ActionScript 3.0 :: MovieClip Movement Using Keyboard Event

Jul 30, 2009

I am working on a game project and i have a question about movie clip movement using keyboard event. Basically I have a character on screen and it can move on the x axis using the left and right buttons. I am making my character move by changing the x value of the character movieclip but I find very it laggy and not smooth and if I am going point by point then it's too slow. Whats the best way to make the character move so that the transition will be smooth.

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ActionScript 3.0 :: Socket Event Triggers Movieclip Movement - Need More Frequent Rendering

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I have a flash project that's implementing a simple two player game. I have added an enterFrame function to my main movie which listens for keyboard activity in order to move a cowboy gunslinger. Whenever the cowboy moves, I send a message over a socket to a server which dispatches the movement to the other connected client. This works pretty well, however, the movement messages tend to arrive in clumps which results in jumpy animation of my cowboy on my opponents screen and jumpy animation of his cowboy on my screen. To illustrate, i put a trace in my enterFrame function because I am imagining that this function will run roughly once each time my main movie renders the screen. I also put a trace statement in my function that responds to network traffic and moves the remote player's cowboy on my screen. Here's the output:

[Code]...

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ActionScript 3.0 :: MovieClip Movement Triggered By Socket Event - Screen Render?

May 11, 2009

I have a flash project that's implementing a simple two player game. I have added an enterFrame function to my main movie which listens for keyboard activity in order to move a cowboy gunslinger. Whenever the cowboy moves, I send a message over a socket to a server which dispatches the movement to the other connected client. This works pretty well, however, the movement messages tend to arrive in clumps which results in jumpy animation of my cowboy on my opponents screen and jumpy animation of his cowboy on my screen. To illustrate, i put a trace in my enterFrame function because I am imagining that this function will run roughly once each time my main movie renders the screen. I also put a trace statement in my function that responds to network traffic and moves the remote player's cowboy on my screen.

Here's the output:
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As you can see, I'll get several messages in a row from the remote client which instruct me to move their cowboy ('client MovePlayer running') and they will all run in a row before the screen updates. I'm guessing I should be using something like updateAfterEvent but this method is only provided by Mouse, Timer, and Keyboard events.

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[Code] .....
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[URL]

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[Code]...

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[Code]...

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ok so i am trying to change a boolean with a keyboard event

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Code:
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[Code]......

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[Code]...

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<application handles_keys="F5, F6">
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[code]...

I have a class written that will respond to the key events the way I want it to, so how do I register one or more instances of this class to have the results I want? Also, note that there are some situations where this class should receive events that would ordinarily be handled by a UI component. The TAB key is the main example; I have a few cases where I want my key down event handler to fire even when the focus is on a text field.

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I'm trying to detect keyboard input and if the arrow keys are pressed, set the players next move to whatever was pressed. I'm listening for keyboard input using:

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[code]....

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ActionScript 3.0 :: Keyboard Event Fires Only Once On OSX?

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[URL]

The issue can be reproduced every time with this code:

ActionScript Code:
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[Code]....

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Code:
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[Code].....

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[code].....

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I have been reading for about an hour online with no solution, if you are typing in a text field, you seem to not be able to read if the "enter" key is pressed, exmaple attached.

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I'm still a beginner in programming ActionScript 3.0,

I had a problem with KeyboardEvent in ActionScript 3.0,

I created a simple shooting game, the game has 2 Frame,

1. Title Game (Frame 1)

2. Game Playing (Frame 2)

The problem is in Frame 1 when Button is clicked playinggame

then switched Frame to Frame 2 where the game takes place where the user can move the aircraft by using the keyboard, (Left Arrow, Up Arrow, Right Arrow & Down Arrow).

But when a keyboard button is pressed, KeyboardEvent not react at all, and aircraft can not be controlled.

Even more bizarre when the stage at the click KeyboardEvent can react and aircraft can be controlled.

The question is how to keep the button is clicked playinggame in Frame and the Frame 2, the aircraft can still be controlled using the keyboard

[URL]

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I could've moved on to the more difficult stuff: collision detecting and course plotting.I have spent over 2 hours just trying to get a MovieClip to move from A to B -- or from x,y to x,y I should say.I first thought I could just set new x, y properties for my MC, and then it would move there. No.Then, I tried using an event handler and function. This worked, but after the first "leg" of the movement, it sent me a 1063 error, and I also was concerned that the Event I used (ENTER_FRAME) was a one-time use kinda thing.{{What IS the proper Event to call, when you just want the computer to act on its own?? No mouse CLICK, no keyboard UP -- just move, doggone it!}}

Then I tried several permutations of functions and arrays, but it seems like movement of an MC demands an Event. Is this true? For a while, I fiddled around with my TweenLite commands.I currently have a Guide moving around my Grid, which is -- through TweenLite -- drawing a line.I just want this additional MC to tag along for the ride.Here's the code for the Tween; it's pretty standard:

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