that when the ship moves diagonal up left, or diagonal down right, the laser can't fire at the same time. It will work in any other direction, including the other diagonals.here is my code:
[AS]
function captureKeys() {
if (Key.isDown(Key.RIGHT) && ship.x < 355 ) {
ship.x+=ship.right[code].....
I'm developing a game, here is a screenshot:I have a function in my main loop called moveShip that moves the player's ship if some buttons are pressed. The trouble is, some commands began to break it recently, such as removeChild(debriefingScreen), and I have no idea why. Also, firing (spawning bullet movie clips) restores the moveShip functionality 0_
I have 2 scenes. In both scenes, I have a movie clip that moves via keyboard control. If the goto next scene is triggered by the movie clip in the first scene the keyboard control works in the second. However, if I use a button to move to the next scene then there isn't any control over the movieclip in that scene. I've traced the keyCode in the second scene and it is picked up but the switch statement doesn't run. I'm migrating to Actionscript 3.0 and updating something I created in 2.0. I would like to do it without writing a class.
When I am pressing a key nothing happens. I have 2 AS files and a Ship object in the library. 1st is Engine.
Code: package { import flash.display.MovieClip; public class Engine extends MovieClip { private var ourShip:Ship=new Ship(); public function Engine() { addChild(ourShip); [Code] .....
Tracing the keyCode for the 'a' key (65) only works once for KEY_DOWN events and sometimes KEY_UP behaves in the same way, making development a pain when trying to do things quickly.
Clicking on the stage makes it start working, but why is it just the 'a' key that is affected?
This is on a new MBP running OSX 10.6.5, Flash version MAC 10,1,102,64
[URL]
The issue can be reproduced every time with this code:
I am working on making a Space Invaders clone to practice up my AS3. One of the main things in this project is that I want to make all of the graphics through Actionscript, simply because I have never worked with any sort of object in Flash that way. It's been an interesting challenge so far but I keep getting stumped on firing lasers. From what I can tell I have it semi-working, but when I press Space to fire I get this error:ode:TypeError: Error #1009: Cannot access a property or method of a null object reference.at Laser$iinit()at Ship/::movePlayer()Here are my as files nudge in the right direction. Laser.as:
I'm using a UK keyboard (where the " and @ signs are switched) and firefox to access my flash movie and when I press the @ sign on the keyboard, it will input a " sign.
i have created a game that uses keyboard input,the code below doesnt seem to work when i use keyboard letter such as 'a' or 'k' yet will work if i try '1'when i am in flash and press the letter keys they are still accessing the flash program and not the swf as i can see different things in flash being highlighted behind the swf.so what i think i need is a way to make it so that the keyboard letters are activated in the swf any help?[code]
how i can get these lasers to work in the correct manner. For some reason, 2-3 seconds in the game, the game goes to the next frame. I can't get the second player's fire to stick with him as he travels across the screen. Here's the fla.
I am new to Flash and this forum, so please excuse what will hopefully be a simple question.I am using Flash to build an interactive video kiosk for a museum that will be playing on a MacMini. it possible to create buttons or "scripts" that can be controlled with keystrokes? For example when you press "K" an embedded video will start playing. Or if you press "D", you could go back to the main menu? I am trying to make it so you can interact with flash via push-buttons, as opposed to moving a cursor over virtual buttons. Is this possible? would normally do this in DVD Studio Pro, but the sheer number of videos will not work in a single DVD project, so Flash is the only option I can think of. As a DVD it works great because I can use the arrow keys to navigate, and the enter key to choose a selection.
I want the user to be able to press and hold the arrow keysto move an object around the stage. When the button is pressed, theobject moves once, pauses for a second, and then continues moving.How do I get rid of this pause?Here's part of the code I used:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
I have in a previous project published a game as a standalone app and run it full screen. It would allow users to put their info in for high scores.
Now i am working on another game that will be published as a standalone app. It will need to be full screen and have an entry form at the end for high scores. It does not seem to allow the keyboard to enter text in an input box. Is this true?
Note, this is not an swf played through a browser, but an actual .exe generated from Flash CS5. If this is true, is there a workaround. I need if full screen with keyboard input.
Since flash doesn't allow keyboard input while in fullscreen mode I'm wondering if there is a workaround to that?
I have a flash that is going to run fullscreen in a browser and needs different kinds of keyboard input. I have read something about AIR, but I don't fully understand it and would like another way if thats even possible.
I cannot get it to use my KeyboardEvent listener. I did find another post very similar however the fixes didn't work for me, or I am implementing them wrong. My code is as follows:
I want to monitor each charachter in a text box when a user inputs, eg. there name. If they type John, I want an image to dislplay J . o . h. n under the text box. I cannot seem to figure out how to monitor each letter individually. I could only get it working if i use seperate input boxes, so a input box for j, o, h & n as an example.Could someone point me in the right direrection. Here is the code Im trying to use at the moment.
I discovered when a swf is fullscreen all keyboard entry is disabled for security reasons. Anyone know of a workaround so my clients can use the "gotoScreen" function?
I wanted to know how can I make my on screen keyboard type in to a text box. I want my keyboard which I have designed , when a letter is clicked I want it to display the letter in the text box. Note this is not a full keyboad its only the letter. Image attached of the keyboard and text box.
can't figure out why the keyboard input isn't working. I got this warning, but I always get that warning and it always works. The warning says:Warning: 1090: Migration issue: The onKeyDown event handler is not triggered automatically by Flash Player at run time in ActionScript 3.0. You must first register this handler for the event using addEventListener ( 'keyDown', callback_handler).
there's any way to disabling keyboard input? i am working in a kiosk and i need to enable or disable the inputs from keyboard in some points of the application.
I'm going true the AS Programming 3 manual and the [URL] example doesn't work. The authoring environment gets the focus. You can tel because you see the toolbar changing the selected tool as you type the corresponding letter.
I have some AS2 code for responding to keyboard input - it was great because it added friction, thrust, gravity etc... ie: it made the movements very real and added playability which is key in engaging players. On passing it into classes for OOP I don't seem to have got it right. maybe somebody knows a nice tutorial for the same.It was Emanuel Feronato's tut in AS2
RocketMainDocClass package import flash.display.MovieClip; import flash.events.*; import flash.ui.Keyboard; public class RocketMainDocClass extends MovieClip{
Is there some other simple method to redirect mouse/keyboard input from one object to an object behind it. I have used mouseEnabled = false where the object in front is only a UIComponent and it works. However mouseEnabled,mouseChildren=false is not working for an SWFLoader.
I an trying to capture keyboard and mouse events for square area on my UI, represented by Sprite. The mouse capture works, the keyboard capture doesn't work at all:
[code]...
I never see reportKeyDown executed, even though Sprite object has a focus.
found only one thing that seemed to be on the lines of what I am having issues with:
stage.focus = this;
My problem: The the flash app I am working on, some of the controls are done with the keyboard. At certain points, you need to click on an on screen button to continue. When I do this, it seems the focus is lost from where it was, and I can no long use keyboard actions (such as the spacebar KeyboardEvent that works prior to clicking the mouse)
I will admit that I am a newcomer to Flash (only played with it for about a month now), and I don't know much about the focus stuff. Basically, I want to know how to set the focus back to where it was after the buttons are clicked.
i'm facing a weird problem with the following flex application (something very simple, couldn't be more):
HTML Code: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:TextInput/>
[Code].....
I tried these browsers on Mac: Safari, Firefox, Omniweb, Opera. And it works like a charm for them. The bug is only on Google Chrome Mac.
I also tried on Windows with IE6, IE7, Firefox, Opera, Google Chrome. No bug either for them on Windows.
I've read on the Internet other people on Linux have the same bug sometimes (again, it's just for a couple of browsers and never all the browsers on their platform). I hope I don't have to tell my users to trick with their OS configuration. It's our job to make our apps to fit the visitor, not theirs!
A special configuration to do (compatibility mode with older Flash version 8, 9, something like that?)...
I am making a game and I have run into a problem where I need to reclick on the game with the mouse for it to recognize keyboard input. I know having to click on the flash game once is normal, but whenever my game restarts (goes to the first level) I have to reclick on it or they keyboard input does not work. How do I resolve this? Is there a way to request the attention of the keyboard or something?