ActionScript 3.0 :: Making A Keyboard Event Only Fire Once When The Key Is Held Down?
Jan 28, 2010
this one has got me stumped. I want an object to move 10 pixels every time a key is pressed, and I don't want it to keep moving when the key is held down.And I want to know why it moves once, and then waits a bit before moving more. I do not see why anyone would want it to do that!!!
The keyBoard event listeners call on the rotate and unrotate functions and based on the key inputs(A and D) will implement either of the functions and rotate the image or return it to the original upright position. However, I haven't been able to get the function to work. When I press the A or D keys on the keyboard nothing happens. I even put trace() in one of the functions to see if the function will even be implemented but I don't get anything. I put in my Scripts below. Why are the functions not working? Do the eventlisteners fire or are there conflicts?[code]...
how to make an keyboard event listener control a button to have it make a sound. i am making a drum kit that you will be able to play using specific key on the keyboard. i have it built and functioning with just using mouse clicks but for my end result i would like to have the keyboard and mouse be able to control it.
I'm developing a game for my final year project at university that has a character who can move up and down on screen. The upper half of the screen is reflected in the lower half so that there are actually two characters on screen at once, each reacting exactly the same way to keyboard input.One of the mechanics involves the two avatars changing positions relative to their halves of the screen which requires a spacebar press to execute. The problem I'm having is that I don't want the characters to change positions once every frame if the spacebar is held down. I need to implement some sort of delay once the spacebar is pressed so that the characters won't swap positions for another second or so.
Code: var plachaFlipPointY:Number = char.mc.y; var shadowPlachaFlipPointY:Number = schar.mc.y;
if I have an event listerner (mouse, keyboard, enterframe,....event) that is being triggered, and when it finishes its event, something that is able to detect the finished event listener and fire out another sets of event.
It works more like MOTION_FINISH in TweenEvent, but it is only available for TweenEvent only, what if I want to detect a mousclick, keyboard, enterframe or even touch event?
TypeError:::Stage@1fc34b51 to flash.display.MovieClip. at com.edwardothesheep::cannon/shoot()[C:UsersIanDownloadscannontestcannontestcome dwardothesheepcannon.as:33]
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.
Working on an mp3 player that i have cobbled together myself, bit rusty on the as3 so im sure it could be improved in many ways but the it works apart from that i cannot get the SOUND_COMPLETE event to fire at the end of a track, thus playing the next track. I have looked on this forum and others but cannot seem to get this to work
I write a mouse_over event handler in a movieclip. But the event fired when the application run automatically even if the mouse out of the application.
I'm an experienced AS developer, but this is something very basic about flex that I can't figure out. In the class below, I'm not sure why the function imageLoaded would not be executed when the image loads a url. Is there a race condition happening here? The application is completely loaded by the time this object is created and setPicture is called. How can I get the Event.COMPLETE event to fire properly in this case?The line and Log.info functions are conveniences for me, and they definitely work. Here's my MXML definition:
How would I go about as to addEventListener for a array object. I'm trying to avoid running a timer every x milliseconds to check for new elements in array object, rather trying to make a event fire when new elements are detected to process them and remove them. Is it possible with Arrays? maybe ArrayCollections? either is fine.
I am looking for an event which is fired (if any) after a chart is rendered (visible in UI) in Flash, we are using Flex SDK 3.0. We have to capture the screenshot after the chart is rendered, current implementation adds a huge delay in update_complete event callback, this is slowing down the whole job of generating images. I tried to use EXIT_FRAME event, but this doesn't seem to serve the purpose.
What's happening is that the user fills out a form in the HTML Viewer, then when they click the submit button I want to be notified of the page change.
If they land on URL A, then they'll be shown one message. If they land on URL B, they'll be shown another.
I have run into an issue where when you use the onPress function, it won't register the second onPress event if the mouse doesn't move and the user clicks the same pixel. I have to use onPress, and am wondering if there is a way around this. It is just a little annoying that I have to move my mouse to have it catch that second onPress..
I have run into an issue where when you use the onPress function, it won't register the second onPress event if the mouse doesn't move and the user clicks the same pixel. I have to use onPress, and am wondering if there is a way around this. It is just a little annoying that I have to move my mouse to have it catch that second onPress...
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?
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'm trying to make as3 application which uses custom mouse pointer while pressing spacebar on my keyboard. Everything works fine when I don't move my mouse but when I do the KEY_UP event is dispatched to my listener almost immediately (and this is while I'm still pressing my key down). Below is simple main class which used to test this behaviour:
I have an swf converted from powerpoint, the version is in flash 8, and i want to fire a click event on that swf to advance in the slides, how can i perform this action?
Here is an extract of code from something im making:
if (MC_battleTrigR1a.hitTest(this._x, this._y, true)) { if (random(220) == 0) { //random(220) the code is onEnterFrame and so this random function is called
[Code]....
The player walks into an area, within a random amount of time or after 5 seconds it should send the player to the frame labelled: battle It works with the random(220) but I dont know how to make it definetly go to frame: battle after 5 seconds. I dont know how to use setInterval correctly, I have tried and failed.The code is nested in onEnterFrame fps: 24 frame label: treePath frame number: 17