ActionScript 2.0 :: Get A Letter To Execute A Key.isDown Action?
Oct 9, 2002How do i get a letter to work inside of a key.isDown action?
View 6 RepliesHow do i get a letter to work inside of a key.isDown action?
View 6 RepliesIn the app I'm working on (AS 2.0) I have several buttons. I've added an action to each of those buttons:
on (release){ gotoAndPlay("fr_test");}
When in Flash, if I enable (Control) Simple Buttons and Simple Actions, this action works like it should. If I test the movie or publish it, the action doesn't execute.
I've tried another approach with one button. I added an empty layer for actions only, and added the following code:
this.test_btn.onRelease=function(){ gotoAndPlay("fr_test");}
This doesn't work at all, nor in Flash nor in the player. I wonder what I'm doing wrong here. Changing fr_test to the frame number does not change anything.
This is my as:
[Code]...
For some reason, the external movie I'm loading into level 5 in the first red line won't execute the action below it, to make the loaded movie play a clip on its main timeline (contentSlider) from frame 16. It just keeps going to the first frame of the movie and nothing else.
This would be done upon click of one of the buttons I have on the stage. That button also needs to execute a different class I have programmed. You can even just tell me what to search under to find out this data.xplanation: I have 2 different classes. Buttons class and Videos class. Buttons class loads the stage with 9 different buttons. Each button is supposed to lead to its own video. (I have the buttons ready with programming to load the video and all of the programming works). The Video class loads the video onto the stage and has the controls for it to play, pause, stop etc (works pretty much..).
View 2 Replieshow to clear the stage of everything I have loaded it with. This would be done upon click of one of the buttons I have on the stage. That button also needs to execute a different class I have programmed. You can even just tell me what to search under to find out this data.
Explanation: I have 2 different classes. Buttons class and Videos class. Buttons class loads the stage with 9 different buttons. Each button is supposed to lead to its own video. (I have the buttons ready with programming to load the video and all of the programming works).
The Video class loads the video onto the stage and has the controls for it to play, pause, stop etc (works pretty much..).
Now, I am not sure what code to put under each of the buttons to clear the stage and load the Video class.
to a frame I want to attach 2 conditions which an action has to fulfill before it can execute something.
so:
if (particularVar == Yes AND anotherniceVar == 25) {
thisfunkyMC.gotoandStop(49);
}
but obviously, this doesn't work.How do I have to correctly formulate it so I can put two conditions side an If statement, before something will be executed?
it's possible to change the default key (space bar key) to execute the action of the focused element in the stage?If you ever worked with the Focus Manager you've possibly seen that when you press the space bar the focused item is "executed".Can you disable that "executor" or can you change the space key with the enter key?
View 2 RepliesI've got an inputfield.OnChange Event Handler.When someone types a letter, i want the letter to become 0, then 1, then 2, and so on until 9 and then i want the letter to be there.And when they click on another letter, same effect happens.so at the end if i typed, "testing", each letter scrolls 0-9 like a roll dial and settles on the letter typed.What i've managed to do is make it work, but if i type at normal speed and not slow, i end up getting something like: t32t43g
View 3 RepliesI have a combo box that I'm trying to enter a letter for to search values for that particular letter and I keep getting this error. Every other combo box works fine when a key is pressed so I'm not sure why this particular combo box registers an error. The complete error looks like this:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at mx.controls.listClasses::ListBase/findStringLoop()[C:autobuild3.2.0frameworksprojectsframeworks rcmxcontrolslistClassesListBase.as:7715]
at mx.controls.listClasses::ListBase/findString()[C:autobuild3.2.0frameworksprojectsframeworks rcmxcontrolslistClassesListBase.as:7700]
[Code]...
Root timeline: keyframe 1, keyframe 2, etc...
-keyframe 1 has a MC "frist MC"
-keyframe 2 has a MC "second MC", etc.
-the MCs are all duplicates containing different animation, but have the same AS inside them.
The construction of the MC is:Play intro animation -> Stop and wait for key stroke. If key is "space" set variable value to 1, if else set variable value to 0, then continue to play next frame. -> Complete the animation till the last frame.In the last frame check what is the value of the variable to check which key was been hit. If it was a space (var =1) go to root and play current frame +1 (go forward), Else, go to root and play current frame -1 (go back)Its a kind of slideshow.so heres the code in the middle, after the intro animation was played:[code] The problem with var reverse is, it works well in the first frame, its beign filled with value depending on what key is being hit, But in the last frame, when the time comes to check the value, trace says its "undefined".I have tried setting up a _global.variablename = reverse and it works in both frames (the check at the end is succesful, it detects the given value), but still the last frame only plays the currentframe -1 as if always executing the "else" command, no matter what the value of var reverse is.
I'm trying to create an RPG-like game text effect where the text string is displayed letter by letter, like a typewriter.Here's my code:
Actionscript Code:
function doSomething(number){ var errors:Array = new Array(); errors[0] = "The specified file could not be located."; errors[1] = "Another error"; var
[code].....
I am trying to write a text, letter by letter. I got with this code:[code]............
View 15 RepliesIn many RPG games, messages appear in textboxes letter by letter (usually accompanied by a repetitive beeping). I've been trying to simulate this in Flash for a game I've been working on in AS2. When it comes to programming, I'm fairly new and so far, the best I've got is this:
var num:Number = 0;
var s:String = "This message will appear.";
function onEnterFrame():Void {
[code].....
I was just wondering what the difference between these two is.
View 1 RepliesI'm following a simple tutorial on making a platformer, but I ran into a problem. This is the code I'm using in a player movie clip:
onClipEvent(enterFrame) {
if(this.character.hitTest(_root.bg.ground)==false) {
this._y+=_root.gravity;
[Code]....
When I press the keys, nothing happens, but if I replace the if statement with a 1 then the code executes fine.
In the actions of a movie clip,I want to use something like:
PHP Code:
if(Key.isDown(W)){
//do stuff
}
But,it does not take anything else than LEFT,RIGHT and some others.I even tried ASCII:
PHP Code:
if(Key.isDown(100))
{}
It doesn't work.Then how do we use keys like W,A,S,D?
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(){
[code]....
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:
[Code]...
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
View 1 Repliesif (Key.isDown(Key.LEFT) && Math.abs(this["speed"+who])>0.3) {
_root["car"+who]._rotation -= _root.rotationStep2*(this["speed"+who]/_root.maxSpeed);
}
[code].....
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.
View 3 RepliesI 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...
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?
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:
[Code]...
Code:
_root.navigationMC.onPress = function() {
startPreload("blue.swf");
}
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) {
this._parent.gotoAndPlay("98");
}
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) {
this._parent.gotoAndPlay("98");
STOP ON FRAME 108 INTEGRATED HERE
}
Everything I have attempted is not working.
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0)
Insert -> New Symbol
Name - test
Type - button
Export for ActionScript
Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code:
on(release) {
trace("trace");
}
I click on the button and it animates but no action event in the trace?