ActionScript 2.0 :: Make A Keypress Sctipt For Example When Key A Is Down Trace
Jul 12, 2004i have mx 2004 and would like to know how to make a keypress sctipt for example when key a is down trace ("whatever")
View 1 Repliesi have mx 2004 and would like to know how to make a keypress sctipt for example when key a is down trace ("whatever")
View 1 Repliesthe CTRL button in this game is doing two things:if movieclip is visible, then turn it off.if movieclip is not visible, then turn it on.however, if i hold the CTRL button pressed, it will trigger over and over, turning the movieclip on and off on and off on and off and so on.how should i fix this problem?[URL]
View 3 RepliesI've been working on a sniper game which is coming out terrific. But to make it better, I need to get this Zoom to work. What I'm trying to do is whenever SPACE is held down it will seem as I am zooming into the background, and whenever its released it will go back to its original zoom.
I've tried _x & _y scaling but I dont know what I'm doing wrong.
I have my scope's instance name as "scope", and the background as "bg1".
I've got this piece of code which is basically a start button that reacts to being clicked on. I'd like to change that into starting the function by pressing Enter on the keyboard. I'm having trouble figuring it out since the code is already in a function. How do I make it react to keypresses?
[Code]...
If I have something like this:
_global.x = 1;
var xml_attributes:XML = new XML();
xml_attributes.load('some.xml');
xml_attributes.onLoad = function(succes){
[code]....
How can I make the trace command to return 2 instead of 1?
I have the following code in the main timeline:
[Code]...
how to make the final trace statement work?
I am trying for first time actionscript as package document.And I am trying to make run a Doc class that load an XML file and output the results on trace.I don't know where are my errors:
Code:
package
{
import flash.display.MovieClip;
import flash.events.*;
[code]...
I am having issues with a global array. I have an actionscript file called MyGlobal.as at the same level as my main FLA:
[Code]....
I am able to trace that first element while trace is called within the function... but if I try to trace that first element outside of the function it is "undefined". Do I need to return the array at the end of the function? I tried that but I cant seem to get it working correctly.
I've been playing with prototype a bit and I've noticed that either it isn't as static as it should be or that some functions are protected from altering, or that in some cases the prototype actually extends a function. For example, I was trying to modifiy the global trace function to output the current time of a trace action, something like this :
Code:trace("lulu"); // output 12:48:17.286 lulu I DID achieve something close to it, but it seems that I haven't actually modified the global trace function, but rather it's "_root" counterpart,
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ive got a loaded xml list for an mp3 player. from playing track1, when i select track 2, it traces "track1" but then after a second click it traces "track2" and stays on that. the actually music for track2 does load on the first click though, but not the trace. anyone know why on the first click it would still trace the previous track? here is the code for that function...
[Code]...
I'm wondering how I would go about making a Mouse Trace, on a line that's preset but my choosing to let people enter into my Flash and/or progress throughout it. Basically, I have a picture of say, the number 5, I want to be able to have people use the mouse cursor to trace the 5 from one end to the next, and once completed the sites move forward. Though, I will be using my company logo which is a bit more advanced than a single number or letter form. If no one is sure what I'm talking about I've added a picture to demonstrate what I'm trying to do. Another idea I have if this one can't be accomplished, is a slide bar.Basically, it would look like a timeline control in say, VLC, and I would have the user drag a button from one side to the next to unlock and move forward. Though that may seem a bit more simple that my main idea, I would also like to be able to get really advanced with this second function and make a series of slide bars, say, 3, and they have to be slid in a certain manner, like slide bar 1,3,2 then it unlocks and moves forward.
View 1 Repliestake a look at the results of these traces:
trace(imgGal); //traces "1"
trace(itemClip1._y); //traces "32"
trace(itemClip[imgGal]._y); //traces "undefined"
why does the last trace not trace "32" like the second trace? I want to insert the variable "imgGal" onto the end of the mc "itemClip", how can I do this?
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var dane:Array = new Array();
dane_xml = new XML();
dane_xml.ignoreWhite = true;[code]....
and this last trace gives me undefined while trace(temp) gives me what I want
What I'd like it to do is find out what key was last pressed and then based on which key it was, go to a specific frame of guy_mc. So basically if the left key was the last key press I want it to go to frame "Left", if right key was the last, go to frame "Right," etc. I'm completely lost on this one and every tutorial I come across is based in AS2 which has much simpler methods than AS3.
Code:
//listen for guy_mc to see if all keys are up
guy_mc.addEventListener(Event.ENTER_FRAME, allKeys);
//if all keys are up...
[code]....
What I'm trying to do seems really simple but I can't get it. I'm trying to do something like this, but keyRelease doesn't exist I think.
on (keyRelease "<Right>") {
nextFrame();
}
I just want it to go to the next frame on the time line when the right key is RELEASED.
I've made a popup div that shows a video if you press a button. If you press Esc, the div is hidden again and the video is removed. (Using JWPlayer in Flash.)
If you click on the JWPlayer video, Flash gets the focus and JavaScript can't listen for keypresses on the document anymore. Is it possible to make JavaScript get the focus after you've interacted with the JWPlayer video player, so that you can still press the Esc button after for example pausing the video?
I was just wondering what the difference between these two is.
View 1 RepliesI'm working on the timeline and have movieclips on each frame. Each movieclip should play completely before moving to next frame. Once the movieclip is completed playing, I'd like to set up a keyboard event that allows for movie to go to next frame onKeyUp.This is the code I have but it's not working ... I'm getting jumbled results. I know this should be simple enough, but oh well.
stop();
import flash.events.KeyboardEvent;
var keyListener = new Object();
[code].....
I'm using Flash CS3 (AS2.0) at school on a mac, but when I open the file on CS4 on my pc I can't get my keypress to work.[code]I want my animation to happen when I push "t" on the keyboard.I have the whole alphabet to go through but I'm stuck since I can't even get this first one to work!Do I have to convert it to AS3 somehow since that's how it opens in CS4 (I think)?I'm new to Flash and need to figure this out for a course project!
View 1 RepliesI'm developing an application for use on a tablet PC where the user has the option to make multiple selections with a List Component. I need the ability to simulate the CTRL key being pressed since the keyboard will most likely not be available so the user can select and de-select items from the list. I will most be attaching the code to a button that will open the List component.
View 1 RepliesI had an old version of air which loaded an swf that runs an as2 swf using as3 The as2 swf included keypressing and regular as2 stuff. I just installed the new version of air and exported the AIR file again Keypresses don't seem to workhow to fix this?I thought about exporting to an older version of air but I have no idea how since the only option I have in CS5 is 2.0
View 1 RepliesI have a viewstack which implements a 'wizard' interface for doing new orders. On the last page of the wizard, there is a button, with a fake accelerator on it, by which, if they press 'o', they can start the process over again.
Below is my handler:
protected function _keyDownHandler(e:KeyboardEvent):void
{
if((e.charCode == 111)) {
[Code]....
The problem is that when the user gets back to page 1 of the wizard, the 'o' the user just typed is now entered into a datagrid filtering textbox (filter by last names starting with 'o'), which is not what is desired.
As you can see, I've made some attempts at forbidding this interaction, but it appears to be not enough, even though the model.orderNew() bit contains all the code to swap the viewstack pages around, re-setting the focus to the txtSearchFilter, etc..
It appears that e.cancelable == false, which is probably why I'm getting this behavior..but the documentation says that KEY_DOWN IS cancelable, so..
How can I keep the keypress from propagating to the form ?
ive started a game in as3 and everything has been going smooth. got my character running around. have an array set up with all different types of variables inside for different things like floor, walls, doors, etc etc. theres only a couple things i want to clean up before adding npc's. im having a problem with my jump function. basically, i have my keypress' set up in booleans and its working A OK. But the problem is when u hold the jump key the function keeps running over and over. I tried the obvious by adding the function to an if statement to just the keypress and not the boolean but it makes the function only run partially and leaves the character floating in the air until you hold the key down long enough for the character to land again. so basically i need the function the run all the way through and stop and wait for another keypress so even if you hold the jump key, the character will only jump once.
i think i may have to create something other than a boolean. or maybe a class with a timer that is called on the keypress. am i even close?
I've tried using ASCII codes but = and - don't seem to respond to this. Is there any other way to check for a keypress on these keys?
Here is my code for the function just incase it proves useful:
ActionScript Code:
function selectNum() {
selecting = true;
num = random(12)+1;
[code]....
So i know that the flash object needs to have focus in order for the key event to fire, but i am having an issue where i click a button in the flash window and the events stop firing.The button activates a box2d world and i don't know if that has anything to do with it. but as soon as i hit the start button, the key events no longer seem active until i click again.
View 3 RepliesI know this sounds really simple, but is there any way I can implement a key press to a function, I know this is wrong, but you've got an idea then:butmute.keyPress("m") = function {
View 2 RepliesI have recently made a piano in CS3 using AS2. The basic idea is that you can both click on a piano key and click on a key on your keyboard to hear the sound that particular key makes.Everything works just dandy apart from the fact that the sound doesn't seem to work at all.Below I have posted the action script (the comments are in Dutch) perhaps you'll need the FLA file as well.
Code:
stop();
//Maakt een sound object en verbind het met de piano movie clip op de stage
[code].....
I'm trying to do something like this, but keyRelease doesn't exist I think.
on (keyRelease "<Right>") {
nextFrame();
}
I just want it to go to the next frame on the time line when the right key is released.
When a key is pressed, data is sent to PHP to be stored in a MySQL database. For each key press, only one entry should be posted. it re-posts exponentially (e.g., 1st key press = one post, 2nd key press = two posts, 3rd key press = three posts; thus, totaling six posts).Initially, the event listener for key press existed alone on a single frame. When that was the case. This issue did not occur. I added an additional frame so that I could set to clear out all variables and start fresh.
so frame 4 will have :
KeyListener = new Object();
KeyListener.onKeyDown = function(){
if (Key.isDown(69)){ // if key pressed is "E"
[code]....
I am a high school teacher who is teaching Actionscript 3.0 for the first time. I am teaching my students how to create multiple scenes to understand actionscipt interactivity. The first scene has a button. The second scene has something happen when a key is pressed. The problem is that the second scene doesn't work. Flash doesn't even show the trace command that a key has been pressed. Keypresses work fine when done in the first scene, but when put in the second scene after a button has been pressed, it doesn't recognize the keypress event.
View 1 Replies