ActionScript 3.0 :: Flash Keyboard Event And Controlling Timeline
Nov 4, 2010
I am very new to AS3. I have not wanted to migrate to it, but have been forced to do it for a current project which uses AS3 components. I am creating a slideshow (full screen) and will be creating each slide as a separate SWF file. I have been successful in loading and unloading the slides (SWF's). I need to use the arrow keys to move through the slides. I have that working, but want to load the slides without hard coding everything in each frame of the main timeline. I am using a var to get the currentFrame value. All is well exept that if the left arrow key is pressed and the main timeline is on FRAME 1, the playhead seems to think it can go backward to frame zero and then into negative numbers with each press of the left arrow key. I need to be able to stop the timeline from advancing backward at frame one. I have tried several methods that either do nothing or cause the right arrow key to work unpredictably and keep returning to FRAME 1 no matter what if statement and evaluation I perform. Here's the current code on.[code]
I've having huge problems trying to control a internal SWF from my main movie.Here is how it works,main movie (loads swf1 and swf2)I need to make the button on SWF control de swf2 timeline.
dynamically loading in a swf into another flash file, and I'm wanting the user to be able to either advance to the next frame(of the dynamic swf) with the right arrow key, or go to the previous frame with the left arrow key. If I have to I can create a couple of arrows as a generic interface but I am not sure now to code those either.
I'm trying to create an interface that's controlled totally with the keyboard (arrow keys and Enter button), and for part of it I'd like to use lists that the user can scroll up and down to select items. It's make things a lot easier if I could use the list component for this, but I'm not overly familiar with using it and can't find anything about my specific problem online.
I have a simple flash project with a TV and a remote control. right now there are arrow buttons on the remote control that i have setup so that when you click on the button it goes to another frame. now my client wants it also setup so that when they hit the arrow buttons (up, down, etc) that it goes to a certain frame.
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
I have a textArea and would like to prevent the default behavior for certain keys such as the enter key from being run upon user input. However, KeyboardEvent is not cancelleable so preventDefault does not work.
I m creating a project of maze game in which have to use keyboard event. All the coding is done in as3 and i m using swc files in my project. When i published the swf, it shows me intro screen then it goes to game screen when i click on play button. Then the game screen gets loaded (i did addChild for this as i m using swc for each screen). Now the keyboard event should capture when any key is pressed. For this i wrote :
Main.STAGE.addEventListener(KeyboardEvent.KEY_DOWN , pressSpaceBar); Main.STAGE is a static variable stored in another .as file.
But the event is not firing on loading the game screen. It fires when i click anywhere on screen(screen selection).
Why this is happening ? and why the keyboard event is not firing ?
i have a question to ask about asynchronous key controls This was what i did
[Code]...
and i checked with [URL]...?newspage=6249 and it looked more or less the same, so why is it that when i move my character and when i hold down a key, it just keeps on listerning to that keypress event listener, instead of just executing the other event. So say, i tap left and after which i tap right, it will work just fine, but if i hold left and tap right, the event listerner will still be listening to the left key. So, i was wondering could anyone point me in a direction as to how should i make my code stop listening to an event as soon as another event has been dispatched?
click once on the screen with your mouse and then you can control the man with arrow keys on your keyboard.i can't figure out why the man turns back to the right if he is facing left if you press the up or down arrow. this is one of my first scripts,it's not set up right here is the code:
Code: function rightKey(yourEvent:KeyboardEvent):void { if (yourEvent.keyCode==Keyboard.RIGHT) {
I'm trying to control my mp3 sound clips with keyboard commands and have managed to get this to work with internal sound clips:
//************************************************** ************* var note2:b = new b(); btn2.addEventListener(MouseEvent.MOUSE_DOWN,playNo te2); function playNote2(event:Event){
I am doing this inside a module containing viewstacks and their childs.Calling onInit() on creationComplete of module.When I am inside one of the childs of a viewstack of this module and press Enter, it doesnt not invoke the listener function at all (bp inside this does not get hit).
private function onInit():void{ this.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); }[code]..........
When game starts, the car runs automatically. Then we click the SPACE button, movement of car stops. And the door of structure near car is available to CLICK.
But in coding I got this error code:
TypeError: Error #2007: Parameter listener must be non-null. at flash.events::EventDispatcher/addEventListener() at shfg_fla::MainTimeline/key_pressed()
This is some part of my game code...
case Keyboard.SPACE : removeEventListener(Event.ENTER_FRAME,car_movement); --street_mc.bluehome_mc.door_btn.addEventListener(MouseEvent.MOUSE_DOWN,door_ready)
I have a question about making a function for two different kinds of event. It's not critical but I would like to reduce my lines of code and just be more efficient. Basically I have a button on the stage called "Enter". I also want the user to have the option of hitting the enter button. I don't have a problem making these two separate handlers for these events (i.e. one handler for the KeyboardEvent and one handler for the MouseEvent):
how can you switch the mouse event with keyboard event in the folowing example:
Code: var qno=0;var rnd1; var rnd2; tick.visible=false;cross.visible=false; var right_answers=0;var wrong_answers=0;
[Code]....
i know that u have too define key up and down functions and in the beginnig give the keys we are using the false value, but how to make it that after i pess of a key you cant press in again unless you go to the next question that is the enable_disable in the following code. How would that function looked in case of keyboard event
Main_mc has a movie with a button movie and an animation movie. I want the button_mc to control my main_mc timeline. I want a btn when rollover play up to frame a and stop. Rollout play to end. If btn is clicked play and stop at frame a.
I'm trying to capture keyboard events with the following code. I'm testing in an external popup flash player in FlashDevelop and it ain't tracing anything. I reckon it might be something to do with keyboard shortcuts in the flash player.
If I plan to implement 100 objects on stage to be listen to mouse and keyboard input, is using "function" call responsive enough? How good does eventlistner work?
Well, I have a project where I would need a XML with a % range from 0-100 to controll a timeline. The concept is to fill a bottle. So the timeline would animate from empty to full. But must be controlled with a XML number and its all in AS2...
I never seem to get any answers on these forums lately but surely someone can answer this. I've loaded an AS2 based SWF in to an AS3 SWF. I want to gotoAndPlay a frame in the AS2 SWF when a button is clicked thats inside the AS3 SWF.
if its possible to control a movieclips timeline a bit more than the simple play, stop functions.
I was hoping by pressing a button, it would make the MC's playhead not just jump to frame 20, but play to it.
So if the movieclip's timeline is on frame 60, I press a button and it scrubs all the way back to frame 20. Click another button and it scrubs to frame 40, etc..
i have forward/back buttons to control the timeline. what happens in the following code is that if the button is clicked while in the < or > range of frames, it gets buggy. heres the code.
[Code].....
this doesnt seem to go to the exact frame i need if i click while the current sample is still animating in. It would be much better if i could tell flash to a specific frame instead of asking flash to determine a range. that way, if a button is pressed during an animation it wont just advance one frame, it would jump to a specific frame.
I wish i could just do this:
[Code].....
i thought about creating a var that would be a string. i could then add a number to the name of that string each time the button is clicked. then i could make frame labels the name of the string. but i couldnt get my head around it. also, i didnt know how to make the button stop adding to the string name once it reach a certain value (6 in this case). or how to make it play the last sample animation if the user kept clicking the advance button at the end of the samples.
So im creating a site for a friend and I have placed the menu inside a movieclip so the buttons are inside the movieclip. This the script i have tried :
This time I'm attempting to make a timeline, that should control what frame of a movie clip on the root timeline is displayed. So relevant to where the user slides the slider bar, the appropriate information will be displayed inside that movie clip. Now I really have NO idea where to start the coding that will attempt to convert the slider's location on its on slider bar, to what frame is shown on that movieclip.
Just wondering how to control the timeline of an external swf loaded into the root of your main timeline, from within nested movieclips on your main timeline?I can successfully control it once it's loaded from within the function that assigns the external swf a MovieClip var, but I want to control it from deeper in my main swf.1. I've loaded an external swf into the root of my main swf.2. After loading, I assign the external swf a MovieClip var, and then set up a button to control the timeline of the external swf:
function dataOnLoad(evt:Event): void { var myClip:MovieClip = evt.target.content; function updateSwf(evt:MouseEvent): void{
I have buttons that load movie clips when you mouse over them and unload the movie clips when you mouse out.[code]the problem is that the movie clips aren't necessarily playing from the beginning when you mouse over, since their timeline is independent.How can i specify that I want to add the instance of the movie clip to play from frame 1.I've tried using the gotoAndPlay method with the frame number/ label in parenthesis afterwards and got an error message..I've looked through multiple tutorials on controlling symbols using AS, and i still can't get this to 'click' for me.[code]
I have a huge timeline with photos, each photo on a different frame, and several buttons, one for each picture on the first frame. My idea is to make a unique action for the buttons that tells the timeline to go to the frame number that is the same as the button instance name.
How do I control the timeline from a movieclip from within itself?I made a menubutton for a school assignment. To make it, I created a movieclip of the button's graphic, with on the second frame the button again but with the menu open (haven't added anything in it yet).Opening the menu is as easy as
Code: menu_mc.addEventListener(MouseEvent.CLICK,openMenu); function openMenu(evt:Event):void{