I'm trying to make a navigation menu that primarily uses key presses to work.
Code: var keyListener = new Object(); var listSelection:Number = 1; function upPress() {
[code]....
(note: this uses the lmc actionscript tweening classes)I have 10 items in the list, and basically this works fine for the most part. Press up and the menu slides up 63 pixels (height of one button) when it's not at the end of the list, and press down and it slides down until you reach the end. and it keeps track of which one is selected. fine. great. but when holding down a key it skips forward but might only move the options list only a few pixels. or if pressing the keys really fast it'll make the list stop short.
I guess what I'm looking for is how to make this menu list work so they can make a selection through an animated menu using the keyboard. so press up and the list animates up to the next selection, or press up three times fast and it animates up to the fourth option.
I have recently been working on creating a game similar to the good ol' Asteroids game. So far, I have managed to create a very simple piece of code that rotates and moves my spacecraft according to the angle it is currently at. There are two problems with it, though:
1. I can't use two buttons at once--for example, to rotate and move forward. I'm sure there must be a better way to detect key presses. What's the best way to do it in AS3? 2. The way the whole thing works looks kind of jerky and stage. Another thing is, the spacecraft is constantly at an odd angle for no apparent reason.
Here it is ("sc" is my spacecraft movieclip): var SC_speed:Number; var SC_rotation:Number; var SC_radians:Number; SC_speed = SC_rotation = 0; function keys(event:KeyboardEvent):void{ [Code] .....
I have a really strange problem. I've made a custom class that listens for keyboard events such as key presses (I use it in order to navigate in an interface). When I test my file in Flash (using 'command'+'enter') all key presses work as they should. However, when I publish the file and starts the projector (or the swf for that matter) one key ('g') isn't doing what it should!
I set up some code to record key presses and specific chords. My problem is that I only want the keys to fire once when pressed. This is especially a problem when I require the user to hold CTRL + LEFT for an action.
The user experience is that I want users to hold down CTRL to enter a mode and then press the LEFT key as many times as needed. Currently, the CTRL trace and LEFT trace fire continuously. Is there a way to do a onKeyRelease?
Code: var keyListener:Object = new Object(); keyListener.onKeyDown = function() { if (Key.isDown(Key.CONTROL)) {
When I say two keyboard presses, I'm thinking about a situation where I would need to detect both. Not a shift this or alt that or control third. I'm talking about Down + A or 5 + T. For instance: Ryu has an overhead attack that is used when both Down + MP are pressed. If I were to create a game, with ActionScript 3.0, is there a way for me to detect that both buttons were pressed at the same time?
I need to disable the keyboard after each key is pressed, so if the user presses the UP key until the character has finihsed doing the move no other key can be pressed.
How would I go about determining the time in-between key presses in AS3? Basically, if a user is tapping the space bar to a beat, I want to be able to average the time in between 10 taps/key presses and get an output time in milliseconds.
My thought was to use an interval and after every press I would add that amount of time to an array. After 10 presses, I would take the average of all the numbers in the array and then output that number.
trying to count key presses in a 30 sec interval. if the number of keypresses is above say 20 in 30 secs they go to a new frame, otherwise they go back to the start and the count begins again. using as2 and flash cs4. very confused.... not sure if onEnterFrame is better than keyListener.
I simply need to use key presses to jump around on the timeline, ie. press "a" and the movie jumps to frame 355. Preferably a simple way of doing this with AS2. Please help... I will help you with Photoshop one day.
In a mini flash game, I have a few different level select buttons, and they all attach to one "levelChange()" function, and I'm just wondering if there is an attribute that stores which button was pressed or how to determine which was pressed if not.
Basically, I want to create a button (Instance Name: blueSquare). Each time the button is pressed, I want actionscript to "count" each button press (the maximum is 100 presses). When the number reaches 100 presses, I would like a new button to appear next to it ( Instance Name: redCirlce).
is there a command in flash that takes multiple key presses? For example if the user presses a then b the frame will advance. Note, I dont want them to have to be held at the same time.
I am creating a program where I am randomly flashing a series of words, and I would like to be able to record when someone has hit the "x", even very briefly, when looking at the word.I have inserted all of my code below, but I have difficulty with the section in bold. Everything is working except that in order for the "x" key press to be counted, it must be held down as the words actually change. Is there any way to have it record that the "x" is hit even if it very briefly? Whenever I try to use the key listener function, it does not work with my loop for displaying text.
stop(); var tempvariable = new Array();//array create variables stored in Flash to be saved for later display var itemarray = new Array(); //This is the array to hold the Words that need to be randomly shuffled
I am making a sort of like racing game maze thing but want it so that when the user hits for example the right arrow key the movie clip moves along it's x axis and doesn't stop until another key is hit or the movieclip hits another movieclip.I was thinking about making a function that some how loops the x distance and this function is being called when ever the keyboard key is hit.
I have a button that inserts an mc on the screen every time it is pushed. So say I push it 3 times, the 3rd mc will shrink to be like 1 pixel wide when I use a key press that is in another mc, and I don't have the key press shrinking it.
I am familiar with taking in keyboard input in AS3. I was wondering if there was a way to capture and process simultaneous key presses.I don't mean when a user holds down, say, the up and left arrows at the same time and an object moves diagonally. I mean when they actually press down on the keys simultaneously, like in a video game where 2 simultaneous button presses performs a new action.Currently, I have a class that reads whenever a user presses a key and assigns it to an instance variable. Then, each frame, the class pushes the key into a storage array if the current key pressed doesn't match the last key pressed. Each key is stored for 60 frames before being dumped if it isn't processed.
I have, lets say an arrow, it points up when you press w, left when a is pressed, down when s is pressed, and right when d is pressed. This is done through animations, and simple gotoAndStop commands. Anyway, Lets say that I want it to point North-east when I press D+W. whats the easiest way I can use to get it to detect Multiple key-presses. If any more explanation is needed I can easily explain further.
want to make a game where if someone presses tab they go to a different frame. I have made many approaches to this. and btw im using AS2Here are my tries:
My program beings with a frame with a "play" button on it. Once he "play" button is clicked the user is taken to the second frame to play a game. Control for the game is done via key presses. The control works well; I'm able to move the sprites and so forth. However, my problem is after the user clicks "play" and is taken to the second frame the game will not recognize key presses until the user has clicked the applet again. How do I get the game to recognize key presses automatically after the user has clicked "play"?
Here is the code I use in the second frame to listen for key presses:
I have built an application in Flash 8 (as2) it has key listeners in it which work when run from Flash 8.When I open the application in CS3 and run it from there the key listeners no longer work. On testing I found that it only registers when pressing w u d g x and the numbers.
depending on how many key are pressed, the user moves to another frame, where the function interval counts again, and after 30 seconds they move again. This happens 4 times before the interactive ends.i'm really unsure how to go about this!!! i have this idea, but my actionscript is not great! i am only using 4 keys: asdf.
I want to perform keyboard equivalents instead of using my moouse to navigate through my project. I want to use left to go back a frame, right to next frame and up for home and down for exit. I've put here my code for the button instance (NEXT15). How can i capture key presses and relate them to these buttons.
I have worked on one which I am almost happy with but there are things wrong with it. (if anyone has any good tutorials or FLAs on this that would be great). But my main problem is now simply just having a button so when you rollover it, it changes colour and when you click it it stays on that colour so you can see which button is currently active. How do people go about scripting buttons to work properly like this? I have this code but it runs into too many problems...
var my_color:Color = new Color(this); my_color.setRGB(0x000000);