ActionScript 2.0 :: Both Keys Pressed At Same Time?
Jun 14, 2010if (Key.isDown(Key.RIGHT)and (Key.isDown(Key.LEFT){
trace("both pressed");
i am trying to write the syntax to detect left and right cursor keys .pressed down at same time.
if (Key.isDown(Key.RIGHT)and (Key.isDown(Key.LEFT){
trace("both pressed");
i am trying to write the syntax to detect left and right cursor keys .pressed down at same time.
I am struggling a bit with keys on the keyboards controlling a movieclip to happen.Ive got a person moving when pressing right and left, and a movieclip with three frames: First frame is a movieclip with the person standing still, looking bored. The second frame is the person moving right, and the third frame is the person moving left.This is the code that Ive inserted into the persons actions on scene1:
if (Key.isDown(Key.RIGHT)) {_x += speed;this.gotoAndStop(2);_xscale = +scale;}
if (Key.isDown(Key.LEFT)) {_x -= speed;this.gotoAndStop(3);_xscale = -scale;}
this code works alright accept that when the keys are not pressed it doesnt stand still, the legs are still moving, so I tried to include this code aswell:
if (!Key.isDown(KEY.RIGHT)) [code]....this makes the person standing still when not pressed but not moving the legs when turning right and left.
I have a function on root:
_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?
Can I track the keys pressed, using ActionScript?
View 1 RepliesHow do you detect when to keys are pressed together. For example, if I press W and E together, I want something to happen. How do I do that?
View 5 RepliesIm unclear why this code is not working? What am i doing wrong?
ActionScript Code:
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
[code].....
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:
ActionScript Code:
!evt.keyCode == 38
and
ActionScript Code:
evt.keyCode != 38
Cannot Detect All Key pressed onKeyDown
Here is the code I used:
Code:
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("DOWN -> Code: " + Key.getCode() + " ACSII: " + Key.getAscii() + "
[Code]....
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.
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 want this code to move my map i.e map_mc when the keyboard keys are pressed. When I add it to the map_mc, I see no effect what do u think I am messing with.
Code:
on (keyPress "<Left>") {
currentX = this._x;
this._x = currentX - 2;
} on (keyPress "<Right>") {
currentX = this._x;
this._x = currentX + 2;
} on (keyPress "<Up>") {
currentY = this._y;
this._y = currentY - 2;
} on (keyPress "<Down>") {
currentY = this._y;
this._y = currentY + 2; }
I've followed the thread there: [URL]
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?
I want to detect which keys are pressed while user input text into TextField.I tried something like
import flash.text.TextFormat;
import flash.text.TextField;
import flash.events.Event;[code].......
but this doesn't work.
ive tested my game on several different computers. it works well on my desktop, but 2 laptops suffer an issue when left, space and up are all simultaneously pressed... thus the character is unable to move, jump and shoot at the same time
View 2 RepliesCreate a listener that will wait for a combo of keys pressed to launch a command? Something like if they type "admin" it will trigger a function.
View 2 RepliesI have it like this so far:
ActionScript Code:
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyReleased);
public function KeyPressed(event:KeyboardEvent):void
[Code]....
and so far it works good, except when I press shift. If I'm holding the left or right arrow key and then I press shift, the object stops moving and doesn't do anything. However, if I release the arrow key and THEN press and hold shift, it works perfectly. How can I make it so that I can press shift while I'm holding the arrow key and still have it work?
in actionscript, Is there a way i can make a coddition happen if 2 keys at once are pressed?
example:
if (Key.isDown(Key.SHIFT) && (Key.isDown(Key.LEFT) && _currentframe == 1)) {
gotoAndPlay("running_left");
} else if (Key.isDown(Key.RIGHT) && (Key.isDown(Key.RIGHT) && _currentframe == 1)) {
gotoAndPlay("running_right");
}
or can't i do shift and left/right?
Im having a problem getting responsive keyboard movement. I have a key_up listener which fails to trigger when 3 keys are down. E.g. Imagine up and right keys are being pressed to move up + right. The user wants to change to moving up + left. The user presses the left key before lifting thg right key. I have a key_up listener to detect when a key is no longer being pressed. However in this scenario it fails to trigger when 3 keys are pressed. Even in this online example, there is the same problem, look how unresponsive it is when chaging from up right to up left really quickly. [URL]
[Code]...
I'm working on a simple game where the object is to hit as many keys as possible in a given time and then be given a score.
I have used the following code:
[code]...
However, when the time runs out and you're taken to the screen where your score is displayed, the actionscript continues running and you still gain points by hitting the keys.I've tried using a boolean, but it did not do anything.
1) My game is playing differently when i am debugging it & when am i testing the movie(ctrl+Enter), the difference is that in testing movie the keyboard keys(i hv called the keyboard event key up & key down ) are not working first time, when player loses the game fiirst time,key start to work properly
2) It is working slowly, when i loaded its compiled swf with another swf but working fine when played individually, i hv specified the different stage.framerate for both swf in their corresponding class.
There must be a kind person out there on the WWW who could spare me 5 mins and rescue me before I top myself! I have a movie clip on my stage with 8 buttons in it that all sequentially fade in via an alpha tween 0 to 100%. All the buttons simply link off to different URL's on click. What I want to do is when a button is clicked I want to store pressed along with the date and time it was pressed into a .csv file.
View 1 RepliesI was thinking about using the getTimer() action for counting the time, but what I need is to count the time since a button is pressed. when the counter get to a determed number, it should go back to zero and start counting again when the button is pressed again.
View 4 RepliesThis is probably a very simple actionscript question I am using CS3 on an AS2 movie. I want to make a simple audio level bar and I created a movie clip with ten frames and ten squares that appear in a line. On each frame you can see one more square i.e. from 1 to 10.What I want is to have a + button on the main time line and every time it is pressed it advances on the frame of a movie clip called loader_mc to the next frame. Similarly if I press minus button the movie clip goes back a frame.This is the actionscript i tried but it only works once. It doesn't keep moving on each frame.
Code:
on (press) {
_root.loader_mc.gotoAndPlay(_currentframe+1);
[code].....
There is a problem with my button.
Code:
stop();
_root.enter_btn.onRelease = function() {
_root.up_mc.onEnterFrame = function() {
_root.up_mc._alpha += 5;
if (_root.up_mc._alpha>100) {
[Code] .....
This code works only ONE time) the second time i'm pressing the button - no effect.
When the button is first pressed, I can see in my debugger the data LocalID has a value, but why doesn't it write to the _root.PrimaryID until I press the button a second time?
submit1.onPress = function(){
getDatax.UniqID=UID;//Long string version of ID
getDatax.sendAndLoad("GetID.cfm", getDatax, "POST") ;
getDatax = new LoadVars()
getDatax.onLoad = function(){
if(this.writing=="Acquired") {
_root.PrimaryID=this.LocalID;
}}}
I have to make a game. in that game there are some notes on the wall. The character (here emma) can be moved by the player with the left and right arrow key. If you press the up key, there should be a function so that you have to keep it pressed for a while, to let her jump, thus making her jump to the notes, so she can get them.
here's the code:
//notes on the wall
var teller:Number=1;
for (var i:uint = 1; i<=4; i++) {
[Code]....
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)
View 0 Replieswhether 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?
How do I get the AWSD keys to work as smoothly as the arrow keys. I can put the arrow keys inside an enterFrame
[AS]onClipEvent (enterFrame) {
//move the tank
if (Key.isDown(Key.RIGHT)) {
[Code]....
If I put the AWD keys inside an enterFrame they run until I push another button
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]
View 7 Repliesin 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.
View 2 Replies