ActionScript 3.0 :: Stage Does Not Receive Keyboard Input

Jan 5, 2009

I'm going true the AS Programming 3 manual and the [URL] example doesn't work. The authoring environment gets the focus. You can tel because you see the toolbar changing the selected tool as
you type the corresponding letter.

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[code]......

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[Code]...

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////////////////111111////////////////////
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[code].....

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[code].....

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[code]...

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found only one thing that seemed to be on the lines of what I am having issues with:

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I know i've seen something about this before many times on the web, but i just cant seem to find it right now when i need it.[code]...

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i'm facing a weird problem with the following flex application (something very simple, couldn't be more):

HTML Code:
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute">
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[Code].....

I tried these browsers on Mac: Safari, Firefox, Omniweb, Opera. And it works like a charm for them. The bug is only on Google Chrome Mac.

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I've read on the Internet other people on Linux have the same bug sometimes (again, it's just for a couple of browsers and never all the browsers on their platform). I hope I don't have to tell my users to trick with their OS configuration. It's our job to make our apps to fit the visitor, not theirs!

A special configuration to do (compatibility mode with older Flash version 8, 9, something like that?)...

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I am making a game and I have run into a problem where I need to reclick on the game with the mouse for it to recognize keyboard input. I know having to click on the flash game once is normal, but whenever my game restarts (goes to the first level) I have to reclick on it or they keyboard input does not work. How do I resolve this? Is there a way to request the attention of the keyboard or something?

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I'm working on a game that involves some timed animations and I need to fire a kind of 'failed' event.Basically I'm moving a clip from one point to another on the stage, the user has to input a correct key combination before the endpoint. I'm capturing the inputs correctly, but I need a default procedure to fire if the player doesn't input anything at all.So I'm guessing that at the endpoint I could check if my function to capture the key inputs was actually called, and if not, call the 'failed' procedure, or if at the endpoint, no keys were pressed, do the same

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