ActionScript 3.0 :: Keyboard And Mouse Input Does Not Trigger The Appropriate Functions?
May 25, 2011
After about a week of arduous debugging and restructuring I've finally got my game engine to compile and run without any errors or wierd output. However, my control code, which I've moved almost untouched into it's own class, is failing to function due to events not triggering. It can be found at the bottom of this post, but I had to delete the contents of a few functions to make it fit in the char limit. The functions that are empty, aren't like that in the actual code, they didn't seem relevant to the problem.The important part to note in it is my block of addEventListener lines, flanked on either side by a trace message. Both of those traces fire successfully, so that would seem to indicate that the event listeners are being added fine.
The problem is that no events fire. At all. None of them. Keyboard and mouse input does not trigger the appropriate functions, I've tried traces just inside each of them, and they are never triggered.ctually, one event does fire correctly. The one that runs every frame. That goes perfectly, but the others do not.Is there any obvious flaw in my code that could cause it? Other than this, the entire application runs perfectly, without a single compile error and nothing in the output box except my traces.
Code:
package {
import flash.events.*;
[code].....
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Sep 24, 2009
I build a game that is working great on its own.Using keyboard events enter frame.When i load it in another movie, i cant trigger functions that are mapped on keyboard events.The listener is executed, but doesnt listen.On its own fine, loaded into another movie: no keyb events and from time to time enter frame event errors.I can access the keybard functions AFTER clickin on the movieclip that contains my loaded swf.
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Jun 1, 2010
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stage.addEventListener(KeyboardEvent.KEY_DOWN, key_pressed);
function key_pressed(event:KeyboardEvent):void {
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Oct 9, 2009
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Feb 3, 2011
I can't figure out, the Keyboard Input won't work until Mouse Button is pressed. Here's the code to the class I'm having trouble with. If anyone can see what's causing the trouble that would be great.
package
{
// Import necessary classes from the flash libraries
import flash.display.Sprite;
[Code]....
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Oct 19, 2010
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?
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Dec 23, 2011
i need a simple
prevFrame(); for Backspace
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have ni other ideea where to go
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Feb 14, 2009
Code:
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys)
function checkKeys(event:KeyboardEvent):void {
if(event.keyCode == 48) {
[Code]....
When I press the '0' key it makes the movie play. When I click the actual button it also makes the movie play. But how do I make it so that when I type '0' the overstate of the button becomes activated? In this way keyboard detection and mouse_down would work together.
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Nov 18, 2009
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Jul 21, 2008
i am trying this withou succes
Code:
curr_item.onRelease = DelegateFD.create(this, generateSubMenu, curr_menu, "submenu_mc", curr_item._x, 225, 1000, curr_item.node_xml);
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Nov 20, 2004
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I want to trigger functions according to a set condition... what I am trying to say is.....
if ( the value is more than 6 but less than 18) {
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} else {
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}
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an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
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Oct 10, 2009
[Code]....
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Code:
_root.myButton.onPress = function(){
hide();
[code]......
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Is it not possible to call other functions from generic mouse event functions? Surely it is !!??ie....
Code:
_root.myButton.onPress = function(){
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[code]........
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PHP Code:
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[code]....
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function keyPressed(evt:KeyboardEvent):void
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[code]......
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[Code]...
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Code:
////////////////111111////////////////////
firstname.addEventListener(KeyboardEvent.KEY_DOWN, key_pressed);
[code].....
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