ActionScript 3.0 :: How To Create OnScreen Keyboard
Sep 19, 2009
I'm trying to make an onscreen keyboard for one of the programs I wrote. With this flash program you can type Persian in any program. It uses a special kind of font. So I first mapped all the characters like:
//space
case String.fromCharCode(0x0023):
return String.fromCharCode(0x0023);
break;
[Code] .....
Now this program works perfectly when somebody actually uses the keyboard. Now I added an on screen keyboard. (buttons for each alphabet) but I don't seem to be able to somehow tell flash to type alphabet "be" for example and keep the conditions too! The text field is called "textF".
I have an application that is built in flash. I am using Flash CS3. The application was built using AS2, and it is being designed for touch screens so there will be no keyboard or mouse. Certain parts of the application have text fields, so to enter text there is an on screen keyboard that pops up. The keyboard works great, but it does not have a tab key. Here is the code for some of the other special keys:
i would like to write with one onscreen keyboard on two different text field The way that I have now has two keyboard and the text filed is hardwired on the buttons
Code: function btna(){root.readMessages.aTextFild.text += "a";} this is not efficient.
Relative newbie with AS3 but I need to make an onscreen keyboard for a touchscreen. Through some searching and coding I have a keyboard object that can send events based on clicks but I'm not sure how to go that "last mile" to trigger an actual keyboard event so the selected TextField gets updated.
my designer made a fla file where he has animated layers loads of them. All the images inside those animations are loaded from outside the swf.
Now, the issue is at one point in time I want some of the objects to go under another object ( current their on top) . If I do this visually the images inside the swf(loaded) are lost.
I have a very complicated interface going on in my flash application, with tons of dependencies/variable checking/etc and it would make my life one heck of a lot easier if it was possible to simply "press" or activate an onscreen button via actionscript. I have never seen this referenced, and don't know if it's possible. Search didn't find me anything. Can you do this in some way? "Virtually" activate a button (and thereby all the button's scripting...)
I have what is undoubtedly a simple issue that I cannot seems to surpass. It may well simply be an order of operations type of problem, but as I'm not sure where the problem is, I don't know where to start! I'm essentially just having trouble getting anything to display on stage.verything is seemingly linked into the stage's display list correctly ~ The hierarchy goes as such:[MAIN object Sprite] loads and addChild's an object...-- [SECTION object Sprite] which loads/adds other child objects..---- [SCENE object Sprite] Which should loads/adds...------ [FX object Sprite] which holds actual visual data(shapes------ [FX object Sprite] which holds actual visual data (shapes)---- [FLOW object Sprite] Which holds no real visual datavia functions such as getSections, getScenes, getFX, etc, as are applicable. The issue is that although each object in the hierarchy is listed as a child of its appropriate parent, nothing displays.
My project is to make a simple flash queue numbers display, For example if you press the number 20 on the keyboard so it will show number 20 on the screen.
I've just finished a simple Flash 5 game in ActionScript. Everything about it works fine except when I try and turn it into a web page. After I create the page, the graphic controlled by the player no longer responds to the keyboard. Can anyone explain why this is and how I can fix it?
I have 2 scenes. In both scenes, I have a movie clip that moves via keyboard control. If the goto next scene is triggered by the movie clip in the first scene the keyboard control works in the second. However, if I use a button to move to the next scene then there isn't any control over the movieclip in that scene. I've traced the keyCode in the second scene and it is picked up but the switch statement doesn't run. I'm migrating to Actionscript 3.0 and updating something I created in 2.0. I would like to do it without writing a class.
When using a notebook and I have remarked that I cannot enter numerical character with shift + a letter to enter number.Is this a bug in flash ? How to circumvent this ?
How do? Edit the field with numeric keypad, not a full keyboard my code: <s:TextInput text="{TransactionObject.cartao}" id="item" restrict="0123456789" /> app for Android and playbook
I get an error while extracting the asdoc of my flash professional project:
Code:
C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D); ^ C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D);
i want to create a keyboard-controlled "wasd" game with proper hitdetection,doing this tilebased is no feat and is pretty straightforward.But say i want to do this in the fashion for a game like WoW, and things quickly starts getting trickier.How would i resolve something like this with AS3? One possible solution would be to implement Box2D, but since I'm planning to make a rich 3d-game, the question is whether 2d collision-detection will be sufficient. What options are there for collision-detection in AS3 if the aim is to create a game with similar mechanics to WoW?
Is there any way to create a keyboard shortcut using a the control button plus a key button. For example, if I want to print the screen, I would press control + p.
how to change the focus of movieclips and buttons when I press the arrow keys of the keyboard. Its kind like the tab navigation but with de arrows keys, in the four direcctions. This flash app i'm developing has to be handled 100% with the keyboard.
I'm trying to write a simple counter. UP or Space increments a number and DOWN decrements. It's just one big number in the middle of the screen. A bell rings on an increment and I have added code to go full screen on mouse click.[code]...
I'm using a UK keyboard (where the " and @ signs are switched) and firefox to access my flash movie and when I press the @ sign on the keyboard, it will input a " sign.
Well i've used flash a bit but i never really messed with sounds. I want to make kind of a drum tool fun thing that can play sounds, so i need to know how to make a sound play when you press a letter or buton on keyboard
Well basically I've got this one frame in my animation. It's got three buttons and an input text box. One of the buttons goes with the text box, but I want the enter key to do the same thing (gotoAndStop) as the button. Unfortunately I've not a clue how.
My keyboard shortcuts have quit working. I'm not talking custom shortcuts that I have defined. The default Flash shortcuts just don't work anymore.Before anyone asks, yes, I have made sure the "Disable keyboard shortcuts" option is turned off. I'm running Flash CS4 on a Windows XP pro machine.
how to change the focus of movieclips and buttons when I press the arrow keys of the keyboard. Its kind like the tab navigation but with de arrows keys, in the four direcctions. This flash app i'm developing has to be handled 100% with the keyboard.
add some functionality to the presentation template. Currently you can only move from one page to the next. So if I want an animation on a page, no problem I'll just add a stop script at the end. No big deal. But if I want Multiple animations (just trying to replace powerpoint here) then I get into trouble.
Each page is one frame on the main timeline. Hitting left/right goes to the next frame, unless the movieclip on that frame also has additional frames. Then it should move to the next frame within that, etc.
I can't figure out that if statement though. I had another bit of script going on my first go, but ran into some issues so thought it best to create all of the scripting on the main timeline. Initially I created a boolean variable, then ran an if statement. Inside of a movieclip I switched the boolean and used the same keyboard interaction to walk through it. On the last frame of that movieclip, I switched the boolean back so the main timeline interaction kicked in again. The problem is, that's a Lot of copying and pasting of that code, and I can't figure out how to go through more than one parent. I just couldn't get it to work.
Should I just be building this thing in a Completely different way? I need to make something, so for now I'm splitting up each frame that I need different animations on and creating a different movieclip for each section. Ideally that would be contained in one movieclip's timeline. Currently one each animation's interaction will be on a timeline. So I have to duplicate the slide to add an animation. So if I have a title come in, then a pie chart, then an image, then another piece of text, I'll be stuck with 4 separate movie clips.
I want something like:if current movie clip current frame is == total frames, clicking right goes to next frame, else go to next frame of it's parent's timeline.I say the parent and not stage because the way you have to set up transitions only works within a movieclip. So you have to set up the entire slideshow within a movieclip if you want transitions between each slide. Right? I don't care about transitions for now, but will want control of those eventually.
is the following scripts correct to stop animation by pressing "Space Bar" if the animation is playing. And to play the animation again if the animation is paused. Is there any additional criteria need to be added to make it more solid.