ActionScript 2.0 :: Presses Control The Sounds Starts And Plays?

Jun 15, 2005

i have made my sound so that when some presses control the sounds starts and plays until they release it. how would i do this?

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[Code]...

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Code:
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[Code]....

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[Code].....

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[Code]...

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[Code]....

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I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?

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[Code]....

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I'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:

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[Code]....

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Actionscript Code:
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[Code].....

Rather than affecting one variable, one key press makes all the others true as well

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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:

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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;
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function keys(event:KeyboardEvent):void{
[Code] .....

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im tryin to make this control the player(head) on stage by simply turning rght now but i can't get it to work...

also all the code for keypresses can be found in the player movieclip on the actions of frame 1

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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!

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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)) {

[Code]....

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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?

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I am creating a dancing game:

[URL]

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.

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