ActionScript 3.0 :: Keyboard Event Listeners Not Firing?
Nov 17, 2009
It currently has the following listeners active. When you click a blurb, you will zoom into it. When you click it again (or anywhere on the flash object) it will zoom back out.If you let it idle it will zoom in and out at roughly 10second intervals.There are also keyboard functions that when you click on the arrow keys it will move the camera in various ways. The keys only work in the zoomed out state and are disabled on zoom inThe problem that I'm having is with these. On startup, the keys work fine. If you let it idle and have it automatically zoom in then out, the keys will work fine. However, if you manually click out of a blurb, the keyboard event listeners stop working. I'm not sure why this happens since both the auto-zoom and the manual zoom both call the same function to zoom out.
At first it seems to be that the window is losing focus, since if I click on white space I can use the keyboard again. The problem though, is that when I use an DEACTIVATE event listener to test it, it doesn't show the flash object losing focus. Because of that, I'm not really sure how I would go about fixing this problem.
Code:
package com.jonchau.twitter {
import flash.display.MovieClip;
[code]......
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Jun 14, 2010
In my Flash project I have a movieclip that has 2 keyframes. Both frames contain 1 movieclip each.
frame 1 - Landing
frame 2 - Game
The flow of the application is simple:
User arrives on landing page (frame 1) User clicks "start game" button User is brought to the game page (frame 2) When the game is over, the user can press a "play again" button which brings them back to step 1
Both Landing and Game movieclips are linked to separate classes that define event listeners. The problem is that when I end up back at step 1 after playing the game, the Game event listeners fire twice for their respective event. And if I go through the process a third time, the event listeners fire three times for every event. This keeps happening, so if I loop through the application flow 7 times, the event listeners fire seven times. I don't understand why this is happening because on frame 1, the Game movieclip (and I would assume its related class instance) does not exist - but I'm clearly missing something here.
I've run into this problem in other projects too, and tried fixing it by first checking if the event listeners existed and only defining them if they didn't, but I ended up with unexpected results that didn't really solve the problem.
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May 15, 2011
event listeners not firing in this code can anybody guide me what is problem with this code.[code]
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Nov 10, 2011
I would like to programatically fire an event on a spark checkbox. I have a tab bar which has tabs enabled according to various checkboxes. I am loading data into these tabs. Sometimes tabs 1 and 2 will be enabled. Other times tabs 2 and 3. Other times tab 4 by itself (and all the other combinations). I have tried to enable the VBox (in action script) which is in my view stack but it seems to freeze the application. The VBox enables correctly upon user input on the check box. If I set the checkbox to be selected it does not fire the event and so does not enable the tab.
Is it possible to manually fire an event in Flex. I have tried to see if I can take the checkbox and get the event and fire it. Unfortunately I can only see addEventListener, hasEventLister and removeEventListener. There is no way of getting the events that are already on the checkbox
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Aug 23, 2009
I've had this glitch for a long time, and I've tried several ways to get rid of it, and now that I just recoded everything to see if it was something I did, it's back again! basically, whenever I press space (regardless of whether or not I am listening for a space press [or any key press]), the last function fired by an event listener will run itself again, with the exact same arguments supplied to it in the first time.
For example, if I make a simple button to trace("text"); and take you to another frame. Once you get to that frame you can press Space and it'll trace "text" again! I really have no idea what's causing this, and it doesn't seem to be happening to me in new files. and there's too much code to show you, but I just want to know if anyone has heard of this before or if they have any theories to what's going on.
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Oct 7, 2009
I have 9 buttons on my site which I wish to increase to 100% alpha when the users mouse rolls over each one, then have the alpha reduced to the original setting of 75% on rollout.If I set the code below for 1 button it works just fine. However, if I repeat this code just changing the numbers for each button, it stops working once duplicated more than a couple of times.Why does it stop working and how can I write this efficiently so it works for all 9 buttons?
Here is the code:-
addtocart1_btn.addEventListener(MouseEvent.MOUSE_O VER, fadeinaddtocart1);
function fadeinaddtocart1(event:Event):void
[code]......
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Nov 26, 2009
I have a class called OfficeGame, which is working fine, except in that class I instantiate a class called OfficeSchmuck which is the character of my game. The problem being that the character is not responding to my event listeners which tell him to move. Here are the two classes:OfficeGame.as
ActionScript Code:
package {
// imports
[code]........
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Jan 10, 2011
function moveJoeOne():void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
}
[code]....
I've got two different instances of two different MovieClips on the stage of the fla. Visually they're identical but one is facing left and one is facing right. When the file runs, the one that's facing left appears on the stage while the one that's facing right is set to be invisible. What I'm trying to do is have the one that's facing left go invisible when the right arrow is pressed and for the one that's facing right to appear in it's place and accept further input from the right arrow key. When I run the file, the one facing left moves just fine. My problem is that when I press right, the one facing left disappears and the one facing right appears in it's place but it just moves once and stops.
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Mar 30, 2011
I have been been testing for keyboard events one key at a time. Now I want to test two keys being pressed or released at the same time. I am unclear on how to do this. Do I need to indicate this intention in the functions parameter
Code:
if(event.keyCode==keyboard.LEFT&&keyboard.keyCode.RIGHT);
isn't cutting it.
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Jun 23, 2009
Im trying to make a game at the moment, with a little character who runs around the screen. To do this i have keyboard event listeners on the character.I have an inventory which opens when you click a button, and has number of things to click on.My problem is that when i close the inventory, by clicking the close button, my keyboard event listeners no longer work on my character.
Keyboard events also dont work on the stage at this point, and i cant understand what i need to do.Its as if nothing has focus anymore for keyboard events. Mouse clicks still work fine.
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Dec 12, 2010
What's wrong with my code?
function moveJoeOne():void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);[code].....
I've got two different instances of two different MovieClips on the stage of the fla. Visually they're identical but one is facing left and one is facing right. When the file runs, the one that's facing left appears on the stage while the one that's facing right is set to be invisible. What I'm trying to do is have the one that's facing left go invisible when the right arrow is pressed and for the one that's facing right to appear in it's place and accept further input from the right arrow key. When I run the file, the one facing left moves just fine. My problem is that when I press right, the one facing left disappears and the one facing right appears in it's place but it just moves once and stops.
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Jul 31, 2009
The problem is with addAnimation()
ActionScript Code:
package
{
import flash.display.MovieClip;
[Code].....
... then it works.
But I don't want the movieclip on the root like that, I want it within main.page1
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Mar 28, 2011
I'm having a problem with this menu tutorial I followed from ASGamer. I have done and used most, if not all of the tutorials from that site.Anyway my problem is their base menu class;
package com.game.scripts.menu
{
import flash.display.MovieClip;
[code].....
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Jun 19, 2009
I have a pretty linear slide show presentation.It starts with a navigate function that listens fr keyboard presses(space, right or left arrows) and also a mouse click listener, and these either advance or rewind the show a slide at a time.On about a dozen of the 60 slides, I call an external swf or flv/f4v and i have built in conditions based on frame number, so that I can kill movies and unload swfs before moving on.Make sense?So, i'm wondering, is there a way to code all the exceptions once and have them bind to the mouse listener and the keyboard listener?Or should I just code all the exceptions in the mouse listener function and the keyboard case listener?Or am I totally going the wrong direction?Thinking out loud, I guess i could write 2 different simple functions, one that is straight advance frame -to- frame, and one that is for the "exceptions" frames, that kills a movie or unloads a swf, and set a boolean variable based upon what frame the movie is on.
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Nov 24, 2011
I have this in my constructor:
[Code]..
The problem is I get Error: Error #2094: Event dispatch recursion overflow. Why does removechild keep getting called if this.parent does not exist? Why doesn't removing event listeners work?
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ActionScript Code:
pseudo code:
class main {
main() {
[code]....
This doesn't work. Why can't the main class listen for an event on the thumb class?
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The code looks like this:
Code:
var mySound:Sound;
function setup()
{
[Code]...
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ActionScript Code:
slider.up.addEventListener(MouseEvent.MOUSE_UP, activateSlider);
slider.down.addEventListener(MouseEvent.MOUSE_DOWN, activateSlider2);
var frameBoolean:Boolean = false;
[Code].....
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Code:
trace("test1");
var myTimer:Timer = new Timer(5000, 1);
myTimer.addEventListener(TimerEvent.TIMER, getData,false,0,true);
[Code].....
The code above should call the function getData once after 5 seconds have passed. This works 99.99% of the time, but for some reason (usually after a few days of it running) it doesn't call the getData function.
I have verified this through trace statements. When it eventually fails, it traces out test1, test2..... then nothing else. No test3.
I'm assuming I need to add an event listener for the timer object to check if it fails for whatever reason. How do I do this?
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Can anyone see why my event.Complete isn't firing
[Code]...
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I'm sure some users on this forum will be aware that AddThis are dropping the Clearspring Launchpad, so I'm writing a new API to get ready for the changeover. Part of that is a base UI that will create buttons for social network sharing destinations. At the moment, AddThis contain all the icons in a single long strip that is 16x3520 pixels in size [URL]...
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I'm dynamically creating instances of a loader in a loop, adding a complete listener to it, and loading it. For some reason the complete function is not called. Is this syntax wrong?
[Code]...
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Nov 1, 2009
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?
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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]..........
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Apr 23, 2009
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)
[Code]....
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May 21, 2011
I have a simple ComboBox onstage, with 5 options in it. Each one has a textual label, and is assigned a numeral "data" in the Component Inspector (1,2,3,4,5). I'm trying to get the playhead to move to a specific frame, according to which option is selected, and can't make it work. The trace turns out fine, but the playhead stays in place. (The ComboBox is called my_cb).
PHP Code:
var cbListener:Object = new Object();
cbListener.change = function(evt_obj:Object) {
trace("Value changed to: "+evt_obj.target.selectedItem.label);};
my_cb.addEventListener("change", cbListener.change);
cbListener.change = function(evt_obj:Object) {
var itemName:Number = new Number();
itemName = evt_obj.target.selectedItem.data;
if(itemName == 1) { gotoAndStop(10);}
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Apr 21, 2010
I have this code below which produces no errors
import Card;
import fl.transitions.Tween;import fl.transitions.easing.*;import fl.transitions.TweenEvent;
var ace_clubs1:Ace_clubs = new Ace_clubs();ace_clubs1.scaleX=0.4;ace_clubs1.scaleY=0.4;[code]......
The only thing is the TRACE output for the MOTION_START EVENT does not fire.
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If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.
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Oct 2, 2011
soundchannel.addEventListener(Event.SOUND_COMPLETE , onSoundComplete);
function onSoundComplete(e:Event):void{
nextFrame();
[code].....
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