ActionScript 3.0 :: Cannot Get Multiple Keys To Work
Jun 21, 2010
I want to be able to toggle images on and off on key press.I cannot get multiple keys to work. I used to do this in Flash MX with the code placed on buttons off the stage. I used tell targeting with movie clips on the stage that had blank first frames and images on the second frame. Each button would call the second frame of a movie clip on keypress.Below is the code that is not working in AS3/CS4 - "M1" and "M2" are the two test movies, but only M1 works.[code]
From time to time the letter keys in my flash player stop working. They work ONLY if I hold down CTRL at the same time. It's really annoying, because some flash content I like to use requires typing, and this weirdness doesn't change if I restart the browser or the computer altogether. It is some general setting too, because when this happens NONE of the flash windows will take any letters.
I'm working on a game where movement is controlled with WASD, and other commands are controlled with YUIOHJKLNM<>. The problem I'm encountering occurs when pressing down certain combinations of three keys. For example, when I'm holding down J and M, the ASD keys won't work; only W will. The same applies to J and N, and K and <; W is the only key of the movement commands that will work.
There is nothing in my programming that I can see or find that is causing this error; I've performed several tests and managed to pretty much isolate the problem being something to do with the keycodes. Does actionscript 2.0 have some inherent issues with certain 3-key combinations being pressed?
We're having a strange issue with the UP and DOWN keys on Chrome browsers. They're simply not being captured at all.Other browsers work fine (tested on Firefox and IE).I looked for the issue on Google and came up with some old threads from a couple of months ago describing the issue as a Chrome bug, however some of these threads say the problem has been fixed by Google. It hasn't been fixed for us
(Flash 5) Ok guys, I am trying to get a button to work by pressing keys. Problem 1) I want the keys that are pressed to be ,1,2,3,etc... and those keys aren't in Flash's actions, can they still work? Or do I have to use keys like SPACE, RETURN, etc...??? Problem 2) Here is the code I'm using. I also want a sound to be played while the button is going down. The sound is in the "down" of the button, but I linked it. THe linkage name is "sound1" here is the code;
I'm using a keyboard event listener to move a sprite around, however, I have to click on the stage before the keys work. I'm even giving focus to the sprite that is supposed to move and telling flash not to use the yellow box. However, the box shows up around the sprite until I click anywhere on the stage.
Code: public function activate_photo():void { stage.focus = photoContainer;
I'm building a menu for a website that plays a sound each time you mouse over one of the buttons. (each button is a piano key) I've written two functions that change the size of each key on ROLL_OVER and ROLL_OUT events. What I want is someway to play a unique sound in my library for each key, without writing a separate function for each key. Either a new function, or just written into my existing ROLL_OVER function. Currently, it plays the same sound for every key.
Here is a zip of my project
[URL]
What I've got in there is a fla file called menu.fla In that file there is a movieclip on stage called "keyboardmenu" and inside that movieclip are 8 movieclip's (my buttons) each with a unique instance name. In the library there are 8 mp3 files with class name keysound1, keysound2 etc...Here is my code: ( I'm using tweener to handle the scaling. )
Code: import caurina.transitions.Tweener; function keyisdown(e:MouseEvent):void{ Tweener.addTween(e.currentTarget,{height:185, width:80, time:.25, transition:"easeOutBounce"}); varsound1.play();
I have a character that should move using standard WASD control. I've tried to implement that using a listener for the KeyboardEvent.KEY_DOWN. However, it seems that what I get is:
1) Only one key at a time (ie I can't read both W AND A being pressed down at the same time) 2) When holding down first the events come in not every frame and later they come in every frame, ie, regularity of events relates to the system's sticky key.
What I would like is a solution where if I press the key W I continue moving to the left until the key is up. If I press multiple keys then I should move in the combined direction. What would be the best way to implement this? Do I need to listen to both KEY_DOWN and KEY_UP events and then use those as switch for movement? Is there a "good practice" way?
I got smooth movement/etc when I implemented both key_down and key_up. Essentially I made 4 booleans saying "move right/left/up/down" The boolean is set true by key_down event and false to key_up event. Movement itself is performed on enterFrame event based on how the booleans are set. Still wondering if there is a better way..
I got a little problem on a simple code: There are 5 Mcs on stage named Key1 to Key5. I got a listener on keyboard that put the mc alpha to 40 if you press the key of the mc (1 - 5), and turn the alpha to 100 if key isn't pressed
Code: var keyListener:Object = new Object(); keyListener.onKeyDown = function() { if (Key.isDown(49))key1._alpha=40;
[Code]....
The problem is that it works perfectly if you press a key at time, but it don't work if you press the 5 keys simultaneously , (make strange things :'1' to '4' pressed works, but '3' to '5' make the 5th mc as un-pressed) Is there a fine way to test if the 3 simultaneous keys (char '3' to '5') are pressed ?
ActionScript Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyPressed); stage.addEventListener(KeyboardEvent.KEY_UP, KeyReleased); public function KeyPressed(event:KeyboardEvent):void
[Code]....
and so far it works good, except when I press shift. If I'm holding the left or right arrow key and then I press shift, the object stops moving and doesn't do anything. However, if I release the arrow key and THEN press and hold shift, it works perfectly. How can I make it so that I can press shift while I'm holding the arrow key and still have it work?
Im having a problem getting responsive keyboard movement. I have a key_up listener which fails to trigger when 3 keys are down. E.g. Imagine up and right keys are being pressed to move up + right. The user wants to change to moving up + left. The user presses the left key before lifting thg right key. I have a key_up listener to detect when a key is no longer being pressed. However in this scenario it fails to trigger when 3 keys are pressed. Even in this online example, there is the same problem, look how unresponsive it is when chaging from up right to up left really quickly. [URL]
whether using a String as the key in a Dictionary results in slower lookups than using an Object, Class or Custom Object (an instance of developer defined Type)?
When using a String as a key, does the literal String have to be parsed, or does the Dictionary key point to the String Object?
I have three movie clips that are effectively draggable popup windows. At the moment I have each one sitting on a different frame and 3 buttons that guide to the frame to start the popup window.
I kinda want something more dynamic. I'd like to be able to have all three up at once and the user be able to drag them over each other like an OS.
Is there some sample actionscripts or maybe a tutorial around?
I'm designing a website for a Reiki/Spiritual advisor thingymebob and I have a menu on the left of my page of buttons and when I click a button it displays the contents of the button on the stage. Easy enough, so to speak, but the code I have written should send the viewer to a certain frame in the timeline where the tween begins.
When I play the swf and click the home button it works perfectly on the first page and if I go down the menu and click every other button in order they too all work fine, but as soon as I start clicking any other button randomly there is no tween effect and it seems to send me to the wrong page(!) plus straight to the clear text on the stage without any fading in tween. As though it has just gone to the last frame of the tween.
Here's the code below. I've asked the spiritual advisor for guidance and he sent me here, so please prove him right - ha ha!
stop(); myHome.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler2); function mouseDownHandler2(event:MouseEvent):void { gotoAndPlay(281);
I have a set of two buttons on frame 1.I am attempting to use the same set of buttons on frame 5.I copied the buttons with instance names from the first frame and placed them on the fifth frame, but they are not performing the designated actions.The buttons work fine on the first frame, so I know the buttons are functional.
I'm able to create 1 mouseover per slide. When I make the attempt to add an additional mouseover on a slide containing a mouseover, it not only doesn't work, but it disables the original mouseover event.
I'm trying to get a preloader to work with multiple swf and have found this one seems to work but I need to work out how to delay the start of the second, third etc. I thought maybe adding a visible = false type script to the array may work?
I am looking for an example that will show me how to work around the no-multiple-inheritance problems in AS2. I have a class that extends the UIComponent, but I also want to extend the XMLSocket. I've looked and looekd and see no good example for when I'm writing my class.
I'm trying to get a preloader to work with multiple swf and have found this one seems to work but I need to work out how to delay the start of the second, third etc. I thought maybe adding a visible = false type script to the array may work?
I am creating a Flash header for class and two things need to happen - One, it needs a stop and start button, and 2 it has to be clickable.
I have the code for each one and they do work separately, but when I try to apply both, only one will work. Here are the codes that I am using[code]...
I am trying to make a game where I am going to have different "Tiles" for each type of terrain. in my code I am calling on "Tile_GOLD" like this for a hit test:
[Code]...
and so my problem is that Multiple instance names don't really work, so I tried exporting for actionscript and that didn't really help either. So is there a way that I can call the tile in the characters code or is there a way that I can determine the hittest in the tile? Not necessarily for all of them to go to the next frame but to maybe have them make the character not be able to move. Also if anyone could give me a hittest code for making a mc not be able to go through an object
I am creating a Flash header for class and two things need to happen - One, it needs a stop and start button, and 2 it has to be clickable.I have the code for each one and they do work separately, but when I try to apply both, only one will work. Here are the codes that I am using:For Stop and Start
Actionscript Code:
Original - Actionscript Code start_btn.addEventListener(MouseEvent.CLICK, startMove);
[code]....
I have tried reversing them in the actions panel but to no avail.
im new to Action script 3 and im having problems i cant get a calculation to work across multiple frames and then to have the answer passed to an other frame plz help
Using the tweener class to control After Effects/embedded FLVs, I cannot figure out why I can't get all three of my buttons to work. The first one works fine, but the second two do not work at all. They do not even show the pointer finger cursor on ROLL_OVER. I have 3 FLVs each with a named instance and each with a button symbol for a hit spot also with a named instance.
Working on a photography website and I've hit a speed bump. I have 5 separate movie clips for each page.on one section the Portfolio section, I have four buttons one for different areas of the Portfolio.The buttons are located within the movie clip.There's an eventlistener to direct to the appropriate frame within the portfolio movie clip. The problem is when I click on the portfolio button to go back to the main portfolio frame it does nothing. I get a trace statement but no action. I'm assuming that since the movie clip is already loaded its just staying at the same frame.how to get back to frame one of the portfolio movie clip.Here's the code:
frame 1, scene1
ActionScript Code: //handle events for buttons about.addEventListener(MouseEvent.CLICK, clickSection); home.addEventListener(MouseEvent.CLICK, clickSection);[code]....