ActionScript 2.0 :: Switching Animations At Key Press/Controlling Character
Feb 10, 2002
My only accomplishment so far with it was to create a space shooter game which i modified slightly and animated it or at least the enemy spache ships and the players spaceship.
Here is what I want to do, but cant seem to figure out
I want to have a character on screen who is standing stationary normally, but still facing a direction.(left or right)
Now I want to be able to switch to a walking animation towards the right when I press a key and a seperate animation for when he walks left also at the press of a key I want to do down and up to, but I should be able to figure those out once I learn left and right
I also want it so when I lt go of the key they stop the walking animation and return to stationary, but stay facing whatever direction i pointed them
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Sep 24, 2010
I have a 9 frames image of a character.In other language generally i used to make character animation by looping the array consisting of different frames and drawing each frame when pressing key.What i want to do is when i press left or right key, i want to draw each frame that makes character movement and update x coordinates of frames, and it will appear as character is moving.
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Jan 19, 2011
I want to be able to press a key once and have it stay on a movie clip (which it does) and then press it again to return to the existing movie clip
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Jan 22, 2010
I have created a stickman that can walk and it's a full 60 frames of him walking and at frame 60 he's the same as he is in frame 1 so it looks good and it loops well.
I want to have this same stickman jump and also duck at some point. Do I create completely new movie clips for those animations or do I put them all in one movie clip and use labels for the frames to jump around?
In my final flash movie output, I want my stick man to walk forward when I press the RIGHT arrow key, jump when I press the UP arrow and I want him to duck when I press the DOWN arrow.
Now I probably also want him to walk backwards as well so I'm thinking I need to also create a walking backwards walk cycle for him also? or is there some trick I can use to play the walk cycle backwards or something?
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Aug 26, 2010
I am trying to get a character to jump up when I press the spacebar and come down by himself but am having a dickens of a time doing so. Here's the code I am using: This is the LevelOne class, there is also a player class:
[Code]....
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Jan 6, 2003
on (press) {
/:klick = 1;
}
what does the /: do?? why is it necessary? couldnt u u use a _global.klick instead? (when i tried to change to global i used trace to see if it worked and the global doesnt get any character set when i press mouse..why is that? )
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Feb 4, 2010
I am making a walk and jump game. My game would work by the character standing in a fixed place and when I press the left key he would appear to walk left but the background actually is moving right. And when I press the right key the background would move left making the character appear to move right. Now I would also like the character to jump when I press the up key. Now I have created a walk cycle in a movie clip and have a jump cycle that I could also use for the jump.
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Feb 1, 2004
I got a character to move. I want the player to be able to move the character to a button then press spacebar on it. Which will take them to another frame.
This is the code I got for the button but the trouble is u can press spacebar anywhere to go to the next frame.
on (keyPress "<Space>") {
_root.gotoAndPlay(23);
}
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Nov 3, 2010
i am doing this: press buttons on screen to move character left or right, "swipe" elsewhere on screen to do other stuff.
This is how i have handled it:
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
buttonContainer.addEventListener(TouchEvent.TOUCH_ OVER, tOver);
buttonContainer.addEventListener(TouchEvent.TOUCH_ OUT, tOut);
this works fine, just wondering if anyone has another way to handle it. it seems excessive to have 4 handlers for touch input, but i cant figure out any other way.
TOUCH_OVER and TOUCH_OUT check a switch statement to enable/disable buttons within buttonContainer.
TOUCH_BEGIN and TOUCH_END are used to store points and get a "swipe angle" (only if TOUCH_END is not over a button)
my only problem is i started having glitch's i think becuase so many listeners including: ORIENTATION_CHANGE, KeyboardEvents, Event.DEACTIVATE
this is why i ask if perhaps im missing someway to simplify the touch input listeners
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Jul 7, 2002
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--
mann1_anim = 1;
--
That is the first time I use that variable, so then it will be created, right? anyway, then, the first frame of the main movie clip symbol has this action:
--
mann.stop();
while (mann1_anim == 1) { }
mann.gotoAndPlay(mann1_anim);
--
On that first frame, my man character only stands, so this action should do so that while the mann1_anim variable is 1, the man should just stand there, right?
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--
mann1_anim = 2;
--
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--
while (mann1_anim == 2) {
mann.gotoAndPlay(2);
}
mann.gotoandplay(mann1_anim);
--
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--
mann1_anim = 1;
--
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