I am creating a dancing game:URL...I need to disable the keyboard after each key is pressed, so if the user presses the UP key untill the character has finihsed doing the move no other key can be pressed.
I'm using a keyboard event to detect when a key is pressed. This is what it looks like:
Code: private function keyPressed(event:KeyboardEvent) { switch(event.keyCode) { case Keyboard.CONTROL: ctrlHandle=true;
[Code]...
It's worked up until now. I know that all the keys except the last one work because they carry out their function and the trace on DOWN works. However, for the last one, I've tried W and ALTERNATE (and got errors) and ESCAPE and TAB (both not doing anything, not even returning the trace).
I want this code to move my map i.e map_mc when the keyboard keys are pressed. When I add it to the map_mc, I see no effect what do u think I am messing with.
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]
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;
In my "Scene 1" i call a New MovieClip("MC1"), this MC1 have a button named "btn1", I need a code to put in the first frame of the "Scene 1", that check if the button btn1 was pressed in the new movieClip (MC1) How can i check if the button was pressed? This is my code in the first frame of the "Scene 1"
Trying to add event listeners to check whether my tiles are being pressed! This works excellent! They respond to the listeners BUT on the mose_down/mouse_up i can�t trace the tile variables The listener functions:
Is it possible to check for pressed keys without using the KeyboardEvent?
I have an ENTER_FRAME event setup called enterFrameHandler and I want to check within the function enterFrameHandler if any keys are pressed.
normally when using a KeyboardEvent I could check for keys easily using a switch that checks the KeyCode of the event, but in an ENTER_FRAME event this isn't possible for me.
Is there any other way of checking the keyboard's state within the ENTER_FRAME event?
UPDATE: I found this AS2 script: onClipEvent (enterFrame) { if (Key.isDown(Key.LEFT)) { _x -= power;
[Code]....
This seems to be doing what I want, but it's in AS2, does anyone know how to 'translate' this into AS3?
I am using the mousewheel mouse event and keyboard keys to perform certain actions. But how can i check when the user has stopped using either the mouseWheel or keyboard?
I have already stumbled across two games (I mean... um... work related Flash stuff, yes boss, I'm working) which get "choppy" when you hold down the key to move (though it should apply to all keys)You know when you are typing in word, if you hold down one key, first you get one letter printed, and a second later it writes that letter really fast multiple times until you release? I believe that is what is happening that makes those games choppy. This is likely because the "KEY_DOWN" event gets dispatched very many times for the same reasons.
Now, either both those games were crappy enough so they forgot to test for this issue, or it's a Linux specific issue. I need you (yes you) to double check (stating your operating system and browser) if you get the same results.If you hold down the key to go left, (or right, doesn't matter) first you go left smoothly, and then after a second it starts "chopping" and resetting the movieclip's frame to the first walk frame.
_root.fadeBox_mc.onEnterFrame = function (){ if (fade){ this.nextFrame();[code]....
This causes a mc to fade in and out on rollover/rollout. But what I wanna make is a box that fades in when pressed on the button and fade out when pressed for the second time. But if I say
on (press){ _root.fade = true; }
the mc fades in, but I cant do another on (press) to fade out. Is this too confusing?
I am struggling a bit with keys on the keyboards controlling a movieclip to happen.Ive got a person moving when pressing right and left, and a movieclip with three frames: First frame is a movieclip with the person standing still, looking bored. The second frame is the person moving right, and the third frame is the person moving left.This is the code that Ive inserted into the persons actions on scene1:
if (Key.isDown(Key.RIGHT)) {_x += speed;this.gotoAndStop(2);_xscale = +scale;} if (Key.isDown(Key.LEFT)) {_x -= speed;this.gotoAndStop(3);_xscale = -scale;}
this code works alright accept that when the keys are not pressed it doesnt stand still, the legs are still moving, so I tried to include this code aswell:
if (!Key.isDown(KEY.RIGHT)) [code]....this makes the person standing still when not pressed but not moving the legs when turning right and left.
I have 2 scenes. In both scenes, I have a movie clip that moves via keyboard control. If the goto next scene is triggered by the movie clip in the first scene the keyboard control works in the second. However, if I use a button to move to the next scene then there isn't any control over the movieclip in that scene. I've traced the keyCode in the second scene and it is picked up but the switch statement doesn't run. I'm migrating to Actionscript 3.0 and updating something I created in 2.0. I would like to do it without writing a class.
When using a notebook and I have remarked that I cannot enter numerical character with shift + a letter to enter number.Is this a bug in flash ? How to circumvent this ?
How do? Edit the field with numeric keypad, not a full keyboard my code: <s:TextInput text="{TransactionObject.cartao}" id="item" restrict="0123456789" /> app for Android and playbook
I get an error while extracting the asdoc of my flash professional project:
Code:
C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D); ^ C:...Main.as(33): Spalte: 73 Fehler: Access of possibly undefined property D through a reference with static type Class. private var moveRightArray:Array = new Array(Keyboard.RIGHT, Keyboard.D);
See [URL] Now there is a button called Answera, which when clicked should have a symbol (movie clip) called Check appear at the cordinated specified. Check exists in the libary (but does not have an instance name) and no where else on the stage. when I run this code I get: 1180: Call to a possibly undefined method Check. -> var rightCheck = new Check(); How is it undefinded if it exists in the libary?
The following is my codes. This is still work in progress; so, you will see some functions with empty contents. Plus, this is my first Flex application; please bear with me. This is a quiz application that gets the questions and answers to each questions from a ColdFusion web service. There are three types of questions, True or False, Multiple Choice with single selection, and Multiple Choice with multiple selections. So, based upon the question type, the application would dynamically generate the appropriate amount of radio buttons or check boxes for the users to select. I got these working. The problem that I am having is, I am not sure how to check what the users have actually selected. In some other forums and posts on other web site, it said that I can use event.currentTarget.selectedValue to get the user selection. But when I actually do it, I got a run-time error saying, "Property selectedValue not found on mx.controls.FormItem and there is no default value." My question is, what do I need to do to capture the user selections?
Is there anyway to display the name of the key pressed on KEY_DOWN events? For example, if the user pressed the 'w' key I would want the SWF to print out 'w' and NOT the corresponding key code.
I am trying to play a sound and display a graphic when a key is pressed , so far i have been able to play my sound when i press the 'a' key but i also want to display a graphic that gets displayed while the key is down , i have created the graphic as a movie clip, not sure if thats right, iam not sure of the code i need to display the graphic.
I have 2buttons. Each have 3stages: up, over, down.I want to have 1st button to stay on its 'down state' when pressed and then you should see 2nd button 'up' stage(down stage of 1st button is the same as up stage in 2nd button).If someone hovered again you see 'over' stage of 2nd button,when will click, button move to 'up' stage of 1st button.
I made a button and want do something when mouse is press, I mean when mouse is pressed that button should do its job. When button release scale of image will increase, now, I want it to do while mouse is pressed.should I use loop or conditional statement?
One Feature is like: when 'alt' key is down, the mouse cursor changes to B, when 'alt' key is up, the mouse cursor restores to A.
But the problem is that everytime a release 'alt' key, the mouse cursor will change back to system default (Arrow shape), and seems like the focus is on somewhere outside the stage.
That reminds me that, when 'alt' was pressed in a ordinary window, the menuBar will be focused.
How can I stop this default behavior?
p.s. I have tried the following ways and doesn't work:
1) listen to stage's KEY_DOWN/KEY_UP event, and add 'event.stopImmediatePropagation()' in the event handlers
2) listen to stage's KEY_DOWN/KEY_UP event, and add 'event.preventDefault()' in the event handlers
3) listen to stage's KEY_DOWN/KEY_UP event, and add 'this.setFocus()' in the event handlers. And 'callLater(this.setFocus)' doesn't work too.